987 cards found
Fateful Hour

Fateful Hour {3}{W}{W}

Sorcery
Destroy all nontoken creatures.
“The time shall come when our wrath descends, and when it does, only the worthy will be spared.”
—Mirathen, Heavenly Elder
  • K15 Core Set
Fatestitcher

Fatestitcher {3}{U}

Creature - Zombie Wizard
{T}: You may tap or untap another target permanent.
Unearth {U} ({U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the end step or if it would leave the battlefield. Unearth only as a sorcery.)
1/2
Fatresya's Ankh

Fatresya's Ankh {4}

Artifact - Equipment
Equipped creature gets +1/+1 and has “{5}, {T}: This creature fights another target creature.”
Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
  • Tides of War
Fatresya's Command

Fatresya's Command {2}{G}{G}

Instant
Choose two —
• Return target permanent card from your graveyard to your hand.
• Put two +1/+1 counters on target creature.
• Destroy target artifact or enchantment.
• Target player reveals the top three cards of their library. They may put a creature card from among them into their hand. They put the rest into their graveyard.
Fatresya, Protector of the People

Fatresya, Protector of the People {1}{R}{G}

Legendary Planeswalker - Fatresya
[+1]: Add {R} or {G}.
[–1]: Fatresya deals 2 damage to target creature. That creature can't block this turn.
[–5]: You get an emblem with “Creatures you control get +2/+2 and have haste and trample.”
Loyalty:
2
Favorable Winds

Favorable Winds {1}{U}

Enchantment
Creatures you control with flying get +1/+1.
The winds of Lafterwal blow strong enough to aid any winged creature in even the longest of journeys.
  • K15 Core Set
Fearless General

Fearless General {G}{W}

Creature - Human Soldier
First strike
Sacrifice Fearless General: Soldiers you control gain indestructible until end of turn.
“I do not fear death if it means the triumph of my people.”
2/2
  • Khaliz-Dorahn
Fearless Recruit

Fearless Recruit {2}{W}

Creature - Human Rebel
When Fearless Recruit dies, create a 1/1 white Rebel creature token.
“I do not fear death, for our ideals will outlast it. If I die, there will always be someone to take my place.”
2/3
  • Tides of War
Fearsome Army

Fearsome Army {2}{R}

Creature - Human Barbarian Warrior
Battalion — Whenever Fearsome Army and at least two other creatures attack, creatures you control gain menace until end of turn.
When they advance, their enemies tremble.
3/1
  • Khaliz-Dorahn
Feed the Horde

Feed the Horde {2}{B}

Sorcery
Each player sacrifices a creature. Create a tapped 2/2 black Zombie creature token.
Fellor Armorsmith

Fellor Armorsmith {2}{W}

Creature - Human Barbarian Warrior
Equipment spells you cast cost {1} less to cast.
Armed — As long as Fellor Armorsmith is equipped, equip abilities you control cost {1} less to activate.
Batrest lost most of his men in the Tideshift, but those that remained were still formidable craftsmen.
2/3
  • Aftermath
Fellor Bloodseeker

Fellor Bloodseeker {1}{W}

Creature - Human Barbarian Warrior
Battalion — Whenever Fellor Bloodseeker and at least two other creatures attack, Fellor Bloodseeker gains lifelink until end of turn.
The Fellors are only allowed to heal their wounds when they've done a minimum of damage in battle.
2/2
  • Khaliz-Dorahn
Fellor Charm

Fellor Charm {R}{W}

Instant
Choose one—
• Fellor Charm deals 3 damage to any target.
• Target creature gains lifelink and indestructible until end of turn.
• Attacking creatures get +1/+1 until end of turn.
  • Khaliz-Dorahn
Fellor Elite

Fellor Elite {1}{W}

Creature - Human Barbarian Warrior
Armed — Fellor Elite has double strike as long as it's equipped.
The battlefield has changed, her ferocity in combat hasn't.
1/1
  • Aftermath
Fellor Grunt

Fellor Grunt {2}{R}

Creature - Human Barbarian Warrior
First strike
Fellors are trained as warriors since the moment they're born. Once they're thirteen, they join the ranks in the assaults against the Shield until their death.
2/2
  • Khaliz-Dorahn
Fellor Heartstriker

Fellor Heartstriker {4}{R}

Creature - Human Barbarian Warrior
Haste
{1}{W}: Fellor Heartstriker gains lifelink until end of turn.
Fellors are trained to hit their enemies where it hurts the most.
3/3
  • Khaliz-Dorahn
Fellor Ironborn

Fellor Ironborn {4}{R}{W}

Creature - Human Barbarian Warrior
When Fellor Ironborn enters, you may return target artifact card from your graveyard to the battlefield. If it's an Equipment, you may attach it to target creature you control.
5/4
  • Aftermath
Fellor Raider

Fellor Raider {2}{R}

Creature - Human Barbarian Warrior
Battalion — Whenever Fellor Raider and at least two other creatures attack, Fellor Raider deals 2 damage to defending player.
To some, no music is sweeter than the sounds of screams and the clash of metal.
2/2
  • Khaliz-Dorahn
Fellor Razer

Fellor Razer {4}{R}

Creature - Human Barbarian Warrior
Trample
Whenever Fellor Razer deals combat damage to a player, that player sacrifices a land.
The rugged terrain of both Fellories mimics the brutality of their inhabitants.
5/2
  • Khaliz-Dorahn
Fellor Tactician

Fellor Tactician {3}{R}{W}

Creature - Human Barbarian Warrior
Haste
Battalion — Whenever Fellor Tactician and at least two other creatures attack, creatures you control get +1/+1 until end of turn.
He charges with confidence, and the rest follow in his wake.
3/3
  • Khaliz-Dorahn
Fellor Vanguard

Fellor Vanguard {1}{W}

Creature - Human Barbarian Warrior
Fellor Vanguard gets +1/+1 as long as you control a Mountain.
{1}{R}: Fellor Vanguard gets +1/+0 until end of turn.
Hellbent on breaking The Shield, the Fellors' main tactic is constant assaults.
2/1
  • K15 Core Set
Feral Cleaver

Feral Cleaver {3}

Artifact - Equipment
Equipped creature gets +3/+0.
Whenever a creature you control attacks and isn't blocked, you may pay {4}. If you do, attach Feral Cleaver to that creature.
Equip {3}
Beragnians have rudimentary weapons, but excellent skill wielding them.
  • Aftermath
Feralborn Druid

Feralborn Druid {4}{G}{G}

Creature - Elf Druid
When Feralborn Druid enters, create two 2/2 green Wolf creature tokens.
Feralborn Druid gets +1/+1 for each Wolf you control.
2/2
  • Aftermath
Fervent Arcanomancer

Fervent Arcanomancer {4}{R}

Creature - Human Wizard
At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card if it's an instant or sorcery card.
As time grew shorter and more unstable, the need to find a solution to their problem became more dire.
3/4
  • Aftermath
Fervent Assault

Fervent Assault {2}{R}

Instant
Target creature you control gets +3/+0 until end of turn. Other creatures you control get +1/+0 until end of turn.
“Hating the same things unites people more than loving them.”
—Kragnoss, Rebellion Commander
  • K15 Core Set