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Thunderscape Familiar
  ( 2)
Creature — Kavu
(1/1)
First strike Black spells and green spells you cast cost less to cast.
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Thundersong Trumpeter
  ( 2)
Creature — Human Soldier
(2/1)
: Target creature can't attack or block this turn.
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Thunderstaff
 ( 3)
Artifact
As long as this artifact is untapped, if a creature would deal combat damage to you, prevent 1 of that damage. , : Attacking creatures get +1/+0 until end of turn.
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Thundersteel Colossus
 ( 7)
Artifact — Vehicle
(7/7)
Trample, haste Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Thunder-Thrash Elder
  ( 3)
Creature — Lizard Warrior
(1/1)
Devour 3 (As this creature enters, you may sacrifice any number of creatures. It enters with three times that many +1/+1 counters on it.)
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Thundertrap Trainer
  ( 2)
Creature — Otter Wizard
(1/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Thunderwave
   ( 4)
Sorcery
Roll a d20. 1–9 | Thunderwave deals 3 damage to each creature. 10–19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way. 20 | Thunderwave deals 6 damage to each creature your opponents control.
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Thunderwolf Cavalry
  ( 5)
Creature — Astartes Warrior
(4/4)
First strike Crushing Teeth — Whenever this creature deals combat damage to a player, put a +1/+1 counter on each other creature you control.
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Thurid, Mare of Destiny
   ( 4)
Legendary Creature — Pegasus
(2/4)
Flying, lifelink Whenever you cast a Pegasus, Unicorn, or Horse creature spell, copy it. (The copy becomes a token.) Other Pegasi, Unicorns, and Horses you control get +1/+1.
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Thwart
   ( 4)
Instant
You may return three Islands you control to their owner's hand rather than pay this spell's mana cost. Counter target spell.
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Thwart the Enemy
  ( 3)
Instant
Prevent all damage that would be dealt this turn by creatures your opponents control.
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Thwart the Grave
   ( 6)
Sorcery
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.
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Tiana, Ship's Caretaker
   ( 5)
Legendary Creature — Angel Artificer
(3/3)
Flying, first strike Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
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Tibalt, Cosmic Impostor
   ( 7)
Legendary Planeswalker — Tibalt
(5)
As Tibalt enters, you get an emblem with "You may play cards exiled with Tibalt, Cosmic Impostor, and you may spend mana as though it were mana of any color to cast those spells." +2: Exile the top card of each player's library. −3: Exile target artifact or creature. −8: Exile all graveyards. Add   .
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Tibalt, Rakish Instigator
  ( 3)
Legendary Planeswalker — Tibalt
(5)
Your opponents can't gain life. −2: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
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Tibalt, Wicked Tormentor
   ( 5)
Legendary Planeswalker — — Tibalt
+1: Add  . Draft a card from Tibalt, Wicked Tormentor's spellbook, then exile it. Until end of turn, you may cast that card. +1: Tibalt, Wicked Tormentor deals 3 damage to target creature or planeswalker unless its controller has Tibalt deal 3 damage to them. If they do, you may discard a card. If you do, draw a card. −X: Create X 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
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Tibalt's Rager
  ( 2)
Creature — Devil
(1/2)
When this creature dies, it deals 1 damage to any target.  : This creature gets +2/+0 until end of turn.
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Tibalt's Trickery
  ( 2)
Instant
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
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Tibor and Lumia
   ( 4)
Legendary Creature — Human Wizard
(3/3)
Whenever you cast a blue spell, target creature gains flying until end of turn. Whenever you cast a red spell, Tibor and Lumia deals 1 damage to each creature without flying.
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Ticket Tortoise
 ( 2)
Artifact Creature — Turtle
(3/1)
Defender When this creature enters, if an opponent controls more lands than you, you create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Tidal Barracuda
  ( 4)
Creature — Fish
(3/4)
Any player may cast spells as though they had flash. Your opponents can't cast spells during your turn.
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Tidal Bore
  ( 2)
Instant
You may return an Island you control to its owner's hand rather than pay this spell's mana cost. You may tap or untap target creature.
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Tidal Control
   ( 3)
Enchantment
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.) Pay 2 life or : Counter target red or green spell. Any player may activate this ability.
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Tidal Courier
  ( 4)
Creature — Merfolk
(1/2)
When this creature enters, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order.  : This creature gains flying until end of turn.
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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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Tidal Kraken
    ( 8)
Creature — Kraken
(6/6)
This creature can't be blocked.
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Tidal Surge
  ( 2)
Sorcery
Tap up to three target creatures without flying.
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Tidal Terror
   ( 6)
Creature — Octopus
(5/6)
Whenever this creature attacks, you may tap two other untapped creatures you control. If you do, this creature can't be blocked this turn. Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Tidal Visionary
 ( 1)
Creature — Merfolk Wizard
(1/1)
: Target creature becomes the color of your choice until end of turn.
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Tidal Warrior
 ( 1)
Creature — Merfolk Warrior
(1/1)
: Target land becomes an Island until end of turn.
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Tide Drifter
  ( 2)
Creature — Eldrazi Drone
(0/5)
Devoid (This card has no color.) Other colorless creatures you control get +0/+1.
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Tide of War
   ( 6)
Enchantment
Whenever one or more creatures block, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. If you lose the flip, each blocked creature is sacrificed by its controller.
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Tide Shaper
 ( 1)
Creature — Merfolk Wizard
(1/1)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, target land becomes an Island for as long as this creature remains on the battlefield. This creature gets +1/+1 as long as an opponent controls an Island.
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Tide Skimmer
  ( 4)
Creature — Drake
(2/3)
Flying Whenever you attack with two or more creatures with flying, draw a card.
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Tidebinder Mage
  ( 2)
Creature — Merfolk Wizard
(2/2)
When this creature enters, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control this creature.
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Tidecaller Mentor
   ( 3)
Creature — Rat Wizard
(3/3)
Menace Threshold — When this creature enters, if seven or more cards are in your graveyard, return up to one target nonland permanent to its owner's hand.
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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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Tidehollow Sculler
  ( 2)
Artifact Creature — Zombie
(2/2)
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When this creature leaves the battlefield, return the exiled card to its owner's hand.
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Tidehollow Strix
  ( 2)
Artifact Creature — Bird
(2/1)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Tidepool Turtle
  ( 4)
Creature — Turtle
(2/5)
 : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Tideshaper Mystic
 ( 1)
Creature — Merfolk Wizard
(1/1)
: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
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Tidespout Tyrant
    ( 8)
Creature — Djinn
(5/5)
Flying Whenever you cast a spell, return target permanent to its owner's hand.
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Tidewalker
  ( 3)
Creature — Elemental
(*/*)
This creature enters with a time counter on it for each Island you control. Vanishing (At the beginning of your upkeep, remove a time counter from this creature. When the last is removed, sacrifice it.) Tidewalker's power and toughness are each equal to the number of time counters on it.
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Tidewater Minion
   ( 5)
Creature — Elemental Minion
(4/4)
Defender (This creature can't attack.) : This creature loses defender until end of turn.
: Untap target permanent.
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Tiger Claws
  ( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+1 and has trample.
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Tiger-Tribe Hunter
   ( 5)
Creature — Human Barbarian
(4/4)
Trample Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, this creature deals damage equal to the sacrificed creature's power to target creature.
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Tiller Engine
 ( 2)
Artifact Creature — Construct
(1/3)
Whenever a land you control enters tapped, choose one — • Untap that land. • Tap target nonland permanent an opponent controls.
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Tiller of Flesh
  ( 4)
Creature — Phyrexian Knight
(2/4)
Whenever you cast a spell that targets one or more permanents, incubate 2. (Create an Incubator token with two +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
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Tilling Treefolk
  ( 3)
Creature — Treefolk Druid
(1/3)
When this creature enters, you may return up to two target land cards from your graveyard to your hand.
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Tilonalli's Crown
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, it deals 1 damage to enchanted creature. Enchanted creature gets +3/+0 and has trample.
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Tilonalli's Skinshifter
  ( 3)
Creature — Human Shaman
(0/1)
Haste Whenever this creature attacks, it becomes a copy of another target nonlegendary attacking creature until end of turn.
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Tilonalli's Summoner
  ( 2)
Creature — Human Shaman
(1/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever this creature attacks, you may pay  . If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing.
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Timber Paladin
  ( 2)
Artifact Creature — Knight
(1/1)
As long as this creature is enchanted by exactly one Aura, it has base power and toughness 3/3. As long as this creature is enchanted by exactly two Auras, it has base power and toughness 5/5 and vigilance. As long as this creature is enchanted by three or more Auras, it has base power and toughness 10/10, vigilance, and trample.
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Timber Protector
  ( 5)
Creature — Treefolk Warrior
(4/6)
Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control have indestructible.
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Timber Shredder
( 0)
Creature — Werewolf
(4/2)
Trample At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Timber Wolves
 ( 1)
Creature — Wolf
(1/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Timberland Ancient
   ( 6)
Creature — Treefolk
(6/5)
Reach, trample Forestcycling ( , Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
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Timberland Guide
  ( 2)
Creature — Human Scout
(1/1)
When this creature enters, put a +1/+1 counter on target creature.
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Timberland Ruins
( 0)
Land
This land enters tapped. : Add .
, Sacrifice this land: Add one mana of any color.
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Timberline Ridge
( 0)
Land
This land doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from this land. : Add or . Put a depletion counter on this land.
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Timbermare
  ( 4)
Creature — Elemental Horse
(5/5)
Haste 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, tap all other creatures.
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Timbermaw Larva
  ( 4)
Creature — Beast
(2/2)
Whenever this creature attacks, it gets +1/+1 until end of turn for each Forest you control.
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Timberpack Wolf
  ( 2)
Creature — Wolf
(2/2)
This creature gets +1/+1 for each other creature you control named Timberpack Wolf.
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Timberwatch Elf
  ( 3)
Creature — Elf
(1/2)
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Time Lord Regeneration
 ( 1)
Instant
Until end of turn, target Time Lord you control gains "When this creature dies, reveal cards from the top of your library until you reveal a Time Lord creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order."
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Time of Heroes
  ( 2)
Enchantment
Each creature you control with a level counter on it gets +2/+2.
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Time Reaper
   ( 5)
Creature — Alien Horror
(4/4)
Flying, haste Consume Anomaly — Whenever this creature deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life.
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Time Reversal
   ( 5)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
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Time Spiral
   ( 6)
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
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Time Stretch
   ( 10)
Sorcery
Target player takes two extra turns after this one.
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Time to Reflect
 ( 1)
Instant
Exile target creature that blocked or was blocked by a Zombie this turn.
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Time Warp
   ( 5)
Sorcery
Target player takes an extra turn after this one.
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Timebender
 ( 1)
Creature — Human Wizard
(1/1)
Morph  When this creature is turned face up, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card.
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Timecrafting
  ( 1)
Instant
Choose one — • Remove X time counters from target permanent or suspended card. • Put X time counters on target permanent with a time counter on it or suspended card.
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Timely Hordemate
  ( 4)
Creature — Human Warrior
(3/2)
Raid — When this creature enters, if you attacked this turn, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Timely Interference
 ( 1)
Instant
Kicker  (You may pay an additional  as you cast this spell.) Target creature gets -1/-0 until end of turn. If this spell was kicked, that creature blocks this turn if able. Draw a card.
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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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Timely Ward
  ( 3)
Enchantment — Aura
You may cast this spell as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.
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Timesifter
 ( 5)
Artifact
At the beginning of each upkeep, each player exiles the top card of their library. The player who exiled the card with the greatest mana value takes an extra turn after this one. If two or more players' cards are tied for greatest, the tied players repeat this process until the tie is broken.
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Timetwister
  ( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
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Timid Drake
  ( 3)
Creature — Drake
(3/3)
Flying When another creature enters, return this creature to its owner's hand.
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Timmerian Fiends
   ( 3)
Creature — Horror
(1/1)
Remove this card from your deck before playing if you're not playing for ante.   , Sacrifice this creature: The owner of target artifact may ante the top card of their library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.
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Timmy, Power Gamer
   ( 4)
Legendary Creature — Human Gamer
(1/1)
: You may put a creature card from your hand onto the battlefield.
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Timothar, Baron of Bats
   ( 6)
Legendary Creature — Vampire Noble
(4/4)
Ward—Discard a card. Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
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Tin Street Cadet
 ( 1)
Creature — Goblin
(1/1)
Whenever this creature becomes blocked, create a 1/1 red Goblin creature token.
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Tin Street Dodger
 ( 1)
Creature — Goblin Rogue
(1/1)
Haste : This creature can't be blocked this turn except by creatures with defender.
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Tin Street Gossip
   ( 4)
Creature — Lizard Advisor
(4/4)
Vigilance : Add  . Spend this mana only to cast face-down spells or to turn creatures face up.
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Tin Street Hooligan
  ( 2)
Creature — Goblin Rogue
(2/1)
When this creature enters, if was spent to cast it, destroy target artifact.
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Tin Street Market
  ( 5)
Enchantment — Aura
Enchant land Enchanted land has " , Discard a card: Draw a card."
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Tinder Wall
 ( 1)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) Sacrifice this creature: Add  . , Sacrifice this creature: It deals 2 damage to target creature it's blocking.
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