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Fireglass Mentor
  ( 2)
Creature — Lizard Warlock
(2/1)
At the beginning of your second main phase, if an opponent lost life this turn, exile the top two cards of your library. Choose one of them. Until end of turn, you may play that card.
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Firehoof Cavalry
 ( 1)
Creature — Human Berserker
(1/1)
 : This creature gets +2/+0 and gains trample until end of turn.
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Firemane Avenger
   ( 4)
Creature — Angel
(3/3)
Flying Battalion — Whenever this creature and at least two other creatures attack, this creature deals 3 damage to any target and you gain 3 life.
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Firemane Commando
  ( 4)
Creature — Angel Soldier
(4/3)
Flying Whenever you attack with two or more creatures, draw a card. Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
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Firemantle Mage
  ( 3)
Creature — Human Shaman Ally
(2/2)
Rally — Whenever this creature or another Ally you control enters, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Firemaw Kavu
  ( 6)
Creature — Kavu
(4/2)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, it deals 2 damage to target creature. When this creature leaves the battlefield, it deals 4 damage to target creature.
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Firemind Vessel
 ( 4)
Artifact
This artifact enters tapped. : Add two mana of different colors.
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Firemind's Foresight
   ( 7)
Instant
Search your library for an instant card with mana value 3, reveal it, and put it into your hand. Then repeat this process for instant cards with mana values 2 and 1. Then shuffle.
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Firemind's Research
  ( 2)
Enchantment
Whenever you cast an instant or sorcery spell, put a charge counter on this enchantment.  , Remove two charge counters from this enchantment: Draw a card.
 , Remove five charge counters from this enchantment: It deals 5 damage to any target.
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Fire-Omen Crane
   ( 5)
Creature — Bird Spirit
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature attacks, it deals 1 damage to target creature an opponent controls.
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Fire-Rim Form
  ( 2)
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +2/+0.
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Fires of Invention
  ( 4)
Enchantment
You can cast spells only during your turn and you can cast no more than two spells each turn. You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
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Fires of Mount Doom
  ( 3)
Legendary Enchantment
When Fires of Mount Doom enters, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature.  : Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
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Fires of Undeath
  ( 3)
Instant
Fires of Undeath deals 2 damage to any target. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Fires of Yavimaya
   ( 3)
Enchantment
Creatures you control have haste. Sacrifice this enchantment: Target creature gets +2/+2 until end of turn.
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Firescreamer
  ( 4)
Creature — Kavu
(2/2)
: This creature gets +1/+0 until end of turn.
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Fireshrieker
 ( 3)
Artifact — Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Fireslinger
  ( 2)
Creature — Human Wizard
(1/1)
: This creature deals 1 damage to any target and 1 damage to you.
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Firesong and Sunspeaker
   ( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Firespitter Whelp
  ( 3)
Creature — Dragon
(2/2)
Flying Whenever you cast a noncreature or Dragon spell, this creature deals 1 damage to each opponent.
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Firestorm
 ( 1)
Instant
As an additional cost to cast this spell, discard X cards. Firestorm deals X damage to each of X targets.
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Firestorm Hellkite
   ( 6)
Creature — Dragon
(6/6)
Flying, trample Cumulative upkeep  (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
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Firestorm Phoenix
   ( 6)
Creature — Phoenix
(3/2)
Flying If this creature would die, return it to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in their hand and can't play it.
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Firewake Sliver
   ( 3)
Creature — Sliver
(1/1)
All Sliver creatures have haste. All Slivers have " , Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn."
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Firewild Borderpost
   ( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. : Add or .
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Firja, Judge of Valor
    ( 5)
Legendary Creature — Angel Cleric
(2/4)
Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Firja's Retribution
    ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 4/4 white Angel Warrior creature token with flying and vigilance. II — Until end of turn, Angels you control gain " : Destroy target creature with power less than this creature's power." III — Angels you control gain double strike until end of turn.
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Firkraag, Cunning Instigator
   ( 5)
Legendary Creature — Dragon
(3/3)
Flying, haste Whenever one or more Dragons you control attack an opponent, goad target creature that player controls. Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag and you draw a card.
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Firmament Sage
  ( 4)
Creature — Human Wizard
(2/3)
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, draw a card.
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First Come, First Served
  ( 2)
Enchantment
Each attacking or blocking creature with the lowest collector number among attacking or blocking creatures has first strike.
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First Day of Class
  ( 2)
Instant
Whenever a creature you control enters this turn, put a +1/+1 counter on it and it gains haste until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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First Pick
  ( 4)
Instant
Destroy target artifact or enchantment. Assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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First Responder
  ( 4)
Creature — Ogre Citizen
(3/3)
Vigilance At the beginning of your end step, you may return another creature you control to its owner's hand, then put a number of +1/+1 counters equal to that creature's power on this creature.
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First Response
  ( 4)
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
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First Sliver's Chosen
  ( 5)
Creature — Sliver
(3/3)
Sliver creatures you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
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First Volley
  ( 2)
Instant — Arcane
First Volley deals 1 damage to target creature and 1 damage to that creature's controller.
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Fisher's Talent
   ( 4)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.  : Level 2
//Level_2// If you would create a Fish token, create a 3/3 blue Shark creature token instead.   : Level 3
//Level_3// If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
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Fishing Pole
 ( 1)
Artifact — Equipment
Equipped creature has " , , Tap Fishing Pole: Put a bait counter on Fishing Pole." Whenever equipped creature becomes untapped, remove a bait counter from this Equipment. If you do, create a 1/1 blue Fish creature token. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Fishliver Oil
  ( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
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Fissure
   ( 5)
Instant
Destroy target creature or land. It can't be regenerated.
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Fissure Vent
   ( 5)
Sorcery
Choose one or both — • Destroy target artifact. • Destroy target nonbasic land.
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Fissure Wizard
  ( 2)
Creature — Goblin Wizard
(2/1)
When this creature enters, you may discard a card. If you do, draw a card.
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Fistful of Force
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Fists of Flame
  ( 2)
Instant
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Fists of Ironwood
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, create two 1/1 green Saproling creature tokens. Enchanted creature has trample.
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Fists of the Demigod
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) As long as enchanted creature is red, it gets +1/+1 and has first strike.
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Fit of Rage
  ( 2)
Sorcery
Target creature gets +3/+3 and gains first strike until end of turn.
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Five Hundred Year Diary
  ( 4)
Legendary Artifact — Clue
Five Hundred Year Diary enters tapped. : Add for each Clue you control.
, Sacrifice Five Hundred Year Diary: Draw a card.
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Five-Alarm Fire
   ( 3)
Enchantment
Whenever a creature you control deals combat damage, put a blaze counter on this enchantment. Remove five blaze counters from this enchantment: It deals 5 damage to any target.
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Five-Finger Discount
   ( 6)
Sorcery
Put target nonland permanent into your hand. You may spend mana as though it were mana of any color the next time you cast that card.
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Flaccify
  ( 3)
Instant
Counter target spell unless its controller pays o½.
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Flagstones of Trokair
( 0)
Legendary Land
: Add .
When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Flailing Drake
  ( 4)
Creature — Drake
(2/3)
Flying Whenever this creature blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn.
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Flailing Manticore
  ( 4)
Creature — Manticore
(3/3)
Flying, first strike : This creature gets +1/+1 until end of turn. Any player may activate this ability.
: This creature gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Ogre
  ( 3)
Creature — Ogre
(3/3)
: This creature gets +1/+1 until end of turn. Any player may activate this ability.
: This creature gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Soldier
 ( 1)
Creature — Human Soldier
(2/2)
: This creature gets +1/+1 until end of turn. Any player may activate this ability.
: This creature gets -1/-1 until end of turn. Any player may activate this ability.
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Flame Blitz
 ( 1)
Enchantment
At the beginning of your end step, this enchantment deals 5 damage to each planeswalker. Cycling ( , Discard this card: Draw a card.)
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Flame Burst
  ( 2)
Instant
Flame Burst deals X damage to any target, where X is 2 plus the number of cards named Flame Burst in all graveyards.
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Flame Channeler
  ( 2)
Creature — Human Wizard
(2/2)
When a spell you control deals damage, transform this creature.
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Flame Discharge
  ( 1)
Instant
Flame Discharge deals X damage to target creature or planeswalker. If you controlled a modified creature as you cast this spell, it deals X plus 2 damage instead. (Equipment, Auras you control, and counters are modifications.)
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Flame Fusillade
  ( 4)
Sorcery
Until end of turn, permanents you control gain " : This permanent deals 1 damage to any target."
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Flame Jab
 ( 1)
Sorcery
Flame Jab deals 1 damage to any target. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Flame Javelin
   ( 6)
Instant
( can be paid with any two mana or with . This card's mana value is 6.) Flame Javelin deals 4 damage to any target.
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Flame Jet
  ( 2)
Sorcery
Flame Jet deals 3 damage to target player or planeswalker. Cycling ( , Discard this card: Draw a card.)
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Flame Lash
  ( 4)
Instant
Flame Lash deals 4 damage to any target.
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Flame of Anor
   ( 3)
Instant
Choose one. If you control a Wizard as you cast this spell, you may choose two instead. • Target player draws two cards. • Destroy target artifact. • Flame of Anor deals 5 damage to target creature.
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Flame Rift
  ( 2)
Sorcery
Flame Rift deals 4 damage to each player.
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Flame Slash
 ( 1)
Sorcery
Flame Slash deals 4 damage to target creature.
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Flame Spill
  ( 3)
Instant
Flame Spill deals 4 damage to target creature. Excess damage is dealt to that creature's controller instead.
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Flame Spirit
  ( 5)
Creature — Elemental Spirit
(2/3)
: This creature gets +1/+0 until end of turn.
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Flame Sweep
  ( 3)
Instant
Flame Sweep deals 2 damage to each creature except for creatures you control with flying.
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Flameblade Adept
 ( 1)
Creature — Jackal Warrior
(1/2)
Menace Whenever you cycle or discard a card, this creature gets +1/+0 until end of turn.
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Flameblade Angel
   ( 6)
Creature — Angel
(4/4)
Flying Whenever a source an opponent controls deals damage to you or a permanent you control, you may have this creature deal 1 damage to that source's controller.
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Flameblast Dragon
   ( 6)
Creature — Dragon
(5/5)
Flying Whenever this creature attacks, you may pay  . If you do, it deals X damage to any target.
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Flame-Blessed Bolt
 ( 1)
Instant
Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
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Flameborn Hellion
  ( 6)
Creature — Hellion
(5/4)
Haste This creature attacks each combat if able.
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Flamebreak
   ( 3)
Sorcery
Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.
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Flamecast Wheel
 ( 1)
Artifact
, , Sacrifice this artifact: It deals 3 damage to target creature.
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Flameheart Werewolf
( 0)
Creature — Werewolf
(3/2)
Whenever this creature blocks or becomes blocked by a creature, this creature deals 2 damage to that creature. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Flamehold Grappler
   ( 3)
Creature — Human Monk
(3/3)
First strike When this creature enters, copy the next spell you cast this turn when you cast it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
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Flamekin Bladewhirl
 ( 1)
Creature — Elemental Warrior
(2/1)
As an additional cost to cast this spell, reveal an Elemental card from your hand or pay .
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Flamekin Brawler
 ( 1)
Creature — Elemental Warrior
(0/2)
: This creature gets +1/+0 until end of turn.
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Flamekin Harbinger
 ( 1)
Creature — Elemental Shaman
(1/1)
When this creature enters, you may search your library for an Elemental card, reveal it, then shuffle and put that card on top.
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Flamekin Herald
  ( 3)
Creature — Elemental Wizard
(3/2)
Commander spells you cast have cascade. (Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Flamekin Spitfire
  ( 2)
Creature — Elemental Shaman
(1/1)
 : This creature deals 1 damage to any target.
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