32911 cards found
Turntimber, Serpentine Wood
Turntimber Symbiosis

Turntimber, Serpentine Wood

Land
As this land enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {G}.
"The trees here twist around spikes of mana, feeding off the flowing power."
—Jori En, expedition leader
Card has other part: Turntimber Symbiosis
Turret Ogre

Turret Ogre {3}{R}

Creature - Ogre Warrior
Reach
When this creature enters, if you control another creature with power 4 or greater, this creature deals 2 damage to each opponent.
Common Gruul career aspirations: berserker, shaman, catapult.
4/3
Turri Island

Turri Island

Plane - Ir
Creature spells cost {2} less to cast.
Whenever chaos ensues, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
Turtle-Duck

Turtle-Duck {G}

Creature - Turtle Bird
{3}: Until end of turn, this creature has base power 4 and gains trample.
A turtle-duckling's greatest defense comes not from their shell, but from their mother.
0/4
  • Avatar: The Last Airbender
Turtle-Seals

Turtle-Seals {3}{U}

Creature - Turtle Seal
Vigilance
Their underwater ice caves weave throughout the north pole, providing traversal for those willing to brave the cold.
2/4
  • Avatar: The Last Airbender Eternal
Turtles Forever

Turtles Forever {3}{W}

Instant
Search your library and/or outside the game for exactly four legendary creature cards you own with different names, then reveal those cards. An opponent chooses two of them. Put the chosen cards into your hand and shuffle the rest into your library.
"See you around the multiverse, bros."
—One Leonardo or another
  • Teenage Mutant Ninja Turtles 27 261
Turtleshell Changeling

Turtleshell Changeling {3}{U}

Creature - Shapeshifter
Changeling
{1}{U}: Switch this creature's power and toughness until end of turn.
A changeling involuntarily mimics the nearest being at hand, sometimes trading a borrowed shell for borrowed claws.
1/4
Tusk and Whiskers

Tusk and Whiskers {3}{G}{W}

Legendary Creature - Elephant Mouse Performer
Whenever you put an ability sticker on a creature, put a +1/+1 counter on that creature.
{2}{G}{W}, {T}: You get {TK}. You may put a sticker on a nonland permanent you own.
Weighing in at a combined thirteen thousand pounds and two ounces.
4/4
Tusked Colossodon

Tusked Colossodon {4}{G}{G}

Creature - Beast
A band of Temur hunters, fleeing the Mardu, dug a hideout beneath such a creature as it slept. The horde found them and attacked. For three days the Temur held them at bay, and all the while the great beast slumbered.
6/5
  • Khans of Tarkir
Tuskeri Firewalker

Tuskeri Firewalker {2}{R}

Creature - Human Berserker
Boast — {1}: Exile the top card of your library. You may play that card this turn.
"Toralf blessed me with fire. I am worthy of Starnheim!"
3/2
  • Kaldheim
Tuskguard Captain

Tuskguard Captain {2}{G}

Creature - Human Warrior
Outlast {G}
Each creature you control with a +1/+1 counter on it has trample.
One quiet word sets off the stampede.
2/3
Tuvasa the Sunlit

Tuvasa the Sunlit {G}{W}{U}

Legendary Creature - Merfolk Shaman
Tuvasa gets +1/+1 for each enchantment you control.
Whenever you cast your first enchantment spell each turn, draw a card.
"My people have always been here, and here we shall remain."
1/1
Tuya Bearclaw

Tuya Bearclaw {1}{R}{G}

Legendary Creature - Human Warrior
Whenever Tuya Bearclaw attacks, it gets +X/+X until end of turn, where X is the greatest power among other creatures you control.
"Send in your cavalry! Diaglu loves horsemeat."
2/2
Twenty Lessons

Twenty Lessons {3}

Sorcery
Cast a random Lesson spell without paying its mana cost. If that spell has X in its mana cost, X is 3. (As of today, there are 20 lessons. Perhaps look up a list and roll a d20?)
  • Unknown Event
Twenty-Toed Toad

Twenty-Toed Toad {3}{U}

Creature - Frog Wizard
Your maximum hand size is twenty.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
3/3
  • The List
  • Bloomburrow Commander 16 51
Twice Upon a Time

Twice Upon a Time {4}{U}{U}

Sorcery
Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.
Card has other part: Unlikely Meeting
  • Doctor Who 61a 666a
Twice the Rage

Twice the Rage {1}{R}

Instant - Adventure
Target creature gains double strike until end of turn.
"I point, you club!"
Card has other part: Two-Headed Hunter
  • Wilds of Eldraine
Twiddle

Twiddle {U}

Instant
You may tap or untap target artifact, creature, or land.
Twigwalker

Twigwalker {2}{G}

Creature - Insect
{1}{G}, Sacrifice this creature: Two target creatures each get +2/+2 until end of turn.
"Break one in half and you'll get a decent—if gooey—pair of weapons."
—Centaur warrior
2/2
  • Odyssey
Twilight Drover

Twilight Drover {2}{W}

Creature - Spirit
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
{2}{W}, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
1/1
Twilight Mire

Twilight Mire

Land
{T}: Add {C}.
{B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}.
As their roots soaked in a weak tea of bogwater and decay, the trees absorbed the essence of death into their living tissue.
Twilight Panther

Twilight Panther {W}

Creature - Cat Spirit
{B}: This creature gains deathtouch until end of turn.
A pet that can hunt both flesh and spirit is precious in a place where smiling assassins keep company with ghostly shadows.
1/2
Twilight Prophet

Twilight Prophet {2}{B}{B}

Creature - Vampire Cleric
Flying
Ascend
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
2/4
Twilight Shepherd

Twilight Shepherd {3}{W}{W}{W}

Creature - Angel
Flying, vigilance
When this creature enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn.
Persist
5/5
Twilight's Call

Twilight's Call {4}{B}{B}

Sorcery
You may cast this spell as though it had flash if you pay {2} more to cast it.
Each player returns all creature cards from their graveyard to the battlefield.
Twilight falls. We rise.
—Necropolis inscription