5247 cards found
Family Tree

Family Tree {W}

Enchantment
Codex — Fox of the Orange Orchard; Sludge-Gill Fox; Thundermane Fox; Firemane Fox; Sun-Eyed Fox; Moon-Rune Fox; Leafcrowned Fox; Icecrowned Fox; Fae-Frill Fox. (As this enters, conjure its contents into a shuffled face-up additional library.)
You may spend mana as though it were mana of any color to cast this codex's contents.
Whenever a Fox you control enters, you gain 1 life.
  • Karina's Explorations 12 278
Famished Verdure

Famished Verdure {1}{G}{G}

Creature - Plant Beast
Voracious 2 (As this enters, you may sacrifice up to two artifacts and/or creatures. This creature enters with that many +1/+1 counters on it.)
Vigilance, haste
{T}: Add {G}. If a creature died under your control this turn, add {G}{G} instead.
2/2
  • End of Wollensie
Fang Den Headhunter

Fang Den Headhunter {3}{G}

Creature - Hound Scout
When Fang Den Headhunter enters, look at the top card of your library. If it's a creature card, you may reveal it and draw a card.
3/3
Card has other part: Tracker's Insight
  • Adventurers of Onora
Fang Den Jaws

Fang Den Jaws

Land
Fang Den Jaws enters tapped unless you played it from exile.
{T}: Add {R} or {G}.
Card has other part: Crush Cowards
  • Adventurers of Onora
Fang Luo, the Astral Tide

Fang Luo, the Astral Tide {1}{W}{U}{B}

Legendary Creature - Dragon Spirit
Flash
Flying
When Fang Luo enters, exile target spell or creature an opponent controls with mana value 4 or less, then its owner puts it onto the battlefield face down. (It's a 2/2 creature.)
2/3
  • Nangjiao In Bloom
Fang of Anaz

Fang of Anaz {2}{R}

Creature - Lizard Warrior
Trample
At the beginning of combat on your turn, create a 1/1 red Lizard Warrior creature token with haste and winnow. (Damage dealt to that token also causes you to lose that much life.)
Whenever Fang of Anaz attacks, it gets +1/+0 for each other attacking Lizard you control until end of turn.
2/2
  • Over the Horizon
Fang, the Lavaclasm

Fang, the Lavaclasm {5}{R}{R}

Legendary Creature - Dragon
Flying, haste
Whenever Fang, the Lavaclasm enters or attacks, it deals 2 damage to each other creature.
His fire burns brighter than ten suns and hotter than twenty.
4/4
  • Surging Tide
Far Wandering Guardian

Far Wandering Guardian {1}{U}

Creature - Elemental
Flying
Other creatures you control with flying get +1/+1.
1/1
Faradia's Anointed

Faradia's Anointed {W}

Creature - Human Cleric
Whenever one or more other creatures you control enter, you gain 1 life. If at least one of those creatures was a Cleric, you gain 2 life instead.
As long as you have at least 8 life more than your starting life total, other Clerics you control get +1/+1.
1/1
  • MSEM Masters: Jumpstart
Faradia's Ascendant
Heroic Crusader

Faradia's Ascendant

Creature - Angel Soldier
(Color indicator: Faradia's Ascendant is white)
Flying, lifelink
...the belief that gave the archangel her power could never truly disappear.
5/5
Card has other part: Heroic Crusader
Faradia's Grace

Faradia's Grace {W}

Instant
Tithe (As you cast this spell, you may tap three artifacts and/or creatures you control.)
Creatures can't attack this turn. If this spell's tithe was paid, opponents can't cast spells this turn.
  • Eralou
Faraway Albatross

Faraway Albatross {1}{U}{U}

Creature - Bird
Flying, ward {2}
Whenever Faraway Albatross attacks, choose one —
• Faraway Albatross gets +1/+1 until end of turn for each spell you've cast this turn.
• Investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”)
2/2
  • End of Wollensie
Fardancer Liege

Fardancer Liege {G}{G}

Creature - Elf Druid Warrior
Fardancer Liege's power and toughness are each equal to the number of colors of mana that lands you control could produce.
“Every plane's mana has its own unique tune. Find the harmony, and your spells will sing all the better.”
—Mabil Fardancer
*/*
Farmyard

Farmyard

Land
{T}: Add {C}.
{3}, {T}: Put a +1/+1 counter on each Boar, Goat, Horse, Ox, and Sheep creature you control.
“Those dang extra-terrestrials sure ain't gonna be abducting our cows no more!”
—Jebediah, mad farmer
  • Over the Horizon
Farseek

Farseek {1}{G}

Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Fatal Decision

Fatal Decision {1}{B}{B}

Sorcery
Choose one —
• Exile all creature tokens.
• Exile target creature or planeswalker.
• Each opponent exiles a card from their hand and loses 2 life.
You shouldn't have looked.
  • Toll Midnight
Fate Charm

Fate Charm {2}

Artifact
{1}, {T}: Exile the top two cards of your library, then put a card exiled with Fate Charm on top of its owner's library.
At the spell's most tenuous point, when it seemed the spell would fail and the new world would be yet another failed experiment, a surge of fresh power stabilized the spell and carried it to completion. And from the crowd stepped a face Aerida had never expected to see again.
  • Memorium Arcanum
Fate Takes its Course

Fate Takes its Course {6}{U}{U}

Sorcery
Search target opponent's library for a nonland card. You may cast that card without paying its mana cost. Then that player shuffles.
Acquiesce (If you cast this spell from your hand, exile it as it resolves. When one or more creatures you control deal combat damage to an opponent, you may cast this card from exile without paying its mana cost.)
  • Beyond Our Ken
Fate Tracer

Fate Tracer {1}{G}{W}

Creature - Human Shaman
Vigilance
Whenever Fate Tracer attacks, rediscover a creature or enchantment card X times, where X is Fate Tracer's power. (Repeat this process X times: Look at the top card of your library. You may reveal it and put it into your hand if it's a creature or enchantment card. Otherwise, put it back or into your graveyard.)
1/4
  • Lovi Awoken
Fate in Flames

Fate in Flames {2}{R}

Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless an opponent has Fate in Flames deal 3 damage to them. Then exile the rest.
  • Tales of Old Jidai
Fate of the World

Fate of the World {3}{R}

Sorcery
Choose one. If you attacked with a creature with mana value 5 or greater this turn, you may choose any number instead.
• Destroy target artifact.
• Destroy target land.
• Fate of the World deals 3 damage divided as you choose among one, two, or three targets.
  • Toll Midnight
Fateful Eruption

Fateful Eruption {4}{R}{R}

Sorcery
Each player sacrifices six permanents.
“In some year to come, Kwende Peak will erupt once again, and that night the rivers will run red.”
—Sirif
  • Kahembo: Olde Dawn
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
Fateful Journey

Fateful Journey {1}{B}

Instant
Search your library for a card, reveal it, then shuffle and put that card on top. You lose life equal to its mana value.
Fateseeker's Orb

Fateseeker's Orb {4}

Artifact
At the beginning of your upkeep, for each of your libraries, look at the top card of that library, then put it on the top or bottom of that library.
{2}, Pay 2 life: Draw a card.
  • Memorium Arcanum