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Fecund Greenshell
   ( 5)
Creature — Elemental Turtle
(4/6)
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
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Feed the Cauldron
  ( 3)
Instant
Destroy target creature with mana value 3 or less. If it's your turn, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Feed the Clan
  ( 2)
Instant
You gain 5 life. Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
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Feed the Cycle
  ( 2)
Instant
As an additional cost to cast this spell, forage or pay . (To forage, exile three cards from your graveyard or sacrifice a Food.) Destroy target creature or planeswalker.
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Feed the Infection
  ( 4)
Sorcery
You draw three cards and you lose 3 life. Corrupted — Each opponent who has three or more poison counters loses 3 life.
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Feed the Pack
  ( 6)
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
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Feed the Swarm
  ( 2)
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
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Fell Shepherd
   ( 7)
Creature — Avatar
(8/6)
Whenever this creature deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. , Sacrifice another creature: Target creature gets -2/-2 until end of turn.
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Fell the Mighty
  ( 5)
Sorcery
Destroy all creatures with power greater than target creature's power.
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Fell the Pheasant
  ( 2)
Instant
Fell the Pheasant deals 5 damage to target creature with flying. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Felothar the Steadfast
    ( 4)
Legendary Creature — Human Warrior
(0/5)
Each creature you control assigns combat damage equal to its toughness rather than its power. Creatures you control can attack as though they didn't have defender. , , Sacrifice another creature: Draw cards equal to the sacrificed creature's toughness, then discard cards equal to its power.
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Felothar, Dawn of the Abzan
   ( 3)
Legendary Creature — Human Warrior
(3/3)
Trample Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
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Femeref Archers
  ( 3)
Creature — Human Archer
(2/2)
: This creature deals 4 damage to target attacking creature with flying.
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Femeref Healer
  ( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Ferocity of the Wilds
  ( 3)
Enchantment
Attacking non-Human creatures you control get +1/+0 and have trample.
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Ferris Wheel (Ferris Wheel (a))
( 0)
Artifact — Attraction
Visit — Choose target creature that hasn't been phased out with this Attraction. That creature phases out until you roll a 3 or less while rolling to visit your Attractions. Lights — 4, 5, 6
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Festival Crasher
  ( 2)
Creature — Devil
(1/3)
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
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Fiddlehead Kami
  ( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, regenerate this creature.
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Field of the Dead
( 0)
Land
This land enters tapped. : Add .
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
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Fiend of the Shadows
   ( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever this creature deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate this creature.
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Fiery Hellhound
   ( 3)
Creature — Elemental Dog
(2/2)
: This creature gets +1/+0 until end of turn.
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Fight the ________ Fight
  ( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don't control. Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.
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Find the Path
  ( 3)
Enchantment — Aura
Enchant land When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has " : Add  ."
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Finneas, Ace Archer
  ( 2)
Legendary Creature — Rabbit Archer
(2/2)
Vigilance, reach Whenever Finneas attacks, put a +1/+1 counter on each other creature you control that's a token or a Rabbit. Then if creatures you control have total power 10 or greater, draw a card.
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Fire Prophecy
  ( 2)
Instant
Fire Prophecy deals 3 damage to target creature. You may put a card from your hand on the bottom of your library. If you do, draw a card.
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Firebrand Archer
  ( 2)
Creature — Human Archer
(2/1)
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
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Firespitter Whelp
  ( 3)
Creature — Dragon
(2/2)
Flying Whenever you cast a noncreature or Dragon spell, this creature deals 1 damage to each opponent.
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Firestorm Hellkite
   ( 6)
Creature — Dragon
(6/6)
Flying, trample 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.)
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Fisher's Talent
   ( 4)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.  : Level 2
//Level_2// If you would create a Fish token, create a 3/3 blue Shark creature token instead.   : Level 3
//Level_3// If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
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Fists of the Demigod
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) As long as enchanted creature is red, it gets +1/+1 and has first strike.
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Flameborn Hellion
  ( 6)
Creature — Hellion
(5/4)
Haste This creature attacks each combat if able.
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Flamecast Wheel
 ( 1)
Artifact
, , Sacrifice this artifact: It deals 3 damage to target creature.
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Flameheart Werewolf
( 0)
Creature — Werewolf
(3/2)
Whenever this creature blocks or becomes blocked by a creature, this creature deals 2 damage to that creature. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Flamekin Herald
  ( 3)
Creature — Elemental Wizard
(3/2)
Commander spells you cast have cascade. (Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Flames of the Blood Hand
  ( 3)
Instant
Flames of the Blood Hand deals 4 damage to target player or planeswalker. The damage can't be prevented. If that player or that planeswalker's controller would gain life this turn, that player gains no life instead.
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Flames of the Firebrand
  ( 3)
Sorcery
Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three targets.
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Flames of the Raze-Boar
  ( 6)
Instant
Flames of the Raze-Boar deals 4 damage to target creature an opponent controls. Then Flames of the Raze-Boar deals 2 damage to each other creature that player controls if you control a creature with power 4 or greater.
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Flame-Wreathed Phoenix
   ( 4)
Creature — Phoenix
(3/3)
Flying Tribute 2 (As this creature enters, an opponent of your choice may put two +1/+1 counters on it.) When this creature enters, if tribute wasn't paid, it gains haste and "When this creature dies, return it to its owner's hand."
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Flayer of the Hatebound
  ( 6)
Creature — Devil
(4/2)
Undying (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.) Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
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Fleetfeather Cockatrice
   ( 5)
Creature — Cockatrice
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying, deathtouch   : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
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Fleetfeather Sandals
 ( 2)
Artifact — Equipment
Equipped creature has flying and haste. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Fleetfoot Panther
   ( 3)
Creature — Cat
(3/4)
Flash When this creature enters, return a green or white creature you control to its owner's hand.
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Fleetwheel Cruiser
 ( 4)
Artifact — Vehicle
(5/3)
Trample, haste When this Vehicle enters, it becomes an artifact creature until end of turn. 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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Flip the Switch
  ( 3)
Instant
Counter target spell unless its controller pays . Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
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Flock of Rabid Sheep
   ( 2)
Sorcery
Flip X coins. For each flip you win, create a 2/2 green Sheep creature token named Rabid Sheep.
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Flood the Engine
  ( 3)
Enchantment — Aura
Enchant creature or Vehicle When this Aura enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
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Flowering of the White Tree
  ( 2)
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward . Nonlegendary creatures you control get +1/+1.
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Flowstone Crusher
   ( 5)
Creature — Beast
(4/4)
: This creature gets +1/-1 until end of turn.
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Flowstone Hellion
  ( 5)
Creature — Hellion Beast
(3/3)
Haste : This creature gets +1/-1 until end of turn.
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Flubs, the Fool
   ( 3)
Legendary Creature — Frog Scout
(0/5)
You may play an additional land on each of your turns. Whenever you play a land or cast a spell, draw a card if you have no cards in hand. Otherwise, discard a card.
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Flycatcher Giraffid
  ( 5)
Creature — Antelope Lizard
(3/5)
This creature enters with your choice of a vigilance counter or a reach counter on it.
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Flywheel Racer
 ( 2)
Artifact — Vehicle
(3/2)
Vigilance : Add one mana of any color. Activate only if this permanent is a creature.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Focus the Mind
  ( 5)
Instant
This spell costs less to cast if you've cast another spell this turn. Draw three cards, then discard a card.
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Fog on the Barrow-Downs
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
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Fold into Æther (Fold into Aether)
   ( 4)
Instant
Counter target spell. If that spell is countered this way, its controller may put a creature card from their hand onto the battlefield.
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Folk Hero
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."
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Folk of the Pines
  ( 5)
Creature — Dryad
(2/5)
 : This creature gets +1/+0 until end of turn.
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Follow the Bodies
  ( 3)
Sorcery
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard from the battlefield this turn.) Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Follow the Tracks
  ( 3)
Sorcery
Conjure a card of your choice from Follow the Tracks's spellbook onto the battlefield.
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Footsteps of the Goryo
  ( 3)
Sorcery — Arcane
Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step.
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For the Ancestors
  ( 3)
Instant
Choose a creature type. Look at the top six cards of your library. You may reveal any number of cards of the chosen type from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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For the Common Good
   ( 1)
Sorcery
Create X tokens that are copies of target token you control. Then tokens you control gain indestructible until your next turn. You gain 1 life for each token you control.
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For the Emperor!
  ( 4)
Sorcery
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
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For the Family
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. If you control four or more creatures, that creature gets +4/+4 until end of turn instead.
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Forbidden Alchemy
  ( 3)
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Forensic Researcher
  ( 3)
Creature — Merfolk Detective
(1/3)
: Untap another target permanent you control.
, Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
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Forerunner of the Coalition
  ( 3)
Creature — Human Pirate
(2/2)
When this creature enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
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Forerunner of the Empire
  ( 4)
Creature — Human Soldier
(1/3)
When this creature enters, you may search your library for a Dinosaur card, reveal it, then shuffle and put that card on top. Whenever a Dinosaur you control enters, you may have this creature deal 1 damage to each creature.
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Forerunner of the Heralds
  ( 4)
Creature — Merfolk Scout
(3/2)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
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Forerunner of the Legion
  ( 3)
Creature — Vampire Knight
(2/2)
When this creature enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top. Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
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Forge of Heroes
( 0)
Land
: Add .
: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
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Forging the Anchor
  ( 3)
Sorcery
Look at the top five cards of your library. You may reveal any number of artifact cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
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Forging the Tyrite Sword
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a Treasure token. III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.
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Fork in the Road
  ( 2)
Sorcery
Search your library for up to two basic land cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle.
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Form of the Approach of the Second Sun
  ( 5)
Enchantment
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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Form of the Dinosaur
   ( 6)
Enchantment
When this enchantment enters, your life total becomes 15. At the beginning of your upkeep, this enchantment deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.
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Form of the Dragon
    ( 7)
Enchantment
At the beginning of your upkeep, this enchantment deals 5 damage to any target. At the beginning of each end step, your life total becomes 5. Creatures without flying can't attack you.
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Form of the Mulldrifter (playtest)
  ( 5)
Tribal Enchantment — — Elemental
When CARDNAME enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)
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Form of the Squirrel
 ( 1)
Enchantment
As this enchantment enters, create a 1/1 green Squirrel creature token. You lose the game when that creature leaves the battlefield. Creatures can't attack you. You have shroud. You can't cast spells.
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Forsake the Worldly
  ( 3)
Instant
Exile target artifact or enchantment. Cycling ( , Discard this card: Draw a card.)
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Forsaken Thresher
( 0)
Artifact Creature — Construct
(5/5)
At the beginning of your first main phase, add one mana of any color.
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Foul Watcher
  ( 2)
Creature — Nightmare Bird
(1/2)
Flying When this creature enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Delirium — This creature gets +1/+0 as long as there are four or more card types among cards in your graveyard.
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Founding the Third Path
  ( 2)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
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Foundry Helix
   ( 3)
Instant
As an additional cost to cast this spell, sacrifice a permanent. Foundry Helix deals 4 damage to any target. If the sacrificed permanent was an artifact, you gain 4 life.
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Foundry Screecher
  ( 3)
Creature — Bat
(2/1)
Flying This creature gets +1/+0 as long as you control an artifact.
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Freed from the Real
  ( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature.
: Untap enchanted creature.
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