1824 cards found
Feed the Clan

Feed the Clan {1}{G}

Instant
You gain 5 life.
Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
The Temur believe three things only are needed in life: a hot fire, a full belly, and a strong companion.
Felidar Guardian

Felidar Guardian {3}{W}

Creature - Cat Beast
When Felidar Guardian enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
The loyalty of a felidar is hard won but worth the effort.
1/4
Felidar Sovereign

Felidar Sovereign {4}{W}{W}

Creature - Cat Beast
Vigilance, lifelink
At the beginning of your upkeep, if you have 40 or more life, you win the game.
It surveys the withering landscape, waiting for a victory only it can see.
4/6
Felidar Umbra

Felidar Umbra {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature has lifelink.
{1}{W}: Attach Felidar Umbra to target creature you control.
Umbra armor
Fen Hauler

Fen Hauler {6}{B}

Creature - Insect
Improvise
Fen Hauler can't be blocked by artifact creatures.
"Success is found where others fear to look."
—Ara, renegade smuggler
5/5
Fencing Ace

Fencing Ace {1}{W}

Creature - Human Soldier
Double strike
His prowess gives the guildless hope that they can hold out against tyranny.
1/1
Feral Abomination

Feral Abomination {5}{B}

Creature - Thrull
Deathtouch
"Urborg used to be lovely—scenic volcanoes, respectable lich lords. Since the Cabal came with their nightmares and thrulls, it's all gone to the worms."
—Mister Lostspoons, Skulltown gossip
5/5
Feral Krushok

Feral Krushok {4}{G}

Creature - Beast
In a stunning act of diplomacy, Yasova Dragonclaw ceded a portion of Temur lands to the Sultai. Her clan protested until they saw she had given the Sultai the breeding grounds of the krushoks. They hadn't realized she had a sense of humor.
5/4
Feral Prowler

Feral Prowler {1}{G}

Creature - Cat
When Feral Prowler dies, draw a card.
Once favored companions, many cats were left to fend for themselves.
1/3
Ferocious Zheng

Ferocious Zheng {2}{G}{G}

Creature - Cat Beast
Known for their glowing horn and stone-rattling roar, zheng are the fiercest predators in the forest. Few survived before Jiang Yanggu came.
4/4
Fertile Ground

Fertile Ground {1}{G}

Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
The true strength of nature is not the raging storm or the charging rhino, but the inexorable vitality of life.
Fervent Strike

Fervent Strike {R}

Instant
Target creature gets +1/+0 and gains first strike and haste until end of turn.
"The flame paints a bright wheel on the sky, then shifts into a stabbing spark. The enemy falls; the smoke of victory rises."
—"Legends of the Firedancer"
Festercreep

Festercreep {1}{B}

Creature - Elemental
Festercreep enters with a +1/+1 counter on it.
{1}{B}, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
A single festercreep isn't alone. It's already an infestation.
0/0
Festering Newt

Festering Newt {B}

Creature - Salamander
When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch.
Its back bubbles like a witch's cauldron, and it smells just as vile.
1/1
Related cards: Bogbrew Witch Bubbling Cauldron
Fetid Imp

Fetid Imp {1}{B}

Creature - Imp
Flying
{B}: Fetid Imp gains deathtouch until end of turn.
1/2
Field of Ruin

Field of Ruin

Land
{T}: Add {C}.
{2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Related card: Boseiju Pathlighter
Fiend Hunter

Fiend Hunter {1}{W}{W}

Creature - Human Cleric
When Fiend Hunter enters, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1/3
Fierce Empath

Fierce Empath {2}{G}

Creature - Elf
When Fierce Empath enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
1/1
Fierce Invocation

Fierce Invocation {4}{R}

Sorcery
Manifest the top card of your library, then put two +1/+1 counters on it.
Anger can empower those who embrace it.
Fiery Gambit

Fiery Gambit {2}{R}

Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Fiery Hellhound

Fiery Hellhound {1}{R}{R}

Creature - Elemental Dog
{R}: Fiery Hellhound gets +1/+0 until end of turn.
"I had hoped to instill in it the loyalty of a guard dog, but with fire's power comes its unpredictability."
—Maggath, Sardian elementalist
2/2
Fiery Temper

Fiery Temper {1}{R}{R}

Instant
Fiery Temper deals 3 damage to any target.
Madness {R}
"Let the flames ignore the sinless."
Filigree Familiar

Filigree Familiar {3}

Artifact Creature - Fox
When Filigree Familiar enters, you gain 2 life.
When Filigree Familiar dies, draw a card.
"It's the must-have gift for everyone on your list. Get one for yourself, too!"
—Chammi, curio vendor
2/2
Related card: Big Spender
Fill with Fright

Fill with Fright {3}{B}

Sorcery
Target player discards two cards. Scry 2.
Fire

Fire {1}{R}

Instant
Fire deals 2 damage divided as you choose among one or two targets.
Card has other part: Ice