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Teferi's Response
( 2)
Instant
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent. Draw two cards.
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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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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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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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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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Test of Talents
( 2)
Instant
Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for any number of cards with the same name as that spell and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
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Tevesh Szat, Doom of Fools
( 5)
Legendary Planeswalker — Szat
(4)
+2: Create two 0/1 black Thrull creature tokens. +1: You may sacrifice another creature or planeswalker. If you do, draw two cards, then draw another card if the sacrificed permanent was a commander. −10: Gain control of all commanders. Put all commanders from the command zone onto the battlefield under your control. Tevesh Szat, Doom of Fools can be your commander. Partner
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Tezzeret, Artifice Master
( 5)
Legendary Planeswalker — Tezzeret
(5)
+1: Create a 1/1 colorless Thopter artifact creature token with flying. 0: Draw a card. If you control three or more artifacts, draw two cards instead. −9: You get an emblem with "At the beginning of your end step, search your library for a permanent card, put it onto the battlefield, then shuffle."
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Tezzeret, Betrayer of Flesh
( 4)
Legendary Planeswalker — Tezzeret
(4)
The first activated ability of an artifact you activate each turn costs less to activate. +1: Draw two cards. Then discard two cards unless you discard an artifact card. −2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4. −6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
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Tezzeret, Cruel Machinist
( 6)
Legendary Planeswalker — Tezzeret
(4)
+1: Draw a card. 0: Until your next turn, target artifact you control becomes a 5/5 creature in addition to its other types. −7: Put any number of cards from your hand onto the battlefield face down. They're 5/5 artifact creatures.
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Tezzeret's Gambit
( 4)
Sorcery
( can be paid with either or 2 life.) Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Thassa's Bounty
( 6)
Sorcery
Draw three cards. Target player mills three cards.
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The Ancient One
( 2)
Legendary Creature — Spirit God
(8/8)
Descend 8 — The Ancient One can't attack or block unless there are eight or more permanent cards in your graveyard. : Draw a card, then discard a card. When you discard a card this way, target player mills cards equal to its mana value.
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The Antiquities War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
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The Archimandrite
( 5)
Legendary Creature — Human Advisor
(0/5)
At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 4. Whenever you gain life, each Advisor, Artificer, and Monk you control gains vigilance and gets +X/+0 until end of turn, where X is the amount of life you gained. Tap three untapped Advisors, Artificers, and/or Monks you control: Draw a card.
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The Bath Song
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Draw two cards, then discard a card. III — Shuffle any number of target cards from your graveyard into your library. Add .
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The Binding of the Titans
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player mills three cards. II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life. III — Return target creature or land card from your graveyard to your hand.
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The Cruelty of Gix
( 5)
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 — Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card. II — Search your library for a card, put that card into your hand, then shuffle. You lose 3 life. III — Put target creature card from a graveyard onto the battlefield under your control.
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The Day of the Doctor
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile cards from the top of your library until you exile a legendary card. You may play that card for as long as The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order. IV — Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you.
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The Deck of Many Things
( 5)
Legendary Artifact
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand. 1–9 | Return a card at random from your graveyard to your hand. 10–19 | Draw two cards. 20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
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The Dragon-Kami Reborn
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — You gain 2 life. Look at the top three cards of your library. Exile one of them face down with a hatching counter on it, then put the rest on the bottom of your library in any order. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Elder Dragon War
( 4)
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 — The Elder Dragon War deals 2 damage to each creature and each opponent. II — Discard any number of cards, then draw that many cards. III — Create a 4/4 red Dragon creature token with flying.
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The Eldest Reborn
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each opponent sacrifices a creature or planeswalker of their choice. II — Each opponent discards a card. III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
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The End
( 4)
Instant
This spell costs less to cast if your life total is 5 or less. Exile target creature or planeswalker. Search its controller's graveyard, hand, and library for any number of cards with the same name as that permanent and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
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The Everflowing Well
( 3)
Legendary Artifact
When The Everflowing Well enters, mill two cards, then draw two cards. Descend 8 — At the beginning of your upkeep, if there are eight or more permanent cards in your graveyard, transform The Everflowing Well.
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The First Iroan Games
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create a 1/1 white Human Soldier creature token. II — Put three +1/+1 counters on target creature you control. III — If you control a creature with power 4 or greater, draw two cards. IV — Create a Gold token. (It's an artifact with "Sacrifice this artifact: Add one mana of any color.")
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The Flame of Keld
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Discard your hand. II — Draw two cards. III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
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The Gitrog Monster
( 5)
Legendary Creature — Frog Horror
(6/6)
Deathtouch At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land. You may play an additional land on each of your turns. Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
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The Gitrog, Ravenous Ride
( 5)
Legendary Creature — Frog Horror Mount
(6/5)
Trample, haste Whenever The Gitrog, Ravenous Ride deals combat damage to a player, you may sacrifice a creature that saddled it this turn. If you do, draw X cards, then put up to X land cards from your hand onto the battlefield tapped, where X is the sacrificed creature's power. Saddle 1
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The Grand Calcutron
( 2)
Legendary Artifact
The Grand Calcutron can be your commander. When The Grand Calcutron enters, each player's hand becomes a program (an ordered row of revealed cards). Players can only play the first card of their program. If a card would be put into a player's hand from anywhere, that player reveals it and places it anywhere within their program instead. At the beginning of each player's end step, if that player's program has fewer than five cards, they draw cards equal to the difference.
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The Grand Evolution
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Mill ten cards. Put up to two creature cards from among the milled cards onto the battlefield. II — Distribute seven +1/+1 counters among any number of target creatures you control. III — Until end of turn, creatures you control gain ": This creature fights target creature you don't control." Exile The Grand Evolution, then return it to the battlefield (front face up).
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The Great Aurora
( 9)
Sorcery
Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.
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The Great Synthesis
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Draw cards equal to the number of cards in your hand. You have no maximum hand size for as long as you control The Great Synthesis. II — Return all non-Phyrexian creatures to their owners' hands. III — You may cast any number of spells from your hand without paying their mana costs. Exile The Great Synthesis, then return it to the battlefield (front face up).
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The Kami War
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile target nonland permanent an opponent controls. II — Return up to one other target nonland permanent to its owner's hand. Then each opponent discards a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Kenriths' Royal Funeral
( 4)
Legendary Enchantment
When The Kenriths' Royal Funeral enters, exile up to two target legendary creature cards from your graveyard. You draw X cards and you lose X life, where X is the greatest mana value among cards exiled this way. Legendary spells you cast cost less to cast for each card exiled with The Kenriths' Royal Funeral.
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The Mending of Dominaria
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Mill two cards, then you may return a creature card from your graveyard to your hand. III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
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The Mightstone and Weakstone
( 5)
Legendary Artifact — Powerstone
When The Mightstone and Weakstone enters, choose one — • Draw two cards. • Target creature gets -5/-5 until end of turn. : Add . This mana can't be spent to cast nonartifact spells. (Melds with Urza, Lord Protector.)
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The Necrobloom
( 4)
Legendary Creature — Plant
(2/7)
Landfall — Whenever a land you control enters, create a 0/1 green Plant creature token. If you control seven or more lands with different names, create a 2/2 black Zombie creature token instead. Land cards in your graveyard have dredge 2. (You may return a land card from your graveyard to your hand and mill two cards instead of drawing a card.)
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The Parting of the Ways
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend. II — Time travel, then time travel. III — For each opponent, destroy up to one target artifact that player controls.
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The Pride of Hull Clade
( 11)
Legendary Creature — Crocodile Elk Turtle
(2/15)
This spell costs less to cast, where X is the total toughness of creatures you control. Defender : Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.
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The Royal Scions
( 3)
Legendary Planeswalker — Will Rowan
(5)
+1: Draw a card, then discard a card. +1: Target creature gets +2/+0 and gains first strike and trample until end of turn. −8: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.
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The Spear of Leonidas
( 3)
Legendary Artifact — Equipment
Whenever equipped creature attacks, choose one — • Bull Rush — It gains double strike until end of turn. • Summon — Create Phobos, a legendary 3/2 red Horse creature token. • Revelation — Discard two cards, then draw two cards. Equip
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The Stone Brain
( 2)
Legendary Artifact
, , Exile The Stone Brain: Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way. Activate only as a sorcery.
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The Tale of Tamiyo
( 3)
Legendary Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process. IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.
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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 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 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 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 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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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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Thickest in the Thicket
( 5)
Enchantment
When Thickest in the Thicket enters, put X +1/+1 counters on target creature, where X is that creature's power. At the beginning of your end step, draw two cards if you control the creature with the greatest power or tied for the greatest power.
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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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Thought Monitor
( 7)
Artifact Creature — Construct
(2/2)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying When Thought Monitor enters, draw two cards.
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Thought Scour
( 1)
Instant
Target player mills two cards. Draw a card.
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Thought Shucker
( 2)
Creature — Rat Rogue
(1/3)
Threshold — : Put a +1/+1 counter on Thought Shucker and draw a card. Activate only if seven or more cards are in your graveyard and only once.
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Thought Sponge
( 4)
Creature — Sponge
(1/1)
Flash Thought Sponge enters with a number of +1/+1 counters on it equal to the greatest number of cards an opponent has drawn this turn. When Thought Sponge dies, draw cards equal to its power.
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Thoughtcast
( 5)
Sorcery
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Draw two cards.
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Thoughtflare
( 5)
Instant
Draw four cards, then discard two cards.
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Thran Tome
( 4)
Artifact
, : Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard, then draw two cards.
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Three Steps Ahead
( 1)
Instant
Spree (Choose one or more additional costs.) + — Counter target spell. + — Create a token that's a copy of target artifact or creature you control. + — Draw two cards, then discard a card.
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Thrill of Possibility
( 2)
Instant
As an additional cost to cast this spell, discard a card. Draw two cards.
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Thrilling Discovery
( 2)
Sorcery
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
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Throne of Eldraine
( 5)
Legendary Artifact
As Throne of Eldraine enters, choose a color. : Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. , : Draw two cards. Spend only mana of the chosen color to activate this ability.
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Thundering Djinn
( 5)
Creature — Djinn
(3/4)
Flying Whenever Thundering Djinn attacks, it deals damage to any target equal to the number of cards you've drawn this turn.
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Tibalt, the Fiend-Blooded
( 2)
Legendary Planeswalker — Tibalt
(2)
+1: Draw a card, then discard a card at random. −4: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player. −6: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.
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Time Reversal
( 5)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
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Time Spiral
( 6)
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
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Timetwister
( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
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Tinybones, Trinket Thief
( 2)
Legendary Creature — Skeleton Rogue
(1/2)
At the beginning of each end step, if an opponent discarded a card this turn, you draw a card and you lose 1 life. : Each opponent with no cards in hand loses 10 life.
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Tishana, Voice of Thunder
( 7)
Legendary Creature — Merfolk Shaman
(*/*)
Tishana, Voice of Thunder's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. When Tishana enters, draw a card for each creature you control.
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Toil // Trouble (Toil)
( 3)
Sorcery
Target player draws two cards and loses 2 life. Fuse (You may cast one or both halves of this card from your hand.)
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Tolarian Winds
( 2)
Instant
Discard all the cards in your hand, then draw that many cards.
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Toluz, Clever Conductor
( 3)
Legendary Creature — Human Rogue
(3/1)
When Toluz, Clever Conductor enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you discard one or more cards, exile them from your graveyard. When Toluz dies, put the cards exiled with it into their owner's hand.
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Tome Anima
( 4)
Creature — Spirit
(3/3)
Tome Anima can't be blocked as long as you've drawn two or more cards this turn.
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Tomorrow, Azami's Familiar
( 6)
Legendary Creature — Spirit
(1/5)
If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Tormenting Voice
( 2)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
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Track Down
( 2)
Sorcery
Scry 3, then reveal the top card of your library. If it's a creature or land card, draw a card. (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.)
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Trade Secrets
( 3)
Sorcery
Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as they choose.
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Tragic Lesson
( 3)
Instant
Draw two cards. Then discard a card unless you return a land you control to its owner's hand.
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Transcendent Message
( 4)
Instant
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.) Draw X cards.
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Trash the Town
( 1)
Instant
Spree (Choose one or more additional costs.) + — Put two +1/+1 counters on target creature. + — Target creature gains trample until end of turn. + — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
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Traverse Eternity
( 4)
Sorcery
Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
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Treacherous Blessing
( 3)
Enchantment
When Treacherous Blessing enters, draw three cards. Whenever you cast a spell, you lose 1 life. When Treacherous Blessing becomes the target of a spell or ability, sacrifice it.
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Treacherous Greed
( 3)
Instant
As an additional cost to cast this spell, sacrifice a creature that dealt damage this turn. Draw three cards. Each opponent loses 3 life and you gain 3 life.
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Treasure Chest
( 3)
Artifact
, Sacrifice Treasure Chest: Roll a d20. 1 | Trapped — You lose 3 life. 2–9 | Create five Treasure tokens. 10–19 | You gain 3 life and draw three cards. 20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
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Treasure Cruise
( 8)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Draw three cards.
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Treeshaker Chimera
( 7)
Creature — Chimera
(8/5)
All creatures able to block Treeshaker Chimera do so. When Treeshaker Chimera dies, draw three cards.
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Treetop Sentries
( 4)
Creature — Squirrel Archer
(2/4)
Reach When Treetop Sentries enters, you may forage. If you do, draw a card. (To forage, exile three cards from your graveyard or sacrifice a Food.)
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Trench Stalker
( 5)
Creature — Beast Horror
(4/5)
As long as you've drawn two or more cards this turn, Trench Stalker has deathtouch and lifelink.
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