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Ace, Fearless Rebel
  ( 4)
Legendary Creature — Human Rebel
(2/2)
Nitro-9 — Whenever Ace attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Akiri, Fearless Voyager
   ( 3)
Legendary Creature — Kor Warrior
(3/3)
Whenever you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
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And They Shall Know No Fear
  ( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
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Ashiok, Sculptor of Fears
   ( 6)
Legendary Planeswalker — Ashiok
(4)
+2: Draw a card. Each player mills two cards. −5: Put target creature card from a graveyard onto the battlefield under your control. −11: Gain control of all creatures target opponent controls.
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Cower in Fear
   ( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn.
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Crippling Fear
   ( 4)
Sorcery
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
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Éowyn, Fearless Knight
   ( 4)
Legendary Creature — Human Knight
(3/4)
Haste When Éowyn enters, exile target creature an opponent controls with greater power. Legendary creatures you control gain protection from each of that creature's colors until end of turn.
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Face of Fear
  ( 6)
Creature — Horror
(3/4)
 , Discard a card: This creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Fear
  ( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
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Fear of Abduction
   ( 6)
Enchantment Creature — Nightmare
(5/5)
As an additional cost to cast this spell, exile a creature you control. Flying When this creature enters, exile target creature an opponent controls. When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
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Fear of Being Hunted
   ( 3)
Enchantment Creature — Nightmare
(4/2)
Haste This creature must be blocked if able.
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Fear of Burning Alive
   ( 6)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
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Fear of Death
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
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Fear of Exposure
  ( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fear of Failed Tests
  ( 5)
Enchantment Creature — Nightmare
(2/7)
Whenever this creature deals combat damage to a player, draw that many cards.
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Fear of Falling
   ( 5)
Enchantment Creature — Nightmare
(4/4)
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
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Fear of Immobility
  ( 5)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Fear of Impostors
   ( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
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Fear of Infinity
   ( 3)
Enchantment Creature — Nightmare
(2/2)
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
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Fear of Isolation
  ( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
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Fear of Lost Teeth
 ( 1)
Enchantment Creature — Nightmare
(1/1)
When this creature dies, it deals 1 damage to any target and you gain 1 life.
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Fear of Missing Out
  ( 2)
Enchantment Creature — Nightmare
(2/3)
When this creature enters, discard a card, then draw a card. Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
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Fear of Sleep Paralysis
  ( 6)
Enchantment Creature — Nightmare
(6/6)
Flying Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
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Fear of Surveillance
  ( 2)
Enchantment Creature — Nightmare
(2/2)
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Fear of the Dark
  ( 5)
Enchantment Creature — Nightmare
(5/5)
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Fear, Fire, Foes!
  ( 1)
Sorcery
Damage can't be prevented this turn. Fear, Fire, Foes deals X damage to target creature and 1 damage to each other creature with the same controller.
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Fearful Villager
  ( 3)
Creature — Human Werewolf
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Fearless Fledgling
  ( 2)
Creature — Griffin
(1/1)
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. It gains flying until end of turn.
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Fearless Liberator
  ( 2)
Creature — Dwarf Berserker
(2/1)
Boast —  : Create a 2/1 red Dwarf Berserker creature token. (Activate only if this creature attacked this turn and only once each turn.)
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Fearless Pup
 ( 1)
Creature — Wolf
(1/1)
First strike Boast —  : This creature gets +2/+0 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Fearless Skald
  ( 5)
Creature — Dwarf Berserker
(3/2)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
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Fearless Swashbuckler
   ( 3)
Creature — Fish Pirate
(3/3)
Haste Vehicles you control have haste. Whenever you attack, if a Pirate and a Vehicle attacked this combat, draw three cards, then discard two cards.
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Fearsome Awakening
  ( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
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Fearsome Temper
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has " : Target creature can't block this creature this turn."
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Fearsome Werewolf
( 0)
Creature — Werewolf
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Fearsome Whelp
  ( 2)
Creature — — Dragon
(1/1)
Flying At the beginning of your end step, each Dragon card in your hand perpetually gains "This spell costs less to cast."
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Reaper of Night (Harvest Fear)
  ( 4)
Sorcery — Adventure
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
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Reaper of Night
   ( 7)
Creature — Specter
(4/5)
Whenever this creature attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.
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Rowan, Fearless Sparkmage
   ( 5)
Legendary Planeswalker — Rowan
(5)
+1: Up to one target creature gets +3/+0 and gains first strike until end of turn. −2: Rowan deals 1 damage to each of up to two target creatures. Those creatures can't block this turn. −9: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.
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Shinen of Fear's Chill
  ( 5)
Creature — Spirit
(3/2)
This creature can't block. Channel —  , Discard this card: Target creature can't block this turn.
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Smell Fear
  ( 2)
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Target creature you control fights up to one target creature you don't control.
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Umbris, Fear Manifest
   ( 5)
Legendary Creature — Nightmare Horror
(1/1)
Umbris gets +1/+1 for each card your opponents own in exile. Whenever Umbris or another Nightmare or Horror you control enters, target opponent exiles cards from the top of their library until they exile a land card.
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Worst Fears
  ( 8)
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
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