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Imotekh the Stormlord
( 4)
Legendary Artifact Creature — Necron
(3/3)
Phaeron — Whenever one or more artifact cards leave your graveyard, create two 2/2 black Necron Warrior artifact creature tokens. Grand Strategist — At the beginning of combat on your turn, another target artifact creature you control gets +2/+2 and gains menace until end of turn.
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Imoti, Celebrant of Bounty
( 5)
Legendary Creature — Snake Druid
(3/1)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Spells you cast with mana value 6 or greater have cascade.
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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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Impact Tremors
( 2)
Enchantment
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
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Impaler Shrike
( 4)
Creature — Phyrexian Bird
(3/1)
Flying Whenever Impaler Shrike deals combat damage to a player, you may sacrifice it. If you do, draw three cards.
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Impassioned Orator
( 2)
Creature — Human Cleric
(2/2)
Whenever another creature you control enters, you gain 1 life.
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Impatience
( 3)
Enchantment
At the beginning of each player's end step, if that player didn't cast a spell this turn, Impatience deals 2 damage to that player.
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Impatient Iguana (playtest)
( 2)
Creature — — Lizard Wizard
(2/1)
If CARDNAME is in your opening hand and you're not the starting player, you may reveal it. If you do, you become the starting player. Haste
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Impeccable Timing
( 2)
Instant
Impeccable Timing deals 3 damage to target attacking or blocking creature.
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Impede Momentum
( 2)
Sorcery
Tap target creature and put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Impelled Giant
( 6)
Creature — Giant Warrior
(3/3)
Trample Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way.
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Impending Disaster
( 2)
Enchantment
At the beginning of your upkeep, if there are seven or more lands on the battlefield, sacrifice Impending Disaster and destroy all lands.
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Impending Doom
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and attacks each combat if able. When enchanted creature dies, Impending Doom deals 3 damage to that creature's controller.
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Imperial Aerosaur
( 4)
Creature — Dinosaur
(3/3)
Flying When Imperial Aerosaur enters, another target creature you control gets +1/+1 and gains flying until end of turn.
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Imperial Blademaster
( 3)
Creature — — Human Samurai
(2/2)
Double strike Whenever a Samurai or Warrior you control attacks alone, draft a card from Imperial Blademaster's spellbook.
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Imperial Ceratops
( 5)
Creature — Dinosaur
(3/5)
Enrage — Whenever Imperial Ceratops is dealt damage, you gain 2 life.
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Imperial Edict
( 2)
Sorcery
Target opponent chooses a creature they control. Destroy that creature.
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Imperial Hellkite
( 7)
Creature — Dragon
(6/6)
Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
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Imperial Lancer
( 1)
Creature — Human Knight
(1/1)
Imperial Lancer has double strike as long as you control a Dinosaur.
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Imperial Mask
( 5)
Enchantment
When Imperial Mask enters, if it's not a token, each of your teammates creates a token that's a copy of Imperial Mask. You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Imperial Oath
( 6)
Sorcery
Create three 2/2 white Samurai creature tokens with vigilance. Scry 3.
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Imperial Recovery Unit
( 3)
Artifact — Vehicle
(3/4)
Whenever Imperial Recovery Unit attacks, return target creature or Vehicle card with mana value 2 or less from your graveyard to your hand. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Imperial Recruiter
( 3)
Creature — Human Advisor
(1/1)
When Imperial Recruiter enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
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Imperial Seal
( 1)
Sorcery
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
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Imperial Subduer
( 3)
Creature — Human Samurai
(3/2)
Whenever a Samurai or Warrior you control attacks alone, tap target creature you don't control.
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Imperiosaur
( 4)
Creature — Dinosaur
(5/5)
Spend only mana produced by basic lands to cast this spell.
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Imperious Mindbreaker
( 3)
Creature — Human Wizard
(1/4)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Imperious Mindbreaker is paired with another creature, each of those creatures has "Whenever this creature attacks, each opponent mills cards equal to its toughness."
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Imperious Oligarch
( 2)
Creature — Human Cleric
(2/1)
Vigilance Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
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Imperious Perfect
( 3)
Creature — Elf Warrior
(2/2)
Other Elves you control get +1/+1. , : Create a 1/1 green Elf Warrior creature token.
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Impervious Greatwurm
( 10)
Creature — Wurm
(16/16)
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.) Indestructible
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Impetuous Devils
( 4)
Creature — Devil
(6/1)
Trample, haste When Impetuous Devils attacks, up to one target creature defending player controls blocks it this combat if able. At the beginning of the end step, sacrifice Impetuous Devils.
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Impetuous Protege
( 3)
Creature — Human Warrior
(0/4)
Partner with Proud Mentor (When this creature enters, target player may put Proud Mentor into their hand from their library, then shuffle.) Whenever Impetuous Protege attacks, it gets +X/+0 until end of turn, where X is the greatest power among tapped creatures your opponents control.
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Impetuous Sunchaser
( 2)
Creature — Human Soldier
(1/1)
Flying, haste Impetuous Sunchaser attacks each combat if able.
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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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Implement of Ferocity
( 1)
Artifact
, Sacrifice Implement of Ferocity: Put a +1/+1 counter on target creature. Activate only as a sorcery. When Implement of Ferocity is put into a graveyard from the battlefield, draw a card.
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Implement of Improvement
( 1)
Artifact
, Sacrifice Implement of Improvement: You gain 2 life. When Implement of Improvement is put into a graveyard from the battlefield, draw a card.
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Implement of Malice
( 2)
Artifact
, Sacrifice Implement of Malice: Target player discards a card. Activate only as a sorcery. When Implement of Malice is put into a graveyard from the battlefield, draw a card.
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Implode
( 5)
Sorcery
Destroy target land. Draw a card.
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Imposing Grandeur
( 5)
Sorcery
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
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Imposing Sovereign
( 2)
Creature — Human Noble
(2/1)
Creatures your opponents control enter tapped.
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Imposing Vantasaur
( 6)
Creature — Dinosaur
(3/6)
Vigilance Cycling (, Discard this card: Draw a card.)
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Imposing Visage
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has menace. (It can't be blocked except by two or more creatures.)
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Impossible Inferno
( 5)
Instant
Impossible Inferno deals 6 damage to target creature. Delirium — If there are four or more card types among cards in your graveyard, exile the top card of your library. You may play it until the end of your next turn.
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Imposter Mech
( 2)
Artifact — Vehicle
(3/1)
You may have Imposter Mech enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types. Crew 3
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Impounding Lot-Bot
( 4)
Artifact Creature — Robot
(3/4)
When Impounding Lot-Bot enters, you may say "INCARCERATE" in a robot voice. If you do, exile another target artifact or enchantment until Impounding Lot-Bot leaves the battlefield.
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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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Improbable Alliance
( 2)
Enchantment
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying. : Draw a card, then discard a card.
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Impromptu Raid
( 4)
Enchantment
: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card onto the battlefield. That creature gains haste. Sacrifice it at the beginning of the next end step.
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Improvised Armor
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+5. Cycling (, Discard this card: Draw a card.)
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Improvised Club
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Improvised Club deals 4 damage to any target.
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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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Imp's Mischief
( 2)
Instant
Change the target of target spell with a single target. You lose life equal to that spell's mana value.
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Imps' Taunt
( 2)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature attacks this turn if able.
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Impulse
( 2)
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Impulsive Maneuvers
( 4)
Enchantment
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
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Imskir Iron-Eater
( 8)
Legendary Creature — Demon
(5/5)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) When Imskir Iron-Eater enters, you draw X cards and you lose X life, where X is half the number of artifacts you control, rounded down. , Sacrifice an artifact: Imskir deals damage equal to the sacrificed artifact's mana value to any target.
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In Bolas's Clutches
( 6)
Legendary Enchantment — Aura
Enchant permanent You control enchanted permanent. Enchanted permanent is legendary.
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In Garruk's Wake
( 9)
Sorcery
Destroy all creatures you don't control and all planeswalkers you don't control.
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In Oketra's Name
( 2)
Instant
Zombies you control get +2/+1 until end of turn. Other creatures you control get +1/+1 until end of turn.
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In Search of Greatness
( 2)
Enchantment
At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the highest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.
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In the Darkness Bind Them
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you. IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
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In the Eye of Chaos
( 3)
World Enchantment
Whenever a player casts an instant spell, counter it unless that player pays , where X is its mana value.
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In the Presence of Ages
( 3)
Instant
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
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In the Trenches
( 3)
Enchantment
Creatures you control get +1/+1. : Exile target nonland permanent you don't control until In the Trenches leaves the battlefield. Activate only as a sorcery and only once.
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In the Web of War
( 5)
Enchantment
Whenever a creature you control enters, it gets +2/+0 and gains haste until end of turn.
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In Too Deep
( 2)
Enchantment — Aura
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Enchant creature, planeswalker, or Clue Enchanted permanent is a colorless Clue artifact with ", Sacrifice this artifact: Draw a card" and loses all other abilities. (It's no longer a creature or planeswalker.)
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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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Inalla, Archmage Ritualist
( 5)
Legendary Creature — Human Wizard
(4/5)
Eminence — Whenever another nontoken Wizard you control enters, if Inalla, Archmage Ritualist is in the command zone or on the battlefield, you may pay . If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step. Tap five untapped Wizards you control: Target player loses 7 life.
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Iname as One
( 12)
Legendary Creature — Spirit
(8/8)
When Iname as One enters, 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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Iname, Death Aspect
( 6)
Legendary Creature — Spirit
(4/4)
When Iname, Death Aspect enters, you may search your library for any number of Spirit cards, put them into your graveyard, then shuffle.
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Iname, Life Aspect
( 6)
Legendary Creature — Spirit
(4/4)
When Iname, Life Aspect dies, you may exile it. If you do, return any number of target Spirit cards from your graveyard to your hand.
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Incandescent Aria
( 3)
Sorcery
Incandescent Aria deals 3 damage to each nontoken creature.
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Incandescent Soulstoke
( 3)
Creature — Elemental Shaman
(2/2)
Other Elemental creatures you control get +1/+1. , : You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
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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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Incendiary
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put a fuse counter on Incendiary. When enchanted creature dies, Incendiary deals X damage to any target, where X is the number of fuse counters on Incendiary.
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Incendiary Command
( 5)
Sorcery
Choose two — • Incendiary Command deals 4 damage to target player or planeswalker. • Incendiary Command deals 2 damage to each creature. • Destroy target nonbasic land. • Each player discards all the cards in their hand, then draws that many cards.
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Incendiary Flow
( 2)
Sorcery
Incendiary Flow deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Incendiary Oracle
( 2)
Creature — Human Shaman
(2/2)
: Incendiary Oracle gets +1/+0 until end of turn. If a creature dealt damage by Incendiary Oracle this turn would die, exile it instead.
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Incendiary Sabotage
( 4)
Instant
As an additional cost to cast this spell, sacrifice an artifact. Incendiary Sabotage deals 3 damage to each creature.
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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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Incinerate
( 2)
Instant
Incinerate deals 3 damage to any target. A creature dealt damage this way can't be regenerated this turn.
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Incinerating Blast
( 5)
Sorcery
Incinerating Blast deals 6 damage to target creature. You may discard a card. If you do, draw a card.
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Incinerator of the Guilty
( 6)
Creature — Dragon
(6/6)
Flying, trample Whenever Incinerator of the Guilty deals combat damage to a player, you may collect evidence X. When you do, Incinerator of the Guilty deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
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Incisor Glider
( 2)
Artifact Creature — Phyrexian Construct
(1/3)
Flying Corrupted — Whenever Incisor Glider attacks, if an opponent has three or more poison counters, creatures you control get +1/+1 until end of turn.
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Incite
( 1)
Instant
Target creature becomes red until end of turn and attacks this turn if able.
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Incite Hysteria
( 3)
Sorcery
Radiance — Until end of turn, target creature and each other creature that shares a color with it gain "This creature can't block."
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Incite Insight
( 2)
Sorcery
Assemble X Contraptions. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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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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Incite War
( 3)
Instant
Choose one — • Creatures target player controls attack this turn if able. • Creatures you control gain first strike until end of turn. Entwine (Choose both if you pay the entwine cost.)
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