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Abu Ja'far
 ( 1)
Creature — Human
(0/1)
When this creature dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
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Ainok Wayfarer
  ( 2)
Creature — Dog Scout
(1/1)
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature. (To mill three cards, put the top three cards of your library into your graveyard.)
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Ambitious Farmhand
  ( 2)
Creature — Human Peasant
(1/1)
When this creature enters, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven —   : Transform this creature. Activate only if you control three or more creatures with different powers.
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Aven Farseer
  ( 2)
Creature — Bird Soldier
(1/1)
Flying Whenever a permanent is turned face up, put a +1/+1 counter on this creature.
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Far // Away (Away)
  ( 3)
Instant
Target player sacrifices a creature of their choice. Fuse (You may cast one or both halves of this card from your hand.)
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Bounty of Skemfar
  ( 3)
Sorcery
Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.
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Brandywine Farmer
  ( 3)
Creature — Halfling Peasant
(1/1)
When this creature enters or leaves the battlefield, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Bristlebud Farmer
   ( 4)
Creature — Plant Druid
(5/5)
Trample When this creature enters, create two Food tokens. (They're artifacts with " , , Sacrifice this token: You gain 3 life.") Whenever this creature attacks, you may sacrifice a Food. If you do, mill three cards. You may put a permanent card from among them into your hand.
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Crown of Skemfar
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Elf you control and has reach.  : Return this card from your graveyard to your hand.
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Desert Warfare
  ( 4)
Enchantment
Whenever you sacrifice a Desert and whenever a Desert card is put into your graveyard from your hand or library, put that card onto the battlefield under your control at the beginning of your next end step. At the beginning of combat on your turn, if you control five or more Deserts, create that many 1/1 red, green, and white Sand Warrior creature tokens. They gain haste.
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Desperate Farmer
  ( 3)
Creature — Human Peasant
(2/2)
Lifelink When another creature you control dies, transform this creature.
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Diligent Farmhand
 ( 1)
Creature — Human Druid
(1/1)
 , Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
If this card is in a graveyard, effects from spells named Muscle Burst count it as a card named Muscle Burst.
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Eastfarthing Farmer
  ( 3)
Creature — Halfling Peasant
(2/3)
When this creature enters, create a Food token. When you do, target creature you control gets +1/+1 until end of turn for each Food you control. (A Food token is an artifact with " , , Sacrifice this token: You gain 3 life.")
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Eccentric Farmer
  ( 3)
Creature — Human Peasant
(2/3)
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
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Elven Farsight
 ( 1)
Sorcery
Scry 3, then you may reveal the top card of your library. If it's a creature card, draw a card.
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Elvish Farmer
  ( 2)
Creature — Elf
(0/2)
At the beginning of your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: You gain 2 life.
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Fallaji Wayfarer
  ( 3)
Creature — Human Scout
(2/4)
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
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Far // Away (Far)
  ( 2)
Instant
Return target creature to its owner's hand. Fuse (You may cast one or both halves of this card from your hand.)
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Far Fortune, End Boss
   ( 4)
Legendary Creature — Human Mercenary
(4/5)
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Whenever you attack, Far Fortune deals 1 damage to each opponent. Max speed — If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
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Far Out
  ( 3)
Enchantment
Rather than choose the indicated number of modes for spells and abilities you control, you may choose one or more modes. You can't choose any mode more than once.
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Far Traveler
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
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Far Wanderings
  ( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
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Faramir, Field Commander
  ( 4)
Legendary Creature — Human Soldier
(3/3)
At the beginning of your end step, if a creature died under your control this turn, draw a card. Whenever the Ring tempts you, if you chose a creature other than Faramir as your Ring-bearer, create a 1/1 white Human Soldier creature token.
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Faramir, Prince of Ithilien
   ( 4)
Legendary Creature — Human Noble
(3/3)
At the beginning of your end step, choose an opponent. At the beginning of that player's next end step, you draw a card if they didn't attack you that turn. Otherwise, create three 1/1 white Human Soldier creature tokens.
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Faramir, Steward of Gondor
   ( 3)
Legendary Creature — Human Noble
(2/2)
Whenever a legendary creature you control with mana value 4 or greater enters, you become the monarch. At the beginning of your end step, if you're the monarch, create two 1/1 white Human Soldier creature tokens.
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Farbog Boneflinger
  ( 5)
Creature — Zombie
(2/2)
When this creature enters, target creature gets -2/-2 until end of turn.
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Farbog Explorer
  ( 3)
Creature — Human Scout
(2/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Farbog Revenant
  ( 3)
Creature — Spirit
(1/3)
Skulk (This creature can't be blocked by creatures with greater power.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Farewell
   ( 6)
Sorcery
Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards.
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Farewell to Arms
   ( 3)
Enchantment
As this enchantment enters, choose a hand attached to an opponent's arm. When the chosen hand isn't behind its owner's back, sacrifice this enchantment. If you do, that player discards their hand . . . of cards. (The lawyers wouldn't let us do it the other way.)
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Farfinder
 ( 3)
Creature — Fox
(1/1)
Vigilance When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Farhaven Elf
  ( 3)
Creature — Elf Druid
(1/1)
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Farid, Enterprising Salvager
  ( 3)
Legendary Creature — Human Soldier
(3/3)
Whenever a nontoken artifact you control is put into a graveyard from the battlefield, create a colorless artifact token named Scrap.  , Sacrifice an artifact: Choose one —
• Put a +1/+1 counter on Farid. It gains menace until end of turn. • Goad target creature. • Discard a card, then draw a card.
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Farideh, Devil's Chosen
   ( 4)
Legendary Creature — Tiefling Warlock
(3/3)
Dark One's Own Luck — Whenever you roll one or more dice, Farideh gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
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Farideh's Fireball
   ( 5)
Instant
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20. 1–9 | Farideh's Fireball deals 2 damage to each player. 10–20 | Farideh's Fireball deals 2 damage to each opponent.
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Farmstead
   ( 3)
Enchantment — Aura
Enchant land Enchanted land has "At the beginning of your upkeep, you may pay  . If you do, you gain 1 life."
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Farmstead Gleaner
 ( 3)
Artifact Creature — Scarecrow
(2/2)
This creature doesn't untap during your untap step. , : Put a +1/+1 counter on this creature. ( is the untap symbol.)
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Farrel's Mantle
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
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Farrel's Zealot
   ( 3)
Creature — Human
(2/2)
Whenever this creature attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, this creature assigns no combat damage this turn.
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Farseek
  ( 2)
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
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Farsight Adept
  ( 3)
Creature — Kor Wizard
(3/3)
When this creature enters, you and target opponent each draw a card.
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Farsight Mask
 ( 5)
Artifact
Whenever a source an opponent controls deals damage to you, if this artifact is untapped, you may draw a card.
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Farsight Ritual
   ( 4)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
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Glory of Warfare
   ( 4)
Enchantment
During your turn, creatures you control get +2/+0. During turns other than yours, creatures you control get +0/+2.
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Golgari Rot Farm
( 0)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. : Add  .
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Harald, King of Skemfar
   ( 3)
Legendary Creature — Elf Warrior
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar 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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Hound of the Farbogs
  ( 5)
Creature — Zombie Dog
(5/3)
Delirium — This creature has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
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Krosan Wayfarer
 ( 1)
Creature — Human Druid
(1/1)
Sacrifice this creature: You may put a land card from your hand onto the battlefield.
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Lazav, the Multifarious
  ( 2)
Legendary Creature — Shapeshifter
(1/3)
When Lazav enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Lazav becomes a copy of target creature card in your graveyard with mana value X, except its name is Lazav, the Multifarious, it's legendary in addition to its other types, and it has this ability.
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Farm // Market (Market)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards, then discard two cards.
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Mechanized Warfare
   ( 3)
Enchantment
If a red or artifact source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
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Nefarious Imp
  ( 3)
Creature — Imp
(2/1)
Flying Whenever one or more permanents you control leave the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Nefarious Lich
    ( 4)
Enchantment
If damage would be dealt to you, exile that many cards from your graveyard instead. If you can't, you lose the game. If you would gain life, draw that many cards instead. When this enchantment leaves the battlefield, you lose the game.
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Nefarox, Overlord of Grixis
   ( 6)
Legendary Creature — Demon
(5/5)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever Nefarox attacks alone, defending player sacrifices a creature of their choice.
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Orcish Farmer
   ( 3)
Creature — Orc
(2/2)
: Target land becomes a Swamp until its controller's next untap step.
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Overgrown Farmland
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Pious Wayfarer
 ( 1)
Creature — Human Scout
(1/2)
Constellation — Whenever an enchantment you control enters, target creature gets +1/+1 until end of turn.
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Prime Speaker Vannifar
   ( 4)
Legendary Creature — Elf Ooze Wizard
(2/4)
, Sacrifice another creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.
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Public Thoroughfare
( 0)
Land
This land enters tapped. When this land enters, sacrifice it unless you tap an untapped artifact or land you control. : Add one mana of any color.
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Remote Farm
( 0)
Land
This land enters tapped with two depletion counters on it. , Remove a depletion counter from this land: Add  . If there are no depletion counters on this land, sacrifice it.
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Rot Farm Mortipede
  ( 4)
Creature — Insect
(3/4)
Whenever one or more creature cards leave your graveyard, this creature gets +1/+0 and gains menace and lifelink until end of turn.
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Rot Farm Skeleton
   ( 4)
Creature — Plant Skeleton
(4/1)
This creature can't block.   , Mill four cards: Return this card from your graveyard to the battlefield. Activate only as a sorcery.
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Seafarer's Quay
( 0)
Land
Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same 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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Seafaring Werewolf
( 0)
Creature — Werewolf
(2/1)
This creature can't be blocked. Whenever this creature deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Servant of Nefarox
  ( 3)
Creature — Human Cleric
(3/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Shu Farmer
  ( 2)
Creature — Human
(1/1)
: You gain 1 life. Activate only during your turn, before attackers are declared.
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Shu Soldier-Farmers
  ( 5)
Creature — Human Soldier
(2/4)
When this creature enters, you gain 4 life.
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Skemfar Avenger
  ( 2)
Creature — Elf Berserker
(3/1)
Whenever another nontoken Elf or Berserker you control dies, you draw a card and you lose 1 life.
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Skemfar Shadowsage
  ( 4)
Creature — Elf Cleric
(2/5)
When this creature enters, choose one — • Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common. • You gain X life, where X is the greatest number of creatures you control that have a creature type in common.
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Squirrel Farm
  ( 3)
Enchantment
 : Reveal a card in your hand, covering the artist credit. Target opponent guesses the artist. If they guess wrong, create a 1/1 green Squirrel creature token.
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Stoic Farmer
  ( 4)
Creature — Dwarf Peasant
(3/3)
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle. 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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Stonefare Crocodile
  ( 3)
Creature — Crocodile
(3/2)
 : This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
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Struggle for Skemfar
  ( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) 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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Student of Warfare
 ( 1)
Creature — Human Knight
(1/1)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 2-6 3/3 First strike LEVEL 7+ 4/4 Double strike
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Syr Faren, the Hengehammer
  ( 2)
Legendary Creature — Human Knight
(2/2)
Whenever Syr Faren attacks, another target attacking creature gets +X/+X until end of turn, where X is Syr Faren's power.
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Tato Farmer
  ( 3)
Creature — Zombie Mutant Peasant
(1/4)
Landfall — Whenever a land you control enters, you may get two rad counters. : Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
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Valiant Farewell
  ( 2)
Instant
Target creature you control gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, you get a boon with "When you cast your next creature spell, it perpetually gets +2/+0." Draw a card.
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Vannifar, Evolved Enigma
   ( 4)
Legendary Creature — Elf Ooze Wizard
(3/4)
At the beginning of combat on your turn, choose one — • Cloak a card from your hand. (Put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.) • Put a +1/+1 counter on each colorless creature you control.
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Wayfarer's Bauble
 ( 1)
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Wayfaring Giant
  ( 6)
Creature — Giant
(1/3)
Domain — This creature gets +1/+1 for each basic land type among lands you control.
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Wayfaring Temple
   ( 3)
Creature — Elemental
(*/*)
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever this creature deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
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Weathered Wayfarer
 ( 1)
Creature — Human Nomad Cleric
(1/1)
, : Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
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Zendikar Farguide
  ( 5)
Creature — Elemental
(3/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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