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Fistful of Force
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (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 converted mana cost.)
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Fists of Flame
  ( 2)
Instant
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn.
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Fists of Ironwood
  ( 2)
Enchantment — Aura
Enchant creature When Fists of Ironwood enters the battlefield, create two 1/1 green Saproling creature tokens. Enchanted creature has trample.
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Fists of the Demigod
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) As long as enchanted creature is red, it gets +1/+1 and has first strike.
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Fit of Rage
  ( 2)
Sorcery
Target creature gets +3/+3 and gains first strike until end of turn.
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Flagstones of Trokair
( 0)
Legendary Land
: Add .
When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
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Flames of the Blood Hand
  ( 3)
Instant
Flames of the Blood Hand deals 4 damage to target player or planeswalker. The damage can't be prevented. If that player would gain life this turn, that player gains no life instead.
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Flames of the Firebrand
  ( 3)
Sorcery
Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three targets.
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Flames of the Raze-Boar
  ( 6)
Instant
Flames of the Raze-Boar deals 4 damage to target creature an opponent controls. Then Flames of the Raze-Boar deals 2 damage to each other creature that player controls if you control a creature with power 4 or greater.
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Flash of Defiance
  ( 2)
Sorcery
Green creatures and white creatures can't block this turn. Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Flash of Insight
   ( 2)
Instant
Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Flashback— , Exile X blue cards from your graveyard. (You may cast this card from your graveyard for its flashback cost, then exile it. You can't exile Flash of Insight to pay for its own flashback cost.)
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Flayer of the Hatebound
  ( 6)
Creature — Devil
(4/2)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) Whenever Flayer of the Hatebound or another creature enters the battlefield from your graveyard, that creature deals damage equal to its power to any target.
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Flicker of Fate
  ( 2)
Instant
Exile target creature or enchantment, then return it to the battlefield under its owner's control.
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Flight of Equenauts
  ( 8)
Creature — Human Knight
(4/5)
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.) Flying
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Flight of Fancy
  ( 4)
Enchantment — Aura
Enchant creature When Flight of Fancy enters the battlefield, draw two cards. Enchanted creature has flying.
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Flinthoof Boar
  ( 2)
Creature — Boar
(2/2)
Flinthoof Boar gets +1/+1 as long as you control a Mountain. : Flinthoof Boar gains haste until end of turn. (It can attack and this turn.)
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Flock of Rabid Sheep
   ( 2)
Sorcery
Flip X coins. For each flip you win, create a 2/2 green Sheep creature token named Rabid Sheep.
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Flood of Recollection
  ( 2)
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
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Flood of Tears
   ( 6)
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
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Flow of Ideas
  ( 6)
Sorcery
Draw a card for each Island you control.
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Flow of Maggots
  ( 3)
Creature — Insect
(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.) Flow of Maggots can't be blocked by non-Wall creatures.
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Flurry of Horns
  ( 5)
Sorcery
Create two 2/3 red Minotaur creature tokens with haste.
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Flurry of Wings
   ( 3)
Instant
Create X 1/1 white Bird Soldier creature tokens with flying, where X is the number of attacking creatures.
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Fog of Gnats
  ( 2)
Creature — Insect
(1/1)
Flying : Regenerate Fog of Gnats.
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Folk of An-Havva
 ( 1)
Creature — Human
(1/1)
Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.
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Folk of the Pines
  ( 5)
Creature — Dryad
(2/5)
 : Folk of the Pines gets +1/+0 until end of turn.
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Font of Agonies
 ( 1)
Enchantment
Whenever you pay life, put that many blood counters on Font of Agonies.  , Remove four blood counters from Font of Agonies: Destroy target creature.
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Font of Fertility
 ( 1)
Enchantment
 , Sacrifice Font of Fertility: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
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Font of Ire
  ( 2)
Enchantment
 , Sacrifice Font of Ire: It deals 5 damage to target player or planeswalker.
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Font of Mythos
 ( 4)
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
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Font of Return
  ( 2)
Enchantment
 , Sacrifice Font of Return: Return up to three target creature cards from your graveyard to your hand.
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Font of Vigor
  ( 2)
Enchantment
 , Sacrifice Font of Vigor: You gain 7 life.
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Footsteps of the Goryo
  ( 3)
Sorcery — Arcane
Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step.
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Force of Despair
   ( 3)
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered the battlefield this turn.
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Force of Negation
   ( 3)
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Force of Rage
   ( 3)
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
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Force of Vigor
   ( 4)
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.
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Force of Virtue
   ( 4)
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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Force of Will
   ( 5)
Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.
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Forerunner of Slaughter
  ( 2)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) : Target colorless creature gains haste until end of turn.
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Forerunner of the Coalition
  ( 3)
Creature — Human Pirate
(2/2)
When Forerunner of the Coalition enters the battlefield, you may search your library for a Pirate card, reveal it, then shuffle your library and put that card on top of it. Whenever another Pirate enters the battlefield under your control, each opponent loses 1 life.
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Forerunner of the Empire
  ( 4)
Creature — Human Soldier
(1/3)
When Forerunner of the Empire enters the battlefield, you may search your library for a Dinosaur card, reveal it, then shuffle your library and put that card on top of it. Whenever a Dinosaur enters the battlefield under your control, you may have Forerunner of the Empire deal 1 damage to each creature.
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Forerunner of the Heralds
  ( 4)
Creature — Merfolk Scout
(3/2)
When Forerunner of the Heralds enters the battlefield, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it. Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on Forerunner of the Heralds.
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Forerunner of the Legion
  ( 3)
Creature — Vampire Knight
(2/2)
When Forerunner of the Legion enters the battlefield, you may search your library for a Vampire card, reveal it, then shuffle your library and put that card on top of it. Whenever another Vampire enters the battlefield under your control, target creature gets +1/+1 until end of turn.
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Forge of Heroes
( 0)
Land
: Add .
: Choose target commander that entered the battlefield this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
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Form of the Dinosaur
   ( 6)
Enchantment
When Form of the Dinosaur enters the battlefield, your life total becomes 15. At the beginning of your upkeep, Form of the Dinosaur deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.
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Form of the Dragon
    ( 7)
Enchantment
At the beginning of your upkeep, Form of the Dragon deals 5 damage to any target. At the beginning of each end step, your life total becomes 5. Creatures without flying can't attack you.
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Form of the Mulldrifter
  ( 5)
Tribal Enchantment — — Elemental
When CARDNAME enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. <i>(You can still evoke this way. They're Mulldrifters.)</i>
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Form of the Squirrel
 ( 1)
Enchantment
As Form of the Squirrel enters the battlefield, create a 1/1 green Squirrel creature token. You lose the game when that creature leaves the battlefield. Creatures can't attack you. You have shroud. You can't cast spells.
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Fountain of Cho
( 0)
Land
Fountain of Cho enters the battlefield tapped. : Put a storage counter on Fountain of Cho.
, Remove any number of storage counters from Fountain of Cho: Add for each storage counter removed this way.
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Fountain of Ichor
 ( 3)
Artifact
: Add one mana of any color.
: Fountain of Ichor becomes a 3/3 Dinosaur artifact creature until end of turn.
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Fountain of Renewal
 ( 1)
Artifact
At the beginning of your upkeep, you gain 1 life. , Sacrifice Fountain of Renewal: Draw a card.
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Frenemy of the Guildpact
  ( 2)
Creature — — Spirit
(3/2)
Protection from enemy-colored multicolored. <i>(This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything that's two enemy colors, such as blue and green.)</i>
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Fruit of the First Tree
  ( 4)
Enchantment — Aura
Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
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Fruit of Tizerus
 ( 1)
Sorcery
Target player loses 2 life. Escape— , Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Furnace of Rath
    ( 4)
Enchantment
If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Furor of the Bitten
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and attacks each combat if able.
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Fury of the Horde
   ( 7)
Sorcery
You may exile two red cards from your hand rather than pay this spell's mana cost. Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Gallia of the Endless Dance
  ( 2)
Legendary Creature — Satyr
(2/2)
Haste Other Satyrs you control get +1/+1 and have haste. Whenever you attack with three or more creatures, you may discard a card at random. If you do, draw two cards.
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Game of Chaos
   ( 3)
Sorcery
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.
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Gang of Devils
  ( 6)
Creature — Devil
(3/3)
When Gang of Devils dies, it deals 3 damage divided as you choose among one, two, or three targets.
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Gang of Elk
  ( 6)
Creature — Elk Beast
(5/4)
Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.
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Garruk, Caller of Beasts
   ( 6)
Legendary Planeswalker — Garruk
(4)
+1: Reveal the top five cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. −3: You may put a green creature card from your hand onto the battlefield. −7: You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle your library."
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Gatekeeper of Malakir
  ( 2)
Creature — Vampire Warrior
(2/2)
Kicker (You may pay an additional as you cast this spell.) When Gatekeeper of Malakir enters the battlefield, if it was kicked, target player sacrifices a creature.
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Gatherer of Graces
  ( 2)
Creature — Human Druid
(1/2)
Gatherer of Graces gets +1/+1 for each Aura attached to it. Sacrifice an Aura: Regenerate Gatherer of Graces.
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Gauntlet of Might
 ( 4)
Artifact
Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional .
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Gauntlet of Power
 ( 5)
Artifact
As Gauntlet of Power enters the battlefield, choose a color. Creatures of the chosen color get +1/+1. Whenever a basic land is tapped for mana of the chosen color, its controller adds an additional one mana of that color.
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Gauntlets of Chaos
 ( 5)
Artifact
, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land you control and target permanent an opponent controls that shares one of those types with it. If those permanents are exchanged this way, destroy all Auras attached to them.
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Gauntlets of Light
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Enchanted creature has " : Untap this creature."
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Gaze of Adamaro
   ( 4)
Instant — Arcane
Gaze of Adamaro deals damage to target player equal to the number of cards in that player's hand.
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Gaze of Granite
    ( 3)
Sorcery
Destroy each nonland permanent with converted mana cost X or less.
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Gaze of Justice
 ( 1)
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control. Exile target creature. Flashback  (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Gaze of Pain
  ( 2)
Sorcery
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn.
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Gaze of the Gorgon
  ( 4)
Instant
( can be paid with either or .) Regenerate target creature. At this turn's next end of combat, destroy all creatures that blocked or were blocked by it this turn.
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Geist of Saint Traft
   ( 3)
Legendary Creature — Spirit Cleric
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
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Geist of the Archives
  ( 3)
Creature — Spirit
(0/4)
Defender At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Geist of the Lonely Vigil
  ( 2)
Creature — Spirit Cleric
(2/3)
Defender, flying Delirium — Geist of the Lonely Vigil can attack as though it didn't have defender as long as there are four or more card types among cards in your graveyard.
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Gem of Becoming
 ( 3)
Artifact
, , Sacrifice Gem of Becoming: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards and put them into your hand. Then shuffle your library.
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General Kudro of Drannith
   ( 3)
Legendary Creature — Human Soldier
(3/3)
Other Humans you control get +1/+1. Whenever General Kudro of Drannith or another Human enters the battlefield under your control, exile target card from an opponent's graveyard. , Sacrifice two Humans: Destroy target creature with power 4 or greater.
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Genju of the Cedars
 ( 1)
Enchantment — Aura
Enchant Forest : Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.
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Genju of the Falls
 ( 1)
Enchantment — Aura
Enchant Island : Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.
When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.
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Genju of the Fens
 ( 1)
Enchantment — Aura
Enchant Swamp : Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with " : This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
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Genju of the Fields
 ( 1)
Enchantment — Aura
Enchant Plains : Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land.
When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.
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Genju of the Realm
     ( 5)
Legendary Enchantment — Aura
Enchant land : Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
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Genju of the Spires
 ( 1)
Enchantment — Aura
Enchant Mountain : Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.
When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.
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Geth, Lord of the Vault
   ( 6)
Legendary Creature — Zombie
(5/5)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)  : Put target artifact or creature card with converted mana cost X from an opponent's graveyard onto the battlefield under your control tapped. Then that player mills X cards.
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Ghastlord of Fugue
     ( 5)
Creature — Spirit Avatar
(4/4)
Ghastlord of Fugue can't be blocked. Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals their hand. You choose a card from it. That player exiles that card.
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Ghave, Guru of Spores
    ( 5)
Legendary Creature — Fungus Shaman
(0/0)
Ghave, Guru of Spores enters the battlefield with five +1/+1 counters on it. , Remove a +1/+1 counter from a creature you control: Create a 1/1 green Saproling creature token.
, Sacrifice a creature: Put a +1/+1 counter on target creature.
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Ghost Council of Orzhova
    ( 4)
Legendary Creature — Spirit
(4/4)
When Ghost Council of Orzhova enters the battlefield, target opponent loses 1 life and you gain 1 life. , Sacrifice a creature: Exile Ghost Council of Orzhova. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Ghost of Ramirez DePietro
  ( 3)
Legendary Creature — Spirit Pirate
(2/3)
Ghost of Ramirez DePietro can't be blocked by creatures with toughness 3 or greater. Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner's hand. Partner (You can have two commanders if both have partner.)
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