|
Imperial Recruiter
( 3)
Creature — Human Advisor
(1/1)
When Imperial Recruiter enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
|
|
|
Imperial Seal
( 1)
Sorcery
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
|
|
|
Imperial Subduer
( 3)
Creature — Human Samurai
(3/2)
Whenever a Samurai or Warrior you control attacks alone, tap target creature you don't control.
|
|
|
Imperiosaur
( 4)
Creature — Dinosaur
(5/5)
Spend only mana produced by basic lands to cast this spell.
|
|
|
Imperious Mindbreaker
( 3)
Creature — Human Wizard
(1/4)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Imperious Mindbreaker is paired with another creature, each of those creatures has "Whenever this creature attacks, each opponent mills cards equal to its toughness."
|
|
|
Imperious Oligarch
( 2)
Creature — Human Cleric
(2/1)
Vigilance Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
|
|
|
Imperious Perfect
( 3)
Creature — Elf Warrior
(2/2)
Other Elves you control get +1/+1. , : Create a 1/1 green Elf Warrior creature token.
|
|
|
Impervious Greatwurm
( 10)
Creature — Wurm
(16/16)
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.) Indestructible
|
|
|
Impetuous Devils
( 4)
Creature — Devil
(6/1)
Trample, haste When Impetuous Devils attacks, up to one target creature defending player controls blocks it this combat if able. At the beginning of the end step, sacrifice Impetuous Devils.
|
|
|
Impetuous Protege
( 3)
Creature — Human Warrior
(0/4)
Partner with Proud Mentor (When this creature enters, target player may put Proud Mentor into their hand from their library, then shuffle.) Whenever Impetuous Protege attacks, it gets +X/+0 until end of turn, where X is the greatest power among tapped creatures your opponents control.
|
|
|
Impetuous Sunchaser
( 2)
Creature — Human Soldier
(1/1)
Flying, haste Impetuous Sunchaser attacks each combat if able.
|
|
|
Implement of Combustion
( 1)
Artifact
, Sacrifice Implement of Combustion: It deals 1 damage to target player or planeswalker. When Implement of Combustion is put into a graveyard from the battlefield, draw a card.
|
|
|
Implement of Examination
( 3)
Artifact
, Sacrifice Implement of Examination: Draw a card. When Implement of Examination is put into a graveyard from the battlefield, draw a card.
|
|
|
Implement of Ferocity
( 1)
Artifact
, Sacrifice Implement of Ferocity: Put a +1/+1 counter on target creature. Activate only as a sorcery. When Implement of Ferocity is put into a graveyard from the battlefield, draw a card.
|
|
|
Implement of Improvement
( 1)
Artifact
, Sacrifice Implement of Improvement: You gain 2 life. When Implement of Improvement is put into a graveyard from the battlefield, draw a card.
|
|
|
Implement of Malice
( 2)
Artifact
, Sacrifice Implement of Malice: Target player discards a card. Activate only as a sorcery. When Implement of Malice is put into a graveyard from the battlefield, draw a card.
|
|
|
Implode
( 5)
Sorcery
Destroy target land. Draw a card.
|
|
|
Imposing Grandeur
( 5)
Sorcery
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
|
|
|
Imposing Sovereign
( 2)
Creature — Human Noble
(2/1)
Creatures your opponents control enter tapped.
|
|
|
Imposing Vantasaur
( 6)
Creature — Dinosaur
(3/6)
Vigilance Cycling (, Discard this card: Draw a card.)
|
|
|
Imposing Visage
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has menace. (It can't be blocked except by two or more creatures.)
|
|
|
Impossible Inferno
( 5)
Instant
Impossible Inferno deals 6 damage to target creature. Delirium — If there are four or more card types among cards in your graveyard, exile the top card of your library. You may play it until the end of your next turn.
|
|
|
Imposter Mech
( 2)
Artifact — Vehicle
(3/1)
You may have Imposter Mech enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types. Crew 3
|
|
|
Impounding Lot-Bot
( 4)
Artifact Creature — Robot
(3/4)
When Impounding Lot-Bot enters, you may say "INCARCERATE" in a robot voice. If you do, exile another target artifact or enchantment until Impounding Lot-Bot leaves the battlefield.
|
|
|
Imprison
( 1)
Enchantment — Aura
Enchant creature Whenever a player activates an ability of enchanted creature with in its activation cost that isn't a mana ability, you may pay . If you do, counter that ability. If you don't, destroy Imprison. Whenever enchanted creature attacks or blocks, you may pay . If you do, tap the creature, remove it from combat, and creatures it was blocking that had become blocked by only that creature this combat become unblocked. If you don't, destroy Imprison.
|
|
|
Imprisoned in the Moon
( 3)
Enchantment — Aura
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.
|
|
|
Improbable Alliance
( 2)
Enchantment
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying. : Draw a card, then discard a card.
|
|
|
Impromptu Raid
( 4)
Enchantment
: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card onto the battlefield. That creature gains haste. Sacrifice it at the beginning of the next end step.
|
|
|
Improvised Armor
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+5. Cycling (, Discard this card: Draw a card.)
|
|
|
Improvised Club
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Improvised Club deals 4 damage to any target.
|
|
|
Improvised Weaponry
( 3)
Sorcery
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
|
|
|
Imp's Mischief
( 2)
Instant
Change the target of target spell with a single target. You lose life equal to that spell's mana value.
|
|
|
Imps' Taunt
( 2)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature attacks this turn if able.
|
|
|
Impulse
( 2)
Instant
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 any order.
|
|
|
Impulsive Maneuvers
( 4)
Enchantment
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
|
|
|
Imskir Iron-Eater
( 8)
Legendary Creature — Demon
(5/5)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) When Imskir Iron-Eater enters, you draw X cards and you lose X life, where X is half the number of artifacts you control, rounded down. , Sacrifice an artifact: Imskir deals damage equal to the sacrificed artifact's mana value to any target.
|
|
|
In Oketra's Name
( 2)
Instant
Zombies you control get +2/+1 until end of turn. Other creatures you control get +1/+1 until end of turn.
|
|
|
In the Darkness Bind Them
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you. IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
|
|
|
Inalla, Archmage Ritualist
( 5)
Legendary Creature — Human Wizard
(4/5)
Eminence — Whenever another nontoken Wizard you control enters, if Inalla, Archmage Ritualist is in the command zone or on the battlefield, you may pay . If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step. Tap five untapped Wizards you control: Target player loses 7 life.
|
|
|
Iname as One
( 12)
Legendary Creature — Spirit
(8/8)
When Iname as One enters, if you cast it from your hand, you may search your library for a Spirit permanent card, put it onto the battlefield, then shuffle. When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield.
|
|
|
Iname, Death Aspect
( 6)
Legendary Creature — Spirit
(4/4)
When Iname, Death Aspect enters, you may search your library for any number of Spirit cards, put them into your graveyard, then shuffle.
|
|
|
Iname, Life Aspect
( 6)
Legendary Creature — Spirit
(4/4)
When Iname, Life Aspect dies, you may exile it. If you do, return any number of target Spirit cards from your graveyard to your hand.
|
|
|
Incendiary Command
( 5)
Sorcery
Choose two — • Incendiary Command deals 4 damage to target player or planeswalker. • Incendiary Command deals 2 damage to each creature. • Destroy target nonbasic land. • Each player discards all the cards in their hand, then draws that many cards.
|
|
|
Inchblade Companion
( 1)
Artifact Creature — — Equipment Insect
(1/1)
Equipped creature gets +1/+1. Whenever Inchblade Companion becomes attached to a creature, create a token that's a copy of Inchblade Companion, except it doesn't have this ability. This ability triggers only once each turn. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
|
|
|
Increasing Ambition
( 5)
Sorcery
Search your library for a card and put that card into your hand. If this spell was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Incremental Blight
( 5)
Sorcery
Put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.
|
|
|
Incremental Growth
( 5)
Sorcery
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
|
|
|
Incriminate
( 2)
Sorcery
Choose two target creatures controlled by the same player. That player sacrifices one of them of their choice.
|
|
|
Incriminating Impetus
( 3)
Enchantment — Aura
Enchant creature When Incriminating Impetus enters, suspect enchanted creature. (It has menace and can‘t block.) Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
|
|
|
Indebted Samurai
( 4)
Creature — Human Samurai
(2/3)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a Samurai you control dies, you may put a +1/+1 counter on Indebted Samurai.
|
|
|
Indominus Rex, Alpha
( 5)
Legendary Creature — Dinosaur Mutant
(6/6)
As Indominus Rex, Alpha enters, discard any number of creature cards. It enters with a flying counter on it if a card discarded this way has flying. The same is true for first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample, and vigilance. When Indominus Rex enters, draw a card for each counter on it.
|
|
|
Indomitable Archangel
( 4)
Creature — Angel
(4/4)
Flying Metalcraft — Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
|
|
|
Indomitable Creativity
( 3)
Sorcery
Destroy X target artifacts and/or creatures. For each permanent destroyed this way, its controller reveals cards from the top of their library until an artifact or creature card is revealed and exiles that card. Those players put the exiled cards onto the battlefield, then shuffle.
|
|
|
Indomitable Might
( 4)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +3/+3. Enchanted creature's controller may have it assign its combat damage as though it weren't blocked.
|
|
|
Indomitable Will
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+2.
|
|
|
Indrik Stomphowler
( 5)
Creature — Beast
(4/4)
When Indrik Stomphowler enters, destroy target artifact or enchantment.
|
|
|
Indrik Umbra
( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
|
|
|
Induced Amnesia
( 3)
Enchantment
When Induced Amnesia enters, target player exiles all cards from their hand face down, then draws that many cards. When Induced Amnesia is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.
|
|
|
Indulgent Tormentor
( 5)
Creature — Demon
(5/3)
Flying At the beginning of your upkeep, draw a card unless target opponent sacrifices a creature of their choice or pays 3 life.
|
|
|
Industrial Advancement
( 4)
Enchantment
At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of your library, where X is that creature's mana value. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
|
|
|
Infernal Medusa
( 5)
Creature — Gorgon
(2/4)
Whenever Infernal Medusa blocks a creature, destroy that creature at end of combat. Whenever Infernal Medusa becomes blocked by a non-Wall creature, destroy that creature at end of combat.
|
|
|
Infernal Phantom
( 4)
Creature — Spirit
(2/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Infernal Phantom gets +2/+0 until end of turn. When Infernal Phantom dies, it deals damage equal to its power to any target.
|
|
|
Inferno Elemental
( 6)
Creature — Elemental
(4/4)
Whenever Inferno Elemental blocks or becomes blocked by a creature, Inferno Elemental deals 3 damage to that creature.
|
|
|
Inferno of the Star Mounts
( 6)
Legendary Creature — Dragon
(6/6)
This spell can't be countered. Flying, haste : Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
|
|
|
Infiltrator's Magemark
( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.
|
|
|
Inflame
( 1)
Instant
Inflame deals 2 damage to each creature dealt damage this turn.
|
|
|
Information Dealer
( 2)
Creature — Human Wizard
(1/1)
: Look at the top X cards of your library, where X is the number of Wizards on the battlefield, then put them back in any order.
|
|
|
Infuse with the Elements
( 4)
Instant
Converge — Put X +1/+1 counters on target creature, where X is the number of colors of mana spent to cast this spell. That creature gains trample until end of turn.
|
|
|
Ingenious Smith
( 2)
Creature — Human Artificer
(1/1)
When Ingenious Smith enters, look at the top four 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. Whenever one or more artifacts you control enter, put a +1/+1 counter on Ingenious Smith. This ability triggers only once each turn.
|
|
|
Inhumaniac
( 2)
Creature — Brainiac
(1/1)
At the beginning of your upkeep, roll a six-sided die. On a 3 or 4, put a +1/+1 counter on Inhumaniac. On a 5 or higher, put two +1/+1 counters on it. On a 1, remove all +1/+1 counters from Inhumaniac.
|
|
|
Initiate's Companion
( 2)
Creature — Cat
(3/1)
Whenever Initiate's Companion deals combat damage to a player, untap target creature or land.
|
|
|
Inkfathom Divers
( 5)
Creature — Merfolk Soldier
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When Inkfathom Divers enters, look at the top four cards of your library, then put them back in any order.
|
|
|
Inkfathom Infiltrator
( 2)
Creature — Merfolk Rogue
(2/1)
Inkfathom Infiltrator can't block and can't be blocked.
|
|
|
Inkfathom Witch
( 2)
Creature — Merfolk Wizard
(1/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) : Each unblocked creature has base power and toughness 4/1 until end of turn.
|
|
|
Inkling Summoning
( 3)
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying.
|
|
|
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.)
|
|
|
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.
|
|
|
Inner Calm, Outer Strength
( 3)
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
|
|
|
Inner Demon
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has flying, and is a Demon in addition to its other types. When Inner Demon enters, all non-Demon creatures get -2/-2 until end of turn.
|
|
|
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.
|
|
|
Inner-Chamber Guard
( 2)
Creature — Human Samurai
(0/2)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
|
|
|
Inner-Flame Acolyte
( 3)
Creature — Elemental Shaman
(2/2)
When Inner-Flame Acolyte enters, target creature gets +2/+0 and gains haste until end of turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
|
|
|
Inner-Flame Igniter
( 3)
Creature — Elemental Warrior
(2/2)
: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
|
|
|
Innocence Kami
( 5)
Creature — Spirit
(2/3)
, : Tap target creature. Whenever you cast a Spirit or Arcane spell, untap Innocence Kami.
|
|
|
Inquisitive Glimmer
( 2)
Enchantment Creature — Fox Glimmer
(2/3)
Enchantment spells you cast cost less to cast. Unlock costs you pay cost less.
|
|
|
Insatiable Hemophage
( 4)
Creature — Nightmare
(3/3)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Deathtouch Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
|
|
|
Insidious Bookworms
( 1)
Creature — Worm
(1/1)
When Insidious Bookworms dies, you may pay . If you do, target player discards a card at random.
|
|
|