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Banish into Fable
( 6)
Instant
When you cast this spell from your hand, copy it if you control an artifact, then copy it if you control an enchantment. You may choose new targets for the copies. Return target nonland permanent to its owner's hand. You create a 2/2 white Knight creature token with vigilance.
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Cast into Darkness
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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Cast into the Fire
( 2)
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
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Descent into Avernus
( 3)
Enchantment
At the beginning of your upkeep, put two descent counters on Descent into Avernus. Then each player creates X Treasure tokens and Descent into Avernus deals X damage to each player, where X is the number of descent counters on Descent into Avernus.
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Descent into Madness
( 5)
Enchantment
At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents they control and/or cards from their hand, where X is the number of despair counters on Descent into Madness.
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Dismiss into Dream
( 7)
Enchantment
Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
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Exile into Darkness
( 5)
Sorcery
Target player sacrifices a creature with mana value 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand.
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Fold into Æther (Fold into Aether)
( 4)
Instant
Counter target spell. If that spell is countered this way, its controller may put a creature card from their hand onto the battlefield.
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Hurl into History
( 5)
Instant
Counter target artifact or creature spell. Discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Into the Fae Court
( 5)
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This creature can block only creatures with flying."
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Into the Fire
( 3)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
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Into the Flood Maw
( 1)
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
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Into the Fray
( 1)
Instant — Arcane
Target creature attacks this turn if able. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Into the Maw of Hell
( 6)
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
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Into the Night
( 4)
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
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Into the North
( 2)
Sorcery
Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.
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Into the Pit
( 3)
Enchantment
You may look at the top card of your library any time. You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs.
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Into the Story
( 7)
Instant
This spell costs less to cast if an opponent has seven or more cards in their graveyard. Draw four cards.
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Into the Time Vortex
( 5)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Into the Void
( 4)
Sorcery
Return up to two target creatures to their owners' hands.
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Into the Wilds
( 4)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
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Into Thin Air
( 6)
Instant
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Return target artifact to its owner's hand.
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Mask of Intolerance
( 2)
Artifact
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to that player.
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Open into Wonder
( 2)
Sorcery
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
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Peer into the Abyss
( 7)
Sorcery
Target player draws cards equal to half the number of cards in their library and loses half their life. Round up each time.
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Plunge into Darkness
( 2)
Instant
Choose one — • Sacrifice any number of creatures. You gain 3 life for each creature sacrificed this way. • Pay any amount of life, then look at that many cards from the top of your library. Put one of those cards into your hand and exile the rest. Entwine (Choose both if you pay the entwine cost.)
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Press into Service
( 5)
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Quintorius Kand
( 5)
Legendary Planeswalker — Quintorius
(4)
Whenever you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life. +1: Create a 3/2 red and white Spirit creature token. −3: Discover 4. −6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
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Quintorius, Field Historian
( 5)
Legendary Creature — Elephant Cleric
(2/4)
Spirits you control get +1/+0. Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
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Quintorius, Loremaster
( 5)
Legendary Creature — Elephant Cleric
(3/5)
Vigilance At the beginning of your end step, exile target noncreature, nonland card from your graveyard. Create a 3/2 red and white Spirit creature token. , , Sacrifice a Spirit: Choose target card exiled with Quintorius. You may cast that card this turn without paying its mana cost. If that spell would be put into a graveyard, put it on the bottom of its owner's library instead.
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Sail into the West
( 4)
Instant
Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.
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Sink into Stupor
( 3)
Instant
Return target spell or nonland permanent an opponent controls to its owner's hand.
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Sink into Takenuma
( 4)
Sorcery — Arcane
Sweep — Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.
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Spin into Myth
( 5)
Instant
Put target creature on top of its owner's library, then fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
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Take into Custody
( 1)
Instant
Tap target creature. It doesn't untap during its controller's next untap step.
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Turn into a Pumpkin
( 4)
Instant
Return target nonland permanent to its owner's hand. Draw a card. Adamant — If at least three blue mana was spent to cast this spell, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Vanish into Eternity
( 3)
Instant
This spell costs more to cast if it targets a creature. Exile target nonland permanent.
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Vanish into Memory
( 4)
Instant
Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness.
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Write into Being
( 3)
Sorcery
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (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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