2837 cards found
Fathom Seer

Fathom Seer {1}{U}

Creature - Illusion
Morph—Return two Islands you control to their owner's hand.
When Fathom Seer is turned face up, draw two cards.
1/3
Favor of Jukai

Favor of Jukai {3}{G}

Enchantment - Aura
Enchant artifact or creature
As long as enchanted permanent is a creature, it gets +3/+3 and has reach.
Channel{1}{G}, Discard Favor of Jukai: Target creature gets +3/+3 and gains reach until end of turn.
The land chooses its own champions.
  • Kamigawa: Neon Dynasty
Favored Hoplite

Favored Hoplite {W}

Creature - Human Soldier
Heroic — Whenever you cast a spell that targets Favored Hoplite, put a +1/+1 counter on Favored Hoplite and prevent all damage that would be dealt to it this turn.
1/2
Favored of Iroas

Favored of Iroas {2}{W}

Creature - Human Soldier
Constellation — Whenever an enchantment you control enters, Favored of Iroas gains double strike until end of turn.
"The promise of victory fills my heart. There is no room for fear."
2/2
Fear of Burning Alive

Fear of Burning Alive {4}{R}{R}

Enchantment Creature - Nightmare
When Fear of Burning Alive enters, it deals 4 damage to each opponent.
Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, Fear of Burning Alive deals that amount of damage to target creature that player controls.
4/4
  • Duskmourn: House of Horror
Fear of Infinity

Fear of Infinity {1}{U}{B}

Enchantment Creature - Nightmare
Flying, lifelink
Fear of Infinity can't block.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return Fear of Infinity from your graveyard to your hand.
There are some nightmares so terrible, you're never truly rid of them.
2/2
  • Duskmourn: House of Horror
Fear of Missing Out

Fear of Missing Out {1}{R}

Enchantment Creature - Nightmare
When Fear of Missing Out enters, discard a card, then draw a card.
Delirium — Whenever Fear of Missing Out attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
2/3
  • Duskmourn: House of Horror Promos 136p 136s
  • Duskmourn: House of Horror 136 316
Fear of Sleep Paralysis

Fear of Sleep Paralysis {5}{U}

Enchantment Creature - Nightmare
Flying
Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control.
6/6
  • Duskmourn: House of Horror Commander 12 43
Fearless Fledgling

Fearless Fledgling {1}{W}

Creature - Griffin
Landfall — Whenever a land you control enters, put a +1/+1 counter on Fearless Fledgling. It gains flying until end of turn.
Griffins nest in precarious places, so fledglings often find themselves taking their first flights at surprising moments.
1/1
Fearless Liberator

Fearless Liberator {1}{R}

Creature - Dwarf Berserker
Boast — {2}{R}: Create a 2/1 red Dwarf Berserker creature token.
"No one else had the spine for it, so I ran right between that giant's legs and hauled poor Valdir back to Axgard!"
2/1
  • Kaldheim
Fearless Pup

Fearless Pup {R}

Creature - Wolf
First strike
Boast — {2}{R}: Fearless Pup gets +2/+0 until end of turn.
"Awooo!"
1/1
  • Kaldheim
Feast or Famine

Feast or Famine {3}{B}

Instant
Choose one —
• Create a 2/2 black Zombie creature token.
• Destroy target nonartifact, nonblack creature. It can't be regenerated.
"The living cannot understand the benefits of death."
—Chaeska, Keeper of Tresserhorn
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.
Feed the Infection

Feed the Infection {3}{B}

Sorcery
You draw three cards and you lose 3 life.
Corrupted — Each opponent who has three or more poison counters loses 3 life.
They wished to become vital parts of the Dross Pits. Azax-Azog granted their request.
  • Phyrexia: All Will Be One
Felhide Spiritbinder

Felhide Spiritbinder {3}{R}

Creature - Minotaur Shaman
Inspired — Whenever Felhide Spiritbinder becomes untapped, you may pay {1}{R}. If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
3/4
  • Born of the Gods
Felidar Retreat

Felidar Retreat {3}{W}

Enchantment
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Ferocification

Ferocification {2}{R}

Enchantment
At the beginning of combat on your turn, choose one —
• Target creature you control gets +2/+0 until end of turn.
• Target creature you control gains menace and haste until end of turn.
  • Outlaws of Thunder Junction
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
Festerhide Boar

Festerhide Boar {3}{G}

Creature - Boar
Trample
Morbid — Festerhide Boar enters with two +1/+1 counters on it if a creature died this turn.
"Bury your dead deep. The boars are hungriest while the corpse is still warm."
—Paulin, trapper of Somberwald
3/3
Festering March

Festering March {3}{B}{B}

Sorcery
Creatures your opponents control get -1/-1 until end of turn. Exile Festering March with three time counters on it.
Suspend 3—{2}{B}
  • Future Sight
Fever Charm

Fever Charm {R}

Instant
Choose one —
• Target creature gains haste until end of turn.
• Target creature gets +2/+0 until end of turn.
• Fever Charm deals 3 damage to target Wizard creature.
  • Onslaught
Fiery Bombardment

Fiery Bombardment {1}{R}

Enchantment
Chroma{2}, Sacrifice a creature: Fiery Bombardment deals damage to any target equal to the number of red mana symbols in the sacrificed creature's mana cost.
It kills two beasts with one thrown.
  • Eventide
Fiery Impulse

Fiery Impulse {R}

Instant
Fiery Impulse deals 2 damage to target creature.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage instead.
"Well, this got out of hand."
Fiery Intervention

Fiery Intervention {4}{R}

Sorcery
Choose one —
• Fiery Intervention deals 5 damage to target creature.
• Destroy target artifact.
Burning something is easy. Choosing a target can be more difficult.
Fifth Stage of Magic Design

Fifth Stage of Magic Design {2}{R}{G}

Enchantment
This enchantment enters with three resonance counters on it.
Whenever you cast a spell, you may remove a resonance counter from this enchantment. If you do, ask a person outside the game if the spell's name sounds like a non-Magic themed movie title. When a person answers yes, choose one —
• Put two +1/+1 counters on target creature.
• This enchantment deals 2 damage to target creature.
When this enchantment has no counters on it, sacrifice it.
  • Unknown Event