|
Fabricate
( 3)
Sorcery
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
|
|
|
Face of Divinity
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
|
|
|
Face of Fear
( 6)
Creature — Horror
(3/4)
, Discard a card: Face of Fear gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
|
|
|
Face to Face
( 2)
Sorcery
You and target opponent play a best two-out-of-three Rock, Paper, Scissors match. If you win, Face to Face deals 5 damage to that player.
|
|
|
Faceless Agent
( 3)
Creature — — Shapeshifter
(2/1)
Changeling When Faceless Agent enters the battlefield, seek a creature card of the most prevalent creature type in your library. (To seek a card, put one at random from your library into your hand.)
|
|
|
Faceless Butcher
( 4)
Creature — Nightmare Horror
(2/3)
When Faceless Butcher enters, exile another target creature. When Faceless Butcher leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|
|
|
Faceless Devourer
( 3)
Creature — Nightmare Horror
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) When Faceless Devourer enters, exile another target creature with shadow. When Faceless Devourer leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|
|
|
Faceless One
( 5)
Legendary Enchantment Creature — Background
(3/3)
If Faceless One is your commander, choose a color before the game begins. Faceless One is the chosen color. Choose a Background (You can have a Background as a second commander.)
|
|
|
Faces of the Past
( 3)
Enchantment
Whenever a creature dies, tap all untapped creatures that share a creature type with it or untap all tapped creatures that share a creature type with it.
|
|
|
Facet Reader
( 2)
Creature — Human Wizard
(1/2)
, : Draw a card, then discard a card.
|
|
|
Facevaulter
( 1)
Creature — Goblin Warrior
(1/1)
, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn.
|
|
|
Fact or Fiction
( 4)
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
|
|
|
Fade Away
( 3)
Sorcery
For each creature, its controller sacrifices a permanent of their choice unless they pay .
|
|
|
Fade from History
( 4)
Sorcery
Each player who controls an artifact or enchantment creates a 2/2 green Bear creature token. Then destroy all artifacts and enchantments.
|
|
|
Fade from Memory
( 1)
Instant
Exile target card from a graveyard. Cycling (, Discard this card: Draw a card.)
|
|
|
Fading Hope
( 1)
Instant
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
|
|
|
Fae Flight
( 2)
Enchantment — Aura
Flash Enchant creature When Fae Flight enters, enchanted creature gains hexproof until end of turn. Enchanted creature gets +1/+0 and has flying.
|
|
|
Fae of Wishes
( 2)
Creature — Faerie Wizard
(1/4)
Flying , Discard two cards: Return Fae of Wishes to its owner's hand.
|
|
|
Fae Offering
( 3)
Enchantment
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
|
|
|
Faebloom Trick
( 3)
Instant
Create two 1/1 blue Faerie creature tokens with flying. When you do, tap target creature an opponent controls.
|
|
|
Faeburrow Elder
( 3)
Creature — Treefolk Druid
(0/0)
Vigilance Faeburrow Elder gets +1/+1 for each color among permanents you control. : For each color among permanents you control, add one mana of that color.
|
|
|
Faerie Aerie
( 0)
Artifact — Contraption
Whenever you crank Faerie Aerie, create two 1/1 blue Faerie Spy creature tokens with flying, haste, and "Whenever this creature deals combat damage to a player, draw a card." Exile them at the beginning of the next end step.
|
|
|
Faerie Artisans
( 4)
Creature — Faerie Artificer
(2/2)
Flying Whenever a nontoken creature an opponent controls enters, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with Faerie Artisans.
|
|
|
Faerie Bladecrafter
( 3)
Creature — Faerie Rogue
(2/2)
Flying Whenever one or more Faeries you control deal combat damage to a player, put a +1/+1 counter on Faerie Bladecrafter. When Faerie Bladecrafter dies, each opponent loses X life and you gain X life, where X is its power.
|
|
|
Faerie Conclave
( 0)
Land
Faerie Conclave enters tapped. : Add . : Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
|
|
|
Faerie Dreamthief
( 1)
Creature — Faerie Warlock
(1/1)
Flying When Faerie Dreamthief enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) , Exile Faerie Dreamthief from your graveyard: You draw a card and you lose 1 life.
|
|
|
Faerie Duelist
( 2)
Creature — Faerie Rogue
(1/2)
Flash Flying When Faerie Duelist enters, target creature an opponent controls gets -2/-0 until end of turn.
|
|
|
Faerie Fencing
( 1)
Instant
Target creature gets -X/-X until end of turn. That creature gets an additional -3/-3 until end of turn if you controlled a Faerie as you cast this spell.
|
|
|
Faerie Formation
( 5)
Creature — Faerie
(5/4)
Flying : Create a 1/1 blue Faerie creature token with flying. Draw a card.
|
|
|
Faerie Harbinger
( 4)
Creature — Faerie Wizard
(2/2)
Flash Flying When Faerie Harbinger enters, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
|
|
|
Faerie Impostor
( 1)
Creature — Faerie Rogue
(2/1)
Flying When Faerie Impostor enters, sacrifice it unless you return another creature you control to its owner's hand.
|
|
|
Faerie Invaders
( 5)
Creature — Faerie Rogue
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
|
|
|
Faerie Macabre
( 3)
Creature — Faerie Rogue
(2/2)
Flying Discard Faerie Macabre: Exile up to two target cards from graveyards.
|
|
|
Faerie Mastermind
( 2)
Creature — Faerie Rogue
(2/1)
Flash Flying Whenever an opponent draws their second card each turn, you draw a card. : Each player draws a card.
|
|
|
Faerie Mechanist
( 4)
Artifact Creature — Faerie Artificer
(2/2)
Flying When Faerie Mechanist enters, look at the top three 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 any order.
|
|
|
Faerie Miscreant
( 1)
Creature — Faerie Rogue
(1/1)
Flying When Faerie Miscreant enters, if you control another creature named Faerie Miscreant, draw a card.
|
|
|
Faerie Noble
( 3)
Creature — Faerie Noble
(1/2)
Flying Other Faerie creatures you control get +0/+1. : Other Faerie creatures you control get +1/+0 until end of turn.
|
|
|
Faerie Seer
( 1)
Creature — Faerie Wizard
(1/1)
Flying When Faerie Seer enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
|
|
|
Faerie Slumber Party
( 6)
Sorcery
Return all creatures to their owners' hands. For each opponent who controlled a creature returned this way, you create two 1/1 blue Faerie creature tokens with flying and "This creature can block only creatures with flying."
|
|
|
Faerie Swarm
( 4)
Creature — Faerie
(*/*)
Flying Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
|
|
|
Faerie Tauntings
( 3)
Kindred Enchantment — Faerie
Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
|
|
|
Faerie Trickery
( 3)
Kindred Instant — Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
|
|
|
Faerie Vandal
( 2)
Creature — Faerie Rogue
(1/2)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
|
|
|
Failed Conversion
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-4. When enchanted creature dies, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
|
|
|
Failed Fording
( 2)
Instant
Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
|
|
|
Failed Inspection
( 4)
Instant
Counter target spell. Draw a card, then discard a card.
|
|
|
Fain, the Broker
( 3)
Legendary Creature — Human Warlock
(3/3)
, Sacrifice a creature: Put two +1/+1 counters on target creature. , Remove a counter from a creature you control: Create a Treasure token. , Sacrifice an artifact: Create a 2/1 white and black Inkling creature token with flying. : Untap Fain, the Broker.
|
|
|
Fairgrounds Patrol
( 2)
Creature — Human Soldier
(2/1)
, Exile Fairgrounds Patrol from your graveyard: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
|
|
|
Fairgrounds Trumpeter
( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on Fairgrounds Trumpeter.
|
|
|
Fairgrounds Warden
( 3)
Creature — Dwarf Soldier
(1/3)
When Fairgrounds Warden enters, exile target creature an opponent controls until Fairgrounds Warden leaves the battlefield.
|
|
|
Faith Healer
( 2)
Creature — Human Cleric
(1/1)
Sacrifice an enchantment: You gain life equal to the sacrificed enchantment's mana value.
|
|
|
Faith of the Devoted
( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, each opponent loses 2 life and you gain 2 life.
|
|
|
Faith Unbroken
( 4)
Enchantment — Aura
Enchant creature you control When Faith Unbroken enters, exile target creature an opponent controls until Faith Unbroken leaves the battlefield. Enchanted creature gets +2/+2.
|
|
|
Faithbearer Paladin
( 5)
Creature — Human Knight
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
|
|
|
Faithbound Judge
( 3)
Creature — Spirit Soldier
(4/4)
Defender, flying, vigilance At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it. As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender. Disturb
|
|
|
Faithful Disciple
( 2)
Creature — — Human Cleric
(2/2)
Vigilance When Faithful Disciple dies, draft a card from Faithful Disciple's spellbook.
|
|
|
Faithful Mending
( 2)
Instant
You gain 2 life, draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Faithful Squire
( 3)
Creature — Human Soldier
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At the beginning of the end step, if there are two or more ki counters on Faithful Squire, you may flip it.
|
|
|
Faithful Watchdog
( 2)
Creature — Dog
(0/0)
Vigilance Faithful Watchdog enters with three +1/+1 counters on it.
|
|
|
Faithless Looting
( 1)
Sorcery
Draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Faithless Salvaging
( 2)
Instant
Discard a card, then draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
|
|
|
Faith's Fetters
( 4)
Enchantment — Aura
Enchant permanent When Faith's Fetters enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
|
|
|
Faith's Reward
( 4)
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
|
|
|
Faith's Shield
( 1)
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
|
|
|
Fake Your Own Death
( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
|
|
|
Falco Spara, Pactweaver
( 4)
Legendary Creature — Bird Demon
(3/3)
Flying, trample Falco Spara, Pactweaver enters with a shield counter on it. You may look at the top card of your library any time. You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
|
|
|
Falcon Abomination
( 3)
Creature — Zombie Bird
(2/2)
Flying When Falcon Abomination enters, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
|
|
|
Falconer Adept
( 4)
Creature — Human Soldier
(2/3)
Whenever Falconer Adept attacks, create a 1/1 white Bird creature token with flying that's tapped and attacking.
|
|
|
Faldorn, Dread Wolf Herald
( 3)
Legendary Creature — Human Druid
(3/3)
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token. , , Discard a card: Exile the top card of your library. You may play it this turn.
|
|
|
Falkenrath Aristocrat
( 4)
Creature — Vampire Noble
(4/1)
Flying, haste Sacrifice a creature: Falkenrath Aristocrat gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Aristocrat.
|
|
|
Falkenrath Celebrants
( 5)
Creature — Vampire
(4/4)
Menace (This creature can't be blocked except by two or more creatures.) When Falkenrath Celebrants enters, create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this artifact: Draw a card.")
|
|
|
Falkenrath Exterminator
( 2)
Creature — Vampire Archer
(1/1)
Whenever Falkenrath Exterminator deals combat damage to a player, put a +1/+1 counter on it. : Falkenrath Exterminator deals damage to target creature equal to the number of +1/+1 counters on Falkenrath Exterminator.
|
|
|
Falkenrath Forebear
( 3)
Creature — Vampire
(3/1)
Flying Falkenrath Forebear can't block. Whenever Falkenrath Forebear deals combat damage to a player, create a Blood token. , Sacrifice two Blood tokens: Return Falkenrath Forebear from your graveyard to the battlefield.
|
|
|
Falkenrath Gorger
( 1)
Creature — Vampire Berserker
(2/1)
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
|
|
|
Falkenrath Marauders
( 5)
Creature — Vampire Warrior
(2/2)
Flying Haste (This creature can attack and as soon as it comes under your control.) Whenever Falkenrath Marauders deals combat damage to a player, put two +1/+1 counters on it.
|
|
|
Falkenrath Noble
( 4)
Creature — Vampire Noble
(2/2)
Flying Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life.
|
|
|
Falkenrath Perforator
( 2)
Creature — Vampire
(2/1)
Whenever Falkenrath Perforator attacks, it deals 1 damage to defending player.
|
|
|
Falkenrath Pit Fighter
( 1)
Creature — Vampire Warrior
(2/1)
, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
|
|
|
Falkenrath Torturer
( 3)
Creature — Vampire
(2/1)
Sacrifice a creature: Falkenrath Torturer gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Torturer.
|
|
|
Rise // Fall (Fall)
( 2)
Sorcery
Target player reveals two cards at random from their hand, then discards each nonland card revealed this way.
|
|
|
Fall from Favor
( 3)
Enchantment — Aura
Enchant creature When Fall from Favor enters, tap enchanted creature and you become the monarch. Enchanted creature doesn't untap during its controller's untap step unless that player is the monarch.
|
|
|
Fall of Cair Andros
( 3)
Enchantment
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) : Fall of Cair Andros deals 7 damage to target creature.
|
|
|
Fall of Gil-galad
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Put two +1/+1 counters on target creature you control. III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
|
|
|
Fall of the First Civilization
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
|
|
|
Fall of the Hammer
( 2)
Instant
Target creature you control deals damage equal to its power to another target creature.
|
|
|
Fall of the Impostor
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
|
|
|
Fall of the Thran
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
|
|
|
Fall of the Titans
( 1)
Instant
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Fall of the Titans deals X damage to each of up to two targets.
|
|
|
Fallaji Archaeologist
( 2)
Creature — Human Scout
(0/3)
When Fallaji Archaeologist enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Fallaji Archaeologist. (To mill a card, put the top card of your library into your graveyard.)
|
|
|