29693 cards found
Felidar Umbra

Felidar Umbra {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature has lifelink.
{1}{W}: Attach Felidar Umbra to target creature you control.
Totem armor
Fell Beast's Shriek

Fell Beast's Shriek {U}{R}

Sorcery
Each opponent chooses a creature they control. Tap and goad the chosen creatures.
Splice onto instant or sorcery {2}{U}{R}
  • Tales of Middle-earth Commander 508 552
Fell the Mighty

Fell the Mighty {4}{W}

Sorcery
Destroy all creatures with power greater than target creature's power.
Tumblewaggs Migrating on Southern Trail—Stampedes Expected
Fell the Pheasant

Fell the Pheasant {1}{G}

Instant
Fell the Pheasant deals 5 damage to target creature with flying. Create a Food token.
"A keen eye and steady hand are essential for defeating most foes, including hunger."
—Syr Grenphire, knight of Garenbrig
  • Throne of Eldraine
Fellwar Stone

Fellwar Stone {2}

Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.
"What do you have that I cannot obtain?"
—Mairsil, the Pretender
Felonious Rage

Felonious Rage {R}

Instant
Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.
It's hard to keep the peace if you can't even control your temper.
  • Murders at Karlov Manor
Fencer's Magemark

Fencer's Magemark {2}{R}

Enchantment - Aura
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.
"The first blow is the most important. It often negates the need for a second."
—Agrus Kos
  • Guildpact
Fend Off

Fend Off {1}{W}

Instant
Prevent all combat damage that would be dealt by target creature this turn.
Cycling {2}
The best defense is to not get hit.
  • Urza's Destiny
Feral Contest

Feral Contest {3}{G}

Sorcery
Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able.
The instinct for survival makes enemies of all.
  • Worldwake
Feral Encounter

Feral Encounter {G}{G}

Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
  • Wilds of Eldraine 169 356
  • Wilds of Eldraine Promos 169p 169s
Feral Incarnation

Feral Incarnation {8}{G}

Sorcery
Convoke
Create three 3/3 green Beast creature tokens.
Nature is itself wild—in all its forms.
  • Magic 2015
Feral Instinct

Feral Instinct {1}{G}

Instant
Target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
"If a rhino's head is lower than its shoulders, trust me—it is not praying."
—Mwani, Mtenda herder
  • Visions
Feral Invocation

Feral Invocation {2}{G}

Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +2/+2.
Nylea's sacred lynx guards those who honor the Nessian Wood and hunts those who don't.
Feral Lightning

Feral Lightning {3}{R}{R}{R}

Sorcery
Create three 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.
They moved like apes, but a thousand times swifter, prying into every corner, leaving pawprints of ash.
  • Saviors of Kamigawa
Feral Roar

Feral Roar {1}{G}

Sorcery
Target creature gets +4/+4 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
Ferocious Charge

Ferocious Charge {2}{G}

Instant
Target creature gets +4/+4 until end of turn. Scry 2.
  • Fifth Dawn
Ferocity

Ferocity {1}{G}

Enchantment - Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.
"You lot go on ahead. I'll keep killing them until it sticks."
—Tahngarth
  • Mercadian Masques
Ferocity of the Wilds

Ferocity of the Wilds {2}{R}

Enchantment
Attacking non-Human creatures you control get +1/+0 and have trample.
Knights who excel in tournaments sometimes underestimate threats beyond the realm.
  • Throne of Eldraine
Feroz's Ban

Feroz's Ban {6}

Artifact
Creature spells cost {2} more to cast.
Feroz is gone, but what remains is his final gift to his people: the right to be left alone.
Related card: Apocalypse Chime
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 Footsteps

Fertile Footsteps {2}{G}

Sorcery - Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Card has other part: Beanstalk Giant
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.
Pretty, valuable, and delicious—a boggart thief's trifecta.
Fertile Imagination

Fertile Imagination {2}{G}{G}

Sorcery
Choose a card type. Target opponent reveals their hand. Create two 1/1 green Saproling creature tokens for each card of the chosen type revealed this way.
  • Dissension