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Tibalt, the Fiend-Blooded
  ( 2)
Legendary Planeswalker — Tibalt
(2)
+1: Draw a card, then discard a card at random. −4: Tibalt deals damage equal to the number of cards in target player's hand to that player. −6: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.
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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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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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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 Influence
  ( 3)
Enchantment
Cast this spell only if no permanents named Tidal Influence are on the battlefield. This enchantment enters with a tide counter on it. At the beginning of your upkeep, put a tide counter on this enchantment. As long as there is exactly one tide counter on this enchantment, all blue creatures get -2/-0. As long as there are exactly three tide counters on this enchantment, all blue creatures get +2/+0. Whenever there are four or more tide counters on this enchantment, remove all tide counters from it.
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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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Tidal Wave
  ( 3)
Instant
Create a 5/5 blue Wall creature token with defender. Sacrifice it at the beginning of the next end step.
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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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Tidy Conclusion
   ( 5)
Instant
Destroy target creature. You gain 1 life for each artifact you control.
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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 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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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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Time and Tide
  ( 2)
Instant
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
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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 Need
  ( 2)
Sorcery
Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
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Time Sidewalk (playtest)
     ( 8)
Sorcery
Take an extra turn after this one. If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.
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Time to Feed
  ( 3)
Sorcery
Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)
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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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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 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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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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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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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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Tishana, Voice of Thunder
   ( 7)
Legendary Creature — Merfolk Shaman
(*/*)
Tishana's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. When Tishana enters, draw a card for each creature you control.
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Tishana's Tidebinder
  ( 3)
Creature — Merfolk Wizard
(3/2)
Flash When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
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Tishana's Wayfinder
  ( 3)
Creature — Merfolk Scout
(2/2)
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Titan of Industry
    ( 7)
Creature — Elemental
(7/7)
Reach, trample When this creature enters, choose two — • Destroy target artifact or enchantment. • Target player gains 5 life. • Create a 4/4 green Rhino Warrior creature token. • Put a shield counter on a creature you control.
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Titania's Command
   ( 6)
Sorcery
Choose two — • Exile target player's graveyard. You gain 1 life for each card exiled this way. • Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. • Create two 2/2 green Bear creature tokens. • Put two +1/+1 counters on each creature you control.
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Titans' Vanguard
   ( 5)
Creature — Eldrazi
(5/5)
Devoid (This card has no color.) When you cast this spell and whenever this creature attacks, put a +1/+1 counter on each colorless creature you control. Trample
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Tithe Drinker
  ( 2)
Creature — Vampire
(2/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) 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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Tivadar of Thorn
   ( 3)
Legendary Creature — Human Knight
(2/2)
First strike, protection from red When Tivadar enters, destroy target Goblin.
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TL;DR (playtest)
  ( 2)
Instant
Exile target creature if it has any abilities other than keywords. (Flying, protection, and partner are all keywords. See rule 702 for details. Landfall and scry aren't keywords; they're an ability word and a keyword action respectively. Yes, there's a difference.)
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Tobias, Doomed Conqueror
   ( 4)
Legendary Creature — Human Soldier
(3/2)
Flash When Tobias dies, for each nontoken creature you controlled that died this turn, create a 2/2 black Zombie creature token.
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Toby, Beastie Befriender
  ( 3)
Legendary Creature — Human Wizard
(1/1)
When Toby enters, create a 4/4 white Beast creature token with "This token can't attack or block alone." As long as you control four or more creature tokens, creature tokens you control have flying.
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Tocatli Honor Guard
  ( 2)
Creature — Human Soldier
(1/3)
Creatures entering don't cause abilities to trigger.
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Toddler's Rage (playtest)
  ( 2)
Enchantment — — Aura
Flash Enchant creature Enchanted creature gets +2/+1 and has tantrum. (It's like trample but for blocking.)
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Togglodyte
 ( 3)
Artifact Creature — Golem
(4/4)
This creature enters turned on. Whenever a player casts a spell, toggle this creature's ON/OFF switch. As long as this creature is turned off, it can't attack or block, and prevent all damage it would deal.
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Toils of Night and Day
  ( 3)
Instant — Arcane
You may tap or untap target permanent, then you may tap or untap another target permanent.
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Tolarian Drake
  ( 3)
Creature — Drake
(2/4)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Tolarian Winds
  ( 2)
Instant
Discard all the cards in your hand, then draw that many cards.
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Tolsimir Wolfblood
   ( 6)
Legendary Creature — Elf Warrior
(3/4)
Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. : Create Voja, a legendary 2/2 green and white Wolf creature token.
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Tolsimir, Friend to Wolves
    ( 5)
Legendary Creature — Elf Scout
(3/3)
When Tolsimir enters, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token. Whenever a Wolf you control enters, you gain 3 life and that creature fights up to one target creature you don't control.
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Tolsimir, Midnight's Light
    ( 5)
Legendary Creature — Elf Scout
(3/2)
Lifelink When Tolsimir enters, create Voja Fenstalker, a legendary 5/5 green and white Wolf creature token with trample. Whenever a Wolf you control attacks, if Tolsimir attacked this combat, target creature an opponent controls blocks that Wolf this combat if able.
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Toluz, Clever Conductor
   ( 3)
Legendary Creature — Human Rogue
(3/1)
When Toluz enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you discard one or more cards, exile them from your graveyard. When Toluz dies, put the cards exiled with it into their owner's hand.
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Tom Bombadil
     ( 5)
Legendary Creature — God Bard
(4/4)
As long as there are four or more lore counters among Sagas you control, Tom Bombadil has hexproof and indestructible. Whenever the final chapter ability of a Saga you control resolves, reveal cards from the top of your library until you reveal a Saga card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This ability triggers only once each turn.
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Tomakul Honor Guard
  ( 2)
Creature — Human Soldier
(3/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Tomb Blade
   ( 6)
Artifact Creature — Necron
(5/4)
Flying Whenever this creature deals combat damage to a player, that player loses life equal to the number of creatures they control unless they sacrifice a creature of their choice. Unearth   
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Tomb of Horrors Adventurer
  ( 6)
Creature — Elf Monk
(4/4)
When this creature enters, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
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Tome of Legends
 ( 2)
Artifact
This artifact enters with a page counter on it. Whenever your commander enters or attacks, put a page counter on this artifact. , , Remove a page counter from this artifact: Draw a card.
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Tome of the Guildpact
 ( 5)
Artifact
Whenever you cast a multicolored spell, draw a card. : Add one mana of any color.
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Tome Raider
  ( 3)
Creature — Faerie
(1/1)
Flying When this creature enters, draw a card.
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Tome Shredder
  ( 3)
Creature — Wolf
(2/2)
Haste , Exile an instant or sorcery card from your graveyard: Put a +1/+1 counter on this creature.
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Tomebound Lich
   ( 3)
Creature — Zombie Wizard
(1/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever this creature enters or deals combat damage to a player, draw a card, then discard a card.
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Tomik, Distinguished Advokist
  ( 2)
Legendary Creature — Human Advisor
(2/3)
Flying Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control. Your opponents can't play land cards from graveyards.
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Tomik, Wielder of Law
   ( 3)
Legendary Creature — Human Advisor
(2/4)
Affinity for planeswalkers (This spell costs less to cast for each planeswalker you control.) Flying, vigilance Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, that opponent loses 3 life and you draw a card.
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Tonic Peddler
  ( 2)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Target player gains 3 life.
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Too Greedily, Too Deep
   ( 7)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature deals damage equal to its power to each other creature.
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Tooth and Claw
  ( 4)
Enchantment
Sacrifice two creatures: Create a 3/1 red Beast creature token named Carnivore.
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Tooth and Nail
   ( 7)
Sorcery
Choose one — • Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle. • Put up to two creature cards from your hand onto the battlefield. Entwine (Choose both if you pay the entwine cost.)
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