5399 cards found
Touch the Void

Touch the Void {1}{B}{B}{B}

Sorcery
Each player loses 3 life, then discards a card, then sacrifices a creature, an enchantment, a land, a planeswalker and a token. Then exile all graveyards.
She was warned of the consequences and she felt nothing but encouraged.
  • MSEM Masters: Legends
Tower Over The Sky

Tower Over The Sky {X}{G}{G}

Sorcery - Revelation
Search your library for a card. You may cast it without paying its mana cost if it's a green creature or Revelation spell with mana value X or less. Then shuffle.
Coalesce {X}{X}{G}{G}{G}{G} (You may cast this from your graveyard for {X}{X}{G}{G}{G}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
5/5
Tower of Long Shadows

Tower of Long Shadows

Legendary Land
{T}: Add {C}.
{2}, {T}: Draw a card. Activate only if you have no cards in hand.
Towering Boughs

Towering Boughs

Land
Towering Boughs enters tapped.
{T}: Add {R} or {G}.
{3}{R}{G}: Until end of turn, Towering Boughs becomes a 6/6 red and green Treefolk creature with with trample and “Whenever this creature attacks or blocks, torment yourself.” It's still a land. (To torment yourself, lose 3 life unless you discard a card or sacrifice a nonland permanent.)
  • Survive the Night
Towering Hydraffe

Towering Hydraffe {4}{G}{G}{G}

Creature - Giraffe Hydra
Reach
Assault {5}{G}{G}{G} (Whenever this attacks, if it has no +1/+1 counters on it, you may pay its assault cost to put a +1/+1 counter on it.)
When Towering Hydraffe assaults, create a token that's a copy of it.
8/8
  • Scriptures of Urshad
Towering Inferno

Towering Inferno {X}{R}{R}

Sorcery
Towering Inferno deals X damage to each creature without flying. If a creature you don't control dealt damage this way would die this turn, exile it instead.
When backed into a corner, with everything on the line, only then are spells cast that become the stuff of legend.
  • Seasons of War
Towering Stag

Towering Stag {2}{G}{G}

Creature - Elk
Trample
At the beginning of your upkeep, return another creature you control to its owner's hand.
The smallest of animals become destructive giants during the Awakening.
5/5
Toxic Jungle

Toxic Jungle

Land
Toxic Jungle enters tapped unless you have 15 or less life.
{T}: Add {B} or {G}.
Thornweald, home to the cunning elves and last refuge of the Cult of Jormir.
  • The Land Bundle
Toxic Spring

Toxic Spring

Land
As Toxic Spring enters, you may tap an untapped creature you control. If you don't, Toxic Spring enters tapped.
{T}: Add {U} or {B}.
  • Surging Tide
Trace the Leylines

Trace the Leylines {2}{G}

Sorcery
Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap that land.
Tracker's Insight

Tracker's Insight {G}

Sorcery - Adventure
Search your library for a creature card, reveal it, then shuffle and put that card second from the top.
Card has other part: Fang Den Headhunter
  • Adventurers of Onora
Trading Traitor

Trading Traitor {1}{B}

Creature - Elf Rogue
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
Whenever Trading Traitor deals combat damage to a player, you lose life equal to the number of unblocked attacking creatures you control and draw that many cards.
1/1
  • Ophorio
Tradition

Tradition {2}{B}{B}

Enchantment - Discovery
I, II — Mill two cards. You gain 2 life. (Put the top two cards of your library into your graveyard.)
Discovery — During each of your turns, you may cast a permanent spell from your graveyard.
  • Scriptures of Urshad
Trae, Serpent's Grasp

Trae, Serpent's Grasp {1}{U}{R}

Legendary Creature - Human Wizard
Rapport — Whenever Trae, Serpent's Grasp and at least one other creature you control become tapped, each player draws a card. Then Trae, Serpent's Grasp deals 2 damage to each opponent with four or more cards in hand.
3/2
  • Harvest Festival
Traft, Lunarch's Edge

Traft, Lunarch's Edge {1}{W}

Legendary Creature - Human Cleric Knight
First strike
Angel spells you cast cost {2} less to cast.
As long as you control an Angel, prevent all noncombat damage that would be dealt to Traft, Lunarch's Edge.
Today's hero is tomorrow's martyr.
2/1
  • Innistrad In Memoriam
Traft, Stensian Demonslayer

Traft, Stensian Demonslayer {1}{W}

Legendary Creature - Human Cleric
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
{2}{W}{W}, Return an unblocked attacking creature you control to its owner's hand: Create a 4/4 white Angel creature token with flying that's tapped and attacking.
2/2
  • MSEM Masters: Legends
Tragic Arrogance

Tragic Arrogance {3}{W}{W}

Sorcery
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Atrios was the first of his people to learn what it is to drown.
  • Elmare: Into the Abyss
Train Heist

Train Heist {3}{R}

Instant
Whenever a nonland permanent enters under an opponent's control this turn, gain control of that permanent until the end of your next turn. It gains haste until end of turn.
  • High Noon
Trainee Karina Oblay

Trainee Karina Oblay {1}{U}{R}

Legendary Planeswalker - Karina
At the beginning of your end step, choose any number of permanents and/or players, then give each another counter of each kind it already has.
[+1]: Scry 1. Add {U} or {R}.
[–X]: Exile the top X cards of your library. Until end of turn, you may play a card exiled with Trainee Karina Oblay.
Loyalty:
3
  • MSEM Secret Lair Drops 82 690
  • Monsters of Chikyu
Training Sim

Training Sim {G}{W}

Enchantment
Each creature you control enters with an additional +1/+1 counter on it.
When Training Sim enters, create a Function token with “Target creature you control fights target creature you don't control.” (It's an enchantment. As you cast an instant or sorcery spell, sacrifice any number of Functions to add their effects to that spell.)
  • Beyond the Blackwall
Training Sledge

Training Sledge {1}{G}{W}

Artifact - Equipment
Equipped creature gets +2/+2 and has hexproof and vigilance.
Equip {2}
“Normally sledge given to bear cub, but Hursar think you are about right size.”
  • Sparks of a Multiverse
Traitor's Execution

Traitor's Execution {3}{R}

Sorcery
When you cast this spell, copy it for each player that has 8 or less life. (The copies have the same target.)
Traitor's Execution deals 3 damage to target player.
“More than anything else, we just wanted it to be over. For the body adrift in space to be the last.”
—Acting Captain Inkeri
Tranquil Moment

Tranquil Moment {W}

Instant
Choose one —
• Each player skips their next combat step.
• Each opponent can't cast instant or sorcery spells this turn.
“Some nights, I wonder what that thing thought about as it died. Was it angry? Sad? Did it regret? Did it feel anything at all?”
Tranquil Repose

Tranquil Repose {2}{G}

Instant
Prevent all combat damage that would be dealt this turn.
Draw a card.
Transcendent Priest

Transcendent Priest {2}{W}{W}

Creature - Human Cleric
{4}{W}{W}: Create a 4/4 white Angel creature token with flying.
{2}{W}{W}: Populate. (Create a token that's a copy of a creature token you control.)
2/3