14928 cards found
Intellectual Critic

Intellectual Critic {1}{U}

Creature - Construct Advisor
Whenever you cast your second spell each turn, scry 2.
“...while the narrative of An Invitation to High Rollers may appear simple, it's actually quite elaborate. The gun in the first act, for example, foreshadows the violence of the final act to come. A great narrative choice by Xandra...”
1/4
  • The Stage Presents: The Neverending Act
Interstellar Beacon

Interstellar Beacon

Land
{T}: Add {C}.
{1}, {T}: Add two mana of different colors. Activate only if you control five or more lands.
A sky full of stars to light up the path.
  • Animus Vox
Intertwined Fates

Intertwined Fates {3}{B}{B}

Sorcery
Target creature gets -3/-3 until end of turn.
Target creature gets -3/-3 until end of turn.
  • The Unraveling
Into Cuxuri Trench

Into Cuxuri Trench {4}{U}{U}

Sorcery
Return up to two target creatures to their owner's hands.
Cycling {2} ({2}, Discard this card: Draw a card.)
“Jetstream, Warhead, come in! Jetstream, Warhead, do you copy! I repeat...”
—Mettalia
  • Elmare: Into the Abyss
Into Memory

Into Memory {2}{W}{W}

Sorcery
Exile target nonland permanent.
“Ana, please don't cry. While my body serves me no more, I have simply moved to a better place. To a home where I can breathe, where I am finally free.”
—Isobel Sianova, final notes
  • Beyond the Blackwall
Into Waiting Jaws

Into Waiting Jaws {3}{R}

Sorcery
Into Waiting Jaws deals 5 damage to target creature. If you sacrificed a permanent or discarded a card this turn, Into Waiting Jaws deals 3 damage to that creature's controller.
Many Cuxuri monsters keep gruesome dens lined with the bones of countless victims.
  • Elmare: Into the Abyss
Into the Lion's Den

Into the Lion's Den {1}{B}

Enchantment
When Into the Lion's Den enters, target opponent reveals their hand. You choose a nonland card from it and exile that card until Into the Lion's Den leaves the battlefield.
  • Scriptures of Urshad
Into the Woods

Into the Woods {1}{G}

Sorcery
Search your library for a Forest card, put it onto the battlefield, then shuffle.
“Normally around your age we'd have aspiring scouts try to survive on their own and find their way back to civilization, but I think you've got that one covered already.”
—Reyhsia, to Karina
Intoxicate

Intoxicate {2}{B}

Instant
Target player sacrifices a nontoken creature and mills three cards.
“Ain't nobody in Crinster with more practice at drinking than me!”
— Ten-Toe Tommy
  • Harvest Festival
Intoxicating Melody

Intoxicating Melody {4}{R}

Instant
Attacking creatures get +2/+0 and gain trample until end of turn.
Few things are more embarrassing than when you're upstaged by bottle golems.
  • Eralou
Intrepid Shieldmate

Intrepid Shieldmate {2}{G}

Creature - Human Warrior
When Intrepid Shieldmate enters, target creature gets +1/+1 until end of turn.
“This world will give us no respite. We must give it to each other.”
3/2
  • Glacia: Hail to the Queen
Invigorating Growth

Invigorating Growth {3}{G}

Instant
Create two 1/1 green Elf creature tokens, then up to one target creature gets +X/+X until end of turn, where X is the number of creatures you control. (Targets are chosen before the tokens are created.)
“These knights may have camaraderie, but they have forsaken the primal bonds living creatures can have.”
—Itheline, Song of Aith Aera
  • Seasons of War
Invincible

Invincible {W}

Instant
Put a +1/+1 counter on target creature. It gains indestructible until end of turn.
“I stand still while the world turns round.”
—Colonel Violet Osada
  • Animus Vox
Inviolable Realms

Inviolable Realms

Land
Inviolable Realms enters tapped unless you control two or more other lands.
{T}: Add {U}.
{T}, Pay 1 life: Add {W} or {B}.
  • Beyond Our Ken
Inviting Feast

Inviting Feast {3}{R}{R}

Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and another target creature you control and untap them. Those creatures gains haste until end of turn.
  • Harvest Festival
Invoke the Divine

Invoke the Divine {2}{W}

Instant
Destroy target artifact or enchantment. You gain 4 life.
In theory, Valimiri priests can break curses on items. In practice, they usually end up breaking the item as well.
  • Arkadai
Involuntary Care

Involuntary Care {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, can't be sacrificed, and its activated abilities can't be activated.
Some rebels were considered to have poisoned hearts and minds—but nothing that modern medicine couldn't cure.
  • The Empty Throne of Feanav
Ire of Ancient Tomes

Ire of Ancient Tomes {1}{R}

Instant
Choose one —
• Ire of Ancient Tomes deals 2 damage to any target.
• Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
  • Over the Horizon
Iridescent Familiar

Iridescent Familiar {1}{U}

Creature - Bird
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Iridescent Familiar enters, if you control another creature with flying, draw a card.
1/2
  • Tides of War
Irisglow Dryad

Irisglow Dryad {2}{G}

Creature - Dryad
{T}: Add {G}.
{T}: Add one mana of any color. Activate only if you control another Dryad.
Created by the Endrisons to ward the Neo-Duskwood, Khalizor dryads are the most gentle beings the plane has ever known.
0/4
  • Aftermath
Iron Backbite

Iron Backbite {2}{R}

Sorcery
Target creature you control deals damage equal to its power to another target creature.
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.)
  • Feanav: The Apothecary's Progress
Iron Hide

Iron Hide {G}

Instant
Target creature you control gets +2/+2 until end of turn. If it's blocked or blocking, it gets an additional +2/+2 until end of turn.
A rhino wears its hide as a knight would wear armor into battle.
  • Kahembo: Olde Dawn
Ironeyes Scoundrel

Ironeyes Scoundrel {1}{U}

Creature - Human Rogue
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Spells you cast during combat cost {1} less to cast.
1/2
  • High Noon
Ironeyes Slingers

Ironeyes Slingers {1}{R}

Creature - Spirit Soldier
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Even ghosts need someone watching their back.
1/3
  • High Noon
Ironhide Hadhayosh

Ironhide Hadhayosh {6}

Artifact Creature - Ox
Trample
When Ironhide Hadhayosh dies, put two +1/+1 counters on target creature you control.
A replica of a grand invading beast, a hadhayosh grants those manage to slay it near unlimited power.
5/4
  • Alkabah