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The Three Seasons
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. II — Return up to two target snow permanent cards from your graveyard to your hand. III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.
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The Torment of Gollum
( 4)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Amass Orcs 2. (Put two +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.)
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The Toymaker's Trap
( 3)
Enchantment
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker's Trap.
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The Trickster-God's Heist
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may exchange control of two target creatures. II — You may exchange control of two target nonbasic, noncreature permanents that share a card type. III — Target player loses 3 life and you gain 3 life.
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The Triumph of Anax
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on The Triumph of Anax. IV — Target creature you control fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
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The True Scriptures
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — For each opponent, destroy up to one target creature or planeswalker that player controls. II — Each opponent discards three cards, then mills three cards. III — Put all creature cards from all graveyards onto the battlefield under your control. Exile The True Scriptures, then return it to the battlefield (front face up).
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The Twelfth Doctor
( 5)
Legendary Creature — Time Lord Doctor
(4/4)
The first spell you cast from anywhere other than your hand each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. A copy of a permanent spell becomes a token.) Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
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The Ur-Dragon
( 9)
Legendary Creature — Dragon Avatar
(10/10)
Eminence — As long as The Ur-Dragon is in the command zone or on the battlefield, other Dragon spells you cast cost less to cast. Flying Whenever one or more Dragons you control attack, draw that many cards, then you may put a permanent card from your hand onto the battlefield.
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The Valeyard
( 5)
Legendary Creature — Time Lord Noble
(4/5)
If an opponent would face a villainous choice, they face that choice an additional time. (They can make the same or different choices.) While voting, you may vote an additional time.
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The Wanderer
( 4)
Legendary Planeswalker
(5)
Prevent all noncombat damage that would be dealt to you and other permanents you control. −2: Exile target creature with power 4 or greater.
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The Wandering Emperor
( 4)
Legendary Planeswalker
(3)
Flash As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant. +1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn. −1: Create a 2/2 white Samurai creature token with vigilance. −2: Exile target tapped creature. You gain 2 life.
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The Wandering Rescuer
( 5)
Legendary Creature — Human Samurai Noble
(3/4)
Flash 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.) Double strike Other tapped creatures you control have hexproof.
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The War Doctor
( 4)
Legendary Creature — Time Lord Doctor
(3/5)
Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a time counter on The War Doctor. Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
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The War Games
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as The War Games remains on the battlefield. II, III — Put a +1/+1 counter on each Warrior creature. IV — You may exile a nontoken creature you control. When you do, exile all Warriors.
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The War in Heaven
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You draw three cards and you lose 3 life. II — Mill three cards. III — Choose up to three target creature cards with total mana value 8 or less in your graveyard. Return each of them to the battlefield with a necrodermis counter on it. They're artifacts in addition to their other types.
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The Watcher in the Water
( 5)
Legendary Creature — Kraken
(9/9)
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token. Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
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The Weatherseed Treaty
( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Create a 1/1 green Saproling creature token. III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
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The Wedding of River Song
( 3)
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend. Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
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The World Spell
( 7)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
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The Wretched
( 5)
Creature — Demon
(2/5)
At end of combat, gain control of all creatures blocking The Wretched for as long as you control The Wretched.
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Theater of Horrors
( 3)
Enchantment
At the beginning of your upkeep, exile the top card of your library. During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with Theater of Horrors. : Theater of Horrors deals 1 damage to target opponent or planeswalker.
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Theft of Dreams
( 3)
Sorcery
Draw a card for each tapped creature target opponent controls.
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Their Number Is Legion
( 4)
Sorcery
Create X tapped 2/2 black Necron Warrior artifact creature tokens, then you gain life equal to the number of artifacts you control. Exile Their Number Is Legion. You may cast Their Number Is Legion from your graveyard.
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Thelonite Hermit
( 4)
Creature — Elf Shaman
(1/1)
All Saprolings get +1/+1. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Thelonite Hermit is turned face up, create four 1/1 green Saproling creature tokens.
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Thelon's Curse
( 2)
Enchantment
Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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Théoden, King of Rohan
( 3)
Legendary Creature — Human Noble
(2/3)
Whenever Théoden, King of Rohan or another Human you control enters, target creature gains double strike until end of turn.
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Theoretical Duplication
( 3)
Instant
Whenever a nontoken creature an opponent controls enters this turn, create a token that's a copy of that creature.
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There (split card)(playtest)
( 1)
Instant — — Lesson
Exile target creature you control, then return it to the battlefield under its owner's control. -- They're Instant — Lesson Up to three target creatures can't be blocked this turn. -- Their Instant — Lesson Target opponent gains control of target creature you control.
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There and Back Again
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Up to one target creature can't block for as long as you control There and Back Again. The Ring tempts you. II — Search your library for a Mountain card, put it onto the battlefield, then shuffle. III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When this creature dies, create fourteen Treasure tokens."
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Thermal Blast
( 5)
Instant
Thermal Blast deals 3 damage to target creature. Threshold — Thermal Blast deals 5 damage instead if seven or more cards are in your graveyard.
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Thermal Flux
( 1)
Instant
Choose one — • Target nonsnow permanent becomes snow until end of turn. • Target snow permanent isn't snow until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Thermal Glider
( 3)
Creature — Human Rebel
(2/1)
Flying, protection from red
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Thermal Navigator
( 3)
Artifact Creature — Construct
(2/2)
Sacrifice an artifact: Thermal Navigator gains flying until end of turn.
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Thermo-Alchemist
( 2)
Creature — Human Shaman
(0/3)
Defender : Thermo-Alchemist deals 1 damage to each opponent. Whenever you cast an instant or sorcery spell, untap Thermo-Alchemist.
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Thermokarst
( 3)
Sorcery
Destroy target land. If that land was a snow land, you gain 1 life.
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Thermopod
( 5)
Snow Creature — Slug
(4/3)
: Thermopod gains haste until end of turn. ( can be paid with one mana from a snow source.) Sacrifice a creature: Add .
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They Came from the Pipes
( 5)
Enchantment
When They Came from the Pipes enters, manifest dread twice. (To 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.) Whenever a face-down creature you control enters, draw a card.
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Thicket Crasher
( 4)
Creature — Elemental Rhino
(4/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Other Elementals you control have trample.
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Thieves' Fortune
( 3)
Kindred Instant — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) 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.
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Thieves' Guild Enforcer
( 1)
Creature — Human Rogue
(1/1)
Flash Whenever Thieves' Guild Enforcer or another Rogue you control enters, each opponent mills two cards. As long as an opponent has eight or more cards in their graveyard, Thieves' Guild Enforcer gets +2/+1 and has deathtouch.
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Thieving Otter
( 3)
Creature — Otter
(2/2)
Whenever Thieving Otter deals damage to an opponent, draw a card.
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Thieving Skydiver
( 2)
Creature — Merfolk Rogue
(2/1)
Kicker . X can't be 0. (You may pay an additional as you cast this spell.) Flying When Thieving Skydiver enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to Thieving Skydiver.
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Thieving Sprite
( 3)
Creature — Faerie Rogue
(1/1)
Flying When Thieving Sprite enters, target player reveals X cards from their hand, where X is the number of Faeries you control. You choose one of those cards. That player discards that card.
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Thieving Varmint
( 2)
Creature — Varmint
(2/1)
Deathtouch, lifelink , Pay 1 life: Add two mana of any one color. Spend this mana only to cast spells you don't own.
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Thijarian Witness
( 2)
Creature — Alien Cleric
(0/4)
Flash Bear Witness — Whenever another creature dies, if it was attacking or blocking alone, exile it and investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Thing from the Deep
( 9)
Creature — Leviathan
(9/9)
Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island.
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Third Path Iconoclast
( 2)
Creature — Human Monk
(2/1)
Whenever you cast a noncreature spell, create a 1/1 colorless Soldier artifact creature token.
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Thirst
( 3)
Enchantment — Aura
Enchant creature When Thirst enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Thirst unless you pay .
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Thirst for Discovery
( 3)
Instant
Draw three cards. Then discard two cards unless you discard a basic land card.
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Thirst for Knowledge
( 3)
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.
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Thirst for Meaning
( 3)
Instant
Draw three cards. Then discard two cards unless you discard an enchantment card.
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Thirsting Axe
( 3)
Artifact — Equipment
Equipped creature gets +4/+0. At the beginning of your end step, if equipped creature didn't deal combat damage to a creature this turn, sacrifice it. Equip
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Thirsting Roots
( 1)
Sorcery
Choose one — • Search your library for a basic land card, reveal it, put it into your hand, then shuffle. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Thirsting Shade
( 1)
Creature — Shade
(1/1)
Lifelink : Thirsting Shade gets +1/+1 until end of turn.
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Thistledown Players
( 3)
Creature — Mouse Bard
(3/3)
Whenever Thistledown Players attacks, untap target nonland permanent.
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Thopter Architect
( 4)
Creature — Human Artificer
(2/3)
Whenever an artifact you control enters, target creature gains flying until end of turn.
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Thopter Arrest
( 3)
Enchantment
When Thopter Arrest enters, exile target artifact or creature an opponent controls until Thopter Arrest leaves the battlefield.
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Thopter Assembly
( 6)
Artifact Creature — Thopter
(5/5)
Flying At the beginning of your upkeep, if you control no Thopters other than Thopter Assembly, return Thopter Assembly to its owner's hand and create five 1/1 colorless Thopter artifact creature tokens with flying.
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Thopter Engineer
( 3)
Creature — Human Artificer
(1/3)
When Thopter Engineer enters, create a 1/1 colorless Thopter artifact creature token with flying. Artifact creatures you control have haste. (They can attack and as soon as they come under your control.)
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Thopter Foundry
( 2)
Artifact
, Sacrifice a nontoken artifact: Create a 1/1 blue Thopter artifact creature token with flying. You gain 1 life.
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Thopter Mechanic
( 2)
Creature — Human Artificer
(2/1)
Whenever you draw your second card each turn, put a +1/+1 counter on Thopter Mechanic. When Thopter Mechanic dies, create a 1/1 colorless Thopter artifact creature token with flying.
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Thopter Shop
( 3)
Artifact
Whenever one or more artifact creatures you control die, draw a card. This ability triggers only once each turn. , : Create a 1/1 colorless Thopter artifact creature token with flying.
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Thopter Spy Network
( 4)
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying. Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
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Thopter Squadron
( 5)
Artifact Creature — Thopter
(0/0)
Flying Thopter Squadron enters with three +1/+1 counters on it. , Remove a +1/+1 counter from Thopter Squadron: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery. , Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Activate only as a sorcery.
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Thorn Elemental
( 7)
Creature — Elemental
(7/7)
You may have Thorn Elemental assign its combat damage as though it weren't blocked.
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Thorn Lieutenant
( 2)
Creature — Elf Warrior
(2/3)
Whenever Thorn Lieutenant becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token. : Thorn Lieutenant gets +4/+4 until end of turn.
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Thorn Mammoth
( 7)
Creature — Elephant
(6/6)
Trample Whenever Thorn Mammoth or another creature you control enters, Thorn Mammoth fights up to one target creature you don't control.
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Thorn of the Black Rose
( 4)
Creature — Human Assassin
(1/3)
Deathtouch When Thorn of the Black Rose enters, you become the monarch.
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Thorn Thallid
( 3)
Creature — Fungus
(2/2)
At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: It deals 1 damage to any target.
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Thornbite Staff
( 2)
Kindred Artifact — Shaman Equipment
Equipped creature has ", : This creature deals 1 damage to any target" and "Whenever a creature dies, untap this creature." Whenever a Shaman creature enters, you may attach Thornbite Staff to it. Equip
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Thornbow Archer
( 1)
Creature — Elf Archer
(1/2)
Whenever Thornbow Archer attacks, each opponent who doesn't control an Elf loses 1 life.
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Thorncaster Sliver
( 5)
Creature — Sliver
(2/2)
Sliver creatures you control have "Whenever this creature attacks, it deals 1 damage to any target."
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Thorned Moloch
( 3)
Creature — Lizard
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Thorned Moloch has first strike as long as it's attacking.
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Thornglint Bridge
( 0)
Artifact Land
Thornglint Bridge enters tapped. Indestructible : Add or .
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Thornling
( 5)
Creature — Elemental Shapeshifter
(4/4)
: Thornling gains haste until end of turn. : Thornling gains trample until end of turn. : Thornling gains indestructible until end of turn. : Thornling gets +1/-1 until end of turn. : Thornling gets -1/+1 until end of turn.
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Thornmantle Striker
( 5)
Creature — Elf Rogue
(4/3)
When Thornmantle Striker enters, choose one — • Remove X counters from target permanent, where X is the number of Elves you control. • Target creature an opponent controls gets -X/-X until end of turn, where X is the number of Elves you control.
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Thornplate Intimidator
( 4)
Creature — Rat Rogue
(4/3)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
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Thornscape Familiar
( 2)
Creature — Insect
(2/1)
Red spells and white spells you cast cost less to cast.
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Thorn-Thrash Viashino
( 4)
Creature — Lizard Warrior
(2/2)
Devour 2 (As this enters, you may sacrifice any number of creatures. This creature enters with twice that many +1/+1 counters on it.) : Thorn-Thrash Viashino gains trample until end of turn.
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Thorntooth Witch
( 6)
Creature — Treefolk Shaman
(3/4)
Whenever you cast a Treefolk spell, you may have target creature get +3/-3 until end of turn.
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Thornwatch Scarecrow
( 6)
Artifact Creature — Scarecrow
(4/4)
Thornwatch Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.) Thornwatch Scarecrow has vigilance as long as you control a white creature.
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Thornweald Archer
( 2)
Creature — Elf Archer
(2/1)
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Thornwind Faeries
( 3)
Creature — Faerie
(1/1)
Flying : Thornwind Faeries deals 1 damage to any target.
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Thornwood Falls
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Thorough Investigation
( 3)
Enchantment
Whenever you attack, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
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