7615 cards found
Inspiring Bard

Inspiring Bard {3}{G}

Creature - Elf Bard
When Inspiring Bard enters the battlefield, choose one —
• Bardic Inspiration — Target creature gets +2/+2 until end of turn.
• Song of Rest — You gain 3 life.
3/3
Inspiring Commander

Inspiring Commander {4}{W}{W}

Creature - Human Soldier
Whenever another creature with power 2 or less enters the battlefield under your control, you gain 1 life and draw a card.
1/4
Inspiring Refrain

Inspiring Refrain {4}{U}{U}

Sorcery
Draw two cards. Exile Inspiring Refrain with three time counters on it.
Suspend 3—{2}{U}
Inspiring Statuary

Inspiring Statuary {3}

Artifact
Nonartifact spells you cast have improvise.
Inspiring Vantage

Inspiring Vantage

Land
Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {R} or {W}.
Instill Energy

Instill Energy {G}

Enchantment - Aura
Enchant creature
Enchanted creature can attack as though it had haste.
{0}: Untap enchanted creature. Activate only during your turn and only once each turn.
Instrument of the Bards

Instrument of the Bards {G}

Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
{3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Insult

Insult {2}{R}

Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
Card has other part: Injury
Intangible Virtue

Intangible Virtue {1}{W}

Enchantment
Creature tokens you control get +1/+1 and have vigilance.
In life, they were a motley crew: farmers, lords, cutpurses, priests. In death, they are united in singular, benevolent purpose.
Intellect Devourer

Intellect Devourer {3}{B}

Creature - Horror
Devour Intellect — When Intellect Devourer enters the battlefield, each opponent exiles a card from their hand until Intellect Devourer leaves the battlefield.
Body Thief — You may play lands and cast spells from among cards exiled with Intellect Devourer. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
2/4
Interplanar Tunnel

Interplanar Tunnel

Phenomenon
When you encounter Interplanar Tunnel, reveal cards from the top of your planar deck until you reveal five plane cards. Put a plane card from among them on top of your planar deck, then put the rest of the revealed cards on the bottom in a random order.
Intet, the Dreamer

Intet, the Dreamer {3}{G}{U}{R}

Legendary Creature - Dragon
Flying
Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
6/6
Into the Earthen Maw

Into the Earthen Maw

Scheme
When you set this scheme in motion, exile up to one target creature with flying, up to one target creature without flying, and all cards from up to one target opponent's graveyard.
"You may even see them again. Full digestion takes three hundred years."
  • Archenemy Schemes
Into the North

Into the North {1}{G}

Sorcery
Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.
Intrepid Adversary

Intrepid Adversary {1}{W}

Creature - Human Scout
Lifelink
When Intrepid Adversary enters the battlefield, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary.
Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.
3/1
Intrepid Hero

Intrepid Hero {2}{W}

Creature - Human Soldier
{T}: Destroy target creature with power 4 or greater.
A fool knows no fear. A hero shows no fear.
1/1
Intrepid Provisioner

Intrepid Provisioner {3}{G}

Creature - Human Scout
Trample
When Intrepid Provisioner enters the battlefield, another target Human you control gets +2/+2 until end of turn.
3/3
Introductions Are in Order

Introductions Are in Order

Scheme
When you set this scheme in motion, choose one —
• Search your library for a creature card, reveal it, put it into your hand, then shuffle.
• You may put a creature card from your hand onto the battlefield.
"Meet my newest minion. Come now, don't be shy—shake her pincer."
  • Archenemy Schemes
Intuition

Intuition {2}{U}

Instant
Search your library for three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle.
Invasive Surgery

Invasive Surgery {U}

Instant
Counter target sorcery spell.
Delirium — If there are four or more card types among cards in your graveyard, search the graveyard, hand, and library of that spell's controller for any number of cards with the same name as that spell, exile those cards, then that player shuffles.
Inventive Iteration
Living Breakthrough

Inventive Iteration {3}{U}

Enchantment - Saga
I — Return up to one target creature or planeswalker to its owner's hand.
II — Return an artifact card from your graveyard to your hand. If you can't, draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Card has other part: Living Breakthrough
Inventor's Apprentice

Inventor's Apprentice {R}

Creature - Human Artificer
Inventor's Apprentice gets +1/+1 as long as you control an artifact.
1/2
Inventor's Goggles

Inventor's Goggles {1}

Artifact - Equipment
Equipped creature gets +1/+2.
Whenever an Artificer enters the battlefield under your control, you may attach Inventor's Goggles to it.
Equip {2}
Inventors' Fair

Inventors' Fair

Legendary Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
{T}: Add {C}.
{4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Investigator's Journal

Investigator's Journal {2}

Artifact - Clue
Investigator's Journal enters the battlefield with a number of suspect counters on it equal to the greatest number of creatures a player controls.
{2}, {T}, Remove a suspect counter from Investigator's Journal: Draw a card.
{2}, Sacrifice Investigator's Journal: Draw a card.