2092 cards found
Every Hope Shall Vanish

Every Hope Shall Vanish

Scheme
When you set this scheme in motion, each opponent reveals their hand. Choose a nonland card from each of those hands. Those players discard those cards.
"Oh, I think I will get away with this."
  • Archenemy Schemes
Every Last Vestige Shall Rot

Every Last Vestige Shall Rot

Scheme
When you set this scheme in motion, you may pay {X}. If you do, put each nonland permanent target player controls with mana value X or less on the bottom of its owner's library.
"May bloodberries grow from your remains."
  • Archenemy Schemes
Evil Comes to Fruition

Evil Comes to Fruition

Scheme
When you set this scheme in motion, create seven 0/1 green Plant creature tokens. If you control ten or more lands, create seven 3/3 green Elemental creature tokens instead.
"The plants justify the means."
  • Archenemy Schemes
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The land is ever resilient. Should it die, it will be reborn.
Exotic Orchard

Exotic Orchard

Land
{T}: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."
—Pulan, Bant orchardist
Extricator of Flesh
Extricator of Sin

Extricator of Flesh

Creature - Eldrazi Horror
Eldrazi you control have vigilance.
{2}, {T}, Sacrifice a non-Eldrazi creature: Create a 3/2 colorless Eldrazi Horror creature token.
After the end, a new beginning.
3/5
Card has other part: Extricator of Sin
Eye of Ugin

Eye of Ugin

Legendary Land
Colorless Eldrazi spells you cast cost {2} less to cast.
{7}, {T}: Search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
An eye closes. A race awakens.
Fabled Passage

Fabled Passage

Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Beyond Valley lies danger—and promise.
Fabled Path of Searo Point

Fabled Path of Searo Point

Legendary Land - Mountain
({T}: Add {R}.)
{W}{U}{B}{R}{G}, {T}: Creatures you control gain landwalk until end of turn.
"Who built such a wonder?"
"It took many hands."
  • 2019 Heroes of the Realm
Faceless Haven

Faceless Haven

Snow Land
{T}: Add {C}.
{S}{S}{S}: Faceless Haven becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land.
It is everywhere and nowhere, a place unbound by logic, just beyond the real.
Faerie Aerie

Faerie Aerie

Artifact - Contraption
Whenever you crank Faerie Aerie, create two 1/1 blue Faerie Spy creature tokens with flying, haste, and "Whenever this creature deals combat damage to a player, draw a card." Exile them at the beginning of the next end step.
  • Unstable
Faerie Conclave

Faerie Conclave

Land
Faerie Conclave enters tapped.
{T}: Add {U}.
{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
Fallen Angel Avatar

Fallen Angel Avatar

Vanguard
Whenever a creature you control dies, target opponent loses 1 life and you gain 1 life.
Hand size bonus: +0
Life bonus: -5
  • Magic Online Avatars
Familiar Beeble Mascot

Familiar Beeble Mascot

Stickers
{TK}{TK} — Whenever this creature attacks, untap target permanent.
{TK}{TK}{TK}{TK} — Whenever a creature enters under your control, creatures you control get +1/+1 until end of turn.
{TK}{TK} — 2/3
{TK}{TK}{TK} — 5/3
  • Unfinity Sticker Sheets
Fangblade Eviscerator
Fangblade Brigand

Fangblade Eviscerator

Creature - Werewolf
(Color indicator: Fangblade Eviscerator is red)
{1}{R}: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn.
{4}{R}: Creatures you control get +2/+0 until end of turn.
Nightbound
4/5
Card has other part: Fangblade Brigand
Fate Reforged
The Battle of Dragon Brothers

Fate Reforged

Enchantment - Saga
I — (Bolas) Each opponent discards their hand. You draw seven cards.
I — (Ugin) Manifest your hand, then draw seven cards.
II — (Both) Create a token that's a copy of any Elder Dragon from the Legends expansion.
III — (Both) Exile Fate Reforged, then return it to the battlefield (Front face up).
Card has other part: The Battle of Dragon Brothers
  • Unknown Event
Fear My Authority

Fear My Authority

Ongoing Scheme
Creatures you control get +2/+2 and have fear.
At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life.
  • Duskmourn: House of Horror Commander
Fearsome Werewolf
Fearful Villager

Fearsome Werewolf

Creature - Werewolf
(Color indicator: Fearsome Werewolf is red)
Menace
Nightbound
Come nightfall, they were the ones fleeing in terror.
4/3
Card has other part: Fearful Villager
Feed the Machine

Feed the Machine

Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, the player sacrifices two creatures of their choice. If the player chooses others, each of your other opponents sacrifices a creature of their choice.
"Even you have a purpose. Your blood will oil the gears."
  • Archenemy Schemes
Feeding Grounds

Feeding Grounds

Plane - Muraganda
Red spells cost {1} less to cast.
Green spells cost {1} less to cast.
Whenever chaos ensues, put X +1/+1 counters on target creature, where X is that creature's mana value.
Fell Mire
Fell the Profane

Fell Mire

Land
As Fell Mire enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {B}.
"The Nethermire is all the salvation you deserve."
—Aryel, knight of Windgrace
Card has other part: Fell the Profane
  • Modern Horizons 3
Ferris Wheel

Ferris Wheel

Artifact - Attraction
Visit — Choose target creature that hasn't been phased out with Ferris Wheel. That creature phases out until you roll a 3 or less while rolling to visit your Attractions.
After a certain point, it becomes more of a prison than a ride.
Attraction Lights: 4, 5, 6
  • Unfinity
Ferrous Lake

Ferrous Lake

Land
{1}, {T}: Add {U}{R}.
Stability and volatility churn together, creating beauty and danger both.
Fertile Thicket

Fertile Thicket

Land
Fertile Thicket enters tapped.
When Fertile Thicket enters, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order.
{T}: Add {G}.
Festering Gulch

Festering Gulch

Land - Desert
Festering Gulch enters tapped.
When Festering Gulch enters, it deals 1 damage to target opponent.
{T}: Add {B} or {G}.
"Lost a boot in the muck. Get the feeling I'm lucky I got to keep the leg."
—Pioneer journal of Big Ralph
  • Outlaws of Thunder Junction