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Temple of Deceit
( 0)
Land
Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. : Add or .
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Temple of Enlightenment
( 0)
Land
Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. : Add or .
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Temple of Epiphany
( 0)
Land
Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. : Add or .
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Temple of Malady
( 0)
Land
Temple of Malady enters the battlefield tapped. When Temple of Malady enters the battlefield, scry 1. : Add or .
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Temple of Malice
( 0)
Land
Temple of Malice enters the battlefield tapped. When Temple of Malice enters the battlefield, scry 1. : Add or .
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Temple of Mystery
( 0)
Land
Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. : Add or .
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Temple of Plenty
( 0)
Land
Temple of Plenty enters the battlefield tapped. When Temple of Plenty enters the battlefield, scry 1. : Add or .
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Temple of Silence
( 0)
Land
Temple of Silence enters the battlefield tapped. When Temple of Silence enters the battlefield, scry 1. : Add or .
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Temple of Triumph
( 0)
Land
Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. : Add or .
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Temporal Aperture
( 2)
Artifact
, : Shuffle your library, then reveal the top card. Until end of turn, for as long as that card remains on top of your library, play with the top card of your library revealed and you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)
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Temporal Cascade
( 7)
Sorcery
Choose one — • Each player shuffles their hand and graveyard into their library. • Each player draws seven cards. Entwine (Choose both if you pay the entwine cost.)
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Temporal Distortion
( 5)
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
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Temporal Extortion
( 4)
Sorcery
When you cast this spell, any player may pay half their life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one.
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Temporary Lockdown
( 3)
Enchantment
When Temporary Lockdown enters the battlefield, exile each nonland permanent with mana value 2 or less until Temporary Lockdown leaves the battlefield.
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Temporary Truce
( 2)
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
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Tempt with Discovery
( 4)
Sorcery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
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Tempt with Glory
( 6)
Sorcery
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature they control. For each opponent who does, put a +1/+1 counter on each creature you control.
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Tempt with Immortality
( 5)
Sorcery
Tempting offer — Return a creature card from your graveyard to the battlefield. Each opponent may return a creature card from their graveyard to the battlefield. For each opponent who does, return a creature card from your graveyard to the battlefield.
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Tempt with Mayhem
( 3)
Instant
Tempting offer — Choose target instant or sorcery spell. Each opponent may copy that spell and may choose new targets for the copy they control. You copy that spell once plus an additional time for each opponent who copied the spell this way. You may choose new targets for the copies you control.
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Tempt with Reflections
( 4)
Sorcery
Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.
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Tempt with Vengeance
( 1)
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
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Tempted by the Oriq
( 4)
Sorcery
For each opponent, gain control of up to one target creature or planeswalker that player controls with mana value 3 or less.
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Tempting Contract
( 4)
Artifact
At the beginning of your upkeep, each opponent may create a Treasure token. For each opponent who does, you create a Treasure token.
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Tempting Wurm
( 2)
Creature — Wurm
(5/5)
When Tempting Wurm enters the battlefield, each opponent may put any number of artifact, creature, enchantment, and/or land cards from their hand onto the battlefield.
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Temur Ascendancy
( 3)
Enchantment
Creatures you control have haste. Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.
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Temur War Shaman
( 6)
Creature — Human Shaman
(4/5)
When Temur War Shaman enters the battlefield, manifest the top card of your library. (Put that card 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.) Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control.
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Tenacious Underdog
( 2)
Creature — Human Warrior
(3/2)
Blitz—, Pay 2 life. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) You may cast Tenacious Underdog from your graveyard using its blitz ability.
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Tendershoot Dryad
( 5)
Creature — Dryad
(2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.
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Tendo Ice Bridge
( 0)
Land
Tendo Ice Bridge enters the battlefield with a charge counter on it. : Add . , Remove a charge counter from Tendo Ice Bridge: Add one mana of any color.
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Tendrils of Agony
( 4)
Sorcery
Target player loses 2 life and you gain 2 life. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Teneb, the Harvester
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Teneb, the Harvester deals combat damage to a player, you may pay . If you do, put target creature card from a graveyard onto the battlefield under your control.
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Tenuous Truce
( 2)
Enchantment — Aura
Enchant opponent At the beginning of enchanted opponent's end step, you and that player each draw a card. When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice Tenuous Truce.
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Tephraderm
( 5)
Creature — Beast
(4/5)
Whenever a creature deals damage to Tephraderm, Tephraderm deals that much damage to that creature. Whenever a spell deals damage to Tephraderm, Tephraderm deals that much damage to that spell's controller.
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Terastodon
( 8)
Creature — Elephant
(9/9)
When Terastodon enters the battlefield, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
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Tergrid, God of Fright
( 5)
Legendary Creature — God
(4/5)
Menace Whenever an opponent sacrifices a nontoken permanent or discards a permanent card, you may put that card from a graveyard onto the battlefield under your control.
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Tergrid's Lantern
( 4)
Legendary Artifact
: Target player loses 3 life unless they sacrifice a nonland permanent or discard a card. : Untap Tergrid's Lantern.
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Termagant Swarm
( 1)
Creature — Tyranid
(0/0)
Ravenous (This creature enters the battlefield with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Death Frenzy — When Termagant Swarm dies, create a number of 1/1 green Tyranid creature tokens equal to Termagant Swarm's power.
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Termination Facilitator
( 2)
Creature — Human Assassin
(1/3)
: Put a bounty counter on target creature or planeswalker. Activate only as a sorcery. Whenever a creature or planeswalker an opponent controls with a bounty counter on it is dealt damage, destroy it.
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Terminus
( 6)
Sorcery
Put all creatures on the bottom of their owners' libraries. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Terra Stomper
( 6)
Creature — Beast
(8/8)
This spell can't be countered. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Terravore
( 3)
Creature — Lhurgoyf
(*/*)
Trample Terravore's power and toughness are each equal to the number of land cards in all graveyards.
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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 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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Terror of Kruin Pass
( 0)
Creature — Werewolf
(3/3)
Double strike Werewolves you control have menace. (They can't be blocked except by two or more creatures.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
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Terror of Mount Velus
( 7)
Creature — Dragon
(5/5)
Flying, double strike When Terror of Mount Velus enters the battlefield, creatures you control gain double strike until end of turn.
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Terror of Towashi
( 4)
Creature — Phyrexian Ogre
(4/3)
Deathtouch Whenever Terror of Towashi attacks, you may pay . When you do, return target creature card from your graveyard to the battlefield. It's a Phyrexian in addition to its other types.
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Terror Tide
( 4)
Sorcery
Fathomless descent — All creatures get -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
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Tervigon
( 2)
Creature — Tyranid
(0/0)
Ravenous (This creature enters the battlefield with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Trample Spawn Termagants — Whenever Tervigon deals combat damage to a player, create that many 1/1 green Tyranid creature tokens.
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Tesak, Judith's Hellhound
( 4)
Legendary Creature — Elemental Dog
(3/3)
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Other Dogs you control have unleash. Creatures you control with counters on them have haste. Whenever Tesak, Judith's Hellhound attacks, add for each attacking creature.
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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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Test of Endurance
( 4)
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
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Tethered Griffin
( 1)
Creature — Griffin
(2/3)
Flying When you control no enchantments, sacrifice Tethered Griffin.
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Tetravus
( 6)
Artifact Creature — Construct
(1/1)
Flying Tetravus enters the battlefield with three +1/+1 counters on it. At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, create that many 1/1 colorless Tetravite artifact creature tokens. They each have flying and "This creature can't be enchanted." At the beginning of your upkeep, you may exile any number of tokens created with Tetravus. If you do, put that many +1/+1 counters on Tetravus.
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Tetzimoc, Primal Death
( 6)
Legendary Creature — Elder Dinosaur
(6/6)
Deathtouch , Reveal Tetzimoc, Primal Death from your hand: Put a prey counter on target creature. Activate only during your turn. When Tetzimoc enters the battlefield, destroy each creature your opponents control with a prey counter on it.
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Tetzin, Gnome Champion
( 3)
Legendary Artifact Creature — Gnome
(2/2)
Whenever Tetzin or another double-faced artifact enters the battlefield under your control, mill three cards. You may put an artifact card from among them into your hand. Craft with six artifacts (, Exile this artifact, Exile the six from among other permanents you control and/or cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
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Teyo, Geometric Tactician
( 3)
Legendary Planeswalker — Teyo
(3)
When Teyo, Geometric Tactician enters the battlefield, create a 0/4 white Wall creature token with defender and flying. +1: You and target opponent each draw a card. −2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
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Teysa Karlov
( 4)
Legendary Creature — Human Advisor
(2/4)
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. Creature tokens you control have vigilance and lifelink.
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Teysa, Envoy of Ghosts
( 7)
Legendary Creature — Human Advisor
(4/4)
Vigilance, protection from creatures Whenever a creature deals combat damage to you, destroy that creature. Create a 1/1 white and black Spirit creature token with flying.
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Teysa, Opulent Oligarch
( 3)
Legendary Creature — Human Advisor
(2/3)
Deathtouch At the beginning of your end step, investigate for each opponent who lost life this turn. Whenever a Clue you control is put into a graveyard from the battlefield, create a 1/1 white and black Spirit creature token with flying. This ability triggers only once each turn.
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Teysa, Orzhov Scion
( 3)
Legendary Creature — Human Advisor
(2/3)
Sacrifice three white creatures: Exile target creature. Whenever another black creature you control dies, create a 1/1 white Spirit creature token with flying.
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Tezzeret's Betrayal
( 5)
Sorcery
Destroy target creature. You may search your library and/or graveyard for a card named Tezzeret, Master of Metal, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Tezzeret's Gambit
( 4)
Sorcery
( can be paid with either or 2 life.) Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Tezzeret's Gatebreaker
( 4)
Artifact
When Tezzeret's Gatebreaker enters the battlefield, look at the top five cards of your library. You may reveal a blue or artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. , , Sacrifice Tezzeret's Gatebreaker: Creatures you control can't be blocked this turn.
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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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Thalakos Deceiver
( 4)
Creature — Thalakos Wizard
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Thalakos Deceiver attacks and isn't blocked, you may sacrifice it. If you do, gain control of target creature. (This effect lasts indefinitely.)
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Thalakos Drifters
( 4)
Creature — Thalakos
(3/3)
Discard a card: Thalakos Drifters gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
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Thalia, Heretic Cathar
( 3)
Legendary Creature — Human Soldier
(3/2)
First strike Creatures and nonbasic lands your opponents control enter the battlefield tapped.
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Thalia's Geistcaller
( 3)
Creature — Human Cleric
(3/1)
Lifelink Whenever you cast a spell from your graveyard, create a 1/1 white Spirit creature token with flying. Sacrifice a Spirit: Thalia's Geistcaller gains indestructible until end of turn.
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Thalia's Lancers
( 5)
Creature — Human Knight
(4/4)
First strike When Thalia's Lancers enters the battlefield, you may search your library for a legendary card, reveal it, put it into your hand, then shuffle.
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Thalia's Lieutenant
( 2)
Creature — Human Soldier
(1/1)
When Thalia's Lieutenant enters the battlefield, put a +1/+1 counter on each other Human you control. Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Thalia's Lieutenant.
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Thassa's Intervention
( 2)
Instant
Choose one — • Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order. • Counter target spell unless its controller pays twice .
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Thassa's Oracle
( 2)
Creature — Merfolk Wizard
(1/3)
When Thassa's Oracle enters the battlefield, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
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That Which Was Taken
( 5)
Legendary Artifact
, : Put a divinity counter on target permanent other than That Which Was Taken. Each permanent with a divinity counter on it has indestructible.
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Thaumatic Compass
( 2)
Artifact
, : Search your library for a basic land card, reveal it, put it into your hand, then shuffle. At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass.
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Thawing Glaciers
( 0)
Land
Thawing Glaciers enters the battlefield tapped. , : Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Return Thawing Glaciers to its owner's hand at the beginning of the next cleanup step.
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Thayan Evokers
( 3)
Creature — — Human Wizard
(1/1)
Double team When Thayan Evokers enters the battlefield, conjure a card named Lightning Bolt into your hand, then discard a card. Whenever you conjure one or more cards, put a +1/+1 counter on Thayan Evokers.
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The Abyss
( 4)
World Enchantment
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
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The Akroan War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target creature for as long as The Akroan War remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.
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The Antiquities War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
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The Apprentice's Folly
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste. III — Sacrifice all Reflections you control.
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The Archimandrite
( 5)
Legendary Creature — Human Advisor
(0/5)
At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 4. Whenever you gain life, each Advisor, Artificer, and Monk you control gains vigilance and gets +X/+0 until end of turn, where X is the amount of life you gained. Tap three untapped Advisors, Artificers, and/or Monks you control: Draw a card.
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The Balrog of Moria
( 7)
Legendary Creature — Avatar Demon
(8/8)
Trample, haste When The Balrog of Moria dies, you may exile it. When you do, for each opponent, exile up to one target creature that player controls. Cycling (, Discard this card: Draw a card.) When you cycle The Balrog of Moria, create two Treasure tokens.
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The Balrog, Durin's Bane
( 7)
Legendary Creature — Avatar Demon
(7/5)
This spell costs less to cast for each permanent sacrificed this turn. Haste The Balrog, Durin's Bane can't be blocked except by legendary creatures. When The Balrog dies, destroy target artifact or creature an opponent controls.
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The Balrog, Flame of Udûn
( 5)
Legendary Creature — Avatar Demon
(7/7)
Trample When a legendary creature an opponent controls dies, put The Balrog, Flame of Udûn on the bottom of its owner's library.
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The Bears of Littjara
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 blue Shapeshifter creature token with changeling. II — Any number of target Shapeshifter creatures you control have base power and toughness 4/4. III — Choose up to one target creature or planeswalker. Each creature with power 4 or greater you control deals damage equal to its power to that permanent.
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