7857 cards found
Thought Courier

Thought Courier {1}{U}

Creature - Human Wizard
{T}: Draw a card, then discard a card.
"There's an assortment to satisfy all your needs: deep, fleeting, dirty, pure, scientific, philosophical, after, and even fore. For a price."
1/1
Thought Erasure

Thought Erasure {U}{B}

Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Surveil 1.
"It's truly the highest honor, isn't it? To be remembered? Pity for you."
Thought Monitor

Thought Monitor {6}{U}

Artifact Creature - Construct
Affinity for artifacts
Flying
When Thought Monitor enters, draw two cards.
It roams the skies over the Quicksilver Sea, alert for any hint of aberrant thought.
2/2
Thought Vessel

Thought Vessel {2}

Artifact
You have no maximum hand size.
{T}: Add {C}.
A window into the mind of someone you once knew.
Thought-Knot Seer

Thought-Knot Seer {3}{C}

Creature - Eldrazi
When Thought-Knot Seer enters, target opponent reveals their hand. You choose a nonland card from it and exile that card.
When Thought-Knot Seer leaves the battlefield, target opponent draws a card.
4/4
Thoughtleech

Thoughtleech {G}{G}

Enchantment
Whenever an Island an opponent controls becomes tapped, you may gain 1 life.
"Their thoughts flow through my mind, and I am healed."
—Fyndhorn elder
Thoughtseize

Thoughtseize {B}

Sorcery
Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
"He Thought Twice, but That Thought Also Escaped," Witness Reports
Thousand Moons Smithy
Barracks of the Thousand

Thousand Moons Smithy {2}{W}{W}

Legendary Artifact
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This creature's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Card has other part: Barracks of the Thousand
  • The Lost Caverns of Ixalan Promos
  • The Lost Caverns of Ixalan 39a 357a
Thousand Winds

Thousand Winds {4}{U}{U}

Creature - Elemental
Flying
Morph {5}{U}{U}
When Thousand Winds is turned face up, return all other tapped creatures to their owners' hands.
5/6
Thousand-Faced Shadow

Thousand-Faced Shadow {U}

Creature - Human Ninja
Ninjutsu {2}{U}{U}
Flying
When Thousand-Faced Shadow enters from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters tapped and attacking.
1/1
Related card: Thousand-Faced Shadow (Alchemy)
Thousand-Year Storm

Thousand-Year Storm {4}{U}{R}

Enchantment
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Ral's storm crackled with mystical detections: Planeswalkers were infiltrating Ravnica.
Thrakkus the Butcher

Thrakkus the Butcher {3}{R}{G}

Legendary Creature - Dragon Peasant
Trample
Whenever Thrakkus the Butcher attacks, double the power of each Dragon you control until end of turn.
Somehow, he never seems to run out of fresh meat.
3/4
Thran Dynamo

Thran Dynamo {4}

Artifact
{T}: Add {C}{C}{C}.
Urza's metathran children were conceived, birthed, and nurtured by an integrated system of machines.
Thran Golem

Thran Golem {5}

Artifact Creature - Golem
As long as Thran Golem is enchanted, it gets +2/+2 and has flying, first strike, and trample.
As a beaver's teeth grow unchecked without regular use, so does the golem's armor grow without regular battles.
3/3
Thran Portal

Thran Portal

Land - Gate
Thran Portal enters tapped unless you control two or fewer other lands.
As Thran Portal enters, choose a basic land type.
Thran Portal is the chosen type in addition to its other types.
Mana abilities of Thran Portal cost an additional 1 life to activate.
Related card: Thran Portal (Alchemy)
Thran Quarry

Thran Quarry

Land
At the beginning of the end step, if you control no creatures, sacrifice Thran Quarry.
{T}: Add one mana of any color.
Thran Spider

Thran Spider {3}

Artifact Creature - Spider
Reach
When Thran Spider enters, you and target opponent each create a tapped Powerstone token.
{7}: Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/4
Related card: Thran Spider (Alchemy)
Thran Temporal Gateway

Thran Temporal Gateway {4}

Legendary Artifact
{4}, {T}: You may put a historic permanent card from your hand onto the battlefield.
The portal opens not to the past, but from it. Those who step through discover an unimaginable future.
Thrasios, Triton Hero

Thrasios, Triton Hero {G}{U}

Legendary Creature - Merfolk Wizard
{4}: Scry 1, then reveal the top card of your library. If it's a land card, put it onto the battlefield tapped. Otherwise, draw a card.
Partner
Beneath crashing waves lies an ocean of secrets waiting to be explored.
1/3
Thrasta, Tempest's Roar

Thrasta, Tempest's Roar {10}{G}{G}

Legendary Creature - Dinosaur
This spell costs {3} less to cast for each other spell cast this turn.
Trample, haste
Trample over planeswalkers
Thrasta, Tempest's Roar has hexproof as long as it entered this turn.
7/7
Thraximundar

Thraximundar {4}{U}{B}{R}

Legendary Creature - Zombie Assassin
Haste
Whenever Thraximundar attacks, defending player sacrifices a creature.
Whenever a player sacrifices a creature, you may put a +1/+1 counter on Thraximundar.
His name means "he who paints the earth red."
6/6
Threads of Disloyalty

Threads of Disloyalty {1}{U}{U}

Enchantment - Aura
Enchant creature with mana value 2 or less
You control enchanted creature.
Threaten

Threaten {2}{R}

Sorcery
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Goblins' motivational techniques are crude, but effective.
Threats Undetected

Threats Undetected {2}{G}

Sorcery
Search your library for up to four creature cards with different powers and reveal them. An opponent chooses two of those cards. Shuffle the chosen cards into your library and put the rest into your hand.
Three Blind Mice

Three Blind Mice {2}{W}

Enchantment - Saga
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.