3573 cards found
Tempest Core

Tempest Core {3}

Artifact
{T}: Add {U} or {R}.
{U}{R}, {T}: Target creature gains flying until end of turn.
As the wild sylphs burned out, each left behind a solid core, each a storm waiting to be let loose once more.
  • Novea
Tempest Stormcaster

Tempest Stormcaster {2}{U}

Creature - Human Pirate Wizard
Flying
When Tempest Stormcaster enters, if a permanent you control left the battlefield this turn, you may have target player draw a card.
“The winds bow to no master!”
2/2
  • Over the Horizon
Temple Cranes

Temple Cranes {2}{W}

Creature - Bird
Flying, lifelink
The cranes roost among the top perches of the Divine Realm temples, where they are inadvertently protected by Lijing as he oversees the temples themselves.
1/3
  • Goliaths of Nangjiao
Temple Instructor

Temple Instructor {2}{U}

Creature - Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Temple Instructor enters, return target creature to its owner's hand.
1/1
  • Glacia: Hail to the Queen
Temple Servitor

Temple Servitor {3}

Artifact Creature - Golem
{3}, {T}: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
Hallowed ground is rarely unprotected.
3/2
  • Seasons of War
Temple Stalker

Temple Stalker {2}{U}

Creature - Human Rogue
Protection from Clerics (This creature can't be blocked, targeted or dealt damage by Clerics.)
“It's not hard to hide from priests. They already blind themselves with piety.”
2/2
  • Mious
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 Rift

Temporal Rift {2}{W}

Enchantment
When Temporal Rift enters, exile target creature an opponent controls until Temporal Rift leaves the battlefield.
Whenever you aetherize, you may return Temporal Rift to its owner's hand.
Timestream sentinels search for the day in which the seed of intent first blooms.
  • Worlds Away
Tempt Fate

Tempt Fate {2}{B}

Sorcery
Target player reveals their hand. You and that player secretly choose a nonland card from it. Then those cards are revealed. That player discards the chosen cards.
The Refractors are difficult to appease, but they can be impressed.
  • Ophorio
Tempting Gate

Tempting Gate {2}{U}

Enchantment - Road
When Tempting Gate enters, 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 Prey

Tempting Prey {2}{B}

Creature - Fungus Frog
Whenever one or more cards leave your graveyard for the first time each turn, create a 3/2 green Crocodile creature token with trample.
The scent of a blooming stinghopper spreads through the bayou in seconds.
1/2
  • Over the Horizon
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}.”)
Tender Warden

Tender Warden {1}{R}{G}

Creature - Treefolk
Discard a card: Tender Warden gets +2/+2 until end of turn. Activate only during your turn.
“They came to our shores with swords already drawn, but even us trees have surprises of our own.”
2/2
  • Dark Seas of Shiryen
Terracotta Idol

Terracotta Idol {3}

Artifact
{T}: Add one mana of any color.
{X}: Terracotta Idol becomes a Spirit artifact creature with base power and toughness X/X until end of turn. Activate only as a sorcery.
Terrify the Unworthy

Terrify the Unworthy {2}{B}

Sorcery
Target player loses 3 life. Creatures you control gain menace until end of turn.
Fear does not stop the brave knight with so little time to etch their name into history.
  • End of Wollensie
Tesqua Cohort

Tesqua Cohort {2}{R}

Creature - Human Warrior
First strike
Tesqua Cohort enters with a +1/+1 counter on it if you control another creature with a +1/+1 counter on it.
“If we don't fight for Feraguo now, then what have we been fighting for?”
2/1
  • Rail War
Test of Fear

Test of Fear {2}{B}

Instant
Trial 3 (As you cast this spell, an opponent of your choice may pay 3 life. If they don't, they fail the trial.)
Target creature gets +1/+0 and gains menace until end of turn. If the trial was failed, other creatures you control gain menace until end of turn.
  • Mious
Test the Winds

Test the Winds {2}{W}

Sorcery
Create a 1/1 white Bird creature token with flying, then invigorate 1. (Choose a creature with the least power among creatures you control and put a +1/+1 counter on it.)
White doves are used by the Folded Fan to determine probable flight paths and intercept enemy messages.
  • Goliaths of Nangjiao
Thane of Edelber

Thane of Edelber {1}{R}{W}

Creature - Dwarf Noble
First strike
Each other nontoken creature you control enters with an additional +1/+1 counter on it.
“Aye, this war is madness. But we dwarves have ever stood beside our king.”
2/2
  • Quest for the Roseblade
Tharyen's Sadism

Tharyen's Sadism {1}{B}{B}

Instant
Destroy target creature. Then if there are ten or more cards in your graveyard, return target creature card from your graveyard to your hand.
Thassa's Shoreguards

Thassa's Shoreguards {2}{U}

Creature - Merfolk Soldier
Heroic — Whenever you cast a spell that targets Thassa's Shoreguards, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
Whenever Thassa's Shoreguards deals combat damage to a player, draw a card.
There are lines drawn in sand that even waves cannot erase.
3/1
  • Theros Triumphant
The Amaranthine Eye

The Amaranthine Eye {3}

Legendary Artifact
Once each turn, if a triggered ability of another legendary permanent you control would trigger, you may have it trigger an additional time.
“Dream big, start small.”
  • MSEM Masters: Legends
The Ancestors Pass Judgment

The Ancestors Pass Judgment {1}{W}{B}

Instant
At the beginning of the next end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of creatures that died this turn.
Reconstruct {2}{W}{B} (You may cast this from your graveyard for its reconstruct cost reduced by the mana value of a permanent you sacrifice as you cast it this way. Then exile this.)
  • Lovi Awoken
The Ardent Prodigy

The Ardent Prodigy {U}{R}{W}

Legendary Creature - Human Warrior
Haste, prowess
Whenever you cast a noncreature spell, journey. (To journey, exile the top card of your library face up. Whenever a creature you control deals combat damage to an opponent, put a journeyed card you own into your hand.)
2/3
  • MSEM Masters: Legends
The Art of War

The Art of War {1}{R}{R}

Enchantment - Gallery
(Choose only one work as a sorcery to add its ability.)
When The Art of War enters, if a source you control would deal damage this turn, it deals double that damage instead.
{2}{R}{R}: Laying Plans
Whenever you attack for the first time each turn, untap each creature you control. After this phase, there is an additional combat phase.
{2}{R}{R}: Waging War
Whenever a creature you control attacks, create a token that's a copy of it that's tapped and attacking, except the token isn't legendary. Exile those tokens at end of combat.