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Fiery Emancipation
    ( 6)
Enchantment
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
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Fiery Impulse
 ( 1)
Instant
Fiery Impulse deals 2 damage to target creature. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage instead.
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Fiery Inscription
  ( 3)
Enchantment
When this enchantment enters, the Ring tempts you. Whenever you cast an instant or sorcery spell, this enchantment deals 2 damage to each opponent.
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Fiery Temper
   ( 3)
Instant
Fiery Temper deals 3 damage to any target. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Prepare // Fight (Fight)
  ( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature you control fights target creature an opponent controls.
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Final Parting
   ( 5)
Sorcery
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle.
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Final Payment
  ( 2)
Instant
As an additional cost to cast this spell, pay 5 life or sacrifice a creature or enchantment. Destroy target creature.
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Final Punishment
   ( 5)
Sorcery
Target player loses life equal to the damage already dealt to that player this turn.
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Finale of Promise
   ( 2)
Sorcery
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
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Final-Word Phantom
  ( 3)
Creature — Spirit Detective
(1/4)
Flash Flying During each opponent's end step, you may cast spells as though they had flash.
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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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Finders, Keepers
  ( 6)
Sorcery
Destroy target creature, then assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Fire Imp
  ( 3)
Creature — Imp
(2/1)
When this creature enters, it deals 2 damage to target creature.
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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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Fire Shrine Keeper
 ( 1)
Creature — Elemental
(1/1)
Menace  , , Sacrifice this creature: It deals 3 damage to each of up to two target creatures.
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Fire Tempest
   ( 7)
Sorcery
Fire Tempest deals 6 damage to each creature and each player.
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Fire Whip
  ( 2)
Enchantment — Aura
Enchant creature you control Enchanted creature has " : This creature deals 1 damage to any target." Sacrifice this Aura: It deals 1 damage to any target.
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Firefist Adept
  ( 5)
Creature — Human Wizard
(3/3)
When this creature enters, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
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Fireforger's Puzzleknot
 ( 2)
Artifact
When this artifact enters, it deals 1 damage to any target.  , Sacrifice this artifact: It deals 1 damage to any target.
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Firesong and Sunspeaker
   ( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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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 Phoenix
   ( 6)
Creature — Phoenix
(3/2)
Flying If this creature would die, return it to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in their hand and can't play it.
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Firewild Borderpost
   ( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. : Add or .
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First Pick
  ( 4)
Instant
Destroy target artifact or enchantment. Assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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First Responder
  ( 4)
Creature — Ogre Citizen
(3/3)
Vigilance At the beginning of your end step, you may return another creature you control to its owner's hand, then put a number of +1/+1 counters equal to that creature's power on this creature.
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First Response
  ( 4)
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
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Fishing Pole
 ( 1)
Artifact — Equipment
Equipped creature has " , , Tap Fishing Pole: Put a bait counter on Fishing Pole." Whenever equipped creature becomes untapped, remove a bait counter from this Equipment. If you do, create a 1/1 blue Fish creature token. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Flame Spill
  ( 3)
Instant
Flame Spill deals 4 damage to target creature. Excess damage is dealt to that creature's controller instead.
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Flame Spirit
  ( 5)
Creature — Elemental Spirit
(2/3)
: This creature gets +1/+0 until end of turn.
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Flame Sweep
  ( 3)
Instant
Flame Sweep deals 2 damage to each creature except for creatures you control with flying.
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Flameblade Adept
 ( 1)
Creature — Jackal Warrior
(1/2)
Menace Whenever you cycle or discard a card, this creature gets +1/+0 until end of turn.
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Flamehold Grappler
   ( 3)
Creature — Human Monk
(3/3)
First strike When this creature enters, copy the next spell you cast this turn when you cast it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
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Flamekin Spitfire
  ( 2)
Creature — Elemental Shaman
(1/1)
 : This creature deals 1 damage to any target.
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Flamespeaker Adept
  ( 3)
Creature — Human Shaman
(2/3)
Whenever you scry, this creature gets +2/+0 and gains first strike until end of turn.
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Flamespeaker's Will
 ( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +1/+1. Whenever enchanted creature deals combat damage to a player, you may sacrifice this Aura. If you do, destroy target artifact.
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Flamewake Phoenix
   ( 3)
Creature — Phoenix
(2/2)
Flying, haste This creature attacks each combat if able. Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay . If you do, return this card from your graveyard to the battlefield.
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Flamewar, Streetwise Operative
( 0)
Legendary Artifact — Vehicle
(2/1)
Living metal (During your turn, this Vehicle is also a creature.) Menace, deathtouch Whenever Flamewar deals combat damage to a player, exile that many cards from the top of your library face down. Put an intel counter on each of them. Convert Flamewar.
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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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Flanking Troops
   ( 4)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, you may tap target creature.
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Flare of Duplication
   ( 3)
Instant
You may sacrifice a nontoken red creature rather than pay this spell's mana cost. Copy target instant or sorcery spell. You may choose new targets for the copy.
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Flaring Pain
  ( 2)
Instant
Damage can't be prevented this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Flash Conscription
  ( 6)
Instant
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. If was spent to cast this spell, the creature gains "Whenever this creature deals combat damage, you gain that much life" until end of turn.
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Flavor Disaster (playtest)
  ( 5)
Enchantment Creature — — Elemental Pirate
(4/3)
Reach When Flavor Disaster enters the battlefield or when it's turned face up, target creature gets +X/+X until end of turn, where X is Flavor Disaster's power. Negamorph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its negamorph cost and put a -1/-1 counter on it.)
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Fledgling Imp
  ( 3)
Creature — Imp
(2/2)
, Discard a card: This creature gains flying until end of turn.
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Fledgling Osprey
 ( 1)
Creature — Bird
(1/1)
This creature has flying as long as it's enchanted.
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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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Fleeting Spirit
  ( 2)
Creature — Spirit
(3/1)
, Exile three cards from your graveyard: This creature gains first strike until end of turn.
Discard a card: Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Flensing Raptor
  ( 3)
Creature — Phyrexian Bird
(2/2)
Flying Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, another target creature you control with toxic gets +1/+1 and gains flying until end of turn.
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Flesh Duplicate
  ( 2)
Creature — Shapeshifter Rebel
(0/0)
You may have this creature enter as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Flesh-Eater Imp
  ( 4)
Creature — Phyrexian Imp
(2/2)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Sacrifice a creature: This creature gets +1/+1 until end of turn.
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Fleshpulper Giant
   ( 7)
Creature — Giant
(4/4)
When this creature enters, you may destroy target creature with toughness 2 or less.
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Flickering Spirit
  ( 4)
Creature — Spirit
(2/2)
Flying  : Exile this creature, then return it to the battlefield under its owner's control.
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Flickerwisp
   ( 3)
Creature — Elemental
(3/1)
Flying When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Flight Spellbomb
 ( 1)
Artifact
, Sacrifice this artifact: Target creature gains flying until end of turn.
When this artifact is put into a graveyard from the battlefield, you may pay . If you do, draw a card.
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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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Flitterstep Eidolon
  ( 2)
Enchantment Creature — Spirit
(1/1)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature can't be blocked. Enchanted creature gets +1/+1 and can't be blocked.
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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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Flockchaser Phantom
   ( 6)
Creature — Spirit
(5/5)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying, vigilance Whenever this creature attacks, the next spell you cast this turn has convoke.
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Flood Plain
( 0)
Land
This land enters tapped. , Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
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Floodpits Drowner
  ( 2)
Creature — Merfolk
(2/1)
Flash Vigilance When this creature enters, tap target creature an opponent controls and put a stun counter on it.  , : Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
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Floodtide Serpent
  ( 5)
Creature — Serpent
(4/4)
This creature can't attack unless you return an enchantment you control to its owner's hand. (This cost is paid as attackers are declared.)
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Floral Spuzzem
  ( 4)
Creature — Elemental
(2/2)
Whenever this creature attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, this creature assigns no combat damage this turn.
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Flowstone Sculpture
 ( 6)
Artifact Creature — Shapeshifter
(4/4)
, Discard a card: Put a +1/+1 counter on this creature or this creature gains flying, first strike, or trample. <I>(This effect lasts indefinitely.)</I>
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Flowstone Thopter
 ( 7)
Artifact Creature — Thopter
(4/4)
: This creature gets +1/-1 and gains flying until end of turn.
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Fludge, Gunk Guardian (playtest)
   ( 5)
Legendary Creature — — Slug Ooze
(5/5)
Whenever Fludge, Gunk Guardian or another Slug, Ooze, Fungus, or Mutant enters the battlefield under your control, each opponent shuffles three Gunk cards into their library. (Gunk is a colorless sorcery card with no mana cost that has cycling .)
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Flummoxed Cyclops
  ( 4)
Creature — Cyclops
(4/4)
Reach Whenever two or more creatures your opponents control attack, this creature can't block this combat.
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Flumph
  ( 2)
Creature — Jellyfish
(0/4)
Defender, flying Whenever this creature is dealt damage, you and target opponent each draw a card.
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Flying Carpet
 ( 4)
Artifact
, : Target creature gains flying until end of turn.
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Foam Weapon Kiosk
( 0)
Artifact — — Attraction
Visit — Put a +1/+1 counter on target creature you control. That creature gains vigilance until end of turn.
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Fog Patch
  ( 2)
Instant
Cast this spell only during the declare blockers step. Attacking creatures become blocked. (This spell works on creatures that can't be blocked.)
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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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Followed Footsteps
   ( 5)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, create a token that's a copy of enchanted creature.
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Font of Progress
 ( 1)
Artifact
This artifact enters with two oil counters on it. , : Target player mills X cards, where X is the number of oil counters on this artifact.
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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 Emperor!
  ( 4)
Sorcery
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
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Forbidden Crypt
   ( 5)
Enchantment
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard from anywhere, exile that card instead.
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Forbidden Friendship
  ( 2)
Sorcery
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
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Forbidding Spirit
   ( 3)
Creature — Spirit Cleric
(3/3)
When this creature enters, until your next turn, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Force of Despair
   ( 3)
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered this turn.
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Force Spike
 ( 1)
Instant
Counter target spell unless its controller pays .
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Forced Adaptation
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
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Forced Worship
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack.  : Return this Aura to its owner's hand.
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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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Forgeborn Phoenix
   ( 3)
Artifact Creature — — Equipment Phoenix
(2/2)
Flying Equipped creature has flying. Whenever Forgeborn Phoenix or equipped creature dies, it perpetually gains "Whenever an equipped creature you control deals combat damage to a player or planeswalker, return this card from your graveyard to battlefield tapped." Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Foriysian Interceptor
  ( 4)
Creature — Human Soldier
(0/5)
Flash (You may cast this spell any time you could cast an instant.) Defender This creature can block an additional creature each combat.
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Fang Dragon (Forktail Sweep)
  ( 2)
Sorcery — Adventure
Forktail Sweep deals 1 damage to each creature you don't control. (Then exile this card. You may cast the creature later from exile.)
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Forlorn Pseudamma
  ( 4)
Creature — Zombie
(2/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Inspired — Whenever this creature becomes untapped, you may pay  . If you do, create a 2/2 black Zombie enchantment creature token.
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Form a Posse
   ( 2)
Sorcery
Create X 1/1 red Mercenary creature tokens with " : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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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 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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