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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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Inspiration from Beyond
( 3)
Sorcery
Mill three cards, then return an instant or sorcery card from your graveyard to your hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Inspiring Commander
( 6)
Creature — Human Soldier
(1/4)
Whenever another creature you control with power 2 or less enters, you gain 1 life and draw a card.
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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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Instruments of War
( 4)
Artifact
Flash As Instruments of War enters, choose a creature type. Creatures you control of the chosen type get +1/+1.
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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, 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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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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Intimidation
( 5)
Enchantment
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Intimidation Bolt
( 3)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.
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Intimidation Campaign
( 3)
Enchantment
When Intimidation Campaign enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Intimidator Initiate
( 1)
Creature — Goblin Shaman
(1/1)
Whenever a player casts a red spell, you may pay . If you do, target creature can't block this turn.
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Into the Flood Maw
( 1)
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
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Into the Maw of Hell
( 6)
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
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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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Intrepid Stablemaster
( 2)
Creature — Human Scout
(2/2)
Reach : Add . : Add two mana of any one color. Spend this mana only to cast Mount or Vehicle spells.
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Intrude on the Mind
( 5)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
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Intruder Alarm
( 3)
Enchantment
Creatures don't untap during their controllers' untap steps. Whenever a creature enters, untap all creatures.
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Invading Manticore
( 6)
Creature — Zombie Manticore
(4/5)
When Invading Manticore enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Invasion of Amonkhet
( 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 Amonkhet enters, each player mills three cards, then each opponent discards a card and you draw a card. (To mill three cards, a player puts the top three cards of their library into their graveyard.)
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Invasion of Dominaria
( 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 Dominaria enters, you gain 4 life and draw a card.
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Invasion of Ergamon
( 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 Ergamon enters, create a Treasure token. Then you may discard a card. If you do, draw a card.
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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, 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 Kamigawa
( 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 Kamigawa enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Invasion of Kylem
( 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 Kylem enters, up to two target creatures each get +2/+0 and gain vigilance and haste until end of turn.
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Invasion of Mercadia
( 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 Mercadia enters, you may discard a card. If you do, draw two cards.
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Invasion of Moag
( 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 Moag enters, put a +1/+1 counter on each creature you control.
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Invasion of Muraganda
( 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 Muraganda enters, put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control.
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Inventive Wingsmith
( 3)
Creature — Dwarf Artificer
(2/4)
At the beginning of your end step, if you haven't cast a spell from your hand this turn and Inventive Wingsmith doesn't have a flying counter on it, put a flying counter on it.
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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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Invigorated Rampage
( 2)
Instant
Choose one — • Target creature gets +4/+0 and gains trample until end of turn. • Two target creatures each get +2/+0 and gain trample until end of turn.
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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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Invoke the Firemind
( 3)
Sorcery
Choose one — • Draw X cards. • Invoke the Firemind deals X damage to any target.
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Involuntary Employment
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
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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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Iona, Shield of Emeria
( 9)
Legendary Creature — Angel
(7/7)
Flying As Iona, Shield of Emeria enters, choose a color. Your opponents can't cast spells of the chosen color.
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Iraxxa, Empress of Mars
( 4)
Legendary Creature — Alien Warrior
(5/4)
Trample Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
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Ire of Kaminari
( 4)
Instant — Arcane
Ire of Kaminari deals damage to any target equal to the number of Arcane cards in your graveyard.
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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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Iridescent Blademaster
( 2)
Creature — Elf Warrior
(2/2)
: Iridescent Blademaster gets +2/+2 until end of turn.
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Iroas's Champion
( 3)
Creature — Human Soldier
(2/2)
Double strike (This creature deals both first-strike and regular combat damage.)
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Iron Golem
( 4)
Artifact Creature — Golem
(5/3)
Vigilance Iron Golem attacks or blocks each combat if able.
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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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Iron Mastiff
( 4)
Artifact Creature — Dog
(4/4)
Whenever Iron Mastiff attacks, roll a d20 for each player being attacked and ignore all but the highest roll. 1–9 | Iron Mastiff deals damage equal to its power to you. 10–19 | Iron Mastiff deals damage equal to its power to defending player. 20 | Iron Mastiff deals damage equal to its power to each opponent.
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Iron Myr
( 2)
Artifact Creature — Myr
(1/1)
: Add .
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Iron-Heart Chimera
( 4)
Artifact Creature — Chimera
(2/2)
Vigilance Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera creature. It gains vigilance. <I>(This effect lasts indefinitely.)</I>
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Irreverent Gremlin
( 2)
Creature — Gremlin
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever another creature you control with power 2 or less enters, you may discard a card. If you do, draw a card. Do this only once each turn.
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Ishkanah, Broodmother
( 4)
Legendary Creature — — Spider
(3/5)
Reach Other Spiders you control get +1/+2. , Exile two cards from your graveyard: Draft a card from Ishkanah, Broodmother's spellbook.
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Isperia, Supreme Judge
( 6)
Legendary Creature — Sphinx
(6/4)
Flying Whenever a creature attacks you or a planeswalker you control, you may draw a card.
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Isu the Abominable
( 5)
Legendary Snow Creature — Yeti
(5/5)
You may look at the top card of your library any time. You may play snow lands and cast snow spells from the top of your library. Whenever another snow permanent you control enters, you may pay , , or . If you do, put a +1/+1 counter on Isu the Abominable.
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It of the Horrid Swarm
( 8)
Creature — Eldrazi Insect
(4/4)
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, create two 1/1 green Insect creature tokens.
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Itlimoc, Cradle of the Sun
( 0)
Legendary Land
(Transforms from Growing Rites of Itlimoc.) : Add . : Add for each creature you control.
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Ivory Charm
( 1)
Instant
Choose one — • All creatures get -2/-0 until end of turn. • Tap target creature. • Prevent the next 1 damage that would be dealt to any target this turn.
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Ivory Mask
( 4)
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
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Ivy Elemental
( 1)
Creature — Elemental
(0/0)
Ivy Elemental enters with X +1/+1 counters on it.
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Iwamori of the Open Fist
( 4)
Legendary Creature — Human Monk
(5/5)
Trample When Iwamori of the Open Fist enters, each opponent may put a legendary creature card from their hand onto the battlefield.
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Iymrith, Desert Doom
( 5)
Legendary Creature — Dragon
(5/5)
Flying Iymrith, Desert Doom has ward as long as it's untapped. Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
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Izzet Charm
( 2)
Instant
Choose one — • Counter target noncreature spell unless its controller pays . • Izzet Charm deals 2 damage to target creature. • Draw two cards, then discard two cards.
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Jace, Ingenious Mind-Mage
( 6)
Legendary Planeswalker — Jace
(5)
+1: Draw a card. +1: Untap all creatures you control. −9: Gain control of up to three target creatures.
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Jace, Memory Adept
( 5)
Legendary Planeswalker — Jace
(4)
+1: Draw a card. Target player mills a card. 0: Target player mills ten cards. −7: Any number of target players each draw twenty cards.
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Jace, Mirror Mage
( 3)
Legendary Planeswalker — Jace
(4)
Kicker When Jace, Mirror Mage enters, if Jace was kicked, create a token that's a copy of Jace, Mirror Mage, except it's not legendary and its starting loyalty is 1. +1: Scry 2. 0: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace, Mirror Mage.
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Jace, the Mind Sculptor
( 4)
Legendary Planeswalker — Jace
(3)
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library. 0: Draw three cards, then put two cards from your hand on top of your library in any order. −1: Return target creature to its owner's hand. −12: Exile all cards from target player's library, then that player shuffles their hand into their library.
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Jace, the Perfected Mind
( 4)
Legendary Planeswalker — Jace
(5)
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.) +1: Until your next turn, up to one target creature gets -3/-0. −2: Target player mills three cards. Then if a graveyard has twenty or more cards in it, you draw three cards. Otherwise, you draw a card. −X: Target player mills three times X cards.
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Jace, Wielder of Mysteries
( 4)
Legendary Planeswalker — Jace
(4)
If you would draw a card while your library has no cards in it, you win the game instead. +1: Target player mills two cards. Draw a card. −8: Draw seven cards. Then if your library has no cards in it, you win the game.
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Jace's Mindseeker
( 6)
Creature — Fish Illusion
(4/4)
Flying When Jace's Mindseeker enters, target opponent mills five cards. You may cast an instant or sorcery spell from among them without paying its mana cost.
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Jace's Phantasm
( 1)
Creature — Illusion
(1/1)
Flying Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in their graveyard.
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Jace's Sanctum
( 4)
Enchantment
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, scry 1.
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Jace's Triumph
( 3)
Sorcery
Draw two cards. If you control a Jace planeswalker, draw three cards instead.
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Jackal Familiar
( 1)
Creature — Jackal
(2/2)
Jackal Familiar can't attack or block alone.
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Jackhammer
( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Jack-in-the-Mox
( 0)
Artifact
: Roll a six-sided die. This ability has the indicated effect. 1 — Sacrifice Jack-in-the-Mox and you lose 5 life. 2 — Add . 3 — Add . 4 — Add . 5 — Add . 6 — Add .
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Jade Mage
( 2)
Creature — Human Shaman
(2/1)
: Create a 1/1 green Saproling creature token.
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Jade Monolith
( 4)
Artifact
: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead.
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Jailbreak Scheme
( 1)
Sorcery
Spree (Choose one or more additional costs.) + — Put a +1/+1 counter on target creature. It can't be blocked this turn. + — Target artifact or creature's owner puts it on their choice of the top or bottom of their library.
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Jalum Tome
( 3)
Artifact
, : Draw a card, then discard a card.
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James, Wandering Dad
( 3)
Legendary Creature — Human Scientist
(2/4)
: Add . Spend this mana only to activate abilities.
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Jamie McCrimmon
( 3)
Legendary Creature — Human Warrior
(2/2)
Trample Whenever you cast a historic spell, Jamie McCrimmon gets +X/+X until end of turn, where X is that spell's mana value. (Artifacts, legendaries, and Sagas are historic.) Doctor's companion (You can have two commanders if the other is the Doctor.)
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Jamming Device
( 0)
Artifact — Contraption
Whenever you crank Jamming Device, creatures target player controls get -1/-1 until end of turn.
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Jamuraan Lion
( 3)
Creature — Cat
(3/1)
, : Target creature can't block this turn.
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Jangling Automaton
( 3)
Artifact Creature — Construct
(3/2)
Whenever Jangling Automaton attacks, untap all creatures defending player controls.
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Jasmine Boreal of the Seven
( 3)
Legendary Creature — Human Druid
(2/4)
: Add . Spend this mana only to cast creature spells with no abilities. Creatures you control with no abilities can't be blocked by creatures with abilities.
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Jaya, Venerated Firemage
( 5)
Legendary Planeswalker — Jaya
(5)
If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead. −2: Jaya, Venerated Firemage deals 2 damage to any target.
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