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Territorial Baloth
( 5)
Creature — Beast
(4/4)
Landfall — Whenever a land you control enters, Territorial Baloth gets +2/+2 until end of turn.
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Territorial Boar
( 2)
Creature — Boar
(2/2)
Whenever a creature you control with power 4 or greater enters, Territorial Boar gets +1/+1 and gains vigilance until end of turn.
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Territorial Dispute
( 6)
Enchantment
At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands.
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Territorial Gorger
( 4)
Creature — Gremlin
(2/2)
Trample Whenever you get one or more (energy counters), Territorial Gorger gets +2/+2 until end of turn.
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Territorial Hammerskull
( 3)
Creature — Dinosaur
(2/3)
Whenever Territorial Hammerskull attacks, tap target creature an opponent controls.
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Territorial Hellkite
( 4)
Creature — Dragon
(6/5)
Flying, haste At the beginning of combat on your turn, choose an opponent at random that Territorial Hellkite didn't attack during your last combat. Territorial Hellkite attacks that player this combat if able. If you can't choose an opponent this way, tap Territorial Hellkite.
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Territorial Kavu
( 2)
Creature — Kavu
(*/*)
Domain — Territorial Kavu's power and toughness are each equal to the number of basic land types among lands you control. Whenever Territorial Kavu attacks, choose one — • Discard a card. If you do, draw a card. • Exile up to one target card from a graveyard.
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Territorial Maro
( 5)
Creature — Elemental
(*/*)
Domain — Territorial Maro's power and toughness are each equal to twice the number of basic land types among lands you control.
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Territorial Scythecat
( 3)
Creature — Cat
(2/1)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Landfall — Whenever a land you control enters, put a +1/+1 counter on Territorial Scythecat.
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Territorial Witchstalker
( 2)
Creature — Wolf
(2/3)
Defender At the beginning of combat on your turn, if you control a creature with power 4 or greater, Territorial Witchstalker gets +1/+0 until end of turn and can attack this turn as though it didn't have defender.
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Territory Culler
( 5)
Creature — Eldrazi
(7/5)
Devoid (This card has no color.) Reach Landfall — Whenever a land you control enters, look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Territory Forge
( 5)
Artifact
When Territory Forge enters, if you cast it, exile target artifact or land. Territory Forge has all activated abilities of the exiled card.
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Teshar, Ancestor's Apostle
( 4)
Legendary Creature — Bird Cleric
(2/2)
Flying Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
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Thada Adel, Acquisitor
( 3)
Legendary Creature — Merfolk Rogue
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
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Thallid Germinator
( 3)
Creature — Fungus
(2/2)
At the beginning of your upkeep, put a spore counter on Thallid Germinator. Remove three spore counters from Thallid Germinator: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Target creature gets +1/+1 until end of turn.
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The Day of the Doctor
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile cards from the top of your library until you exile a legendary card. You may play that card for as long as The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order. IV — Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you.
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The Eighth Doctor
( 6)
Legendary Creature — Time Lord Doctor
(4/4)
When The Eighth Doctor enters, mill three cards. Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
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The Eleventh Doctor
( 3)
Legendary Creature — Time Lord Doctor
(3/2)
I. AM. TALKING — Whenever The Eleventh Doctor deals combat damage to a player, you may exile a card from your hand with a number of time counters on it equal to its mana value. If it doesn't have suspend, it gains suspend. : Target creature with power 3 or less can't be blocked this turn.
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The Fifth Doctor
( 4)
Legendary Creature — Time Lord Doctor
(2/2)
Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter this turn. Untap those creatures.
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The First Doctor
( 3)
Legendary Creature — Time Lord Doctor
(2/2)
When The First Doctor enters, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature.
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The Five Doctors
( 6)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search your library and/or graveyard for up to five Doctor cards, reveal them, and put them into your hand. If you search your library this way, shuffle. If this spell was kicked, put those cards onto the battlefield instead of putting them into your hand.
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The Fourth Doctor
( 4)
Legendary Creature — Time Lord Doctor
(4/4)
You may look at the top card of your library any time. Would You Like A . . . ? — Once each turn, you may play a historic land or cast a historic spell from the top of your library. When you do, create a Food token. (Artifacts, legendaries, and Sagas are historic.)
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The Fugitive Doctor
( 5)
Legendary Creature — Time Lord Doctor
(4/4)
When The Fugitive Doctor enters, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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The Night of the Doctor
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.) I — Destroy all creatures. II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
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The Ninth Doctor
( 3)
Legendary Creature — Time Lord Doctor
(2/4)
Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.
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The Restoration of Eiganjo
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Second Doctor
( 4)
Legendary Creature — Time Lord Doctor
(2/4)
Players have no maximum hand size. How Civil of You — At the beginning of your end step, each player may draw a card. Each opponent who does can't attack you or permanents you control during their next turn.
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The Seventh Doctor
( 5)
Legendary Creature — Time Lord Doctor
(3/6)
Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card's mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don't cast a spell this way, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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The Sixth Doctor
( 6)
Legendary Creature — Time Lord Doctor
(3/3)
Time Lord's Prerogative — Whenever you cast a historic spell, copy it, except the copy isn't legendary. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. A copy of a permanent spell becomes a token.)
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The Superlatorium (The Superlatorium (a))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the fastest," "the scariest," or "the weakest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 2, 3, 6
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The Superlatorium (The Superlatorium (b))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the cutest," "the loudest," or "the strongest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 2, 4, 6
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The Superlatorium (The Superlatorium (c))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the quietest," "the slowest," or "the ugliest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 2, 5, 6
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The Superlatorium (The Superlatorium (d))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the cleanest," "the hungriest," or "the strangest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 3, 4, 6
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The Superlatorium (The Superlatorium (e))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the friendliest," "the smartest," or "the wildest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 3, 5, 6
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The Superlatorium (The Superlatorium (f))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the funniest," "the smelliest," or "the sturdiest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 4, 5, 6
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The Tenth Doctor
( 5)
Legendary Creature — Time Lord Doctor
(3/5)
Allons-y — Whenever you attack, exile cards from the top of your library until you exile a nonland card. Put three time counters on it. If it doesn't have suspend, it gains suspend. Timey-Wimey — : Time travel three times. Activate only as a sorcery. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter. Then do it two more times.)
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The Third Doctor
( 4)
Legendary Creature — Time Lord Doctor
(2/2)
Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters, create your choice of a Clue token, a Food token, or a Treasure token.
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The Thirteenth Doctor
( 3)
Legendary Creature — Time Lord Doctor
(2/2)
Paradox — Whenever you cast a spell from anywhere other than your hand, put a +1/+1 counter on target creature. Team TARDIS — At the beginning of your end step, untap each creature you control with a counter on it.
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The Torment of Gollum
( 4)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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The Twelfth Doctor
( 5)
Legendary Creature — Time Lord Doctor
(4/4)
The first spell you cast from anywhere other than your hand each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. A copy of a permanent spell becomes a token.) Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
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The War Doctor
( 4)
Legendary Creature — Time Lord Doctor
(3/5)
Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a time counter on The War Doctor. Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Thermal Navigator
( 3)
Artifact Creature — Construct
(2/2)
Sacrifice an artifact: Thermal Navigator gains flying until end of turn.
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Thornplate Intimidator
( 4)
Creature — Rat Rogue
(4/3)
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.) When this creature enters, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
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Thought Dissector
( 4)
Artifact
, : Target opponent reveals cards from the top of their library until an artifact card or X cards are revealed, whichever comes first. If an artifact card is revealed this way, put it onto the battlefield under your control and sacrifice Thought Dissector. Put the rest of the revealed cards into that player's graveyard.
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Thought Distortion
( 6)
Sorcery
This spell can't be countered. Target opponent reveals their hand. Exile all noncreature, nonland cards from that player's hand and graveyard.
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Thought Monitor
( 7)
Artifact Creature — Construct
(2/2)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying When Thought Monitor enters, draw two cards.
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Thousand-Year Storm
( 6)
Enchantment
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
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Thraben Inspector
( 1)
Creature — Human Soldier
(1/2)
When Thraben Inspector enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Thrash of Raptors
( 4)
Creature — Dinosaur
(3/3)
As long as you control another Dinosaur, Thrash of Raptors gets +2/+0 and has trample.
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Thryx, the Sudden Storm
( 5)
Legendary Creature — Elemental Giant
(4/5)
Flash (You may cast this spell any time you could cast an instant.) Flying Spells you cast with mana value 5 or greater cost less to cast and can't be countered.
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Thunderous Orator
( 2)
Creature — Kor Wizard
(2/2)
Vigilance Whenever Thunderous Orator attacks, it gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, indestructible, lifelink, menace, and trample.
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Tibalt, Cosmic Impostor
( 7)
Legendary Planeswalker — Tibalt
(5)
As Tibalt enters, you get an emblem with "You may play cards exiled with Tibalt, Cosmic Impostor, and you may spend mana as though it were mana of any color to cast those spells." +2: Exile the top card of each player's library. −3: Exile target artifact or creature. −8: Exile all graveyards. Add .
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Tibalt, Rakish Instigator
( 3)
Legendary Planeswalker — Tibalt
(5)
Your opponents can't gain life. −2: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
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Tibalt, Wicked Tormentor
( 5)
Legendary Planeswalker — — Tibalt
+1: Add . Draft a card from Tibalt, Wicked Tormentor's spellbook, then exile it. Until end of turn, you may cast that card. +1: Tibalt, Wicked Tormentor deals 3 damage to target creature or planeswalker unless its controller has Tibalt deal 3 damage to them. If they do, you may discard a card. If you do, draw a card. −X: Create X 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
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Tidecaller Mentor
( 3)
Creature — Rat Wizard
(3/3)
Menace Threshold — When Tidecaller Mentor enters, if seven or more cards are in your graveyard, return up to one target nonland permanent to its owner's hand.
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Timber Protector
( 5)
Creature — Treefolk Warrior
(4/6)
Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control have indestructible.
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Titania, Protector of Argoth
( 5)
Legendary Creature — Elemental
(5/3)
When Titania, Protector of Argoth enters, return target land card from your graveyard to the battlefield. Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.
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Toluz, Clever Conductor
( 3)
Legendary Creature — Human Rogue
(3/1)
When Toluz, Clever Conductor enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you discard one or more cards, exile them from your graveyard. When Toluz dies, put the cards exiled with it into their owner's hand.
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Tooth Collector
( 3)
Creature — Human Rogue
(3/2)
When Tooth Collector enters, target creature an opponent controls gets -1/-1 until end of turn. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, target creature that player controls gets -1/-1 until end of turn.
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Tor Wauki the Younger
( 5)
Legendary Creature — Human Archer
(3/3)
Reach, lifelink If another source you control would deal noncombat damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead. Whenever you cast an instant or sorcery spell, Tor Wauki the Younger deals 2 damage to any target.
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Toralf, God of Fury
( 4)
Legendary Creature — God
(5/4)
Trample Whenever a creature or planeswalker an opponent controls is dealt excess noncombat damage, Toralf deals damage equal to the excess to any target other than that permanent.
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Toralf's Disciple
( 3)
Creature — — Human Warrior
(3/3)
Haste Whenever Toralf's Disciple attacks, conjure four cards named Lightning Bolt into your library, then shuffle.
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Torbran, Thane of Red Fell
( 4)
Legendary Creature — Dwarf Noble
(2/4)
If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
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Torch Breath
( 1)
Instant
This spell costs less to cast if it targets a blue permanent. This spell can't be countered. Torch Breath deals X damage to target creature or planeswalker.
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Torch Courier
( 1)
Creature — Goblin
(1/1)
Haste Sacrifice Torch Courier: Another target creature gains haste until end of turn.
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Torch Drake
( 4)
Creature — Drake
(2/2)
Flying : Torch Drake gets +1/+0 until end of turn.
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Torch Fiend
( 2)
Creature — Devil
(2/1)
, Sacrifice Torch Fiend: Destroy target artifact.
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Torch Gauntlet
( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Torch Song
( 3)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Torch Song. , Sacrifice Torch Song: It deals X damage to any target, where X is the number of verse counters on Torch Song.
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Torch the Tower
( 1)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Torch the Tower deals 2 damage to target creature or planeswalker. If this spell was bargained, instead it deals 3 damage to that permanent and you scry 1. If a permanent dealt damage by Torch the Tower would die this turn, exile it instead.
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Torch the Witness
( 1)
Sorcery
Torch the Witness deals twice X damage to target creature. If excess damage was dealt to that creature this way, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Torchling
( 5)
Creature — Shapeshifter
(3/3)
: Untap Torchling. : Target creature blocks Torchling this turn if able. : Change the target of target spell that targets only Torchling. : Torchling gets +1/-1 until end of turn. : Torchling gets -1/+1 until end of turn.
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Torens, Fist of the Angels
( 3)
Legendary Creature — Human Cleric
(2/2)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
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Torgaar, Famine Incarnate
( 8)
Legendary Creature — Avatar
(7/6)
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way. When Torgaar, Famine Incarnate enters, up to one target player's life total becomes half their starting life total, rounded down.
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Tori D'Avenant, Fury Rider
( 4)
Legendary Creature — Human Knight
(3/3)
Vigilance, trample Whenever Tori D'Avenant, Fury Rider attacks, all other attacking creatures you control get +1/+1 until end of turn. Other red attacking creatures you control gain trample until end of turn. Untap each other white attacking creature you control.
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Torii Watchward
( 5)
Creature — Spirit
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Torment
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -3/-0.
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Torment of Hailfire
( 2)
Sorcery
Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.
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Torment of Scarabs
( 4)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
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Torment of Venom
( 4)
Instant
Put three -1/-1 counters on target creature. Its controller loses 3 life unless they sacrifice another nonland permanent of their choice or discard a card.
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Tormented Hero
( 1)
Creature — Human Warrior
(2/1)
Tormented Hero enters tapped. Heroic — Whenever you cast a spell that targets Tormented Hero, each opponent loses 1 life. You gain life equal to the life lost this way.
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Tormented Pariah
( 4)
Creature — Human Warrior Werewolf
(3/2)
At the beginning of each upkeep, if no spells were cast last turn, transform Tormented Pariah.
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Tormented Soul
( 1)
Creature — Spirit
(1/1)
Tormented Soul can't block and can't be blocked.
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Tormented Thoughts
( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Target player discards a number of cards equal to the sacrificed creature's power.
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Tormenting Voice
( 2)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
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Tormentor Exarch
( 4)
Creature — Phyrexian Cleric
(2/2)
When Tormentor Exarch enters, choose one — • Target creature gets +2/+0 until end of turn. • Target creature gets -0/-2 until end of turn.
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Tormentor's Helm
( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature becomes blocked, it deals 1 damage to defending player. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Tormentor's Trident
( 2)
Artifact — Equipment
Equipped creature gets +3/+0 and attacks each combat if able. Equip
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Tormod, the Desecrator
( 4)
Legendary Creature — Zombie Wizard
(4/2)
Whenever one or more cards leave your graveyard, create a tapped 2/2 black Zombie creature token. Partner (You can have two commanders if both have partner.)
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Tormod's Crypt
( 0)
Artifact
, Sacrifice Tormod's Crypt: Exile target player's graveyard.
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