|
Iceberg
( 2)
Enchantment
Iceberg enters with X ice counters on it. : Put an ice counter on Iceberg. Remove an ice counter from Iceberg: Add .
|
|
|
Icequake
( 3)
Sorcery
Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land's controller.
|
|
|
Ichneumon Druid
( 3)
Creature — Human Druid
(1/1)
Whenever an opponent casts an instant spell other than the first instant spell that player casts each turn, Ichneumon Druid deals 4 damage to that player.
|
|
|
Ichor Explosion
( 7)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. All creatures get -X/-X until end of turn, where X is the sacrificed creature's power.
|
|
|
Ichor Rats
( 3)
Creature — Phyrexian Rat
(2/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Ichor Rats enters, each player gets a poison counter.
|
|
|
Ichor Slick
( 3)
Sorcery
Target creature gets -3/-3 until end of turn. Cycling (, Discard this card: Draw a card.) Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
|
|
|
Ichor Wellspring
( 2)
Artifact
When Ichor Wellspring enters or is put into a graveyard from the battlefield, draw a card.
|
|
|
Ichorclaw Myr
( 2)
Artifact Creature — Phyrexian Myr
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Ichorclaw Myr becomes blocked, it gets +2/+2 until end of turn.
|
|
|
Ichorid
( 4)
Creature — Horror
(3/1)
Haste At the beginning of the end step, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may exile a black creature card other than Ichorid from your graveyard. If you do, return Ichorid to the battlefield.
|
|
|
Icy Prison
( 2)
Enchantment
When Icy Prison enters, exile target creature. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays . When Icy Prison leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|
|
|
Ideas Unbound
( 2)
Sorcery — Arcane
Draw three cards. Discard three cards at the beginning of the next end step.
|
|
|
Idle Thoughts
( 4)
Enchantment
: Draw a card if you have no cards in hand.
|
|
|
Idyllic Tutor
( 3)
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
|
|
|
Ifh-Bíff Efreet
( 4)
Creature — Efreet
(3/3)
Flying : Ifh-Bíff Efreet deals 1 damage to each creature with flying and each player. Any player may activate this ability.
|
|
|
Igneous Golem
( 5)
Artifact Creature — Golem
(3/4)
: Igneous Golem gains trample until end of turn.
|
|
|
Igneous Pouncer
( 6)
Creature — Elemental
(5/1)
Haste Swampcycling , mountaincycling (, Discard this card: Search your library for a Swamp or Mountain card, reveal it, put it into your hand, then shuffle.)
|
|
|
Ignite Disorder
( 2)
Instant
Ignite Disorder deals 3 damage divided as you choose among one, two, or three target white and/or blue creatures.
|
|
|
Ignite Memories
( 5)
Sorcery
Target player reveals a card at random from their hand. Ignite Memories deals damage to that player equal to that card's mana value. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
|
|
|
Ignition Team
( 7)
Creature — Goblin Warrior
(0/0)
Ignition Team enters 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.
|
|
|
Ignoble Soldier
( 3)
Creature — Human Soldier
(3/1)
Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.
|
|
|
Ignorant Bliss
( 2)
Instant
Exile all cards from your hand face down. At the beginning of the next end step, return those cards to your hand, then draw a card.
|
|
|
Iizuka the Ruthless
( 5)
Legendary Creature — Human Samurai
(3/3)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) , Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn.
|
|
|
Ikiral Outrider
( 2)
Creature — Human Soldier
(1/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/6 Vigilance LEVEL 4+ 3/10 Vigilance
|
|
|
Ill-Gotten Gains
( 4)
Sorcery
Exile Ill-Gotten Gains. Each player discards their hand, then returns up to three cards from their graveyard to their hand.
|
|
|
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>
|
|
|
Ill-Tempered Cyclops
( 4)
Creature — Cyclops
(3/3)
Trample : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
|
|
|
Illuminated Folio
( 5)
Artifact
, , Reveal two cards from your hand that share a color: Draw a card.
|
|
|
Illuminated Wings
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. , Sacrifice Illuminated Wings: Draw a card.
|
|
|
Illumination
( 2)
Instant
Counter target artifact or enchantment spell. Its controller gains life equal to its mana value.
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
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.)
|
|
|
Illusionary Servant
( 3)
Creature — Illusion
(3/4)
Flying When Illusionary Servant becomes the target of a spell or ability, sacrifice it.
|
|
|
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, choose two basic land types. Basic lands of the first chosen type are the second chosen type.
|
|
|
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.)
|
|
|
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
|
|
|
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.
|
|
|
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, you gain 20 life. When Illusions of Grandeur leaves the battlefield, you lose 20 life.
|
|
|
Illusory Angel
( 3)
Creature — Angel Illusion
(4/4)
Cast this spell only if you've cast another spell this turn. Flying
|
|
|
Illusory Demon
( 3)
Creature — Demon Illusion
(4/3)
Flying When you cast a spell, sacrifice Illusory Demon.
|
|
|
I'm Rubber, You're Glue
( 2)
Enchantment
When you speak in non-rhyming sentences, sacrifice I'm Rubber, You're Glue. Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Change the target of target spell or ability that targets only you.
|
|
|
Imagecrafter
( 1)
Creature — Human Wizard
(1/1)
: Choose a creature type other than Wall. Target creature becomes that type until end of turn.
|
|
|
Imaginary Pet
( 2)
Creature — Illusion
(4/4)
At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand.
|
|
|
Imi Statue
( 3)
Artifact
Players can't untap more than one artifact during their untap steps.
|
|
|
Immaculate Magistrate
( 4)
Creature — Elf Shaman
(2/2)
: Put a +1/+1 counter on target creature for each Elf you control.
|
|
|
Immerwolf
( 3)
Creature — Wolf
(2/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Each other creature you control that's a Wolf or a Werewolf gets +1/+1. Non-Human Werewolves you control can't transform.
|
|
|
Immobilizing Ink
( 2)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has ", Discard a card: Untap this creature."
|
|
|
Immolation
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/-2.
|
|
|
Immortal Coil
( 4)
Artifact
, Exile two cards from your graveyard: Draw a card. If damage would be dealt to you, prevent that damage. Exile a card from your graveyard for each 1 damage prevented this way. When there are no cards in your graveyard, you lose the game.
|
|
|
Immortal Servitude
( 3)
Sorcery
Return each creature card with mana value X from your graveyard to the battlefield.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
Imperial Edict
( 2)
Sorcery
Target opponent chooses a creature they control. Destroy that creature.
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
Imperial Seal
( 1)
Sorcery
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
|
|
|
Imperiosaur
( 4)
Creature — Dinosaur
(5/5)
Spend only mana produced by basic lands to cast this spell.
|
|
|
Imperious Perfect
( 3)
Creature — Elf Warrior
(2/2)
Other Elves you control get +1/+1. , : Create a 1/1 green Elf Warrior creature token.
|
|
|
Impetuous Sunchaser
( 2)
Creature — Human Soldier
(1/1)
Flying, haste Impetuous Sunchaser attacks each combat if able.
|
|
|
Implode
( 5)
Sorcery
Destroy target land. Draw a card.
|
|
|
Imposing Sovereign
( 2)
Creature — Human Noble
(2/1)
Creatures your opponents control enter tapped.
|
|
|
Imposing Visage
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has menace. (It can't be blocked except by two or more creatures.)
|
|
|
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.
|
|
|
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.
|
|
|
Improvised Armor
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+5. Cycling (, Discard this card: Draw a card.)
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
In the Web of War
( 5)
Enchantment
Whenever a creature you control enters, it gets +2/+0 and gains haste until end of turn.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
Incinerate
( 2)
Instant
Incinerate deals 3 damage to any target. A creature dealt damage this way can't be regenerated this turn.
|
|
|
Incite
( 1)
Instant
Target creature becomes red until end of turn and attacks this turn if able.
|
|
|
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."
|
|
|
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.)
|
|
|
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.)
|
|
|
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.)
|
|
|