|
Ink Dissolver
( 2)
Creature — Merfolk Wizard
(2/1)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent mills three cards.
|
|
|
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.
|
|
|
Inkrise Infiltrator
( 2)
Creature — Human Ninja
(1/2)
Flying : Inkrise Infiltrator gets +2/+2 until end of turn.
|
|
|
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 Fire
( 4)
Sorcery
Add for each card in your hand.
|
|
|
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 Struggle
( 4)
Instant
Target creature deals damage to itself equal to its power.
|
|
|
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.
|
|
|
Innkeeper's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. : Level 2 //Level_2// Permanents you control with counters on them have ward . : Level 3 //Level_3// If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
|
|
|
Innocent Bystander
( 2)
Creature — Goblin Citizen
(2/1)
Whenever Innocent Bystander is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
|
|
|
Innocent Traveler
( 4)
Creature — Human
(1/3)
At the beginning of your upkeep, any opponent may sacrifice a creature of their choice. If no one does, transform Innocent Traveler.
|
|
|
Innocuous Rat
( 2)
Creature — Rat
(1/1)
When Innocuous Rat dies, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
|
|
|
Innocuous Researcher
( 4)
Creature — Centaur Detective
(3/4)
Parley — Whenever Innocuous Researcher attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
|
|
|
Inordinate Rage
( 2)
Instant
Target creature gets +3/+2 until end of turn. Scry 1.
|
|
|
Inquisitive Glimmer
( 2)
Enchantment Creature — Fox Glimmer
(2/3)
Enchantment spells you cast cost less to cast. Unlock costs you pay cost less.
|
|
|
Inquisitor Captain
( 4)
Creature — — Human Cleric
(3/3)
Vigilance When Inquisitor Captain enters the battlefield, if there are twenty or more creature cards with mana value 3 or less among cards in your graveyard, hand, and library, seek two creature cards with mana value 3 or less. Put one of them onto the battlefield and shuffle the other into your library.
|
|
|
Inquisitor Eisenhorn
( 4)
Legendary Creature — Human Inquisitor
(2/3)
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying. Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
|
|
|
Inquisitor Exarch
( 2)
Creature — Phyrexian Cleric
(2/2)
When Inquisitor Exarch enters, choose one — • You gain 2 life. • Target opponent loses 2 life.
|
|
|
Inquisitor Greyfax
( 4)
Legendary Creature — Human Inquisitor
(3/3)
Vigilance Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance. Hunt for Heresy — , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
|
|
|
Inquisitorial Rosette
( 2)
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Inquisitor's Flail
( 2)
Artifact — Equipment
If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip
|
|
|
Inquisitor's Ox
( 4)
Creature — Ox
(2/5)
Delirium — Inquisitor's Ox gets +1/+0 and has vigilance as long as there are four or more card types among cards in your graveyard.
|
|
|
Inquisitor's Snare
( 2)
Instant
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
|
|
|
Insatiable Avarice
( 1)
Sorcery
Spree (Choose one or more additional costs.) + — Search your library for a card, then shuffle and put that card on top. + — Target player draws three cards and loses 3 life.
|
|
|
Insatiable Frugivore
( 4)
Creature — Rat Berserker
(2/4)
When Insatiable Frugivore enters, create a Food token, then you may exile three cards from your graveyard. If you do, repeat this process. , Sacrifice X Foods: Creatures you control get +X/+0 and gain menace until end of turn.
|
|
|
Insatiable Gorgers
( 4)
Creature — Vampire Berserker
(5/3)
Insatiable Gorgers attacks each combat if able. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
|
|
|
Inscribed Tablet
( 1)
Artifact
, , Sacrifice Inscribed Tablet: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
|
|
|
Inscription of Abundance
( 2)
Instant
Kicker Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
|
|
|
Inscription of Insight
( 4)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
|
|
|
Inscription of Ruin
( 3)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
|
|
|
Inside Source
( 3)
Creature — Human Citizen
(1/1)
When Inside Source enters, create a 2/2 white and blue Detective creature token. , : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
|
|
|
Insidious Bookworms
( 1)
Creature — Worm
(1/1)
When Insidious Bookworms dies, you may pay . If you do, target player discards a card at random.
|
|
|
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.
|
|
|
Insidious Roots
( 2)
Enchantment
Creature tokens you control have ": Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
|
|
|
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.)
|
|
|
Inspirational Antelope (playtest)
( 2)
Creature — — Antelope
(1/3)
Legacy — Before the game starts, choose a keyword or ability word and write it below. Spells with __________ you cast cost less to cast.
|
|
|
Inspire Awe
( 4)
Instant
Prevent all combat damage that would be dealt this turn except combat damage that would be dealt by enchanted creatures and enchantment creatures. Scry 2.
|
|
|
Inspired Charge
( 4)
Instant
Creatures you control get +2/+1 until end of turn.
|
|
|
Inspired Idea
( 3)
Sorcery
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw three cards. Your maximum hand size is reduced by three for the rest of the game.
|
|
|
Inspired Inventor
( 3)
Creature — Human Artificer
(2/2)
When Inspired Inventor enters, choose one — • You get (three energy counters). • Put a +1/+1 counter on target creature. • Create a 1/1 colorless Servo artifact creature token.
|
|
|
Inspired Sphinx
( 7)
Creature — Sphinx
(5/5)
Flying When Inspired Sphinx enters, draw cards equal to the number of opponents you have. : Create a 1/1 colorless Thopter artifact creature token with flying.
|
|
|
Inspired Sprite
( 4)
Creature — Faerie Wizard
(2/2)
Flash Flying Whenever you cast a Wizard spell, you may untap Inspired Sprite. : Draw a card, then discard a card.
|
|
|
Inspired Tinkering
( 5)
Sorcery
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. Create three Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
|
|
|
Inspiring Bard
( 4)
Creature — Elf Bard
(3/3)
When Inspiring Bard enters, choose one — • Bardic Inspiration — Target creature gets +2/+2 until end of turn. • Song of Rest — You gain 3 life.
|
|
|
Inspiring Call
( 3)
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
|
|
|
Inspiring Captain
( 4)
Creature — Human Knight
(3/3)
When Inspiring Captain enters, creatures you control get +1/+1 until end of turn.
|
|
|
Inspiring Cleric
( 3)
Creature — Vampire Cleric
(3/2)
When Inspiring Cleric enters, you gain 4 life.
|
|
|
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.
|
|
|
Inspiring Leader
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Creature tokens you control get +2/+2."
|
|
|
Inspiring Overseer
( 3)
Creature — Angel Cleric
(2/1)
Flying When this creature enters, you gain 1 life and draw a card.
|
|
|
Inspiring Paladin
( 3)
Creature — Human Knight
(3/3)
During your turn, this creature has first strike. (It deals combat damage before creatures without first strike.) During your turn, creatures you control with +1/+1 counters on them have first strike.
|
|
|
Inspiring Roar
( 4)
Sorcery
Put a +1/+1 counter on each creature you control.
|
|
|
Inspiring Statuary
( 3)
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for .)
|
|
|
Inspiring Unicorn
( 4)
Creature — Unicorn
(2/2)
Whenever Inspiring Unicorn attacks, creatures you control get +1/+1 until end of turn.
|
|
|
Inspiring Vantage
( 0)
Land
Inspiring Vantage enters tapped unless you control two or fewer other lands. : Add or .
|
|
|
Inspiring Veteran
( 2)
Creature — Human Knight
(2/2)
Other Knights you control get +1/+1.
|
|
|
Inspirit
( 3)
Instant
Untap target creature. It gets +2/+4 until end of turn.
|
|
|
Instigator Gang
( 4)
Creature — Human Werewolf
(2/3)
Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
|
|
|
Instill Energy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can attack as though it had haste. : Untap enchanted creature. Activate only during your turn and only once each turn.
|
|
|
Instill Furor
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your end step, sacrifice this creature unless it attacked this turn."
|
|
|
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.
|
|
|
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.
|
|
|
Insubordination
( 2)
Enchantment — Aura
Enchant creature At the beginning of the end step of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn.
|
|
|
Insufferable Balladeer
( 2)
Creature — Dwarf Bard
(2/1)
Vicious Mockery — When Insufferable Balladeer enters, target creature an opponent controls can't block this turn. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
|
|
|
Insufferable Syphon
( 0)
Artifact — Contraption
Whenever you crank Insufferable Syphon, target player discards a card.
|
|
|
Insult // Injury (Insult)
( 3)
Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
|
|
|
Insurrection
( 8)
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
|
|
|
Intangible Virtue
( 2)
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
|
|
|
Intellect Devourer
( 4)
Creature — Horror
(2/4)
Devour Intellect — When Intellect Devourer enters, each opponent exiles a card from their hand until Intellect Devourer leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with Intellect Devourer. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
|
|
|
Intellectual Offering
( 5)
Instant
Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
|
|
|
Intercessor's Arrest
( 3)
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
|
|
|
Interdict
( 2)
Instant
Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be activated this turn. <I>(Mana abilities can't be targeted.)</I> Draw a card.
|
|
|
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.
|
|
|
Interplanar Beacon
( 0)
Land
Whenever you cast a planeswalker spell, you gain 1 life. : Add . , : Add two mana of different colors. Spend this mana only to cast planeswalker spells.
|
|
|
Interplanar Brushwagg (playtest)
( 4)
Creature — — Brushwagg
(6/4)
Interplanar (This creature enters onto the interplanar battlefield. Players can't control creatures on the interplanar battlefield.) Vigilance, haste Whenever a player attacks with a creature with power 4 or greater, CARDNAME also attacks the player or planeswalker that creature is attacking.
|
|
|
Interpret the Signs
( 6)
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card's mana value. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
|
|
|
Intervene
( 1)
Instant
Counter target spell that targets a creature.
|
|
|
Intervention Pact
( 0)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay . If you don't, you lose the game.
|
|
|
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.
|
|
|
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.
|
|
|
Into the Fae Court
( 5)
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This creature can block only creatures with flying."
|
|
|
Into the Fire
( 3)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
|
|
|
Into the Fray
( 1)
Instant — Arcane
Target creature attacks this turn if able. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
|
|
|