4785 cards found
Temple of Falling Leaves

Temple of Falling Leaves

Land
Temple of Falling Leaves enters the battlefield tapped.
{T}: Add {C}.
{T}: Add one mana of any color among cards in your graveyard.
  • Path of Shadows
Temporal Aria

Temporal Aria {6}{U}{U}{U}

Sorcery
Harness (You may tap a creature you control as you cast this spell. If you do, reduce this spell's mana cost by that creature's power.)
Take an extra turn after this one. Exile Temporal Aria.
“Time itself is just a toy for these monsters.”
—Lucien, the duelist
  • Monsters of Chikyu
Temporal Blink

Temporal Blink {1}{U}

Instant
End the turn. If it's an opponent's turn, they take an extra turn after this one. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
An instant outside, an eternity inside.
Temporal Insight

Temporal Insight {9}{U}{U}{U}

Sorcery
This spell costs {1} less to cast for each ten cards in your library.
Take an extra turn after this one.
Exile Temporal Insight.
True knowledge is found in the moments between.
  • Survive the Night
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.)
Temporal Waypoint

Temporal Waypoint {1}

Artifact
Players skip their untap steps during extra turns.
“Time travel is a tricky business. When you get back, no one remembers they hired you in the first place. And that is why you are paying me everything up front.”
—Xirix
  • Sparks of a Multiverse
Temporary Armory

Temporary Armory {4}

Artifact - Equipment
Temporary Armory enters the battlefield 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 the battlefield 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.
Temporotomy

Temporotomy {5}{U}{U}

Sorcery
Take an extra turn after this one. During that turn, you may look at and play the top card of your library.
Exile Temporotomy.
“This might hurt, but only for a second.”
—Doctor Gareth Barton
  • Feanav: The Apothecary's Progress
Tempting Gate

Tempting Gate {2}{U}

Enchantment - Road
When Tempting Gate enters the battlefield, draw a card, then choose a card name.
At the beginning of your end step, you may exile any number of target creatures you control with the chosen name, then return them to the battlefield under your control.
Citizens of the expanding Intisuyu sometimes forsook their responsibilities and departed for another world.
  • Road to Carü Mapu
Tempting Tutor

Tempting Tutor {4}{B}

Sorcery
Search your library for a card, put that card into your hand, then shuffle. If you control two or more creatures with -1/-1 counters on them, add {B}{B}{B}.
Agonize (You may cast this card from your graveyard by putting a -1/-1 counter on a creature you control in addition to paying its other costs. Then exile this card.)
  • The Empty Throne of Feanav
Tempus Fugit

Tempus Fugit {1}{U}

Sorcery
At the beginning of the next upkeep, untap all noncreature permanents you control and draw a card.
Exile Tempus Fugit.
“Seconds lapsed into minutes into hours into days, months, years. The watch ran empty, and in the end, all that was left was spent time.”
—Azamir, The Last Chronomancer
  • Storytime
Temur Falconer

Temur Falconer {1}{U}

Creature - Orc Ranger
When Temur Falconer enters the battlefield, create a 1/1 blue Bird creature token with flying.
Whenever a creature you control with flying deals combat damage to a player or planeswalker, put a +1/+1 counter on Temur Falconer.
0/2
  • MSEM Masters: Jumpstart
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
Tend to the Grove

Tend to the Grove {1}{R}{G}

Sorcery
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.)
Create a tapped colorless Mountain Forest land token. (It has “{T}: Add {R} or {G}.”)
Tenuous Alliance

Tenuous Alliance {R}{G}

Instant
Look at the top eight cards of your library. You may reveal up to one Elf and up to one Dwarf card from among them. Put the revealed cards into your hand and the rest on the bottom of your library in a random order. Tenuous Alliance deals 2 damage to you.
Tenuous Existence

Tenuous Existence {1}{W}

Instant
Choose one —
• Exile target creature, then return that card to the battlefield under its owner's control at the beginning of the next end step.
• Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead.
Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
The last sun sets on all, a dim, yet brief life.
Terracotta Sage

Terracotta Sage {2}

Artifact Creature - Spirit Monk
{T}: Add one mana of any color. Spend this mana only to cast a creature spell or activate an ability of a creature.
Whenever a creature you control becomes a Demigod or God, untap Terracotta Sage and it becomes a 4/4 Dragon with flying until end of turn.
1/3
  • Panxiou
Terraformer's Globe

Terraformer's Globe {U}

Artifact
When Terraformer's Globe enters the battlefield, draw a card.
{T}: Target land you control becomes the basic land type of your choice until end of turn.
Terramorphic Cradle

Terramorphic Cradle {4}{G}

Sorcery
Wu Xing (Add effects based on the number of colors of mana spent to cast this spell.)
1 | Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
5 | Create an X/X blue Spirit creature token, where X is the number of differently named lands you control.
  • Panxiou
Territorial Drake

Territorial Drake {3}{U}{U}

Creature - Drake
Flying
Territorial Drake has hexproof as long as it's untapped.
Whenever Territorial Drake becomes tapped, scry 2.
Whenever Territorial Drake becomes untapped, draw a card.
4/4
Terror of Palta Gorge

Terror of Palta Gorge {4}{U}{U}

Creature - Leviathan
Protection from nonblue
Whenever Terror of Palta Gorge attacks, exile another target nonblue creature until Terror of Palta Gorge leaves the battlefield.
“As sharks swam past the Benthic Chamber, the pilots suddenly realized the situation was worse than expected.”
—Azamir, “Deepwater Surging”
4/4
  • Storytime
Tesseract Conjecture

Tesseract Conjecture

Conspiracy
Puzzlebox (Begin the game with this and another card you own from outside the game in the command zone, locked. That card is face down until you unlock this.)
{0}: Unlock Tesseract Conjecture. If the revealed card shares a mana value with three or more permanents you control, cast it without paying its mana cost.
  • The Unraveling
Test of Burning Wax

Test of Burning Wax {1}{R}

Enchantment
Spells you cast without trial have trial 1. (As you cast a spell with trial 1, an opponent of your choice may pay 1 life. If they don't, they fail the trial.) (As you cast this spell, an opponent of your choice may pay 1 life. If they don't, they fail the trial.)
Whenever an opponent fails a trial, you may discard a card. If you do, draw a card.
  • Mious
Testament to Heroism

Testament to Heroism

Land
Whenever a creature you control dies, put a legacy counter on Testament to Heroism.
{T}: Add {C}.
{T}, Remove a legacy counter from Testament to Heroism: Add one mana of any color.
“For those who lost their lives for our survival.”
—Statue inscription
  • Survive the Night