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Take for a Ride
  ( 3)
Sorcery
Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Task Force
  ( 3)
Creature — Human Rebel
(1/3)
Whenever this creature becomes the target of a spell or ability, it gets +0/+3 until end of turn.
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Taste for Mayhem
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0. Hellbent — Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.
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Tectonic Reformation
  ( 2)
Enchantment
Each land card in your hand has cycling . Cycling ( , Discard this card: Draw a card.)
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Telemin Performance
   ( 5)
Sorcery
Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.
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Terraformer
  ( 3)
Creature — Human Wizard
(2/2)
: Choose a basic land type. Each land you control becomes that type until end of turn.
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Territory Forge
  ( 5)
Artifact
When this artifact enters, if you cast it, exile target artifact or land. This artifact has all activated abilities of the exiled card.
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The Foretold Soldier
   ( 4)
Creature — Alien Zombie Soldier
(6/6)
This creature must be blocked if able. This creature can't be blocked by more than one creature. Whenever this creature deals damage, exile it face down. It becomes foretold. 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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The Master, Formed Anew
  ( 2)
Legendary Creature — Time Lord Rogue
(0/1)
Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master enter as a copy of a creature card in exile with a takeover counter on it.
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Thieves' Fortune
  ( 3)
Kindred Instant — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Thieves' Guild Enforcer
 ( 1)
Creature — Human Rogue
(1/1)
Flash Whenever this creature or another Rogue you control enters, each opponent mills two cards. As long as an opponent has eight or more cards in their graveyard, this creature gets +2/+1 and has deathtouch.
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Thirst for Discovery
  ( 3)
Instant
Draw three cards. Then discard two cards unless you discard a basic land card.
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Thirst for Knowledge
  ( 3)
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.
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Thirst for Meaning
  ( 3)
Instant
Draw three cards. Then discard two cards unless you discard an enchantment card.
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Thran Forge
 ( 3)
Artifact
: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types.
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Thud-for-Duds
( 0)
Artifact — Contraption
Whenever you crank this Contraption, roll two six-sided dice. This Contraption deals damage to target creature equal to the difference between those results.
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Tidal Force
    ( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you may tap or untap target permanent.
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Tideforce Elemental
  ( 3)
Creature — Elemental
(2/1)
, : You may tap or untap another target creature.
Landfall — Whenever a land you control enters, you may untap this creature.
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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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Titan Forge
 ( 3)
Artifact
, : Put a charge counter on this artifact.
, Remove three charge counters from this artifact: Create a 9/9 colorless Golem artifact creature token.
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Titania, Nature's Force
   ( 6)
Legendary Creature — Elemental
(6/6)
You may play Forests from your graveyard. Whenever a Forest you control enters, create a 5/3 green Elemental creature token. Whenever an Elemental you control dies, you may mill three cards.
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Together Forever
  ( 2)
Enchantment
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.) : Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
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Tortoise Formation
  ( 4)
Instant
Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
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Transforming Flourish
  ( 3)
Instant
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.) Destroy target artifact or creature you don't control. If that permanent is destroyed this way, its controller exiles cards from the top of their library until they exile a nonland card, then they may cast that card without paying its mana cost.
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Trash for Treasure
  ( 3)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact. Return target artifact card from your graveyard to the battlefield.
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Tribal Forcemage
  ( 2)
Creature — Elf Wizard
(1/1)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, creatures of the creature type of your choice get +2/+2 and gain trample until end of turn.
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Triton Fortune Hunter
  ( 3)
Creature — Merfolk Soldier
(2/2)
Heroic — Whenever you cast a spell that targets this creature, draw a card.
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Trusted Forcemage
  ( 3)
Creature — Human Shaman
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, each of those creatures gets +1/+1.
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Tuktuk Rubblefort
  ( 3)
Creature — Wall
(0/3)
Defender, reach Creatures you control have haste.
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Unbreakable Formation
  ( 3)
Instant
Creatures you control gain indestructible until end of turn. Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
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Uncomfortable Chill
  ( 3)
Instant
Creatures your opponents control get -2/-0 until end of turn. Draw a card.
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Undercity Informer
  ( 3)
Creature — Human Rogue
(2/3)
, Sacrifice a creature: Target player reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Unforge
  ( 3)
Instant
Destroy target Equipment. If that Equipment was attached to a creature, Unforge deals 2 damage to that creature.
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Unforgiving One
  ( 3)
Creature — Spirit
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of modified creatures you control. (Equipment, Auras you control, and counters are modifications.)
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Unfortunate Accident
 ( 1)
Instant
Spree (Choose one or more additional costs.) +  — Destroy target creature. + — Create a 1/1 red Mercenary creature token with " : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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Urabrask's Forge
  ( 3)
Artifact
At the beginning of combat on your turn, put an oil counter on this artifact, then create an X/1 red Phyrexian Horror creature token with trample and haste, where X is the number of oil counters on this artifact. Sacrifice that token at the beginning of the next end step.
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Vault 87: Forced Evolution
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target non-Mutant creature for as long as you control this Saga. II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types. III — Draw cards equal to the greatest power among Mutants you control.
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Venture Forth
  ( 4)
Sorcery
Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Exile Venture Forth with three time counters on it. Suspend 3— 
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Verdant Force
    ( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
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Vigil for the Lost
  ( 4)
Enchantment
Whenever a creature you control dies, you may pay . If you do, you gain X life.
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Wail of the Forgotten
  ( 2)
Sorcery
Descend 8 — Choose one. If there are eight or more permanent cards in your graveyard as you cast this spell, choose one or more instead. • Return target nonland permanent to its owner's hand. • Target opponent discards a card. • Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Wall of Forgotten Pharaohs
 ( 2)
Artifact Creature — Wall
(0/4)
Defender : This creature deals 1 damage to target player or planeswalker. Activate only if you control a Desert or there is a Desert card in your graveyard.
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Wall of Fortune
  ( 2)
Artifact Creature — Wall
(0/4)
Defender You may tap an untapped Wall you control to have any player reroll a die that player rolled.
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War Effort
  ( 4)
Enchantment
Creatures you control get +1/+0. Whenever you attack, create a 1/1 red Warrior creature token that's tapped and attacking. Sacrifice it at the beginning of the next end step.
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Watcher for Tomorrow
  ( 2)
Creature — Human Wizard
(2/1)
Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This creature enters tapped. When this creature leaves the battlefield, put the exiled card into its owner's hand.
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Wei Ambush Force
  ( 2)
Creature — Human Soldier
(1/1)
Whenever this creature attacks, it gets +2/+0 until end of turn.
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Wei Strike Force
  ( 3)
Creature — Human Soldier
(2/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wheel of Fortune
  ( 3)
Sorcery
Each player discards their hand, then draws seven cards.
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Wheel of Misfortune
  ( 3)
Sorcery
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
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Whiskervale Forerunner
  ( 4)
Creature — Mouse Bard
(3/4)
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
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Will-Forged Golem
 ( 6)
Artifact Creature — Golem
(4/4)
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.)
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Winnowing Forces
( 0)
Creature — Elf Warrior
(*/*)
Winnowing Forces's power and toughness are each equal to the number of lands you control.
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Winota, Joiner of Forces
   ( 4)
Legendary Creature — Human Warrior
(4/4)
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
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Wurmskin Forger
   ( 7)
Creature — Elf Warrior
(2/2)
When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures.
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Yeva's Forcemage
  ( 3)
Creature — Elf Shaman
(2/2)
When this creature enters, target creature gets +2/+2 until end of turn.
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Yusri, Fortune's Flame
   ( 3)
Legendary Creature — Efreet
(2/3)
Flying Whenever Yusri attacks, choose a number between 1 and 5. Flip that many coins. For each flip you win, draw a card. For each flip you lose, Yusri deals 2 damage to you. If you won five flips this way, you may cast spells from your hand this turn without paying their mana costs.
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Zulaport Enforcer
 ( 1)
Creature — Human Warrior
(1/1)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 3/3 LEVEL 3+ 5/5 This creature can't be blocked except by black creatures.
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