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Timely Hordemate
  ( 4)
Creature — Human Warrior
(3/2)
Raid — When this creature enters, if you attacked this turn, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Timely Interference
 ( 1)
Instant
Kicker  (You may pay an additional  as you cast this spell.) Target creature gets -1/-0 until end of turn. If this spell was kicked, that creature blocks this turn if able. Draw a card.
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Timely Reinforcements
  ( 3)
Sorcery
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
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Timely Ward
  ( 3)
Enchantment — Aura
You may cast this spell as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.
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Timesifter
 ( 5)
Artifact
At the beginning of each upkeep, each player exiles the top card of their library. The player who exiled the card with the greatest mana value takes an extra turn after this one. If two or more players' cards are tied for greatest, the tied players repeat this process until the tie is broken.
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Timetwister
  ( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
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Timid Drake
  ( 3)
Creature — Drake
(3/3)
Flying When another creature enters, return this creature to its owner's hand.
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Timin, Youthful Geist
  ( 5)
Legendary Creature — Spirit
(3/4)
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, then shuffle.) Flying At the beginning of each combat, tap up to one target creature.
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Timmerian Fiends
   ( 3)
Creature — Horror
(1/1)
Remove this card from your deck before playing if you're not playing for ante.   , Sacrifice this creature: The owner of target artifact may ante the top card of their library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.
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Timmy, Power Gamer
   ( 4)
Legendary Creature — Human Gamer
(1/1)
: You may put a creature card from your hand onto the battlefield.
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Timothar, Baron of Bats
   ( 6)
Legendary Creature — Vampire Noble
(4/4)
Ward—Discard a card. Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
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Trial of a Time Lord
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile target nontoken creature an opponent controls until this Saga leaves the battlefield. IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with this Saga puts that card on the bottom of their library.
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Turntimber Ascetic
  ( 5)
Creature — Giant Cleric
(5/4)
When this creature enters, you gain 3 life.
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Turntimber Basilisk
   ( 3)
Creature — Basilisk
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Landfall — Whenever a land you control enters, you may have target creature block this creature this turn if able.
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Turntimber Grove
( 0)
Land
This land enters tapped. When this land enters, target creature gets +1/+1 until end of turn. : Add .
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Turntimber Ranger
   ( 5)
Creature — Elf Scout Ranger Ally
(2/2)
Whenever this creature or another Ally you control enters, you may create a 2/2 green Wolf creature token. If you do, put a +1/+1 counter on this creature.
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Turntimber Sower
  ( 3)
Creature — Elf Druid
(3/3)
Whenever one or more land cards are put into your graveyard from anywhere, create a 0/1 green Plant creature token. , Sacrifice three creatures: Return target land card from your graveyard to your hand.
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Turntimber Symbiosis
    ( 7)
Sorcery
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
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Twice Upon a Time
   ( 6)
Sorcery
Cast this spell only if you control two or more Doctors. Take an extra turn after this one. Exile Twice Upon a Time.
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Untimely Malfunction
  ( 2)
Instant
Choose one — • Destroy target artifact. • Change the target of target spell or ability with a single target. • One or two target creatures can't block this turn.
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Victim of Night
  ( 2)
Instant
Destroy target non-Vampire, non-Werewolf, non-Zombie creature.
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Victimize
  ( 3)
Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
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Wibbly-wobbly, Timey-wimey
  ( 2)
Sorcery
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.) Draw a card.
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