8843 cards found
Tide Skimmer

Tide Skimmer {3}{U}

Creature - Drake
Flying
Whenever you attack with two or more creatures with flying, draw a card.
Fishing boats often follow hunting drakes to find the largest schools of fish.
2/3
Tidebinder Mage

Tidebinder Mage {U}{U}

Creature - Merfolk Wizard
When Tidebinder Mage enters, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Tidebinder Mage.
2/2
Tidechannel Pathway
Barkchannel Pathway

Tidechannel Pathway

Land
{T}: Add {U}.
"Trust in the path, and it will bear you to safety."
—Inga Rune-Eyes
Card has other part: Barkchannel Pathway
Tidehollow Sculler

Tidehollow Sculler {W}{B}

Artifact Creature - Zombie
When Tidehollow Sculler enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card.
When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
2/2
Tidespout Tyrant

Tidespout Tyrant {5}{U}{U}{U}

Creature - Djinn
Flying
Whenever you cast a spell, return target permanent to its owner's hand.
He unmakes the world in his own image.
5/5
Tidy Conclusion

Tidy Conclusion {3}{B}{B}

Instant
Destroy target creature. You gain 1 life for each artifact you control.
Aetherborn patrons use any means necessary to secure victory for their protégés.
Timber Shredder
Hinterland Logger

Timber Shredder

Creature - Werewolf
(Color indicator: Timber Shredder is green)
Trample
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Timber Shredder.
4/2
Card has other part: Hinterland Logger
Timbercrown Pathway
Cragcrown Pathway

Timbercrown Pathway

Land
{T}: Add {G}.
"Walk quickly and ignore any roars from the undergrowth."
—Enwor, Sea Gate Expeditionary House
Card has other part: Cragcrown Pathway
Timberland Ancient

Timberland Ancient {4}{G}{G}

Creature - Treefolk
Reach, trample
Forestcycling {2}
Only the trees were old enough to remember what happened when Moag ignored warnings of Phyrexia millennia ago. They were determined not to repeat the mistake.
6/5
Timberland Guide

Timberland Guide {1}{G}

Creature - Human Scout
When Timberland Guide enters, put a +1/+1 counter on target creature.
"Can you build a fire? Track a deer? Identify killer trees? Then you'll never survive Kessig without me."
1/1
Timberpack Wolf

Timberpack Wolf {1}{G}

Creature - Wolf
Timberpack Wolf gets +1/+1 for each other creature you control named Timberpack Wolf.
"The need for the pack is bred in their bones. Their true strength will not show itself for any other purpose."
—Garruk Wildspeaker
2/2
Timberwatch Elf

Timberwatch Elf {2}{G}

Creature - Elf
{T}: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
"If you ever want to leave this forest, now's the time."
1/2
Time Bomb

Time Bomb {4}

Artifact
At the beginning of your upkeep, put a time counter on Time Bomb.
{1}, {T}, Sacrifice Time Bomb: Time Bomb deals damage equal to the number of time counters on it to each creature and each player.
Time Ebb

Time Ebb {2}{U}

Sorcery
Put target creature on top of its owner's library.
Like the tide, time both ebbs and flows.
Time Elemental

Time Elemental {2}{U}

Creature - Elemental
When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.
{2}{U}{U}, {T}: Return target permanent that isn't enchanted to its owner's hand.
0/2
Time Sieve

Time Sieve {U}{B}

Artifact
{T}, Sacrifice five artifacts: Take an extra turn after this one.
"I pray that I am never considered useless or old."
—Sharuum the Hegemon
Time Stretch

Time Stretch {8}{U}{U}

Sorcery
Target player takes two extra turns after this one.
"I swear, I just wanted a few extra hours to do my homework!"
—Petra, novice chronomancer
Time Vault

Time Vault {2}

Artifact
Time Vault enters tapped.
Time Vault doesn't untap during your untap step.
If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.
{T}: Take an extra turn after this one.
Time Walk

Time Walk {1}{U}

Sorcery
Take an extra turn after this one.
Related card: Oracle of the Alpha
Time Warp

Time Warp {3}{U}{U}

Sorcery
Target player takes an extra turn after this one.
"Let's do it again!"
—Squee, goblin cabin hand
Related card: Key to the Archive
Time Wipe

Time Wipe {2}{W}{W}{U}

Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
"To comprehend the full answer requires years of temporal study. In short, they were now never born in the first place."
—Teferi
Time of Ice

Time of Ice {3}{U}

Enchantment - Saga
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.
III — Return all tapped creatures to their owners' hands.
Time of Need

Time of Need {1}{G}

Sorcery
Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
"When the kumo attacked the monks' sacred shrine, a mournful toll for help echoed through the forest. Thus began the Battle of Silk, which would last six years."
—Great Battles of Kamigawa
Time to Feed

Time to Feed {2}{G}

Sorcery
Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature.
Timebender

Timebender {U}

Creature - Human Wizard
Morph {U}
When Timebender is turned face up, choose one —
• Remove two time counters from target permanent or suspended card.
• Put two time counters on target permanent with a time counter on it or suspended card.
1/1