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Idol of Oblivion
( 2)
Artifact
: Draw a card. Activate only if you created a token this turn. , , Sacrifice Idol of Oblivion: Create a 10/10 colorless Eldrazi creature token.
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Idyllic Beachfront
( 0)
Land — Plains Island
(: Add or .) Idyllic Beachfront enters the battlefield tapped.
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Igneous Inspiration
( 3)
Sorcery
Igneous Inspiration deals 3 damage to any target. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Ignite the Beacon
( 5)
Instant
Search your library for up to two planeswalker cards, reveal them, put them into your hand, then shuffle.
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Ignition Team
( 7)
Creature — Goblin Warrior
(0/0)
Ignition Team enters the battlefield with X +1/+1 counters on it, where X is the number of tapped lands on the battlefield. , Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. It's still a land.
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Illicit Auction
( 5)
Sorcery
Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. <I>(This effect lasts indefinitely.)</I>
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Ill-Tempered Loner
( 4)
Creature — Human Werewolf
(3/3)
Whenever Ill-Tempered Loner is dealt damage, it deals that much damage to any target. : Ill-Tempered Loner gets +2/+0 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Ill-Timed Explosion
( 4)
Sorcery
Draw two cards. Then you may discard two cards. When you do, Ill-Timed Explosion deals X damage to each creature, where X is the greatest mana value among cards discarded this way.
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Illumination
( 2)
Instant
Counter target artifact or enchantment spell. Its controller gains life equal to its mana value.
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Illusionary Armor
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When enchanted creature becomes the target of a spell or ability, sacrifice Illusionary Armor.
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Illusionary Forces
( 4)
Creature — Illusion
(4/4)
Flying Cumulative upkeep (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.)
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Illusionary Informant
( 2)
Creature — Bird Illusion
(1/3)
Draft Illusionary Informant face up. During the draft, you may turn Illusionary Informant face down. If you do, look at the next card drafted by a player of your choice. Flying
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Illusionary Mask
( 2)
Artifact
: You may choose a creature card in your hand whose mana cost could be paid by some amount of, or all of, the mana you spent on . If you do, you may cast that card face down as a 2/2 creature spell without paying its mana cost. If the creature that spell becomes as it resolves has not been turned face up and would assign or deal damage, be dealt damage, or become tapped, instead it's turned face up and assigns or deals damage, is dealt damage, or becomes tapped. Activate only as a sorcery.
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Illusionary Presence
( 3)
Creature — Illusion
(2/2)
Cumulative upkeep (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.) At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn. (It can't be blocked as long as defending player controls a land of that type.)
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Illusionary Servant
( 3)
Creature — Illusion
(3/4)
Flying When Illusionary Servant becomes the target of a spell or ability, sacrifice it.
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Illusionary Terrain
( 2)
Enchantment
Cumulative upkeep (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.) As Illusionary Terrain enters the battlefield, choose two basic land types. Basic lands of the first chosen type are the second chosen type.
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Illusionary Wall
( 5)
Creature — Illusion Wall
(7/4)
Defender, flying, first strike Cumulative upkeep (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.)
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Illusionist's Bracers
( 2)
Artifact — Equipment
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy. Equip
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Illusionist's Gambit
( 4)
Instant
Cast this spell only during the declare blockers step on an opponent's turn. Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
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Illusionist's Stratagem
( 4)
Instant
Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control. Draw a card.
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Illusions of Grandeur
( 4)
Enchantment
Cumulative upkeep (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.) When Illusions of Grandeur enters the battlefield, you gain 20 life. When Illusions of Grandeur leaves the battlefield, you lose 20 life.
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Illusory Demon
( 3)
Creature — Demon Illusion
(4/3)
Flying When you cast a spell, sacrifice Illusory Demon.
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Immolation
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/-2.
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Immolation Shaman
( 2)
Creature — Viashino Shaman
(1/3)
Whenever an opponent activates an ability of an artifact, creature, or land that isn't a mana ability, Immolation Shaman deals 1 damage to that player. : Immolation Shaman gets +3/+3 and gains menace until end of turn.
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Immortal Obligation
( 2)
Instant
Return target creature card from an opponent's graveyard to the battlefield under their control with a duty counter on it. For as long as that creature has a duty counter on it, it is goaded, can't attack you or a permanent you control, and can't block creatures you control.
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Impact Resonance
( 2)
Instant
Impact Resonance deals X damage divided as you choose among any number of target creatures, where X is the greatest amount of damage dealt by a source to a permanent or player this turn.
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Impassioned Orator
( 2)
Creature — Human Cleric
(2/2)
Whenever another creature enters the battlefield under your control, you gain 1 life.
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Implement of Combustion
( 1)
Artifact
, Sacrifice Implement of Combustion: It deals 1 damage to target player or planeswalker. When Implement of Combustion is put into a graveyard from the battlefield, draw a card.
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Implement of Examination
( 3)
Artifact
, Sacrifice Implement of Examination: Draw a card. When Implement of Examination is put into a graveyard from the battlefield, draw a card.
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Imprison
( 1)
Enchantment — Aura
Enchant creature Whenever a player activates an ability of enchanted creature with in its activation cost that isn't a mana ability, you may pay . If you do, counter that ability. If you don't, destroy Imprison. Whenever enchanted creature attacks or blocks, you may pay . If you do, tap the creature, remove it from combat, and creatures it was blocking that had become blocked by only that creature this combat become unblocked. If you don't, destroy Imprison.
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Imprisoned in the Moon
( 3)
Enchantment — Aura
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.
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Improvised Weaponry
( 3)
Sorcery
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Inaction Injunction
( 2)
Sorcery
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.) Draw a card.
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Iname as One
( 12)
Legendary Creature — Spirit
(8/8)
When Iname as One enters the battlefield, if you cast it from your hand, you may search your library for a Spirit permanent card, put it onto the battlefield, then shuffle. When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield.
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Incarnation Technique
( 5)
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.) Mill five cards, then return a creature card from your graveyard to the battlefield.
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Incessant Provocation
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. It perpetually gains "This creature attacks each combat if able."
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Inchblade Companion
( 1)
Artifact Creature — — Equipment Insect
(1/1)
Equipped creature gets +1/+1. Whenever Inchblade Companion becomes attached to a creature, create a token that's a copy of Inchblade Companion, except it doesn't have this ability. This ability triggers only once each turn. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Incite Rebellion
( 6)
Sorcery
For each player, Incite Rebellion deals damage to that player and each creature that player controls equal to the number of creatures they control.
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Increasing Ambition
( 5)
Sorcery
Search your library for a card and put that card into your hand. If this spell was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Increasing Confusion
( 1)
Sorcery
Target player mills X cards. If this spell was cast from a graveyard, that player mills twice that many cards instead. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Increasing Devotion
( 5)
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Incubation // Incongruity (Incubation)
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Incubation Sac
( 1)
Artifact
Incubation Sac enters the battlefield with three oil counters on it. , , Remove an oil counter from Incubation Sac: Create a 3/3 colorless Phyrexian Golem artifact creature token. Activate only as a sorcery.
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Incubator Drone
( 4)
Creature — Eldrazi Drone
(2/3)
Devoid (This card has no color.) When Incubator Drone enters the battlefield, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ."
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Incursion Specialist
( 2)
Creature — Human Wizard
(1/3)
Whenever you cast your second spell each turn, Incursion Specialist gets +2/+0 until end of turn and can't be blocked this turn.
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Indoctrination Attendant
( 4)
Creature — Phyrexian Cleric
(3/4)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Indoctrination Attendant enters the battlefield, you may return another permanent you control to its owner's hand. If you do, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This creature can't block."
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Infernal Reckoning
( 1)
Instant
Exile target colorless creature. You gain life equal to its power.
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Infernius Spawnington III, Esq.
( 11)
Creature — Demon Beast Grandchild
(9/9)
Flying, first strike, trample, haste This spell costs less to cast for each card you've revealed this turn. When Infernius Spawnington III, Esq. enters the battlefield, you may say "I'm here." If you do, it deals 3 damage to target player.
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Inferno Hellion
( 4)
Creature — Hellion
(7/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each end step, if Inferno Hellion attacked or blocked this turn, its owner shuffles it into their library.
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Infestation Expert
( 5)
Creature — Human Werewolf
(3/4)
Whenever Infestation Expert enters the battlefield or attacks, create a 1/1 green Insect creature token. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Infiltration Lens
( 1)
Artifact — Equipment
Whenever equipped creature becomes blocked by a creature, you may draw two cards. Equip
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Infinite Obliteration
( 3)
Sorcery
Choose a creature card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
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Infinite Reflection
( 6)
Enchantment — Aura
Enchant creature When Infinite Reflection enters the battlefield attached to a creature, each other nontoken creature you control becomes a copy of that creature. Nontoken creatures you control enter the battlefield as a copy of enchanted creature.
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Inflation Station
( 0)
Artifact — Contraption
Whenever you crank Inflation Station, target creature gets +3/+3 until end of turn.
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Information Dealer
( 2)
Creature — Human Wizard
(1/1)
: Look at the top X cards of your library, where X is the number of Wizards on the battlefield, then put them back in any order.
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Ingenious Leonin
( 5)
Creature — Cat Soldier
(4/4)
: Put a +1/+1 counter on another target attacking creature you control. If that creature is a Cat, it gains first strike until end of turn.
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Initiate's Companion
( 2)
Creature — Cat
(3/1)
Whenever Initiate's Companion deals combat damage to a player, untap target creature or land.
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Initiates of the Ebon Hand
( 1)
Creature — Cleric
(1/1)
: Add . If this ability has been activated four or more times this turn, sacrifice Initiates of the Ebon Hand at the beginning of the next end step.
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Inkling Summoning
( 3)
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying.
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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 the battlefield, all non-Demon creatures get -2/-2 until end of turn.
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Inquisition
( 3)
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
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Inquisition of Kozilek
( 1)
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
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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.
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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.
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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.
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Insolent Neonate
( 1)
Creature — Vampire
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice Insolent Neonate: Draw a card.
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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.
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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.
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Insufferable Syphon
( 0)
Artifact — Contraption
Whenever you crank Insufferable Syphon, target player discards a card.
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Insurrection
( 8)
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
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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.
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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.
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Intimidation
( 5)
Enchantment
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Intimidation Bolt
( 3)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.
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Intimidation Campaign
( 3)
Enchantment
When Intimidation Campaign enters the battlefield, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Intrepid Paleontologist
( 2)
Creature — Human Druid
(2/2)
: Add one mana of any color. : Exile target card from a graveyard. You may cast Dinosaur creature spells from among cards you own exiled with Intrepid Paleontologist. If you cast a spell this way, that creature enters the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Intrepid Provisioner
( 4)
Creature — Human Scout
(3/3)
Trample When Intrepid Provisioner enters the battlefield, another target Human you control gets +2/+2 until end of turn.
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Intrude on the Mind
( 5)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
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Intuition
( 3)
Instant
Search your library for three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle.
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Invasion of Amonkhet
( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Amonkhet enters the battlefield, each player mills three cards, then each opponent discards a card and you draw a card. (To mill three cards, a player puts the top three cards of their library into their graveyard.)
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Invasion of Arcavios
( 5)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Arcavios enters the battlefield, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Invasion of Azgol
( 2)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Azgol enters the battlefield, target player sacrifices a creature or planeswalker and loses 1 life.
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