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Teferi's Time Twist
( 2)
Instant
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters as a creature, it enters with an additional +1/+1 counter on it.
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Teferi's Tutelage
( 3)
Enchantment
When Teferi's Tutelage enters, draw a card, then discard a card. Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
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Teferi's Veil
( 2)
Enchantment
Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
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Teferi's Wavecaster
( 5)
Creature — Merfolk Wizard
(3/3)
Flash When Teferi's Wavecaster enters, you may search your library and/or graveyard for a card named Teferi, Timeless Voyager, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Tegan Jovanka
( 3)
Legendary Creature — Human
(2/2)
Brave Heart — Whenever you attack, target attacking historic creature gets +1/+1 and gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.) Doctor's companion (You can have two commanders if the other is the Doctor.)
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Tegwyll, Duke of Splendor
( 3)
Legendary Creature — Faerie Noble
(2/3)
Flying, deathtouch Other Faeries you control get +1/+1. Whenever another Faerie you control dies, you draw a card and you lose 1 life.
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Tegwyll's Scouring
( 6)
Sorcery
You may cast Tegwyll's Scouring as though it had flash by tapping three untapped creatures you control with flying in addition to paying its other costs. Destroy all creatures. Create three 1/1 black Faerie Rogue creature tokens with flying.
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Tek
( 5)
Artifact Creature — Dragon
(2/2)
Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.
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Telekinesis
( 2)
Instant
Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps.
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Telemin Performance
( 5)
Sorcery
Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.
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Telepathic Spies
( 3)
Creature — Human Wizard
(2/2)
When Telepathic Spies enters, look at target opponent's hand.
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Telepathy
( 1)
Enchantment
Your opponents play with their hands revealed.
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Teleport
( 3)
Instant
Cast this spell only during the declare attackers step. Target creature can't be blocked this turn.
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Teleportal
( 2)
Sorcery
Target creature you control gets +1/+0 until end of turn and can't be blocked this turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Teleportation Circle
( 4)
Enchantment
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
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Telethopter
( 4)
Artifact Creature — Thopter
(3/1)
Tap an untapped creature you control: Telethopter gains flying until end of turn.
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Telim'Tor
( 5)
Legendary Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.
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Telim'Tor's Darts
( 2)
Artifact
, : Telim'Tor's Darts deals 1 damage to target player or planeswalker.
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Telim'Tor's Edict
( 1)
Instant
Exile target permanent you own or control. Draw a card at the beginning of the next turn's upkeep.
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Tel-Jilad Archers
( 5)
Creature — Elf Archer
(2/4)
Protection from artifacts; reach (This creature can block creatures with flying.)
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Tel-Jilad Defiance
( 2)
Instant
Target creature gains protection from artifacts until end of turn. Draw a card.
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Tel-Jilad Exile
( 4)
Creature — Troll Warrior
(2/3)
: Regenerate Tel-Jilad Exile.
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Tel-Jilad Fallen
( 4)
Creature — Phyrexian Elf Warrior
(3/1)
Protection from artifacts Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Tel-Jilad Justice
( 2)
Instant
Destroy target artifact. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Tel-Jilad Stylus
( 1)
Artifact
: Put target permanent you own on the bottom of your library.
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Tel-Jilad Wolf
( 3)
Creature — Wolf
(2/2)
Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn.
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Teller of Tales
( 5)
Creature — Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may tap or untap target creature.
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Telling Time
( 2)
Instant
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
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Temp of the Damned
( 3)
Creature — Zombie
(3/3)
As Temp of the Damned enters, roll a six-sided die. Temp of the Damned enters with a number of funk counters on it equal to the result. At the beginning of your upkeep, remove a funk counter from Temp of the Damned. If you can't, sacrifice it.
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Temper
( 2)
Instant
Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
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Temperamental Oozewagg
( 4)
Creature — Ooze Brushwagg
(4/4)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
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Tempered in Solitude
( 2)
Enchantment
Whenever a creature you control attacks alone, exile the top card of your library. You may play that card this turn.
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Tempered Sliver
( 3)
Creature — Sliver
(2/2)
Sliver creatures you control have "Whenever this creature deals combat damage to a player, put a +1/+1 counter on it."
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Tempered Steel
( 3)
Enchantment
Artifact creatures you control get +2/+2.
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Tempest Angler
( 3)
Creature — Otter Wizard
(2/2)
Whenever you cast a noncreature spell, put a +1/+1 counter on Tempest Angler.
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Tempest Caller
( 4)
Creature — Merfolk Wizard
(2/3)
When Tempest Caller enters, tap all creatures target opponent controls.
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Tempest Djinn
( 3)
Creature — Djinn
(0/4)
Flying Tempest Djinn gets +1/+0 for each basic Island you control.
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Tempest Efreet
( 4)
Creature — Efreet
(3/3)
Remove Tempest Efreet from your deck before playing if you're not playing for ante. , Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, they reveal a card at random from their hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. This change in ownership is permanent.
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Tempest Hart
( 4)
Creature — Elemental Elk
(3/4)
Trample Whenever you cast a spell with mana value 5 or greater, put a +1/+1 counter on Tempest Hart.
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Tempest Owl
( 2)
Creature — Bird
(1/2)
Kicker (You may pay an additional as you cast this spell.) Flying When Tempest Owl enters, if it was kicked, tap up to three target permanents.
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Templar Knight
( 2)
Creature — Human Knight
(3/1)
Vigilance , Tap five untapped attacking creatures you control named Templar Knight: Search your library for a legendary artifact card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Templar Knight.
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Temple Acolyte
( 2)
Creature — Human Cleric
(1/3)
When Temple Acolyte enters, you gain 3 life.
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Temple Altisaur
( 5)
Creature — Dinosaur
(3/4)
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
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Temple Elder
( 3)
Creature — Human Cleric
(1/2)
: You gain 1 life. Activate only during your turn, before attackers are declared.
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Temple Garden
( 0)
Land — Forest Plains
(: Add or .) As Temple Garden enters, you may pay 2 life. If you don't, it enters tapped.
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Temple of Abandon
( 0)
Land
Temple of Abandon enters tapped. When Temple of Abandon enters, scry 1. : Add or .
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Temple of Aclazotz
( 0)
Legendary Land
(Transforms from Arguel's Blood Fast.) : Add . , Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
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Temple of Deceit
( 0)
Land
Temple of Deceit enters tapped. When Temple of Deceit enters, scry 1. : Add or .
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Temple of Enlightenment
( 0)
Land
Temple of Enlightenment enters tapped. When Temple of Enlightenment enters, scry 1. : Add or .
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Temple of Epiphany
( 0)
Land
Temple of Epiphany enters tapped. When Temple of Epiphany enters, scry 1. : Add or .
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Temple of Malady
( 0)
Land
Temple of Malady enters tapped. When Temple of Malady enters, scry 1. : Add or .
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Temple of Malice
( 0)
Land
Temple of Malice enters tapped. When Temple of Malice enters, scry 1. : Add or .
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Temple of Mystery
( 0)
Land
Temple of Mystery enters tapped. When Temple of Mystery enters, scry 1. : Add or .
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Temple of Plenty
( 0)
Land
Temple of Plenty enters tapped. When Temple of Plenty enters, scry 1. : Add or .
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Temple of Silence
( 0)
Land
Temple of Silence enters tapped. When Temple of Silence enters, scry 1. : Add or .
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Temple of the Dragon Queen
( 0)
Land
As Temple of the Dragon Queen enters, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters tapped unless you revealed a Dragon card this way or you control a Dragon. As Temple of the Dragon Queen enters, choose a color. : Add one mana of the chosen color.
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Temple of Triumph
( 0)
Land
Temple of Triumph enters tapped. When Temple of Triumph enters, scry 1. : Add or .
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Temple Thief
( 2)
Creature — Human Rogue
(2/2)
Temple Thief can't be blocked by enchanted creatures or enchantment creatures.
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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 Cleansing
( 4)
Sorcery
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.) The owner of target nonland permanent puts it into their library second from the top or on the bottom.
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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 Eddy
( 4)
Sorcery
Put target creature or land on top of its owner's library.
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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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Temporal Fissure
( 5)
Sorcery
Return target permanent to its owner's hand. 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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Temporal Isolation
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature.
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Temporal Machinations
( 3)
Sorcery
Return target creature to its owner's hand. If you control an artifact, draw a card.
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Temporal Mastery
( 7)
Sorcery
Take an extra turn after this one. Exile Temporal Mastery. 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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Temporal Spring
( 3)
Sorcery
Put target permanent on top of its owner's library.
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Temporal Trespass
( 11)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Take an extra turn after this one. Exile Temporal Trespass.
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Temporary Insanity
( 4)
Instant
Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn.
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Temporary Lockdown
( 3)
Enchantment
When Temporary Lockdown enters, 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 Bunnies
( 3)
Sorcery
Tempting Offer — Draw a card and create a 1/1 white Rabbit creature token. Then each opponent may draw a card and create a 1/1 white Rabbit creature token. For each opponent who does, you draw a card and you create a 1/1 white Rabbit creature token.
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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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