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Face of Divinity
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
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Faceless Devourer
  ( 3)
Creature — Nightmare Horror
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) When this creature enters, exile another target creature with shadow. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Facet Reader
  ( 2)
Creature — Human Wizard
(1/2)
, : Draw a card, then discard a card.
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Fade Away
  ( 3)
Sorcery
For each creature, its controller sacrifices a permanent of their choice unless they pay .
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Fade from History
   ( 4)
Sorcery
Each player who controls an artifact or enchantment creates a 2/2 green Bear creature token. Then destroy all artifacts and enchantments.
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Fade from Memory
 ( 1)
Instant
Exile target card from a graveyard. Cycling ( , Discard this card: Draw a card.)
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Fading Hope
 ( 1)
Instant
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Fae of Wishes
  ( 2)
Creature — Faerie Wizard
(1/4)
Flying  , Discard two cards: Return this creature to its owner's hand.
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Faeburrow Elder
   ( 3)
Creature — Treefolk Druid
(0/0)
Vigilance This creature gets +1/+1 for each color among permanents you control. : For each color among permanents you control, add one mana of that color.
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Faerie Bladecrafter
  ( 3)
Creature — Faerie Rogue
(2/2)
Flying Whenever one or more Faeries you control deal combat damage to a player, put a +1/+1 counter on this creature. When this creature dies, each opponent loses X life and you gain X life, where X is its power.
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Faerie Dreamthief
 ( 1)
Creature — Faerie Warlock
(1/1)
Flying When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)  , Exile this card from your graveyard: You draw a card and you lose 1 life.
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Faerie Duelist
  ( 2)
Creature — Faerie Rogue
(1/2)
Flash Flying When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
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Faerie Invaders
  ( 5)
Creature — Faerie Rogue
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Faerie Mastermind
  ( 2)
Creature — Faerie Rogue
(2/1)
Flash Flying Whenever an opponent draws their second card each turn, you draw a card.  : Each player draws a card.
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Faerie Vandal
  ( 2)
Creature — Faerie Rogue
(1/2)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
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Failed Conversion
  ( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-4. When enchanted creature dies, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Failed Fording
  ( 2)
Instant
Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Failed Inspection
   ( 4)
Instant
Counter target spell. Draw a card, then discard a card.
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Fairgrounds Patrol
  ( 2)
Creature — Human Soldier
(2/1)
 , Exile this card from your graveyard: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
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Fairgrounds Trumpeter
  ( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on this creature.
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Fairgrounds Warden
  ( 3)
Creature — Dwarf Soldier
(1/3)
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
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Faith of the Devoted
  ( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, each opponent loses 2 life and you gain 2 life.
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Faithbearer Paladin
  ( 5)
Creature — Human Knight
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Faithbound Judge
   ( 3)
Creature — Spirit Soldier
(4/4)
Defender, flying, vigilance At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it. As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender. Disturb   
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Faithful Disciple
  ( 2)
Creature — — Human Cleric
(2/2)
Vigilance When Faithful Disciple dies, draft a card from Faithful Disciple's spellbook.
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Faithful Mending
  ( 2)
Instant
You gain 2 life, draw two cards, then discard two cards. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Faithful Watchdog
  ( 2)
Creature — Dog
(0/0)
Vigilance This creature enters with three +1/+1 counters on it.
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Faith's Reward
  ( 4)
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
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Faith's Shield
 ( 1)
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
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Fake Your Own Death
  ( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Falconer Adept
  ( 4)
Creature — Human Soldier
(2/3)
Whenever this creature attacks, create a 1/1 white Bird creature token with flying that's tapped and attacking.
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Faldorn, Dread Wolf Herald
   ( 3)
Legendary Creature — Human Druid
(3/3)
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token. , , Discard a card: Exile the top card of your library. You may play it this turn.
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Falkenrath Marauders
   ( 5)
Creature — Vampire Warrior
(2/2)
Flying Haste (This creature can attack and as soon as it comes under your control.) Whenever this creature deals combat damage to a player, put two +1/+1 counters on it.
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Fall of Cair Andros
  ( 3)
Enchantment
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +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.)  : This enchantment deals 7 damage to target creature.
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Fall of Gil-galad
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Put two +1/+1 counters on target creature you control. III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
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Fallaji Chaindancer
  ( 4)
Creature — Human Soldier
(2/4)
: This creature gains double strike until end of turn.
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Fallaji Dragon Engine
 ( 8)
Artifact Creature — Dragon
(5/5)
Flying : This creature gets +1/+0 until end of turn.
//PRT-Prototype_Mech//  
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 1/3
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Fallaji Vanguard
   ( 4)
Creature — Human Soldier
(2/3)
First strike Whenever this creature or another creature you control enters, target creature gets +2/+0 until end of turn.
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Fallen Ideal
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
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False Dawn
  ( 2)
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
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False Defeat
  ( 4)
Sorcery
Return target creature card from your graveyard to the battlefield.
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False Demise
  ( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
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False Orders
 ( 1)
Instant
Cast this spell only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
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Falthis, Shadowcat Familiar
  ( 3)
Legendary Creature — Nightmare Cat
(2/2)
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
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Familiar Ground
  ( 3)
Enchantment
Each creature you control can't be blocked by more than one creature.
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Famished Ghoul
  ( 4)
Creature — Zombie
(3/2)
 , Sacrifice this creature: Exile up to two target cards from a single graveyard.
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Famished Paladin
  ( 2)
Creature — Vampire Knight
(3/3)
This creature doesn't untap during your untap step. Whenever you gain life, untap this creature.
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Fanatical Firebrand
 ( 1)
Creature — Goblin Pirate
(1/1)
Haste (This creature can attack and as soon as it comes under your control.) , Sacrifice this creature: It deals 1 damage to any target.
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Fang Guardian
  ( 4)
Creature — Ape Druid
(4/2)
Flash When this creature enters, another target creature or Vehicle you control gets +2/+2 until end of turn.
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Fangblade Brigand
  ( 4)
Creature — Human Werewolf
(3/4)
 : This creature gets +1/+0 and gains first strike until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Fangblade Eviscerator
( 0)
Creature — Werewolf
(4/5)
 : This creature gets +1/+0 and gains first strike until end of turn.
 : Creatures you control get +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Fang-Druid Summoner
  ( 4)
Creature — Ape Druid
(2/4)
Reach When this creature enters, you may search your library and/or graveyard for a creature card with no abilities, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Fanged Flames
  ( 2)
Sorcery
Devoid (This card has no color.) Fanged Flames deals 4 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
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Fangorn, Tree Shepherd
    ( 7)
Legendary Creature — Treefolk
(4/10)
Treefolk you control have vigilance. Whenever one or more Treefolk you control attack, add twice that much . You don't lose unspent green mana as steps and phases end.
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Fangren Marauder
  ( 6)
Creature — Beast
(5/5)
Whenever an artifact is put into a graveyard from the battlefield, you may gain 5 life.
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Far Fortune, End Boss
   ( 4)
Legendary Creature — Human Mercenary
(4/5)
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Whenever you attack, Far Fortune deals 1 damage to each opponent. Max speed — If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
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Far Wanderings
  ( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
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Faramir, Field Commander
  ( 4)
Legendary Creature — Human Soldier
(3/3)
At the beginning of your end step, if a creature died under your control this turn, draw a card. Whenever the Ring tempts you, if you chose a creature other than Faramir as your Ring-bearer, create a 1/1 white Human Soldier creature token.
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Faramir, Steward of Gondor
   ( 3)
Legendary Creature — Human Noble
(2/2)
Whenever a legendary creature you control with mana value 4 or greater enters, you become the monarch. At the beginning of your end step, if you're the monarch, create two 1/1 white Human Soldier creature tokens.
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Farfinder
 ( 3)
Creature — Fox
(1/1)
Vigilance When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Farid, Enterprising Salvager
  ( 3)
Legendary Creature — Human Soldier
(3/3)
Whenever a nontoken artifact you control is put into a graveyard from the battlefield, create a colorless artifact token named Scrap.  , Sacrifice an artifact: Choose one —
• Put a +1/+1 counter on Farid. It gains menace until end of turn. • Goad target creature. • Discard a card, then draw a card.
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Farideh, Devil's Chosen
   ( 4)
Legendary Creature — Tiefling Warlock
(3/3)
Dark One's Own Luck — Whenever you roll one or more dice, Farideh gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
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Farideh's Fireball
   ( 5)
Instant
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20. 1–9 | Farideh's Fireball deals 2 damage to each player. 10–20 | Farideh's Fireball deals 2 damage to each opponent.
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Farmstead
   ( 3)
Enchantment — Aura
Enchant land Enchanted land has "At the beginning of your upkeep, you may pay  . If you do, you gain 1 life."
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Farmstead Gleaner
 ( 3)
Artifact Creature — Scarecrow
(2/2)
This creature doesn't untap during your untap step. , : Put a +1/+1 counter on this creature. ( is the untap symbol.)
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Farsight Adept
  ( 3)
Creature — Kor Wizard
(3/3)
When this creature enters, you and target opponent each draw a card.
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Fastbond
 ( 1)
Enchantment
You may play any number of lands on each of your turns. Whenever you play a land, if it wasn't the first land you played this turn, this enchantment deals 1 damage to you.
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Fatal Grudge
  ( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent. Each opponent chooses a permanent they control that shares a card type with the sacrificed permanent and sacrifices it. Draw a card.
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Fate Foretold
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. When enchanted creature dies, its controller draws a card.
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Fated Conflagration
    ( 4)
Instant
Fated Conflagration deals 5 damage to target creature or planeswalker. If it's your turn, scry 2.
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Fated Infatuation
   ( 3)
Instant
Create a token that's a copy of target creature you control. If it's your turn, scry 2.
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Fated Intervention
    ( 5)
Instant
Create two 3/3 green Centaur enchantment creature tokens. If it's your turn, scry 2.
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Fated Retribution
    ( 7)
Instant
Destroy all creatures and planeswalkers. If it's your turn, scry 2.
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Fated Return
    ( 7)
Instant
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
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Fateful End
  ( 3)
Instant
Fateful End deals 3 damage to any target. Scry 1.
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Fateful Handoff
  ( 4)
Sorcery
Draw cards equal to the mana value of target artifact or creature you control. An opponent gains control of that permanent.
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Fateful Showdown
   ( 4)
Instant
Fateful Showdown deals damage to any target equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.
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Fathom Feeder
  ( 2)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Deathtouch Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.)   : Draw a card. Each opponent exiles the top card of their library.
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Fathom Fleet Boarder
  ( 3)
Creature — Orc Pirate
(3/3)
When this creature enters, you lose 2 life unless you control another Pirate.
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Fault Riders
  ( 3)
Creature — Human Soldier
(2/2)
Sacrifice a land: This creature gets +2/+0 and gains first strike until end of turn. Activate only once each turn.
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Faultgrinder
  ( 7)
Creature — Elemental
(4/4)
Trample When this creature enters, destroy target land. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Favor of the Woods
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
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Favorable Destiny
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.)
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Favorable Winds
  ( 2)
Enchantment
Creatures you control with flying get +1/+1.
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Favored Enemy
 ( 1)
Enchantment
As Favored Enemy enters the battlefield, note the most prevalent creature type in an opponent's library. When Favored Enemy enters the battlefield, target creature you control fights up to one target creature you don't control. Whenever a creature an opponent controls of the noted type dies, put a +1/+1 counter on target creature you control.
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Favored Hoplite
 ( 1)
Creature — Human Soldier
(1/2)
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature and prevent all damage that would be dealt to it this turn.
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Favored of Iroas
  ( 3)
Creature — Human Soldier
(2/2)
Constellation — Whenever an enchantment you control enters, this creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Fear of Abduction
   ( 6)
Enchantment Creature — Nightmare
(5/5)
As an additional cost to cast this spell, exile a creature you control. Flying When this creature enters, exile target creature an opponent controls. When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
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Fear of Being Hunted
   ( 3)
Enchantment Creature — Nightmare
(4/2)
Haste This creature must be blocked if able.
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Fear of Death
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
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Fear of Failed Tests
  ( 5)
Enchantment Creature — Nightmare
(2/7)
Whenever this creature deals combat damage to a player, draw that many cards.
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