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"Lifetime" Pass Holder
 ( 1)
Creature — Zombie Guest
(2/1)
This creature enters tapped. When this creature dies, open an Attraction. Whenever you roll to visit your Attractions, if you roll a 6, you may return this card from your graveyard to the battlefield.
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Boldwyr Intimidator
   ( 7)
Creature — Giant Warrior
(5/5)
Cowards can't block Warriors. : Target creature becomes a Coward until end of turn.
 : Target creature becomes a Warrior until end of turn.
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Borrowed Time
  ( 3)
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
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Cast Through Time
    ( 7)
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
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Crack in Time
  ( 4)
Enchantment
Vanishing 3 (This enchantment 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.) When this enchantment enters and at the beginning of your first main phase, exile target creature an opponent controls until this enchantment leaves the battlefield.
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Dark Intimations
    ( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker of their choice, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile this card from your graveyard. That planeswalker enters with an additional loyalty counter on it.
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Decaying Time Loop
  ( 4)
Instant
Discard all the cards in your hand, then draw that many cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Dig Through Time
   ( 8)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
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Dorothea, Vengeful Victim
  ( 2)
Legendary Creature — Spirit
(4/4)
Flying When Dorothea attacks or blocks, sacrifice it at end of combat. Disturb   (You may cast this card from your graveyard transformed for its disturb cost.)
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Elemental Time Flamingo
( 0)
Stickers
2 — Exile this permanent: You may cast target nonland card from your graveyard this turn. 4 — Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. 2 — 1/5 3 — 5/4
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Falling Timber
  ( 3)
Instant
Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Prevent all combat damage target creature would deal this turn. If this spell was kicked, prevent all combat damage another target creature would deal this turn.
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Guidelight Optimizer
  ( 2)
Artifact Creature — Robot
(2/1)
: Add . Spend this mana only to cast an artifact spell or activate an ability.
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Ill-Timed Explosion
   ( 4)
Sorcery
Draw two cards. Then you may discard two cards. When you do, Ill-Timed Explosion deals X damage to each creature, where X is the greatest mana value among cards discarded this way.
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Impeccable Timing
  ( 2)
Instant
Impeccable Timing deals 3 damage to target attacking or blocking creature.
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Intimidation
    ( 5)
Enchantment
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Intimidation Bolt
   ( 3)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.
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Intimidation Campaign
   ( 3)
Enchantment
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Intimidation Tactics
 ( 1)
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it. Exile that card. Cycling ( , Discard this card: Draw a card.)
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Intimidator Initiate
 ( 1)
Creature — Goblin Shaman
(1/1)
Whenever a player casts a red spell, you may pay . If you do, target creature can't block this turn.
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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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Jhoira's Timebug
 ( 2)
Artifact Creature — Insect
(1/2)
: Choose target permanent you control or suspended card you own. If that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it.
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Kargan Intimidator
  ( 2)
Creature — Human Warrior
(3/1)
Cowards can't block Warriors. : Choose one that hasn't been chosen this turn —
• This creature gets +1/+1 until end of turn. • Target creature becomes a Coward until end of turn. • Target Warrior gains trample until end of turn.
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Minsc & Boo, Timeless Heroes
   ( 4)
Legendary Planeswalker — Minsc
(3)
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste. +1: Put three +1/+1 counters on up to one target creature with trample or haste. −2: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards. Minsc & Boo, Timeless Heroes can be your commander.
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Mistform Ultimus
  ( 4)
Legendary Creature — Illusion
(3/3)
Mistform Ultimus is every creature type (even if this card isn't on the battlefield).
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Once Upon a Time
  ( 2)
Instant
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Optical Optimizer
( 0)
Artifact — Contraption
Whenever you crank this Contraption, until end of turn, target creature becomes an artifact in addition to its other types and gains " : Draw a card."
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Optimistic Scavenger
 ( 1)
Creature — Human Scout
(1/1)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
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Optimus Prime, Autobot Leader
( 0)
Legendary Artifact — Vehicle
(6/8)
Living metal (During your turn, this Vehicle is also a creature.) Trample Whenever you attack, bolster 2. The chosen creature gains trample until end of turn. When that creature deals combat damage to a player this turn, convert Optimus Prime.
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Out of Time
   ( 3)
Enchantment
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
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Perpetual Timepiece
 ( 2)
Artifact
: Mill two cards.
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
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Rathi Intimidator
   ( 3)
Creature — Phyrexian Horror Mercenary
(2/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) , : Search your library for a Mercenary permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.
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Sanctimony
  ( 2)
Enchantment
Whenever an opponent taps a Mountain for mana, you may gain 1 life.
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Sands of Time
 ( 4)
Artifact
Each player skips their untap step. At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land they control and taps each untapped artifact, creature, and land they control.
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Seedtime
  ( 2)
Instant
Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.
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Stall for Time
  ( 3)
Instant
Kicker  (You may pay an additional  as you cast this spell.) Tap up to two target creatures. If this spell was kicked, put a stun counter on each of those creatures. (If a permanent with a stun counter would become untapped, remove one from it instead.) Draw a card.
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Stimulus Package
   ( 4)
Enchantment
When this enchantment enters, create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.") Sacrifice a Treasure: Create a 1/1 green and white Citizen creature token.
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Stitch in Time
   ( 3)
Sorcery
Flip a coin. If you win the flip, take an extra turn after this one.
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Summit Intimidator
  ( 4)
Creature — Yeti
(4/3)
Reach When this creature enters, target creature can't block this turn.
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Teferi, Master of Time
   ( 4)
Legendary Planeswalker — Teferi
(3)
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant. +1: Draw a card, then discard a card. −3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) −10: Take two extra turns after this one.
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Teferi, Time Raveler
   ( 3)
Legendary Planeswalker — Teferi
(4)
Each opponent can cast spells only any time they could cast a sorcery. +1: Until your next turn, you may cast sorcery spells as though they had flash. −3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
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Teferi, Timebender
   ( 6)
Legendary Planeswalker — Teferi
(5)
+2: Untap up to one target artifact or creature. −3: You gain 2 life and draw two cards. −9: Take an extra turn after this one.
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Teferi, Timeless Voyager
   ( 6)
Legendary Planeswalker — Teferi
(4)
+1: Draw a card. −3: Put target creature on top of its owner's library. −8: Each creature target opponent controls phases out. Until the end of your next turn, they can't phase in. (Treat them and anything attached to them as though they don't exist.)
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Teferi's Time Twist
  ( 2)
Instant
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters as a creature, it enters with an additional +1/+1 counter on it.
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Telling Time
  ( 2)
Instant
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
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Thornplate Intimidator
  ( 4)
Creature — Rat Rogue
(4/3)
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.) When this creature enters, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
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Timber Paladin
  ( 2)
Artifact Creature — Knight
(1/1)
As long as this creature is enchanted by exactly one Aura, it has base power and toughness 3/3. As long as this creature is enchanted by exactly two Auras, it has base power and toughness 5/5 and vigilance. As long as this creature is enchanted by three or more Auras, it has base power and toughness 10/10, vigilance, and trample.
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Timber Protector
  ( 5)
Creature — Treefolk Warrior
(4/6)
Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control have indestructible.
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Timber Shredder
( 0)
Creature — Werewolf
(4/2)
Trample At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Timber Wolves
 ( 1)
Creature — Wolf
(1/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Timberland Ancient
   ( 6)
Creature — Treefolk
(6/5)
Reach, trample Forestcycling ( , Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
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Timberland Guide
  ( 2)
Creature — Human Scout
(1/1)
When this creature enters, put a +1/+1 counter on target creature.
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Timberland Ruins
( 0)
Land
This land enters tapped. : Add .
, Sacrifice this land: Add one mana of any color.
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Timberline Ridge
( 0)
Land
This land doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from this land. : Add or . Put a depletion counter on this land.
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Timbermare
  ( 4)
Creature — Elemental Horse
(5/5)
Haste Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, tap all other creatures.
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Timbermaw Larva
  ( 4)
Creature — Beast
(2/2)
Whenever this creature attacks, it gets +1/+1 until end of turn for each Forest you control.
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Timberpack Wolf
  ( 2)
Creature — Wolf
(2/2)
This creature gets +1/+1 for each other creature you control named Timberpack Wolf.
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Timberwatch Elf
  ( 3)
Creature — Elf
(1/2)
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Time and Tide
  ( 2)
Instant
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
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Time Beetle
  ( 2)
Creature — Alien Insect
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) Parallel Universe — Whenever this creature deals combat damage to a player, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
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Time Bomb
 ( 4)
Artifact
At the beginning of your upkeep, put a time counter on this artifact. , , Sacrifice this artifact: This artifact deals damage equal to the number of time counters on it to each creature and each player.
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Time Ebb
  ( 3)
Sorcery
Put target creature on top of its owner's library.
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Time Lord Regeneration
 ( 1)
Instant
Until end of turn, target Time Lord you control gains "When this creature dies, reveal cards from the top of your library until you reveal a Time Lord creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order."
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Time Machine
 ( 5)
Artifact
: Exile this artifact and target nontoken creature you own. Return them to the battlefield at the beginning of your upkeep on your turn X in the next game you play with one of your opponents in this game, where X is the mana value of the exiled creature.
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Time of Heroes
  ( 2)
Enchantment
Each creature you control with a level counter on it gets +2/+2.
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Time of Ice
  ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control this Saga. III — Return all tapped creatures to their owners' hands.
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Time of Need
  ( 2)
Sorcery
Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
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Time Out
  ( 5)
Instant
Roll a six-sided die. Put target nonland permanent into its owner's library just beneath the top X cards of that library, where X is the result.
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Time Reaper
   ( 5)
Creature — Alien Horror
(4/4)
Flying, haste Consume Anomaly — Whenever this creature deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life.
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Time Reversal
   ( 5)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
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Time Sidewalk (playtest)
     ( 8)
Sorcery
Take an extra turn after this one. If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.
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Time Sieve
  ( 2)
Artifact
, Sacrifice five artifacts: Take an extra turn after this one.
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Time Spiral
   ( 6)
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
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Time Stop
   ( 6)
Instant
End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)
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Time Stretch
   ( 10)
Sorcery
Target player takes two extra turns after this one.
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Time to Feed
  ( 3)
Sorcery
Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)
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Time to Reflect
 ( 1)
Instant
Exile target creature that blocked or was blocked by a Zombie this turn.
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Time Vault
 ( 2)
Artifact
This artifact enters tapped. This artifact doesn't untap during your untap step. If you would begin your turn while this artifact is tapped, you may skip that turn instead. If you do, untap this artifact. : Take an extra turn after this one.
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Time Walk
  ( 2)
Sorcery
Take an extra turn after this one.
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Time Warp
   ( 5)
Sorcery
Target player takes an extra turn after this one.
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Time Wipe
    ( 5)
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
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Timebender
 ( 1)
Creature — Human Wizard
(1/1)
Morph  When this creature is turned face up, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card.
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Timecrafting
  ( 1)
Instant
Choose one — • Remove X time counters from target permanent or suspended card. • Put X time counters on target permanent with a time counter on it or suspended card.
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