|
Fairgrounds Patrol
( 2)
Creature — Human Soldier
(2/1)
, Exile Fairgrounds Patrol from your graveyard: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
|
|
|
Fairgrounds Trumpeter
( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on Fairgrounds Trumpeter.
|
|
|
Fairgrounds Warden
( 3)
Creature — Dwarf Soldier
(1/3)
When Fairgrounds Warden enters, exile target creature an opponent controls until Fairgrounds Warden leaves the battlefield.
|
|
|
Faithful Disciple
( 2)
Creature — — Human Cleric
(2/2)
Vigilance When Faithful Disciple dies, draft a card from Faithful Disciple's spellbook.
|
|
|
Faithful Squire
( 3)
Creature — Human Soldier
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At the beginning of the end step, if there are two or more ki counters on Faithful Squire, you may flip it.
|
|
|
Faithless Looting
( 1)
Sorcery
Draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Faithless Salvaging
( 2)
Instant
Discard a card, then draw a card. 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.)
|
|
|
Faith's Fetters
( 4)
Enchantment — Aura
Enchant permanent When Faith's Fetters enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
|
|
|
Faith's Reward
( 4)
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
|
|
|
Faith's Shield
( 1)
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
|
|
|
Falco Spara, Pactweaver
( 4)
Legendary Creature — Bird Demon
(3/3)
Flying, trample Falco Spara, Pactweaver enters with a shield counter on it. You may look at the top card of your library any time. You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
|
|
|
Falkenrath Aristocrat
( 4)
Creature — Vampire Noble
(4/1)
Flying, haste Sacrifice a creature: Falkenrath Aristocrat gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Aristocrat.
|
|
|
Falkenrath Celebrants
( 5)
Creature — Vampire
(4/4)
Menace (This creature can't be blocked except by two or more creatures.) When Falkenrath Celebrants enters, create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this artifact: Draw a card.")
|
|
|
Falkenrath Marauders
( 5)
Creature — Vampire Warrior
(2/2)
Flying, haste Whenever Falkenrath Marauders deals combat damage to a player, put two +1/+1 counters on it.
|
|
|
Rise // Fall (Fall)
( 2)
Sorcery
Target player reveals two cards at random from their hand, then discards each nonland card revealed this way.
|
|
|
Fall of Cair Andros
( 3)
Enchantment
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +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.) : Fall of Cair Andros deals 7 damage to target creature.
|
|
|
Fall of the First Civilization
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
|
|
|
Fall of the Impostor
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
|
|
|
Fall of the Titans
( 1)
Instant
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Fall of the Titans deals X damage to each of up to two targets.
|
|
|
Fallaji Archaeologist
( 2)
Creature — Human Scout
(0/3)
When Fallaji Archaeologist enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Fallaji Archaeologist. (To mill a card, put the top card of your library into your graveyard.)
|
|
|
Fallen Askari
( 2)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari can't block.
|
|
|
Falling Star
( 3)
Sorcery
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.
|
|
|
Fallowsage
( 4)
Creature — Merfolk Wizard
(2/2)
Whenever Fallowsage becomes tapped, you may draw a card.
|
|
|
False Cure
( 2)
Instant
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life they gained.
|
|
|
False Dawn
( 2)
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
|
|
|
False Defeat
( 4)
Sorcery
Return target creature card from your graveyard to the battlefield.
|
|
|
False Demise
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
|
|
|
False Floor
( 4)
Artifact
False Floor enters tapped. Creatures enter tapped. , , Exile False Floor: Exile all untapped creatures. Activate only as a sorcery.
|
|
|
False Memories
( 2)
Instant
Mill seven cards. At the beginning of the next end step, exile seven cards from your graveyard.
|
|
|
False Mourning
( 1)
Sorcery
Put target card from your graveyard on top of your library.
|
|
|
False Orders
( 1)
Instant
Cast this spell only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
|
|
|
False Peace
( 1)
Sorcery
Target player skips all combat phases of their next turn.
|
|
|
False Prophet
( 4)
Creature — Human Cleric
(2/2)
When False Prophet dies, exile all creatures.
|
|
|
Falthis, Shadowcat Familiar
( 3)
Legendary Creature — Nightmare Cat
(2/2)
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
|
|
|
Familiar Beeble Mascot
( 0)
Stickers
2 — Whenever this creature attacks, untap target permanent. 4 — Whenever a creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn. 2 — 2/3 3 — 5/3
|
|
|
Familiar's Ruse
( 2)
Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand. Counter target spell.
|
|
|
Family's Favor
( 3)
Enchantment
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
|
|
|
Famished Ghoul
( 4)
Creature — Zombie
(3/2)
, Sacrifice Famished Ghoul: Exile up to two target cards from a single graveyard.
|
|
|
Famished Paladin
( 2)
Creature — Vampire Knight
(3/3)
Famished Paladin doesn't untap during your untap step. Whenever you gain life, untap Famished Paladin.
|
|
|
Fanatic of Mogis
( 4)
Creature — Minotaur Shaman
(4/2)
When Fanatic of Mogis enters, it deals damage to each opponent equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
|
|
|
Fanatic of Xenagos
( 3)
Creature — Centaur Warrior
(3/3)
Trample Tribute 1 (As this creature enters, an opponent of your choice may put a +1/+1 counter on it.) When Fanatic of Xenagos enters, if tribute wasn't paid, it gets +1/+1 and gains haste until end of turn.
|
|
|
Fanatical Strength
( 2)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
|
|
|
Fang Skulkin
( 2)
Artifact Creature — Scarecrow
(2/1)
: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
|
|
|
Fangblade Eviscerator
( 0)
Creature — Werewolf
(4/5)
: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn. : Creatures you control get +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
|
|
|
Fanged Flames
( 2)
Sorcery
Devoid (This card has no color.) Fanged Flames deals 4 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
|
|
|
Fangorn, Tree Shepherd
( 7)
Legendary Creature — Treefolk
(4/10)
Treefolk you control have vigilance. Whenever one or more Treefolk you control attack, add twice that much . You don't lose unspent green mana as steps and phases end.
|
|
|
Fangren Firstborn
( 4)
Creature — Beast
(4/2)
Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature.
|
|
|
Fangs of Kalonia
( 2)
Sorcery
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
|
|
|
Fanning the Flames
( 2)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Fanning the Flames deals X damage to any target.
|
|
|
Far Wanderings
( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
|
|
|
Faramir, Steward of Gondor
( 3)
Legendary Creature — Human Noble
(2/2)
Whenever a legendary creature you control with mana value 4 or greater enters, you become the monarch. At the beginning of your end step, if you're the monarch, create two 1/1 white Human Soldier creature tokens.
|
|
|
Farewell to Arms
( 3)
Enchantment
As Farewell to Arms enters, choose a hand attached to an opponent's arm. When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards their hand . . . of cards. (The lawyers wouldn't let us do it the other way.)
|
|
|
Farid, Enterprising Salvager
( 3)
Legendary Creature — Human Soldier
(3/3)
Whenever a nontoken artifact you control is put into a graveyard from the battlefield, create a colorless artifact token named Scrap. , Sacrifice an artifact: Choose one — • Put a +1/+1 counter on Farid. It gains menace until end of turn. • Goad target creature. • Discard a card, then draw a card.
|
|
|
Farideh, Devil's Chosen
( 4)
Legendary Creature — Tiefling Warlock
(3/3)
Dark One's Own Luck — Whenever you roll one or more dice, Farideh, Devil's Chosen gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
|
|
|
Farideh's Fireball
( 5)
Instant
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20. 1–9 | Farideh's Fireball deals 2 damage to each player. 10–20 | Farideh's Fireball deals 2 damage to each opponent.
|
|
|
Farmstead
( 3)
Enchantment — Aura
Enchant land Enchanted land has "At the beginning of your upkeep, you may pay . If you do, you gain 1 life."
|
|
|
Farmstead Gleaner
( 3)
Artifact Creature — Scarecrow
(2/2)
Farmstead Gleaner doesn't untap during your untap step. , : Put a +1/+1 counter on Farmstead Gleaner. ( is the untap symbol.)
|
|
|
Farrel's Mantle
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
|
|
|
Farrel's Zealot
( 3)
Creature — Human
(2/2)
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
|
|
|
Farseek
( 2)
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
|
|
|
Farsight Adept
( 3)
Creature — Kor Wizard
(3/3)
When Farsight Adept enters, you and target opponent each draw a card.
|
|
|
Farsight Mask
( 5)
Artifact
Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card.
|
|
|
Farsight Ritual
( 4)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
|
|
|
Fascination
( 2)
Sorcery
Choose one — • Each player draws X cards. • Each player mills X cards.
|
|
|
Fastbond
( 1)
Enchantment
You may play any number of lands on each of your turns. Whenever you play a land, if it wasn't the first land you played this turn, Fastbond deals 1 damage to you.
|
|
|
Fasting
( 1)
Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it. If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life. When you draw a card, destroy Fasting.
|
|
|
Fat Ass
( 5)
Creature — Donkey Shaman
(2/3{1/2})
Fat Ass gets +2/+2 and has trample as long as you're eating. (Gum isn't food. We checked.)
|
|
|
Fatal Fumes
( 4)
Instant
Target creature gets -4/-2 until end of turn.
|
|
|
Fatal Push
( 1)
Instant
Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent you controlled left the battlefield this turn.
|
|
|
Fate Transfer
( 2)
Instant
Move all counters from target creature onto another target creature.
|
|
|
Fateful Absence
( 2)
Instant
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
|
|
|
Fateful Showdown
( 4)
Instant
Fateful Showdown deals damage to any target equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.
|
|
|
Fates' Reversal
( 2)
Sorcery
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
|
|
|
Fatespinner
( 3)
Creature — Human Wizard
(1/2)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
|
|
|
Fatestitcher
( 4)
Creature — Zombie Wizard
(1/2)
: You may tap or untap another target permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
|
|
|
Fathom Seer
( 2)
Creature — Illusion
(1/3)
Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Fathom Seer is turned face up, draw two cards.
|
|
|
Fault Riders
( 3)
Creature — Human Soldier
(2/2)
Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Activate only once each turn.
|
|
|
Fauna Shaman
( 2)
Creature — Elf Shaman
(2/2)
, , Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
|
|
|
Faunsbane Troll
( 4)
Creature — Troll
(4/4)
When Faunsbane Troll enters, create a Monster Role token attached to it. (Enchanted creature gets +1/+1 and has trample.) , Sacrifice an Aura attached to Faunsbane Troll: Faunsbane Troll fights target creature you don't control. If that creature would die this turn, exile it instead. Activate only as a sorcery.
|
|
|
Favor of the Woods
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
|
|
|
Favorable Destiny
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.)
|
|
|
Favorable Winds
( 2)
Enchantment
Creatures you control with flying get +1/+1.
|
|
|
Favored of Iroas
( 3)
Creature — Human Soldier
(2/2)
Constellation — Whenever an enchantment you control enters, Favored of Iroas gains double strike until end of turn.
|
|
|
Fblthp, Lost on the Range
( 3)
Legendary Creature — Homunculus
(1/1)
Ward You may look at the top card of your library any time. The top card of your library has plot. The plot cost is equal to its mana cost. You may plot nonland cards from the top of your library.
|
|
|
Fblthp, the Lost
( 2)
Legendary Creature — Homunculus
(1/1)
When Fblthp, the Lost enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
|
|
|
Fear of Exposure
( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
|
|
|
Fear of Failed Tests
( 5)
Enchantment Creature — Nightmare
(2/7)
Whenever Fear of Failed Tests deals combat damage to a player, draw that many cards.
|
|
|
Fear of Impostors
( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When Fear of Impostors enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
|
|
|
Fear of Isolation
( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
|
|
|
Fear of Lost Teeth
( 1)
Enchantment Creature — Nightmare
(1/1)
When Fear of Lost Teeth dies, it deals 1 damage to any target and you gain 1 life.
|
|
|