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Festercreep
( 2)
Creature — Elemental
(0/0)
Festercreep enters with a +1/+1 counter on it. , Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
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Festerhide Boar
( 4)
Creature — Boar
(3/3)
Trample Morbid — Festerhide Boar enters with two +1/+1 counters on it if a creature died this turn.
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Festering Goblin
( 1)
Creature — Zombie Goblin
(1/1)
When Festering Goblin dies, target creature gets -1/-1 until end of turn.
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Festering Mummy
( 1)
Creature — Zombie
(1/1)
When Festering Mummy dies, you may put a -1/-1 counter on target creature.
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Festering Newt
( 1)
Creature — Salamander
(1/1)
When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch.
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Festerleech
( 1)
Creature — Zombie Leech
(1/1)
Whenever Festerleech deals combat damage to a player, you mill two cards. : Festerleech gets +2/+2 until end of turn. Activate only once each turn.
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Festival Crasher
( 2)
Creature — Devil
(1/3)
Whenever you cast an instant or sorcery spell, Festival Crasher gets +2/+0 until end of turn.
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Bramble Familiar (Fetch Quest)
( 7)
Sorcery — Adventure
Mill seven cards. Then put a creature, enchantment, or land card from among the milled cards onto the battlefield.
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Fetid Gargantua
( 5)
Creature — Horror
(4/4)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on Fetid Gargantua, you may draw two cards. If you do, you lose 2 life.
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Fetid Horror
( 4)
Creature — Shade Horror
(1/2)
: Fetid Horror gets +1/+1 until end of turn.
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Fetid Imp
( 2)
Creature — Imp
(1/2)
Flying : Fetid Imp gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Fettergeist
( 3)
Creature — Spirit
(3/4)
Flying At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
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Fey Steed
( 4)
Creature — Elk
(4/4)
Whenever Fey Steed attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card.
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Feywild Caretaker
( 5)
Creature — Orc Wizard
(3/4)
When Feywild Caretaker enters, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
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Feywild Trickster
( 3)
Creature — Gnome Warlock
(2/2)
Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
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Fibrous Entangler
( 0)
Creature — Eldrazi Werewolf
(4/6)
Vigilance Fibrous Entangler must be blocked if able. Fibrous Entangler can block an additional creature each combat.
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Fickle Efreet
( 4)
Creature — Efreet
(5/2)
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.
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Fiddlehead Kami
( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami.
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Field Marshal
( 3)
Creature — Human Soldier
(2/2)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
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Field Surgeon
( 2)
Creature — Human Cleric
(1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
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Fiend Artisan
( 2)
Creature — Nightmare
(1/1)
Fiend Artisan gets +1/+1 for each creature card in your graveyard. , , Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
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Fiend Binder
( 4)
Creature — Human Soldier
(3/2)
Whenever Fiend Binder attacks, tap target creature defending player controls.
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Fiend Hunter
( 3)
Creature — Human Cleric
(1/3)
When Fiend Hunter enters, you may exile another target creature. When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Fiend of the Shadows
( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows.
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Fiendish Duo
( 6)
Creature — Devil
(5/5)
First strike If a source would deal damage to an opponent, it deals double that damage to that player instead.
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Fiendslayer Paladin
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Fiendslayer Paladin can't be the target of black or red spells your opponents control.
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Fierce Empath
( 3)
Creature — Elf
(1/1)
When Fierce Empath enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
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Fierce Witchstalker
( 4)
Creature — Wolf
(4/4)
Trample When Fierce Witchstalker enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Fiery Hellhound
( 3)
Creature — Elemental Dog
(2/2)
: Fiery Hellhound gets +1/+0 until end of turn.
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Filigree Angel
( 8)
Artifact Creature — Angel
(4/4)
Flying When Filigree Angel enters, you gain 3 life for each artifact you control.
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Filigree Attendant
( 4)
Artifact Creature — Homunculus
(*/3)
Flying Filigree Attendant's power is equal to the number of artifacts you control.
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Filigree Crawler
( 4)
Artifact Creature — Insect
(2/2)
When Filigree Crawler dies, create a 1/1 colorless Thopter artifact creature token with flying.
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Filigree Familiar
( 3)
Artifact Creature — Fox
(2/2)
When Filigree Familiar enters, you gain 2 life. When Filigree Familiar dies, draw a card.
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Filigree Sages
( 4)
Artifact Creature — Vedalken Wizard
(2/3)
: Untap target artifact.
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Filigree Vector
( 4)
Artifact Creature — Phyrexian Construct
(1/1)
When Filigree Vector enters, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts. , , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Filth
( 4)
Creature — Incarnation
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
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Filthy Cur
( 2)
Creature — Dog
(2/2)
Whenever Filthy Cur is dealt damage, you lose that much life.
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Final Iteration
( 0)
Creature — Eldrazi Insect
(6/5)
Flying Wizards you control get +2/+1 and have flying. Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token.
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Final-Sting Faerie
( 4)
Creature — Faerie Assassin
(2/2)
Flying When Final-Sting Faerie enters, destroy target creature that was dealt damage this turn.
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Final-Word Phantom
( 3)
Creature — Spirit Detective
(1/4)
Flash Flying During each opponent's end step, you may cast spells as though they had flash.
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Finch Formation
( 3)
Creature — Bird Scout
(2/2)
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.) Flying When this creature enters, target creature you control gains flying until end of turn.
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Finneas, Ace Archer
( 2)
Legendary Creature — Rabbit Archer
(2/2)
Vigilance, reach Whenever Finneas, Ace Archer attacks, put a +1/+1 counter on each other creature you control that's a token or a Rabbit. Then if creatures you control have total power 10 or greater, draw a card.
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Firbolg Flutist
( 6)
Creature — Giant Bard
(4/4)
Enthralling Performance — When Firbolg Flutist enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Fire Ants
( 3)
Creature — Insect
(2/1)
: Fire Ants deals 1 damage to each other creature without flying.
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Fire Bowman
( 1)
Creature — Human Soldier Archer
(1/1)
Sacrifice Fire Bowman: It deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Fire Dragon
( 9)
Creature — Dragon
(6/6)
Flying When Fire Dragon enters, it deals damage to target creature equal to the number of Mountains you control.
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Fire Drake
( 3)
Creature — Drake
(1/2)
Flying : Fire Drake gets +1/+0 until end of turn. Activate only once each turn.
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Fire Imp
( 3)
Creature — Imp
(2/1)
When Fire Imp enters, it deals 2 damage to target creature.
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Fire Juggler
( 3)
Creature — Goblin Shaman
(2/2)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Fire Servant
( 5)
Creature — Elemental
(4/3)
If a red instant or sorcery spell you control would deal damage, it deals double that damage instead.
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Fire Shrine Keeper
( 1)
Creature — Elemental
(1/1)
Menace , , Sacrifice Fire Shrine Keeper: It deals 3 damage to each of up to two target creatures.
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Fire Snake
( 5)
Creature — Snake
(3/1)
When Fire Snake dies, destroy target land.
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Fire Urchin
( 2)
Creature — Elemental
(1/3)
Trample Whenever you cast an instant or sorcery spell, Fire Urchin gets +1/+0 until end of turn.
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Fire-Belly Changeling
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Fire-Belly Changeling gets +1/+0 until end of turn. Activate no more than twice each turn.
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Fireblade Artist
( 2)
Creature — Human Shaman
(2/2)
Haste At the beginning of your upkeep, you may sacrifice a creature. When you do, Fireblade Artist deals 2 damage to target opponent or planeswalker.
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Fireblade Charger
( 1)
Creature — Goblin Warrior
(1/1)
As long as Fireblade Charger is equipped, it has haste. When Fireblade Charger dies, it deals damage equal to its power to any target.
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Firebrand Archer
( 2)
Creature — Human Archer
(2/1)
Whenever you cast a noncreature spell, Firebrand Archer deals 1 damage to each opponent.
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Firebrand Ranger
( 2)
Creature — Human Soldier Ranger
(2/1)
, : You may put a basic land card from your hand onto the battlefield.
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Firedrinker Satyr
( 1)
Creature — Satyr Shaman
(2/1)
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you. : Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
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Firefiend Elemental
( 4)
Creature — Elemental
(3/2)
Haste (This creature can attack and as soon as it comes under your control.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Firefist Adept
( 5)
Creature — Human Wizard
(3/3)
When Firefist Adept enters, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
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Firefist Striker
( 2)
Creature — Human Soldier
(2/1)
Battalion — Whenever Firefist Striker and at least two other creatures attack, target creature can't block this turn.
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Fireflux Squad
( 4)
Creature — Human Soldier
(4/3)
Haste Whenever Fireflux Squad attacks, you may exile another target attacking creature you control. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
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Firefly
( 4)
Creature — Insect
(1/1)
Flying : Firefly gets +1/+0 until end of turn.
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Fireglass Mentor
( 2)
Creature — Lizard Warlock
(2/1)
At the beginning of your second main phase, if an opponent lost life this turn, exile the top two cards of your library. Choose one of them. Until end of turn, you may play that card.
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Firehoof Cavalry
( 1)
Creature — Human Berserker
(1/1)
: Firehoof Cavalry gets +2/+0 and gains trample until end of turn.
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Firemane Avenger
( 4)
Creature — Angel
(3/3)
Flying Battalion — Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life.
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Firemane Commando
( 4)
Creature — Angel Soldier
(4/3)
Flying Whenever you attack with two or more creatures, draw a card. Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
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Firemantle Mage
( 3)
Creature — Human Shaman Ally
(2/2)
Rally — Whenever Firemantle Mage or another Ally you control enters, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Firemaw Kavu
( 6)
Creature — Kavu
(4/2)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Firemaw Kavu enters, it deals 2 damage to target creature. When Firemaw Kavu leaves the battlefield, it deals 4 damage to target creature.
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Fire-Omen Crane
( 5)
Creature — Bird Spirit
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Fire-Omen Crane attacks, it deals 1 damage to target creature an opponent controls.
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Firescreamer
( 4)
Creature — Kavu
(2/2)
: Firescreamer gets +1/+0 until end of turn.
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Fireslinger
( 2)
Creature — Human Wizard
(1/1)
: Fireslinger deals 1 damage to any target and 1 damage to you.
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Firesong and Sunspeaker
( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Firestorm Hellkite
( 6)
Creature — Dragon
(6/6)
Flying, trample 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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Firestorm Phoenix
( 6)
Creature — Phoenix
(3/2)
Flying If Firestorm Phoenix would die, return it to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in their hand and can't play it.
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Firewake Sliver
( 3)
Creature — Sliver
(1/1)
All Sliver creatures have haste. All Slivers have ", Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn."
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Firja, Judge of Valor
( 5)
Legendary Creature — Angel Cleric
(2/4)
Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Firkraag, Cunning Instigator
( 5)
Legendary Creature — Dragon
(3/3)
Flying, haste Whenever one or more Dragons you control attack an opponent, goad target creature that player controls. Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag, Cunning Instigator and you draw a card.
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Firmament Sage
( 4)
Creature — Human Wizard
(2/3)
If it's neither day nor night, it becomes day as Firmament Sage enters. Whenever day becomes night or night becomes day, draw a card.
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First Responder
( 4)
Creature — Ogre Citizen
(3/3)
Vigilance At the beginning of your end step, you may return another creature you control to its owner's hand, then put a number of +1/+1 counters equal to that creature's power on First Responder.
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First Sliver's Chosen
( 5)
Creature — Sliver
(3/3)
Sliver creatures you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
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Fissure Wizard
( 2)
Creature — Goblin Wizard
(2/1)
When Fissure Wizard enters, you may discard a card. If you do, draw a card.
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Flailing Drake
( 4)
Creature — Drake
(2/3)
Flying Whenever Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn.
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Flailing Manticore
( 4)
Creature — Manticore
(3/3)
Flying, first strike : Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Ogre
( 3)
Creature — Ogre
(3/3)
: Flailing Ogre gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Ogre gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Soldier
( 1)
Creature — Human Soldier
(2/2)
: Flailing Soldier gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Soldier gets -1/-1 until end of turn. Any player may activate this ability.
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