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Infernal Tutor
( 2)
Sorcery
Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle. Hellbent — If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle.
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Infernius Spawnington III, Esq.
( 11)
Creature — Demon Beast Grandchild
(9/9)
Flying, first strike, trample, haste This spell costs less to cast for each card you've revealed this turn. When Infernius Spawnington III, Esq. enters the battlefield, you may say "I'm here." If you do, it deals 3 damage to target player.
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Inferno
( 7)
Instant
Inferno deals 6 damage to each creature and each player.
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Inferno Project
( 7)
Creature — Elemental
(0/0)
Trample Inferno Project enters the battlefield with X +1/+1 counters on it, where X is the total mana value of instant and sorcery cards in your graveyard.
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Inferno Titan
( 6)
Creature — Giant
(6/6)
: Inferno Titan gets +1/+0 until end of turn. Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three targets.
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Infested Thrinax
( 5)
Creature — Lizard
(4/4)
Flash When Infested Thrinax enters the battlefield, until end of turn, whenever a nontoken creature you control dies, create a number of 1/1 green Saproling creature tokens equal to that creature's power.
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Infinite Authority
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.
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Infinite Hourglass
( 4)
Artifact
At the beginning of your upkeep, put a time counter on Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. : Remove a time counter from Infinite Hourglass. Any player may activate this ability but only during any upkeep step.
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Infinite Obliteration
( 3)
Sorcery
Choose a creature card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
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Infinite Reflection
( 6)
Enchantment — Aura
Enchant creature When Infinite Reflection enters the battlefield attached to a creature, each other nontoken creature you control becomes a copy of that creature. Nontoken creatures you control enter the battlefield as a copy of enchanted creature.
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Inga and Esika
( 4)
Legendary Creature — Human God
(4/4)
Creatures you control have vigilance and ": Add one mana of any color. Spend this mana only to cast a creature spell." Whenever you cast a creature spell, if three or more mana from creatures was spent to cast it, draw a card.
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Ingenious Prodigy
( 1)
Creature — Human Wizard
(0/1)
Skulk (This creature can't be blocked by creatures with greater power.) Ingenious Prodigy enters the battlefield with X +1/+1 counters on it. At the beginning of your upkeep, if Ingenious Prodigy has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
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Insult // Injury (Injury)
( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Injury deals 2 damage to target creature and 2 damage to target player or planeswalker.
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Inkmoth Nexus
( 0)
Land
: Add . : Inkmoth Nexus becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Inkshield
( 5)
Instant
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
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Ink-Treader Nephilim
( 4)
Creature — Nephilim
(3/3)
Whenever a player casts an instant or sorcery spell, if that spell targets only Ink-Treader Nephilim, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.
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Inkwell Leviathan
( 9)
Artifact Creature — Leviathan
(7/11)
Trample Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Shroud (This creature can't be the target of spells or abilities.)
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Inner Sanctum
( 3)
Enchantment
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Prevent all damage that would be dealt to creatures you control.
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Innocuous Researcher
( 4)
Creature — Centaur Detective
(3/4)
Parley — Whenever Innocuous Researcher attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
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Inquisition of Kozilek
( 1)
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
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Inquisitor Captain
( 4)
Creature — — Human Cleric
(3/3)
Vigilance When Inquisitor Captain enters the battlefield, if there are twenty or more creature cards with mana value 3 or less among cards in your graveyard, hand, and library, seek two creature cards with mana value 3 or less. Put one of them onto the battlefield and shuffle the other into your library.
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Inquisitor Eisenhorn
( 4)
Legendary Creature — Human Inquisitor
(2/3)
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying. Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Inquisitorial Rosette
( 2)
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Insatiable Avarice
( 1)
Sorcery
Spree (Choose one or more additional costs.) + — Search your library for a card, then shuffle and put that card on top. + — Target player draws three cards and loses 3 life.
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Inscription of Abundance
( 2)
Instant
Kicker Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
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Inscription of Insight
( 4)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
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Inscription of Ruin
( 3)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
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Insidious Dreams
( 4)
Instant
As an additional cost to cast this spell, discard X cards. Search your library for X cards, then shuffle and put those cards on top in any order.
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Insidious Mist
( 0)
Creature — Elemental
(0/1)
Hexproof, indestructible Insidious Mist can't block and can't be blocked. Whenever Insidious Mist attacks and isn't blocked, you may pay . If you do, transform it.
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Insidious Will
( 4)
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
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Insist
( 1)
Sorcery
The next creature spell you cast this turn can't be countered. Draw a card.
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Inspired Idea
( 3)
Sorcery
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw three cards. Your maximum hand size is reduced by three for the rest of the game.
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Inspiring Commander
( 6)
Creature — Human Soldier
(1/4)
Whenever another creature with power 2 or less enters the battlefield under your control, you gain 1 life and draw a card.
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Inspiring Statuary
( 3)
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for .)
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Inspiring Vantage
( 0)
Land
Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Instigator Gang
( 4)
Creature — Human Werewolf
(2/3)
Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
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Instrument of the Bards
( 1)
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. , : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Insult // Injury (Insult)
( 3)
Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
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Insurrection
( 8)
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
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Intellect Devourer
( 4)
Creature — Horror
(2/4)
Devour Intellect — When Intellect Devourer enters the battlefield, each opponent exiles a card from their hand until Intellect Devourer leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with Intellect Devourer. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
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Intellectual Offering
( 5)
Instant
Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
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Interdisciplinary Mascot
( 8)
Creature — Elemental Fractal
(5/5)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Ward When Interdisciplinary Mascot enters the battlefield, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Intervention Pact
( 0)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay . If you don't, you lose the game.
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Intet, the Dreamer
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay . If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
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Inti, Seneschal of the Sun
( 2)
Legendary Creature — Human Knight
(2/2)
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
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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 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 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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Intrepid Hero
( 3)
Creature — Human Soldier
(1/1)
: Destroy target creature with power 4 or greater.
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Intrepid Paleontologist
( 2)
Creature — Human Druid
(2/2)
: Add one mana of any color. : Exile target card from a graveyard. You may cast Dinosaur creature spells from among cards you own exiled with Intrepid Paleontologist. If you cast a spell this way, that creature enters the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Intruder Alarm
( 3)
Enchantment
Creatures don't untap during their controllers' untap steps. Whenever a creature enters the battlefield, untap all creatures.
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Intuition
( 3)
Instant
Search your library for three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle.
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Inundate
( 6)
Sorcery
Return all nonblue creatures to their owners' hands.
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Invader Parasite
( 5)
Creature — Phyrexian Insect
(3/2)
Imprint — When Invader Parasite enters the battlefield, exile target land. Whenever a land with the same name as the exiled card enters the battlefield under an opponent's control, Invader Parasite deals 2 damage to that player.
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Invasion of Arcavios
( 5)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Arcavios enters the battlefield, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Invasion of Fiora
( 6)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Fiora enters the battlefield, choose one or both — • Destroy all legendary creatures. • Destroy all nonlegendary creatures.
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Invasion of Gobakhan
( 2)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Gobakhan enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
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Invasion of Ikoria
( 2)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Ikoria enters the battlefield, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
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Invasion of Ixalan
( 2)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Ixalan enters the battlefield, look at the top five cards of your library. You may reveal a permanent 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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Invasion of Kaldheim
( 4)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Kaldheim enters the battlefield, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
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Invasion of Karsus
( 4)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Karsus enters the battlefield, it deals 3 damage to each creature and each planeswalker.
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Invasion of Segovia
( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Segovia enters the battlefield, create two 1/1 blue Kraken creature tokens with trample.
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Invasion of Theros
( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Theros enters the battlefield, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
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Invasion of Tolvada
( 5)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Tolvada enters the battlefield, return target nonbattle permanent card from your graveyard to the battlefield.
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Invasion Plans
( 3)
Enchantment
All creatures block each combat if able. The attacking player chooses how each creature blocks each combat.
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Inventive Iteration
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Return up to one target creature or planeswalker to its owner's hand. II — Return an artifact card from your graveyard to your hand. If you can't, draw a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Inventors' Fair
( 0)
Legendary Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. : Add . , , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
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Inventory Management
( 2)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) For each Aura and Equipment you control, you may attach it to a creature you control.
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Inversion Behemoth
( 4)
Creature — Eldrazi
(2/9)
At the beginning of combat on your turn, switch the power and toughness of each of any number of target creatures until end of turn.
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Invert Polarity
( 3)
Instant
Choose target spell, then flip a coin. If you win the flip, gain control of that spell and you may choose new targets for it. If you lose the flip, counter that spell.
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Investigator's Journal
( 2)
Artifact — Clue
Investigator's Journal enters the battlefield with a number of suspect counters on it equal to the greatest number of creatures a player controls. , , Remove a suspect counter from Investigator's Journal: Draw a card. , Sacrifice Investigator's Journal: Draw a card.
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Invincible Hymn
( 8)
Sorcery
Count the number of cards in your library. Your life total becomes that number.
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Invocation of Saint Traft
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat."
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Invocation of the Founders
( 0)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may copy that spell. You may choose new targets for the copy.
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Invoke the Firemind
( 3)
Sorcery
Choose one — • Draw X cards. • Invoke the Firemind deals X damage to any target.
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Ion Storm
( 3)
Enchantment
, Remove a +1/+1 counter or a charge counter from a permanent you control: Ion Storm deals 2 damage to any target.
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Ionize
( 3)
Instant
Counter target spell. Ionize deals 2 damage to that spell's controller.
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Ire Shaman
( 2)
Creature — Orc Shaman
(2/1)
Menace (This creature can't be blocked except by two or more creatures.) Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Ire Shaman is turned face up, exile the top card of your library. Until end of turn, you may play that card.
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Irencrag Pyromancer
( 3)
Creature — Human Wizard
(0/4)
Whenever you draw your second card each turn, Irencrag Pyromancer deals 3 damage to any target.
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Iron Maiden
( 3)
Artifact
At the beginning of each opponent's upkeep, Iron Maiden deals X damage to that player, where X is the number of cards in their hand minus 4.
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Ironclaw Curse
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -0/-1. Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness.
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Ironscale Hydra
( 5)
Creature — Hydra
(5/5)
If a creature would deal combat damage to Ironscale Hydra, prevent that damage and put a +1/+1 counter on Ironscale Hydra.
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Ironsoul Enforcer
( 5)
Artifact Creature — Human Samurai
(4/4)
Whenever Ironsoul Enforcer or a commander you control attacks alone, return target artifact card from your graveyard to the battlefield.
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