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Troublesome Spirit
   ( 4)
Creature — Spirit
(3/4)
Flying At the beginning of your end step, tap all lands you control.
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Trove of Temptation
  ( 4)
Enchantment
Each opponent must attack you or a planeswalker you control with at least one creature each combat if able. At the beginning of your end step, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Trove Warden
   ( 4)
Creature — Cat Beast
(3/4)
Vigilance Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard. When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
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Truce
  ( 3)
Instant
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
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Trudge Garden
  ( 3)
Enchantment
Whenever you gain life, you may pay . If you do, create a 4/4 green Fungus Beast creature token with trample.
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True Believer
  ( 2)
Creature — Human Cleric
(2/2)
You have shroud. (You can't be the target of spells or abilities.)
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True Conviction
    ( 6)
Enchantment
Creatures you control have double strike and lifelink.
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True Identity
  ( 2)
Enchantment
Whenever this enchantment or another permanent you control is turned face up, scry 1, then draw a card. This ability triggers only once each turn. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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True Polymorph
   ( 6)
Instant
Target artifact or creature becomes a copy of another target artifact or creature.
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True-Faith Censer
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. As long as equipped creature is a Human, it gets an additional +1/+0. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Truefire Captain
    ( 4)
Creature — Human Knight
(4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever this creature is dealt damage, it deals that much damage to target player.
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Truefire Paladin
  ( 2)
Creature — Human Knight
(2/2)
Vigilance  : This creature gets +2/+0 until end of turn.
 : This creature gains first strike until end of turn.
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Trueheart Twins
  ( 5)
Creature — Jackal Warrior
(4/4)
You may exert this creature as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, creatures you control get +1/+0 until end of turn.
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True-Name Nemesis
   ( 3)
Creature — Merfolk Rogue
(3/1)
As this creature enters, choose a player. This creature has protection from the chosen player.
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Trufflesnout
  ( 3)
Creature — Boar
(2/2)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • You gain 4 life.
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Truga Cliffcharger
( 0)
Creature — Rhino
(3/4)
Trample When this creature enters, you may discard a card. If you do, search your library for a land or battle card, reveal it, put it into your hand, then shuffle.
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Trumpet Blast
  ( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Trumpeting Armodon
  ( 4)
Creature — Elephant
(3/3)
 : Target creature blocks this creature this turn if able.
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Trumpeting Carnosaur
   ( 6)
Creature — Dinosaur
(7/6)
Trample When this creature enters, discover 5.  , Discard this card: It deals 3 damage to target creature or planeswalker.
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Trumpeting Gnarr
   ( 3)
Creature — Beast
(3/3)
Mutate   (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, create a 3/3 green Beast creature token.
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Trumpeting Herd
   ( 4)
Sorcery
Create a 3/3 green Elephant creature token. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Trusted Advisor
 ( 1)
Creature — Human Advisor
(1/2)
Your maximum hand size is increased by two. At the beginning of your upkeep, return a blue creature you control to its owner's hand.
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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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Trusted Pegasus
  ( 3)
Creature — Pegasus
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature attacks, target attacking creature without flying gains flying until end of turn.
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Trustworthy Scout
  ( 2)
Creature — Human Scout
(2/2)
 , Exile this card from your graveyard: Search your library for a card named Trustworthy Scout, reveal it, put it into your hand, then shuffle.
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Trusty Companion
  ( 2)
Creature — Hyena
(3/2)
Vigilance This creature can't attack alone.
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Trusty Machete
 ( 1)
Artifact — Equipment
Equipped creature gets +2/+1. Equip 
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Trusty Packbeast
  ( 3)
Creature — Beast
(2/3)
When this creature enters, return target artifact card from your graveyard to your hand.
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Trusty Retriever
  ( 4)
Creature — Dog
(2/3)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Return target artifact or enchantment card from your graveyard to your hand.
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Truth or Consequences
   ( 4)
Sorcery
Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote.
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Truth or Dare (playtest)
   ( 3)
Sorcery
Target opponent chooses one — • Truth — That player plays with their hand revealed for the rest of the game. • Dare — Mill all but the bottom ten cards of that player's library. (To mill, put the top card of that library into its owner's graveyard.)
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Truth or Tale
  ( 2)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.
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Trygon Predator
   ( 3)
Creature — Beast
(2/3)
Flying Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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Trygon Prime
   ( 4)
Creature — Tyranid
(4/4)
Subterranean Assault — Whenever this creature attacks, put a +1/+1 counter on it and a +1/+1 counter on up to one other target attacking creature. That creature can't be blocked this turn.
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Trynn, Champion of Freedom
  ( 4)
Legendary Creature — Human Soldier
(3/3)
Partner with Silvar, Devourer of the Free (When this creature enters, target player may put Silvar into their hand from their library, then shuffle.) At the beginning of your end step, if you attacked this turn, create a 1/1 white Human Soldier creature token.
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Tsabo's Decree
  ( 6)
Instant
Choose a creature type. Target player reveals their hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated.
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Tug of War
  ( 5)
Sorcery
Players play a subgame starting at 5 life and with up to three permanent cards with different names from their main-game library on the battlefield. As the subgame ends, the winner chooses one of the cards they put onto the battlefield as the subgame began and puts it onto the battlefield rather than shuffling it into their library.
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Tuktuk Grunts
  ( 5)
Creature — Goblin Warrior Ally
(2/2)
Haste Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
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Tuktuk Rubblefort
  ( 3)
Creature — Wall
(0/3)
Defender, reach Creatures you control have haste.
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Tuktuk Scrapper
  ( 4)
Creature — Goblin Artificer Ally
(2/2)
Whenever this creature or another Ally you control enters, you may destroy target artifact. If that artifact is put into a graveyard this way, this creature deals damage to that artifact's controller equal to the number of Allies you control.
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Tuktuk the Explorer
  ( 3)
Legendary Creature — Goblin
(1/1)
Haste When Tuktuk the Explorer dies, create Tuktuk the Returned, a legendary 5/5 colorless Goblin Golem artifact creature token.
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Tundra
( 0)
Land — Plains Island
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Tundra Kavu
  ( 3)
Creature — Kavu
(2/2)
: Target land becomes a Plains or an Island until end of turn.
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Tundra Wolves
 ( 1)
Creature — Wolf
(1/1)
First strike (This creature deals combat damage before creatures without first strike.)
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Tunnel Surveyor
  ( 3)
Creature — Human Detective
(2/2)
When this creature enters, create a 1/1 white Glimmer enchantment creature token.
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Tunnel Tipster
  ( 2)
Creature — Mole Scout
(1/1)
At the beginning of your end step, if a face-down creature entered the battlefield under your control this turn, put a +1/+1 counter on this creature. : Add .
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Tunneler Wurm
   ( 8)
Creature — Wurm
(6/6)
Discard a card: Regenerate this creature.
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Tura Kennerüd, Skyknight
    ( 5)
Legendary Creature — Human Knight
(3/3)
Flying Whenever you cast an instant or sorcery spell, create a 1/1 white Soldier creature token.
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Turbo-Thwacking Auto-Hammer
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target creature gains double strike until end of turn.
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Turbulent Dreams
  ( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Return X target nonland permanents to their owners' hands.
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Turf War
  ( 5)
Enchantment
When this enchantment enters, for each player, put a contested counter on target land that player controls. Whenever a creature deals combat damage to a player, if that player controls one or more lands with contested counters on them, that creature's controller gains control of one of those lands of their choice and untaps it.
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Turf Wound
  ( 3)
Instant
Target player can't play lands this turn. Draw a card.
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Turn // Burn (Turn)
  ( 3)
Instant
Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1. Fuse (You may cast one or both halves of this card from your hand.)
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Turn Against
  ( 5)
Instant
Devoid (This card has no color.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Turn Aside
 ( 1)
Instant
Counter target spell that targets a permanent you control.
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Turn Inside Out
 ( 1)
Instant
Target creature gets +3/+0 until end of turn. When it dies this turn, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Turn into a Pumpkin
  ( 4)
Instant
Return target nonland permanent to its owner's hand. Draw a card. Adamant — If at least three blue mana was spent to cast this spell, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Turn the Earth
 ( 1)
Instant
Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Turn the Tables
   ( 5)
Instant
All combat damage that would be dealt to you this turn is dealt to target attacking creature instead.
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Turn the Tide
  ( 2)
Instant
Creatures your opponents control get -2/-0 until end of turn.
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Turn to Frog
  ( 2)
Instant
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
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Turn to Mist
  ( 2)
Instant
Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Turn to Slag
   ( 5)
Sorcery
Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature.
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Turnabout
   ( 4)
Instant
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
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Turntimber Ascetic
  ( 5)
Creature — Giant Cleric
(5/4)
When this creature enters, you gain 3 life.
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Turntimber Basilisk
   ( 3)
Creature — Basilisk
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Landfall — Whenever a land you control enters, you may have target creature block this creature this turn if able.
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Turntimber Grove
( 0)
Land
This land enters tapped. When this land enters, target creature gets +1/+1 until end of turn. : Add .
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Turntimber Ranger
   ( 5)
Creature — Elf Scout Ranger Ally
(2/2)
Whenever this creature or another Ally you control enters, you may create a 2/2 green Wolf creature token. If you do, put a +1/+1 counter on this creature.
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Turntimber Sower
  ( 3)
Creature — Elf Druid
(3/3)
Whenever one or more land cards are put into your graveyard from anywhere, create a 0/1 green Plant creature token. , Sacrifice three creatures: Return target land card from your graveyard to your hand.
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Turntimber Symbiosis
    ( 7)
Sorcery
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
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Turret Ogre
  ( 4)
Creature — Ogre Warrior
(4/3)
Reach (This creature can block creatures with flying.) When this creature enters, if you control another creature with power 4 or greater, this creature deals 2 damage to each opponent.
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Turtleshell Changeling
  ( 4)
Creature — Shapeshifter
(1/4)
Changeling (This card is every creature type.)  : Switch this creature's power and toughness until end of turn.
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Tuskeri Firewalker
  ( 3)
Creature — Human Berserker
(3/2)
Boast — : Exile the top card of your library. You may play that card this turn. (Activate only if this creature attacked this turn and only once each turn.)
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Tuskguard Captain
  ( 3)
Creature — Human Warrior
(2/3)
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has trample.
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Tuya Bearclaw
   ( 3)
Legendary Creature — Human Warrior
(2/2)
Whenever Tuya Bearclaw attacks, it gets +X/+X until end of turn, where X is the greatest power among other creatures you control.
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Two-Headed Hunter (Twice the Rage)
  ( 2)
Instant — Adventure
Target creature gains double strike until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Twiddlestick Charger
( 0)
Artifact — Contraption
Whenever you crank this Contraption, tap or untap target creature.
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Twigwalker
  ( 3)
Creature — Insect
(2/2)
 , Sacrifice this creature: Two target creatures each get +2/+2 until end of turn.
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Twilight Drover
  ( 3)
Creature — Spirit
(1/1)
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.  , Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
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Twilight Panther
 ( 1)
Creature — Cat Spirit
(1/2)
: This creature gains deathtouch until end of turn.
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Twilight Prophet
   ( 4)
Creature — Vampire Cleric
(2/4)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
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Twilight Shepherd
    ( 6)
Creature — Angel
(5/5)
Flying, vigilance When this creature enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Twinblade Slasher
 ( 1)
Creature — Elf Warrior
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.)  : This creature gets +2/+2 until end of turn. Activate only once each turn.
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Twinferno
  ( 2)
Instant
Choose one — • When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. • Target creature you control gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Twinflame Tyrant
   ( 5)
Creature — Dragon
(3/5)
Flying If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals double that damage instead.
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Twining Twins
   ( 4)
Creature — Faerie Wizard
(4/4)
Flying, vigilance, ward 
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