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In the Eye of Chaos
  ( 3)
World Enchantment
Whenever a player casts an instant spell, counter it unless that player pays , where X is its mana value.
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In the Presence of Ages
  ( 3)
Instant
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
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In the Trenches
   ( 3)
Enchantment
Creatures you control get +1/+1.  : Exile target nonland permanent you don't control until this enchantment leaves the battlefield. Activate only as a sorcery and only once.
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In the Web of War
   ( 5)
Enchantment
Whenever a creature you control enters, it gets +2/+0 and gains haste until end of turn.
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Incinerator of the Guilty
   ( 6)
Creature — Dragon
(6/6)
Flying, trample Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
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Indoraptor, the Perfect Hybrid
   ( 3)
Legendary Creature — Dinosaur Mutant
(3/1)
Bloodthirst X (This creature enters with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.) Menace Enrage — Whenever Indoraptor is dealt damage, choose an opponent at random. Indoraptor deals damage equal to its power to that player unless they sacrifice a nontoken creature of their choice.
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Inferno Hellion
  ( 4)
Creature — Hellion
(7/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each end step, if this creature attacked or blocked this turn, its owner shuffles it into their library.
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Inferno of the Star Mounts
   ( 6)
Legendary Creature — Dragon
(6/6)
This spell can't be countered. Flying, haste : Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
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Infuse with the Elements
  ( 4)
Instant
Converge — Put X +1/+1 counters on target creature, where X is the number of colors of mana spent to cast this spell. That creature gains trample until end of turn.
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Ingot Chewer
  ( 5)
Creature — Elemental
(3/3)
When this creature enters, destroy target artifact. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Inheritance
 ( 1)
Enchantment
Whenever a creature dies, you may pay . If you do, draw a card.
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Inherited Envelope
 ( 3)
Artifact
When this artifact enters, the Ring tempts you. : Add one mana of any color.
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Inherited Fiend
( 0)
Creature — Demon
(4/4)
Flying  : Exile target creature card from a graveyard. Put a +1/+1 counter on this creature.
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Initiate of Blood
  ( 4)
Creature — Ogre Shaman
(2/2)
: This creature deals 1 damage to target creature that was dealt damage this turn. When that creature dies this turn, flip this creature.
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Initiates of the Ebon Hand
 ( 1)
Creature — Cleric
(1/1)
: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
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Innocuous Researcher
  ( 4)
Creature — Centaur Detective
(3/4)
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
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Insatiable Hemophage
  ( 4)
Creature — Nightmare
(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.) Deathtouch Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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Instrument of the Bards
 ( 1)
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.  , : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Intelligence Bobblehead
 ( 3)
Artifact — Bobblehead
: Add one mana of any color.
, : Draw X cards, where X is the number of Bobbleheads you control.
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Interpret the Signs
  ( 6)
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card's mana value. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Intet, the Dreamer
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Intet deals combat damage to a player, you may pay  . If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
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Inti, Seneschal of the Sun
  ( 2)
Legendary Creature — Human Knight
(2/2)
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
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Into the Fae Court
   ( 5)
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This token can block only creatures with flying."
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Into the Fire
  ( 3)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
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Into the Flood Maw
 ( 1)
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
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Into the Fray
 ( 1)
Instant — Arcane
Target creature attacks this turn if able. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Into the Maw of Hell
   ( 6)
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
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Into the Night
  ( 4)
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
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Into the North
  ( 2)
Sorcery
Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.
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Into the Pit
  ( 3)
Enchantment
You may look at the top card of your library any time. You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs.
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Into the Story
   ( 7)
Instant
This spell costs less to cast if an opponent has seven or more cards in their graveyard. Draw four cards.
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Into the Time Vortex
  ( 5)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) 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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Into the Void
  ( 4)
Sorcery
Return up to two target creatures to their owners' hands.
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Into the Wilds
  ( 4)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
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Intrepid Hero
  ( 3)
Creature — Human Soldier
(1/1)
: Destroy target creature with power 4 or greater.
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Intrude on the Mind
   ( 5)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
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Invade the City
   ( 3)
Sorcery
Amass Zombies X, where X is the number of instant and sorcery cards in your graveyard. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Invasion of Amonkhet
   ( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, each player mills three cards, then each opponent discards a card and you draw a card. (To mill three cards, a player puts the top three cards of their library into their graveyard.)
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Invasion of Kaldheim
  ( 4)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
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Invasion of the Giants
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Draw a card. Then you may reveal a Giant card from your hand. When you do, this Saga deals 2 damage to target opponent or planeswalker. III — The next Giant spell you cast this turn costs less to cast.
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Invasion of Theros
  ( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
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Inversion Behemoth
   ( 4)
Creature — Eldrazi
(2/9)
At the beginning of combat on your turn, switch the power and toughness of each of any number of target creatures until end of turn.
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Invocation of the Founders
( 0)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may copy that spell. You may choose new targets for the copy.
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Invoke the Divine
  ( 3)
Instant
Destroy target artifact or enchantment. You gain 4 life.
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Invoke the Firemind
    ( 3)
Sorcery
Choose one — • Draw X cards. • Invoke the Firemind deals X damage to any target.
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Ioreth of the Healing House
  ( 3)
Legendary Creature — Human Cleric
(1/4)
: Untap another target permanent.
: Untap two other target legendary creatures.
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Iridescent Vinelasher
 ( 1)
Creature — Lizard Assassin
(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.) Landfall — Whenever a land you control enters, this creature deals 1 damage to target opponent.
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Iron-Craw Crusher
 ( 7)
Artifact Creature — Wurm
(4/6)
Whenever this creature attacks, target attacking creature gets +X/+0 until end of turn, where X is this creature's power. //PRT-Prototype_Mech//   
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/5
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Ironfist Crusher
  ( 5)
Creature — Human Soldier
(2/4)
This creature can block any number of creatures. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Iron-Heart Chimera
 ( 4)
Artifact Creature — Chimera
(2/2)
Vigilance Sacrifice this creature: Put a +2/+2 counter on target Chimera creature. It gains vigilance. <I>(This effect lasts indefinitely.)</I>
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Ironshell Beetle
  ( 2)
Creature — Insect
(1/1)
When this creature enters, put a +1/+1 counter on target creature.
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Irontread Crusher
 ( 4)
Artifact — Vehicle
(6/6)
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Isareth the Awakener
   ( 3)
Legendary Creature — Human Wizard
(3/3)
Deathtouch Whenever Isareth attacks, you may pay . When you do, return target creature card with mana value X from your graveyard to the battlefield with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
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Ishkanah, Broodmother
  ( 4)
Legendary Creature — — Spider
(3/5)
Reach Other Spiders you control get +1/+2.  , Exile two cards from your graveyard: Draft a card from Ishkanah, Broodmother's spellbook.
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Isperia the Inscrutable
     ( 5)
Legendary Creature — Sphinx
(3/6)
Flying Whenever Isperia deals combat damage to a player, choose a card name. That player reveals their hand. If a card with the chosen name is revealed this way, search your library for a creature card with flying, reveal it, put it into your hand, then shuffle.
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Isshin, Two Heavens as One
   ( 3)
Legendary Creature — Human Samurai
(3/4)
If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Isu the Abominable
   ( 5)
Legendary Snow Creature — Yeti
(5/5)
You may look at the top card of your library any time. You may play snow lands and cast snow spells from the top of your library. Whenever another snow permanent you control enters, you may pay , , or . If you do, put a +1/+1 counter on Isu.
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It of the Horrid Swarm
 ( 8)
Creature — Eldrazi Insect
(4/4)
Emerge  (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, create two 1/1 green Insect creature tokens.
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It That Heralds the End
  ( 2)
Creature — Eldrazi Drone
(2/2)
Colorless spells you cast with mana value 7 or greater cost less to cast. Other colorless creatures you control get +1/+1.
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Itlimoc, Cradle of the Sun
( 0)
Legendary Land
(Transforms from Growing Rites of Itlimoc.) : Add .
: Add for each creature you control.
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Ivora, Insatiable Heir
  ( 2)
Legendary Creature — Vampire Warrior
(1/1)
Trample When Ivora enters and whenever it deals combat damage to a player, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.") Whenever you discard a card, put a +1/+1 counter on Ivora.
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Iwamori of the Open Fist
   ( 4)
Legendary Creature — Human Monk
(5/5)
Trample When Iwamori enters, each opponent may put a legendary creature card from their hand onto the battlefield.
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Ixhel, Scion of Atraxa
    ( 4)
Legendary Creature — Phyrexian Angel
(2/5)
Flying, vigilance, toxic 2 Corrupted — At the beginning of your end step, each opponent who has three or more poison counters exiles the top card of their library face down. You may look at and play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast those spells.
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Izoni, Center of the Web
   ( 6)
Legendary Creature — Elf Detective
(5/4)
Menace Whenever Izoni enters or attacks, you may collect evidence 4. If you do, create two 2/1 black and green Spider creature tokens with menace and reach. Sacrifice four tokens: Surveil 2, then draw two cards. You gain 2 life.
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Jace, the Living Guildpact
   ( 4)
Legendary Planeswalker — Jace
(5)
+1: Look at the top two cards of your library. Put one of them into your graveyard. −3: Return another target nonland permanent to its owner's hand. −8: Each player shuffles their hand and graveyard into their library. You draw seven cards.
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Jace, the Mind Sculptor
   ( 4)
Legendary Planeswalker — Jace
(3)
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library. 0: Draw three cards, then put two cards from your hand on top of your library in any order. −1: Return target creature to its owner's hand. −12: Exile all cards from target player's library, then that player shuffles their hand into their library.
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Jace, the Perfected Mind
   ( 4)
Legendary Planeswalker — Jace
(5)
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.) +1: Until your next turn, up to one target creature gets -3/-0. −2: Target player mills three cards. Then if a graveyard has twenty or more cards in it, you draw three cards. Otherwise, you draw a card. −X: Target player mills three times X cards.
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Jackalope Herd
  ( 4)
Creature — Rabbit Beast
(4/5)
When you cast a spell, return this creature to its owner's hand.
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Jack-in-the-Mox
 ( 0)
Artifact
: Roll a six-sided die. This ability has the indicated effect.
1 — Sacrifice this artifact and you lose 5 life. 2 — Add . 3 — Add . 4 — Add . 5 — Add . 6 — Add .
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Jadeheart Attendant
( 0)
Artifact Creature — Golem
(7/7)
When this creature enters, you gain life equal to the mana value of the exiled card used to craft it.
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Jagged-Scar Archers
   ( 3)
Creature — Elf Archer
(*/*)
Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control. : This creature deals damage equal to its power to target creature with flying.
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Jaheira, Friend of the Forest
  ( 3)
Legendary Creature — Human Elf Druid
(2/3)
Tokens you control have " : Add ." Choose a Background (You can have a Background as a second commander.)
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Jaheira's Respite
  ( 5)
Instant
Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle. Prevent all combat damage that would be dealt this turn.
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Jailbreak Scheme
 ( 1)
Sorcery
Spree (Choose one or more additional costs.) + — Put a +1/+1 counter on target creature. It can't be blocked this turn. + — Target artifact or creature's owner puts it on their choice of the top or bottom of their library.
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Jared Carthalion, True Heir
   ( 3)
Legendary Creature — Human Warrior
(3/3)
When Jared Carthalion enters, target opponent becomes the monarch. You can't become the monarch this turn. If damage would be dealt to Jared Carthalion while you're the monarch, prevent that damage and put that many +1/+1 counters on it.
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Jarl of the Forsaken
  ( 4)
Creature — Zombie Cleric
(3/2)
Flash When this creature enters, destroy target creature or planeswalker an opponent controls that was dealt damage this turn. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Jasmine Boreal of the Seven
   ( 3)
Legendary Creature — Human Druid
(2/4)
: Add  . Spend this mana only to cast creature spells with no abilities.
Creatures you control with no abilities can't be blocked by creatures with abilities.
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Jason Bright, Glowing Prophet
  ( 3)
Legendary Creature — Zombie Mutant Advisor
(2/3)
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card. Come Fly With Me — , Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
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Jhessian Balmgiver
   ( 3)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
: Target creature can't be blocked this turn.
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Jhessian Thief
  ( 3)
Creature — Human Rogue
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, draw a card.
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Jhessian Zombies
   ( 6)
Creature — Zombie
(2/4)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Islandcycling , swampcycling ( , Discard this card: Search your library for an Island or Swamp card, reveal it, put it into your hand, then shuffle.)
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Jhoira of the Ghitu
   ( 3)
Legendary Creature — Human Wizard
(2/2)
, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)
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