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Festive Funeral
( 5)
Instant
Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard.
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Bramble Familiar (Fetch Quest)
( 7)
Sorcery — Adventure
Mill seven cards. Then put a creature, enchantment, or land card from among the milled cards onto the battlefield.
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Fetid Gargantua
( 5)
Creature — Horror
(4/4)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on Fetid Gargantua, you may draw two cards. If you do, you lose 2 life.
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Fever Charm
( 1)
Instant
Choose one — • Target creature gains haste until end of turn. • Target creature gets +2/+0 until end of turn. • Fever Charm deals 3 damage to target Wizard creature.
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Feywild Caretaker
( 5)
Creature — Orc Wizard
(3/4)
When Feywild Caretaker enters, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
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Fibrous Entangler
( 0)
Creature — Eldrazi Werewolf
(4/6)
Vigilance Fibrous Entangler must be blocked if able. Fibrous Entangler can block an additional creature each combat.
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Fiddlehead Kami
( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami.
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Field Marshal
( 3)
Creature — Human Soldier
(2/2)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
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Field of Dreams
( 1)
World Enchantment
Players play with the top card of their libraries revealed.
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Field of Reality
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by Spirits. : Return Field of Reality to its owner's hand.
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Field of the Dead
( 0)
Land
Field of the Dead enters tapped. : Add . Whenever Field of the Dead or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
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Field-Tested Frying Pan
( 3)
Artifact — Equipment
When Field-Tested Frying Pan enters, create a Food token, then create a 1/1 white Halfling creature token and attach Field-Tested Frying Pan to it. Equipped creature has "Whenever you gain life, this creature gets +X/+X until end of turn, where X is the amount of life you gained." Equip
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Fiend Artisan
( 2)
Creature — Nightmare
(1/1)
Fiend Artisan gets +1/+1 for each creature card in your graveyard. , , Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
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Fiend of the Shadows
( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows.
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Fiendlash
( 2)
Artifact — Equipment
Equipped creature gets +2/+0 and has reach. Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker. Equip
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Fiendslayer Paladin
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Fiendslayer Paladin can't be the target of black or red spells your opponents control.
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Fierce Empath
( 3)
Creature — Elf
(1/1)
When Fierce Empath enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
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Fierce Guardianship
( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.
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Fierce Invocation
( 5)
Sorcery
Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Fierce Witchstalker
( 4)
Creature — Wolf
(4/4)
Trample When Fierce Witchstalker enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Fiery Bombardment
( 2)
Enchantment
Chroma — , Sacrifice a creature: Fiery Bombardment deals damage to any target equal to the number of red mana symbols in the sacrificed creature's mana cost.
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Fiery Cannonade
( 3)
Instant
Fiery Cannonade deals 2 damage to each non-Pirate creature.
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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 Gambit
( 3)
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
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Fiery Mantle
( 2)
Enchantment — Aura
Enchant creature : Enchanted creature gets +1/+0 until end of turn. When Fiery Mantle is put into a graveyard from the battlefield, return Fiery Mantle to its owner's hand.
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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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Fight as One
( 1)
Instant
Choose one or both — • Target Human creature you control gets +1/+1 and gains indestructible until end of turn. • Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.
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Fighter Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Fighter Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. : Level 2 //Level_2// Equip abilities you activate cost less to activate. : Level 3 //Level_3// Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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Fighting Chance
( 1)
Instant
For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn.
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Filigree Angel
( 8)
Artifact Creature — Angel
(4/4)
Flying When Filigree Angel enters, you gain 3 life for each artifact you control.
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Filigree Attendant
( 4)
Artifact Creature — Homunculus
(*/3)
Flying Filigree Attendant's power is equal to the number of artifacts you control.
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Filigree Crawler
( 4)
Artifact Creature — Insect
(2/2)
When Filigree Crawler dies, create a 1/1 colorless Thopter artifact creature token with flying.
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Filigree Familiar
( 3)
Artifact Creature — Fox
(2/2)
When Filigree Familiar enters, you gain 2 life. When Filigree Familiar dies, draw a card.
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Filigree Fracture
( 3)
Instant
Destroy target artifact or enchantment. If that permanent was blue or black, draw a card.
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Filigree Sages
( 4)
Artifact Creature — Vedalken Wizard
(2/3)
: Untap target artifact.
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Final Act
( 6)
Sorcery
Choose one or more — • Destroy all creatures. • Destroy all planeswalkers. • Destroy all battles. • Exile all graveyards. • Each opponent loses all counters.
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Final Flare
( 3)
Instant
As an additional cost to cast this spell, sacrifice a creature or enchantment. Final Flare deals 5 damage to target creature.
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Final Flourish
( 2)
Instant
Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead.
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Final Fortune
( 2)
Instant
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Final Iteration
( 0)
Creature — Eldrazi Insect
(6/5)
Flying Wizards you control get +2/+1 and have flying. Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token.
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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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Final Revels
( 5)
Sorcery
Choose one — • All creatures get +2/+0 until end of turn. • All creatures get -0/-2 until end of turn.
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Final Showdown
( 1)
Instant
Spree (Choose one or more additional costs.) + — All creatures lose all abilities until end of turn. + — Choose a creature you control. It gains indestructible until end of turn. + — Destroy all creatures.
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Final Strike
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Final Strike deals damage to target opponent or planeswalker equal to the sacrificed creature's power.
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Final Vengeance
( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature or enchantment. Exile target creature.
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Finale of Devastation
( 2)
Sorcery
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
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Finale of Eternity
( 2)
Sorcery
Destroy up to three target creatures with toughness X or less. If X is 10 or more, return all creature cards from your graveyard to the battlefield.
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Finale of Glory
( 2)
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
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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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Finale of Revelation
( 2)
Sorcery
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.
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Find // Finality (Finality)
( 6)
Sorcery
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
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Final-Sting Faerie
( 4)
Creature — Faerie Assassin
(2/2)
Flying When Final-Sting Faerie enters, destroy target creature that was dealt damage this turn.
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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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Finch Formation
( 3)
Creature — Bird Scout
(2/2)
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.) Flying When this creature enters, target creature you control gains flying until end of turn.
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Find the Path
( 3)
Enchantment — Aura
Enchant land When Find the Path enters, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has ": Add ."
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Start // Finish (Finish)
( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) As an additional cost to cast Finish, sacrifice a creature. Destroy target creature.
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Finneas, Ace Archer
( 2)
Legendary Creature — Rabbit Archer
(2/2)
Vigilance, reach Whenever Finneas, Ace Archer attacks, put a +1/+1 counter on each other creature you control that's a token or a Rabbit. Then if creatures you control have total power 10 or greater, draw a card.
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Fire Ambush
( 2)
Sorcery
Fire Ambush deals 3 damage to any target.
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Fire and Brimstone
( 5)
Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
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Fire Ants
( 3)
Creature — Insect
(2/1)
: Fire Ants deals 1 damage to each other creature without flying.
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Fire at Will
( 3)
Instant
Fire at Will deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
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Fire Bowman
( 1)
Creature — Human Soldier Archer
(1/1)
Sacrifice Fire Bowman: It deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Fire Covenant
( 3)
Instant
As an additional cost to cast this spell, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures.
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Fire Diamond
( 2)
Artifact
Fire Diamond enters tapped. : Add .
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Fire Dragon
( 9)
Creature — Dragon
(6/6)
Flying When Fire Dragon enters, it deals damage to target creature equal to the number of Mountains you control.
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Fire Drake
( 3)
Creature — Drake
(1/2)
Flying : Fire Drake gets +1/+0 until end of turn. Activate only once each turn.
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Fire Giant's Fury
( 2)
Sorcery
Target Giant you control gets +2/+2 and gains trample until end of turn. Whenever it deals combat damage to a player this turn, exile that many cards from the top of your library. Until the end of your next turn, you may play those cards.
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Fire of Orthanc
( 4)
Sorcery
Destroy target artifact or land. Creatures without flying can't block this turn.
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Fire Servant
( 5)
Creature — Elemental
(4/3)
If a red instant or sorcery spell you control would deal damage, it deals double that damage instead.
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Fire Snake
( 5)
Creature — Snake
(3/1)
When Fire Snake dies, destroy target land.
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Fireball
( 1)
Sorcery
This spell costs more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.
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Fire-Belly Changeling
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Fire-Belly Changeling gets +1/+0 until end of turn. Activate no more than twice each turn.
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Fireblade Artist
( 2)
Creature — Human Shaman
(2/2)
Haste At the beginning of your upkeep, you may sacrifice a creature. When you do, Fireblade Artist deals 2 damage to target opponent or planeswalker.
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Fireblade Charger
( 1)
Creature — Goblin Warrior
(1/1)
As long as Fireblade Charger is equipped, it has haste. When Fireblade Charger dies, it deals damage equal to its power to any target.
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Fireblast
( 6)
Instant
You may sacrifice two Mountains rather than pay this spell's mana cost. Fireblast deals 4 damage to any target.
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Firebrand Archer
( 2)
Creature — Human Archer
(2/1)
Whenever you cast a noncreature spell, Firebrand Archer deals 1 damage to each opponent.
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Firebrand Ranger
( 2)
Creature — Human Soldier Ranger
(2/1)
, : You may put a basic land card from your hand onto the battlefield.
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Firebreathing
( 1)
Enchantment — Aura
Enchant creature : Enchanted creature gets +1/+0 until end of turn.
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Firecannon Blast
( 3)
Sorcery
Firecannon Blast deals 3 damage to target creature. Raid — Firecannon Blast deals 6 damage instead if you attacked this turn.
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Firecat Blitz
( 2)
Sorcery
Create X 1/1 red Elemental Cat creature tokens with haste. Exile them at the beginning of the next end step. Flashback—, Sacrifice X Mountains. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Firedrinker Satyr
( 1)
Creature — Satyr Shaman
(2/1)
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you. : Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
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Firefiend Elemental
( 4)
Creature — Elemental
(3/2)
Haste (This creature can attack and as soon as it comes under your control.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Firefist Adept
( 5)
Creature — Human Wizard
(3/3)
When Firefist Adept enters, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
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Fireflux Squad
( 4)
Creature — Human Soldier
(4/3)
Haste Whenever Fireflux Squad attacks, you may exile another target attacking creature you control. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
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Fireglass Mentor
( 2)
Creature — Lizard Warlock
(2/1)
At the beginning of your second main phase, if an opponent lost life this turn, exile the top two cards of your library. Choose one of them. Until end of turn, you may play that card.
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