14928 cards found
Talks in Hidden Hollows

Talks in Hidden Hollows {2}{U}

Instant
Bleed—{B}, Pay 2 life. (You may cast this spell for its bleed cost if an opponent has lost life this turn.)
Draw two cards, then discard a card.
“Give us no reason to doubt your loyalty, and you will rule Daeland.”
—Lady Genvieve to Duke Hoff
  • A Tourney at Whiterun
Tamed Jaguar

Tamed Jaguar {R}{R}

Creature - Cat
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
It never really loses its ferocity. At best, it gets a little picky in who to hurt.
2/2
  • Pyramids of Atuum
Tammil and Sulei, the Guides

Tammil and Sulei, the Guides {1}{B}{G}

Legendary Creature - Spirit
Trample
{3}{B}{G}, Discard two cards: Return Tammil and Sulei, the Guides and another target creature card from your graveyard to the battlefield tapped.
“We will take you where you need to be.”
3/2
  • Mious
Tearful Reunion

Tearful Reunion {5}{W}{W}

Sorcery
Return two target creature cards from your graveyard to the battlefield. Shuffle Tearful Reunion into its owner's library.
In every victory, there is loss. In every tragedy, hope.
Technique of Hao'Tai

Technique of Hao'Tai {1}{R}

Sorcery
Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn.
“For two reasons, I appreciate men—they are both fickle and expendable.”
  • Goliaths of Nangjiao
Tectonic Wound

Tectonic Wound {4}{R}{R}

Sorcery
Bleed {2}{R} (You may cast this spell for its bleed cost if an opponent has lost life this turn.)
Destroy target land.
  • A Tourney at Whiterun
Teikoku Cavalry

Teikoku Cavalry {2}{W}

Creature - Human Samurai
First strike
Art of war — At the beginning of your end step, if Teikoku Cavalry dealt damage to an opponent this turn, put a +1/+1 counter on it.
2/3
  • Imperial Legacies
Teikoku Daimyo

Teikoku Daimyo {1}{W}{W}

Creature - Human Samurai
Art of war — At the beginning of your end step, if Teikoku Daimyo dealt damage to an opponent this turn, put a +1/+1 counter on each creature you control that attacked this turn.
3/3
  • Imperial Legacies
Teikoku Samurai

Teikoku Samurai {1}{W}

Creature - Human Samurai
Vigilance
Art of war — At the beginning of your end step, if Teikoku Samurai dealt damage to an opponent this turn, put a +1/+1 counter on it.
2/2
  • Imperial Legacies
Teikoku Skirmisher

Teikoku Skirmisher {1}{R}

Creature - Human Samurai
Haste
Art of war — At the beginning of your end step, if Teikoku Skirmisher dealt damage to an opponent this turn, put a +1/+1 counter on it.
1/1
  • Imperial Legacies
Telenian Formshaping

Telenian Formshaping {1}{U}

Instant
You may cast Elemental spells as though they had flash this turn.
Whenever you cast an Elemental spell this turn, draw a card.
“The forces of nature will fight back against time itself. Why won't we?”
— Serila the Stormkeeper
  • Spark of Revolution
Telling Time

Telling Time {1}{U}

Instant
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
Mastery is achieved when “telling time” becomes “telling time what to do.”
  • Mious
Temperate Gazebo

Temperate Gazebo {2}{W}

Creature - Wall
Defender
Whenever another creature deals damage to Temperate Gazebo, you gain 3 life.
Not swords, nor spears, nor even the best of arrows phase the dreaded gazebo.
0/6
  • Goliaths of Nangjiao
Temple Cranes

Temple Cranes {2}{W}

Creature - Bird
Flying, lifelink
The cranes roost among the top perches of the Divine Realm temples, where they are inadvertently protected by Lijing as he oversees the temples themselves.
1/3
  • Goliaths of Nangjiao
Temple Stalker

Temple Stalker {2}{U}

Creature - Human Rogue
Protection from Clerics (This creature can't be blocked, targeted or dealt damage by Clerics.)
“It's not hard to hide from priests. They already blind themselves with piety.”
2/2
  • Mious
Temple of Brilliance

Temple of Brilliance

Land
{T}: Add {C}.
{2}, {T}: Add two mana in any combination of colors.
While each realm protector has fantastic temples erected in their names, the most exultant temples are erected to honor Nangjiao itself.
Temple's Facade

Temple's Facade {4}{W}

Creature - Wall
Defender
Other untapped creatures you control get +0/+1.
Each other creature you control can block an additional creature each combat.
0/6
  • Khaliz-Dorahn
Temporal Augury

Temporal Augury {1}{U}

Sorcery
Scry 3. If you control a Wizard, draw a card.
  • Surging Tide
Temporal Loophole

Temporal Loophole {4}{U}{U}{U}

Instant
Counter target spell.
Take an extra turn after this one.
Even a second can be an eternity if you know how to make full use of it.
  • Khaliz-Dorahn
Temporal Resuscitation

Temporal Resuscitation {2}{B}

Sorcery
Put target creature card from a graveyard onto the battlefield under your control. If it doesn't have vanishing, put three time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from that permanent. When the last is removed, sacrifice it.)
“You've been given a second chance, don't waste it as you did with your first.”
Temporary Armory

Temporary Armory {4}

Artifact - Equipment
Temporary Armory enters with four +1/+1 counters on it.
Whenever Temporary Armory becomes equipped to a creature, move a +1/+1 counter from Temporary Armory to that creature.
Equipped creature has first strike.
Equip {2}
  • Surging Tide
Temporary Treason

Temporary Treason {2}{U}{U}

Enchantment - Aura
Enchant nonland permanent
Vanishing 3 (This permanent enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
You control enchanted permanent.
Tempt Fate

Tempt Fate {2}{B}

Sorcery
Target player reveals their hand. You and that player secretly choose a nonland card from it. Then those cards are revealed. That player discards the chosen cards.
The Refractors are difficult to appease, but they can be impressed.
  • Ophorio
Tenacious Guide

Tenacious Guide {R/G}{R/G}

Creature - Human Mutant
This spell can't be countered.
{R/G}: Target spell can't be countered.
2/2
Tender of the Land

Tender of the Land {1}{G}

Creature - Elf Druid
When Tender of the Land enters, if you control four or more lands, draw a card.
He can hear the faint whispers of the land calling to him and guiding him.
2/2
  • K15 Core Set