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Sword of Dungeons & Dragons
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip 
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Sword of Feast and Famine
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip 
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Sword of Fire and Ice
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card. Equip 
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Sword of Forge and Frontier
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip 
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Sword of Hearth and Home
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip 
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Sword of Hours
 ( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Sword of Kaldra
 ( 4)
Legendary Artifact — Equipment
Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip ( : Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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Sword of Light and Shadow
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip 
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Sword of Once and Future
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from blue and from black. Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Equip 
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Sword of Sinew and Steel
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip 
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Sword of the Ages
 ( 6)
Artifact
This artifact enters tapped. , Sacrifice this artifact and any number of creatures you control: This artifact deals X damage to any target, where X is the total power of the creatures sacrificed this way, then exile this artifact and those creature cards.
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Sword of the Animist
 ( 2)
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip 
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Sword of the Chosen
 ( 2)
Legendary Artifact
: Target legendary creature gets +2/+2 until end of turn.
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Sword of the Meek
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+2. Equip  Whenever a 1/1 creature you control enters, you may return this card from your graveyard to the battlefield, then attach it to that creature.
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Sword of the Paruns
 ( 4)
Artifact — Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. : You may tap or untap equipped creature.
Equip 
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Sword of the Realms
  ( 2)
Legendary Artifact — Equipment
Equipped creature gets +2/+0 and has vigilance. Whenever equipped creature dies, return it to its owner's hand. Equip  
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Sword of the Squeak
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each creature you control with base power or toughness 1. Whenever a Hamster, Mouse, Rat, or Squirrel you control enters, you may attach this Equipment to that creature. Equip 
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Sword of Truth and Justice
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip 
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Sword of Vengeance
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip 
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Sword of War and Peace
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip 
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Sword of Wealth and Power
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from instants and from sorceries. Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Equip 
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Sylvan Offering
  ( 1)
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
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Syndic of Tithes
  ( 2)
Creature — Human Cleric
(2/2)
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Syr Gwyn, Hero of Ashvale
    ( 6)
Legendary Creature — Human Knight
(5/5)
Vigilance, menace Whenever an equipped creature you control attacks, you draw a card and you lose 1 life. Equipment you control have equip Knight .
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Syrix, Carrier of the Flame
   ( 4)
Legendary Creature — Phoenix
(3/3)
Flying, haste At the beginning of each end step, if a creature card left your graveyard this turn, target Phoenix you control deals damage equal to its power to any target. Whenever another Phoenix you control dies, you may cast this card from your graveyard.
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Szadek, Lord of Secrets
     ( 7)
Legendary Creature — Vampire
(5/5)
Flying If Szadek would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player mills that many cards.
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Tablet of Epityr
 ( 1)
Artifact
Whenever an artifact you control is put into a graveyard from the battlefield, you may pay . If you do, you gain 1 life.
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Tablet of the Guilds
 ( 2)
Artifact
As this artifact enters, choose two colors. Whenever you cast a spell, if it's at least one of the chosen colors, you gain 1 life for each of the chosen colors it is.
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Tajic, Blade of the Legion
   ( 4)
Legendary Creature — Human Soldier
(2/2)
Indestructible Battalion — Whenever Tajic and at least two other creatures attack, Tajic gets +5/+5 until end of turn.
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Tale of Tinúviel
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control gains indestructible for as long as you control this Saga. II — Return target creature card from your graveyard to the battlefield. III — Up to two target creatures you control each gain lifelink until end of turn.
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Talent of the Telepath
   ( 4)
Sorcery
Target opponent reveals the top seven cards of their library. You may cast an instant or sorcery spell from among them without paying its mana cost. Then that player puts the rest into their graveyard. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast up to two instant and/or sorcery spells from among the revealed cards instead of one.
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Tales of Master Seshiro
  ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Tales of the Ancestors
  ( 4)
Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Tallyman of Nurgle
  ( 3)
Creature — Astartes Warrior
(2/3)
Lifelink The Seven-fold Chant — At the beginning of your end step, if a creature died this turn, you draw a card and you lose 1 life. If seven or more creatures died this turn, instead you draw seven cards and you lose 7 life.
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Talon Gates of Madara
( 0)
Land — Gate
When this land enters, up to one target creature phases out. : Add .
, : Add one mana of any color.
: Put this card from your hand onto the battlefield.
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Talon of Pain
 ( 4)
Artifact
Whenever a source you control other than this artifact deals damage to an opponent, put a charge counter on this artifact. , , Remove X charge counters from this artifact: It deals X damage to any target.
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Talons of Falkenrath
  ( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has " : This creature gets +2/+0 until end of turn."
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Talons of Wildwood
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)  : Return this card from your graveyard to your hand.
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Tamiyo, Collector of Tales
   ( 4)
Legendary Planeswalker — Tamiyo
(5)
Spells and abilities your opponents control can't cause you to discard cards or sacrifice permanents. +1: Choose a nonland card name, then reveal the top four cards of your library. Put all cards with the chosen name from among them into your hand and the rest into your graveyard. −3: Return target card from your graveyard to your hand.
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Tapestry of the Ages
 ( 4)
Artifact
, : Draw a card. Activate only if you've cast a noncreature spell this turn.
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Tariel, Reckoner of Souls
    ( 7)
Legendary Creature — Angel
(4/7)
Flying, vigilance : Choose a creature card at random from target opponent's graveyard. Put that card onto the battlefield under your control.
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Taste of Blood
 ( 1)
Sorcery
Taste of Blood deals 1 damage to target player or planeswalker and you gain 1 life.
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Tatyova, Steward of Tides
   ( 3)
Legendary Creature — Merfolk Druid
(3/3)
Land creatures you control have flying. Whenever a land you control enters, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It's still a land.
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Tawnos's Coffin
 ( 4)
Artifact
You may choose not to untap this artifact during your untap step. , : Exile target creature and all Auras attached to it. Note the number and kind of counters that were on that creature. When this artifact leaves the battlefield or becomes untapped, return that exiled card to the battlefield under its owner's control tapped with the noted number and kind of counters on it. If you do, return the other exiled cards to the battlefield under their owner's control attached to that permanent.
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Teachings of the Archaics
  ( 3)
Sorcery — Lesson
If an opponent has more cards in hand than you, draw two cards. Draw three cards instead if an opponent has at least four more cards in hand than you.
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Teachings of the Kirin
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Mill three cards. Create a 1/1 colorless Spirit creature token. II — Put a +1/+1 counter on target creature you control. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Tears of Rage
   ( 4)
Instant
Cast this spell only during the declare attackers step. Attacking creatures you control get +X/+0 until end of turn, where X is the number of attacking creatures. Sacrifice those creatures at the beginning of the next end step.
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Tears of Valakut
  ( 2)
Instant
This spell can't be countered. Tears of Valakut deals 5 damage to target creature with flying.
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Teferi Akosa of Zhalfir
( 0)
Legendary Planeswalker — Teferi
(4)
+1: Draw two cards. Then discard two cards unless you discard a creature card. −2: You get an emblem with "Knights you control get +1/+0 and have ward ." −3: Tap any number of untapped creatures you control. When you do, shuffle target nonland permanent an opponent controls with mana value X or less into its owner's library, where X is the number of creatures tapped this way.
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Teferi, Druid of Argoth (playtest)
    ( 5)
Legendary Creature — — Human Druid
(3/4)
Flash Creature cards you own that aren't on the battlefield have flash. Each opponent can cast spells only any time they could cast a sorcery.
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Teferi, Hero of Dominaria
   ( 5)
Legendary Planeswalker — Teferi
(4)
+1: Draw a card. At the beginning of the next end step, untap up to two lands. −3: Put target nonland permanent into its owner's library third from the top. −8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
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Teferi, Mage of Zhalfir
    ( 5)
Legendary Creature — Human Wizard
(3/4)
Flash Creature cards you own that aren't on the battlefield have flash. Each opponent can cast spells only any time they could cast a sorcery.
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Teferi, Master of Time
   ( 4)
Legendary Planeswalker — Teferi
(3)
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant. +1: Draw a card, then discard a card. −3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) −10: Take two extra turns after this one.
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Tegwyll, Duke of Splendor
   ( 3)
Legendary Creature — Faerie Noble
(2/3)
Flying, deathtouch Other Faeries you control get +1/+1. Whenever another Faerie you control dies, you draw a card and you lose 1 life.
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Teller of Tales
   ( 5)
Creature — Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may tap or untap target creature.
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Temp of the Damned
  ( 3)
Creature — Zombie
(3/3)
As this creature enters, roll a six-sided die. This creature enters with a number of funk counters on it equal to the result. At the beginning of your upkeep, remove a funk counter from this creature. If you can't, sacrifice it.
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Temple of Abandon
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Aclazotz
( 0)
Legendary Land
(Transforms from Arguel's Blood Fast.) : Add .
, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
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Temple of Deceit
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Enlightenment
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Epiphany
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Malady
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Malice
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Mystery
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Plenty
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Silence
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of the Dragon Queen
( 0)
Land
As this land enters, you may reveal a Dragon card from your hand. This land enters tapped unless you revealed a Dragon card this way or you control a Dragon. As this land enters, choose a color. : Add one mana of the chosen color.
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Temple of Triumph
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Tendrils of Agony
   ( 4)
Sorcery
Target player loses 2 life and you gain 2 life. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Tendrils of Corruption
  ( 4)
Instant
Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control.
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Tendrils of Despair
 ( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Target opponent discards two cards.
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Tergrid, God of Fright
   ( 5)
Legendary Creature — God
(4/5)
Menace Whenever an opponent sacrifices a nontoken permanent or discards a permanent card, you may put that card from a graveyard onto the battlefield under your control.
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Terror of Kruin Pass
( 0)
Creature — Werewolf
(3/3)
Double strike Werewolves you control have menace. (A creature with menace can't be blocked except by two or more creatures.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Terror of Mount Velus
   ( 7)
Creature — Dragon
(5/5)
Flying Double strike (This creature deals both first-strike and regular combat damage.) When this creature enters, creatures you control gain double strike until end of turn.
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Terror of the Peaks
   ( 5)
Creature — Dragon
(5/4)
Flying Spells your opponents cast that target this creature cost an additional 3 life to cast. Whenever another creature you control enters, this creature deals damage equal to that creature's power to any target.
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