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Faith of the Devoted
( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, each opponent loses 2 life and you gain 2 life.
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Faith Unbroken
( 4)
Enchantment — Aura
Enchant creature you control When Faith Unbroken enters, exile target creature an opponent controls until Faith Unbroken leaves the battlefield. Enchanted creature gets +2/+2.
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Faithbearer Paladin
( 5)
Creature — Human Knight
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Faithbound Judge
( 3)
Creature — Spirit Soldier
(4/4)
Defender, flying, vigilance At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it. As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender. Disturb
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Faithful Disciple
( 2)
Creature — — Human Cleric
(2/2)
Vigilance When Faithful Disciple dies, draft a card from Faithful Disciple's spellbook.
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Faithful Mending
( 2)
Instant
You gain 2 life, draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Faithful Squire
( 3)
Creature — Human Soldier
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At the beginning of the end step, if there are two or more ki counters on Faithful Squire, you may flip it.
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Faithful Watchdog
( 2)
Creature — Dog
(0/0)
Vigilance Faithful Watchdog enters with three +1/+1 counters on it.
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Faithless Looting
( 1)
Sorcery
Draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Faithless Salvaging
( 2)
Instant
Discard a card, then draw a card. 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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Faith's Fetters
( 4)
Enchantment — Aura
Enchant permanent When Faith's Fetters enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
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Faith's Reward
( 4)
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
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Faith's Shield
( 1)
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
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Fake Your Own Death
( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
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Falco Spara, Pactweaver
( 4)
Legendary Creature — Bird Demon
(3/3)
Flying, trample Falco Spara, Pactweaver enters with a shield counter on it. You may look at the top card of your library any time. You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
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Falcon Abomination
( 3)
Creature — Zombie Bird
(2/2)
Flying When Falcon Abomination enters, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
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Falconer Adept
( 4)
Creature — Human Soldier
(2/3)
Whenever Falconer Adept attacks, create a 1/1 white Bird creature token with flying that's tapped and attacking.
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Faldorn, Dread Wolf Herald
( 3)
Legendary Creature — Human Druid
(3/3)
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token. , , Discard a card: Exile the top card of your library. You may play it this turn.
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Falkenrath Aristocrat
( 4)
Creature — Vampire Noble
(4/1)
Flying, haste Sacrifice a creature: Falkenrath Aristocrat gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Aristocrat.
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Falkenrath Celebrants
( 5)
Creature — Vampire
(4/4)
Menace (This creature can't be blocked except by two or more creatures.) When Falkenrath Celebrants enters, create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Falkenrath Exterminator
( 2)
Creature — Vampire Archer
(1/1)
Whenever Falkenrath Exterminator deals combat damage to a player, put a +1/+1 counter on it. : Falkenrath Exterminator deals damage to target creature equal to the number of +1/+1 counters on Falkenrath Exterminator.
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Falkenrath Forebear
( 3)
Creature — Vampire
(3/1)
Flying Falkenrath Forebear can't block. Whenever Falkenrath Forebear deals combat damage to a player, create a Blood token. , Sacrifice two Blood tokens: Return Falkenrath Forebear from your graveyard to the battlefield.
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Falkenrath Gorger
( 1)
Creature — Vampire Berserker
(2/1)
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Falkenrath Marauders
( 5)
Creature — Vampire Warrior
(2/2)
Flying Haste (This creature can attack and as soon as it comes under your control.) Whenever Falkenrath Marauders deals combat damage to a player, put two +1/+1 counters on it.
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Falkenrath Noble
( 4)
Creature — Vampire Noble
(2/2)
Flying Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life.
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Falkenrath Perforator
( 2)
Creature — Vampire
(2/1)
Whenever Falkenrath Perforator attacks, it deals 1 damage to defending player.
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Falkenrath Pit Fighter
( 1)
Creature — Vampire Warrior
(2/1)
, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
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Falkenrath Torturer
( 3)
Creature — Vampire
(2/1)
Sacrifice a creature: Falkenrath Torturer gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Torturer.
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Rise // Fall (Fall)
( 2)
Sorcery
Target player reveals two cards at random from their hand, then discards each nonland card revealed this way.
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Fall from Favor
( 3)
Enchantment — Aura
Enchant creature When Fall from Favor enters, tap enchanted creature and you become the monarch. Enchanted creature doesn't untap during its controller's untap step unless that player is the monarch.
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Fall of Cair Andros
( 3)
Enchantment
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +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.) : Fall of Cair Andros deals 7 damage to target creature.
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Fall of Gil-galad
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Put two +1/+1 counters on target creature you control. III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
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Fall of the First Civilization
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
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Fall of the Hammer
( 2)
Instant
Target creature you control deals damage equal to its power to another target creature.
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Fall of the Impostor
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
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Fall of the Thran
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
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Fall of the Titans
( 1)
Instant
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Fall of the Titans deals X damage to each of up to two targets.
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Fallaji Archaeologist
( 2)
Creature — Human Scout
(0/3)
When Fallaji Archaeologist enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Fallaji Archaeologist. (To mill a card, put the top card of your library into your graveyard.)
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Fallaji Chaindancer
( 4)
Creature — Human Soldier
(2/4)
: Fallaji Chaindancer gains double strike until end of turn.
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Fallaji Dragon Engine
( 8)
Artifact Creature — Dragon
(5/5)
Flying : Fallaji Dragon Engine gets +1/+0 until end of turn. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 1/3
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Fallaji Vanguard
( 4)
Creature — Human Soldier
(2/3)
First strike Whenever Fallaji Vanguard or another creature you control enters, target creature gets +2/+0 until end of turn.
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Fallaji Wayfarer
( 3)
Creature — Human Scout
(2/4)
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
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Fallen Angel
( 5)
Creature — Angel
(3/3)
Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
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Fallen Askari
( 2)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari can't block.
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Fallen Cleric
( 5)
Creature — Zombie Cleric
(4/2)
Protection from Clerics Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Fallen Ferromancer
( 4)
Creature — Phyrexian Human Shaman
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) , : Fallen Ferromancer deals 1 damage to any target.
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Fallen Ideal
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
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Falling Star
( 3)
Sorcery
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.
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Falling Timber
( 3)
Instant
Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Prevent all combat damage target creature would deal this turn. If this spell was kicked, prevent all combat damage another target creature would deal this turn.
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Fallow Earth
( 3)
Sorcery
Put target land on top of its owner's library.
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Fallow Wurm
( 3)
Creature — Wurm
(4/4)
When Fallow Wurm enters, sacrifice it unless you discard a land card.
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Fallowsage
( 4)
Creature — Merfolk Wizard
(2/2)
Whenever Fallowsage becomes tapped, you may draw a card.
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False Cure
( 2)
Instant
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life they gained.
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False Dawn
( 2)
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
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False Defeat
( 4)
Sorcery
Return target creature card from your graveyard to the battlefield.
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False Demise
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
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False Floor
( 4)
Artifact
False Floor enters tapped. Creatures enter tapped. , , Exile False Floor: Exile all untapped creatures. Activate only as a sorcery.
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False Memories
( 2)
Instant
Mill seven cards. At the beginning of the next end step, exile seven cards from your graveyard.
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False Mourning
( 1)
Sorcery
Put target card from your graveyard on top of your library.
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False Orders
( 1)
Instant
Cast this spell only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
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False Peace
( 1)
Sorcery
Target player skips all combat phases of their next turn.
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False Prophet
( 4)
Creature — Human Cleric
(2/2)
When False Prophet dies, exile all creatures.
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Falter
( 2)
Instant
Creatures without flying can't block this turn.
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Falthis, Shadowcat Familiar
( 3)
Legendary Creature — Nightmare Cat
(2/2)
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
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Claim // Fame (Fame)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gets +2/+0 and gains haste until end of turn.
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Familiar Beeble Mascot
( 0)
Stickers
2 — Whenever this creature attacks, untap target permanent. 4 — Whenever a creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn. 2 — 2/3 3 — 5/3
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Familiar Ground
( 3)
Enchantment
Each creature you control can't be blocked by more than one creature.
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Familiar's Ruse
( 2)
Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand. Counter target spell.
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Family Reunion
( 2)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
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Family's Favor
( 3)
Enchantment
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Famine
( 5)
Sorcery
Famine deals 3 damage to each creature and each player.
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Famished Ghoul
( 4)
Creature — Zombie
(3/2)
, Sacrifice Famished Ghoul: Exile up to two target cards from a single graveyard.
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Famished Paladin
( 2)
Creature — Vampire Knight
(3/3)
Famished Paladin doesn't untap during your untap step. Whenever you gain life, untap Famished Paladin.
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Fan Bearer
( 1)
Creature — Zombie
(1/2)
, : Tap target creature.
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Fan Favorite
( 4)
Creature — Human Rogue
(2/2)
Assist (Another player can pay up to of this spell's cost.) : Fan Favorite gets +1/+1 until end of turn. Any player may activate this ability.
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Fanatic of Mogis
( 4)
Creature — Minotaur Shaman
(4/2)
When Fanatic of Mogis enters, it deals damage to each opponent equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
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Fanatic of the Harrowing
( 4)
Creature — Human Cleric
(2/2)
When Fanatic of the Harrowing enters, each player discards a card. If you discarded a card this way, draw a card.
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Fanatic of Xenagos
( 3)
Creature — Centaur Warrior
(3/3)
Trample Tribute 1 (As this creature enters, an opponent of your choice may put a +1/+1 counter on it.) When Fanatic of Xenagos enters, if tribute wasn't paid, it gets +1/+1 and gains haste until end of turn.
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Fanatical Fever
( 4)
Instant
Target creature gets +3/+0 and gains trample until end of turn.
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Fanatical Firebrand
( 1)
Creature — Goblin Pirate
(1/1)
Haste (This creature can attack and as soon as it comes under your control.) , Sacrifice this creature: It deals 1 damage to any target.
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Fanatical Offering
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Fanatical Strength
( 2)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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Fang of the Pack
( 6)
Creature — Wolf
(5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
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Fang Skulkin
( 2)
Artifact Creature — Scarecrow
(2/1)
: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
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Fangblade Brigand
( 4)
Creature — Human Werewolf
(3/4)
: Fangblade Brigand gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Fangblade Eviscerator
( 0)
Creature — Werewolf
(4/5)
: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn. : Creatures you control get +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Fanged Flames
( 2)
Sorcery
Devoid (This card has no color.) Fanged Flames deals 4 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
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Fangorn, Tree Shepherd
( 7)
Legendary Creature — Treefolk
(4/10)
Treefolk you control have vigilance. Whenever one or more Treefolk you control attack, add twice that much . You don't lose unspent green mana as steps and phases end.
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Fangren Firstborn
( 4)
Creature — Beast
(4/2)
Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature.
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