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Sunhome Enforcer
   ( 4)
Creature — Giant Soldier
(2/4)
Whenever this creature deals combat damage, you gain that much life.  : This creature gets +1/+0 until end of turn.
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Sunscorch Regent
   ( 5)
Creature — Dragon
(4/3)
Flying Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life.
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Sunscorched Desert
( 0)
Land — Desert
When this land enters, it deals 1 damage to target player or planeswalker. : Add .
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Surrounded by Orcs
  ( 4)
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Syndicate Enforcer
  ( 4)
Creature — Human Rogue
(3/2)
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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Task Force
  ( 3)
Creature — Human Rebel
(1/3)
Whenever this creature becomes the target of a spell or ability, it gets +0/+3 until end of turn.
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Thieves' Guild Enforcer
 ( 1)
Creature — Human Rogue
(1/1)
Flash Whenever this creature or another Rogue you control enters, each opponent mills two cards. As long as an opponent has eight or more cards in their graveyard, this creature gets +2/+1 and has deathtouch.
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Thraben Exorcism
  ( 2)
Instant
Exile target Spirit, creature with disturb, or enchantment.
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Tidal Force
    ( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you may tap or untap target permanent.
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Tideforce Elemental
  ( 3)
Creature — Elemental
(2/1)
, : You may tap or untap another target creature.
Landfall — Whenever a land you control enters, you may untap this creature.
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Timely Reinforcements
  ( 3)
Sorcery
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
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Titania, Nature's Force
   ( 6)
Legendary Creature — Elemental
(6/6)
You may play Forests from your graveyard. Whenever a Forest you control enters, create a 5/3 green Elemental creature token. Whenever an Elemental you control dies, you may mill three cards.
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Torch Breath
  ( 1)
Instant
This spell costs less to cast if it targets a blue permanent. This spell can't be countered. Torch Breath deals X damage to target creature or planeswalker.
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Torch Courier
 ( 1)
Creature — Goblin
(1/1)
Haste Sacrifice this creature: Another target creature gains haste until end of turn.
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Torch Drake
  ( 4)
Creature — Drake
(2/2)
Flying  : This creature gets +1/+0 until end of turn.
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Torch Fiend
  ( 2)
Creature — Devil
(2/1)
, Sacrifice this creature: Destroy target artifact.
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Torch Gauntlet
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Torch Song
  ( 3)
Enchantment
At the beginning of your upkeep, you may put a verse counter on this enchantment.  , Sacrifice this enchantment: It deals X damage to any target, where X is the number of verse counters on this enchantment.
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Torch the Tower
 ( 1)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Torch the Tower deals 2 damage to target creature or planeswalker. If this spell was bargained, instead it deals 3 damage to that permanent and you scry 1. If a permanent dealt damage by Torch the Tower would die this turn, exile it instead.
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Torch the Witness
  ( 1)
Sorcery
Torch the Witness deals twice X damage to target creature. If excess damage was dealt to that creature this way, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Torchling
   ( 5)
Creature — Shapeshifter
(3/3)
: Untap this creature.
: Target creature blocks this creature this turn if able.
: Change the target of target spell that targets only this creature.
: This creature gets +1/-1 until end of turn.
: This creature gets -1/+1 until end of turn.
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Trailblazer's Torch
 ( 4)
Artifact — Equipment
When this Equipment enters, you take the initiative. Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Tribal Forcemage
  ( 2)
Creature — Elf Wizard
(1/1)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, creatures of the creature type of your choice get +2/+2 and gain trample until end of turn.
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Trusted Forcemage
  ( 3)
Creature — Human Shaman
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, each of those creatures gets +1/+1.
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Vault 87: Forced Evolution
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target non-Mutant creature for as long as you control this Saga. II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types. III — Draw cards equal to the greatest power among Mutants you control.
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Verdant Force
    ( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
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Vulshok Sorcerer
   ( 3)
Creature — Human Shaman
(1/1)
Haste : This creature deals 1 damage to any target.
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Wall of Torches
  ( 2)
Creature — Wall
(4/1)
Defender (This creature can't attack.)
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Wand of Orcus
  ( 3)
Legendary Artifact — Equipment
Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn. Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens. Equip 
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War-Torch Goblin
 ( 1)
Creature — Goblin Warrior
(1/1)
, Sacrifice this creature: It deals 2 damage to target blocking creature.
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Wei Ambush Force
  ( 2)
Creature — Human Soldier
(1/1)
Whenever this creature attacks, it gets +2/+0 until end of turn.
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Wei Strike Force
  ( 3)
Creature — Human Soldier
(2/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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White Orchid Phantom
  ( 2)
Creature — Spirit Knight
(2/2)
Flying, first strike When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Wild-Magic Sorcerer
  ( 4)
Creature — Orc Shaman
(4/3)
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Winnowing Forces
( 0)
Creature — Elf Warrior
(*/*)
Winnowing Forces's power and toughness are each equal to the number of lands you control.
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Winota, Joiner of Forces
   ( 4)
Legendary Creature — Human Warrior
(4/4)
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
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Yeva's Forcemage
  ( 3)
Creature — Elf Shaman
(2/2)
When this creature enters, target creature gets +2/+2 until end of turn.
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Zulaport Enforcer
 ( 1)
Creature — Human Warrior
(1/1)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 3/3 LEVEL 3+ 5/5 This creature can't be blocked except by black creatures.
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