BETA

801 Cards Found

Thornspire Verge #333 Land

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 0
Power/Toughness: /
Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 6.76 USD / 8.3 USD
    Cardmarket 5.41 EUR / 8.06 EUR
    Cardkingdom 9.49 USD / 13.99 USD
    Cardsphere 7.84 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add . : Add . Activate only if you control a Mountain or a Forest.

    Thragtusk #143 Creature — Beast

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 5/3
    Types:
  • Creature
  • SubTypes:
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Thragtusk's second ability will trigger no matter what zone Thragtusk goes to.
  • Prices

    Seller Price
    Tcgplayer 0.23 USD / 1.03 USD
    Cardmarket 0.33 EUR / 1.23 EUR
    Cardkingdom 0.49 USD / 0.99 USD
    Cardsphere 0.4 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this creature enters, you gain 5 life. When this creature leaves the battlefield, create a 3/3 green Beast creature token.

    Thrill of Possibility #210 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • You must discard exactly one card to cast Thrill of Possibility; you can't cast it without discarding a card, and you can't discard additional cards.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.16 USD
    Cardmarket 0.07 EUR / 0.22 EUR
    Cardkingdom 0.39 USD / 0.49 USD
    Cardsphere 0.07 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    As an additional cost to cast this spell,discarda card. Draw two cards.

    Through the Breach #404 Instant — Arcane

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
  • Arcane
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Splice

    Rules

  • Putting the card onto the battlefield is optional. When the ability resolves, you can choose not to.
  • A card with a splice ability can’t be spliced onto itself because the spell is on the stack (and not in your hand) when you reveal the cards you want to splice onto it.
  • If all of the spell’s targets are illegal when the spell tries to resolve, it won’t resolve and none of its effects will happen.
  • You choose all targets for the spell after revealing cards you want to splice, including any targets required by the text of any of those cards. You may choose a different target for each instance of the word “target” on the resulting spell.
  • You reveal all cards you intend to splice at the same time. Each individual card can be spliced only once onto any one spell.
  • Prices

    Seller Price
    Tcgplayer 0.77 USD / 2.02 USD
    Cardkingdom 0.99 USD / 2.49 USD
    Cardsphere 0.47 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    You may put a creature card from your hand onto the battlefield. That creature gains haste.Sacrificethat creature at the beginning of the next end step. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

    Thunder of Unity #231p Enchantment — Saga

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.56 USD / 2 USD
    Cardkingdom 0.49 USD / 0.99 USD
    Cardsphere 0.53 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — You draw two cards and you lose 2 life. II, III — Whenever a creature you control enters this turn, each opponent loses 1 life and you gain 1 life.

    Thundering Broodwagon #328 Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: 6/5
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Crew Cycling Menace Reach

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.12 USD
    Cardmarket 0.11 EUR / 0.21 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.11 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Menace, reach When this Vehicle enters,destroytarget nonland permanent an opponent controls with mana value 4 or less. Crew 3 Cycling (,Discardthis card: Draw a card.)

    Thunderous Debut #190 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Bargain

    Rules

  • Bargain means "As an additional cost to cast this spell, you may sacrifice an artifact, enchantment, or token."
  • Bargain represents an optional additional cost. A spell cast with that additional cost paid is "bargained."
  • If you copy a bargained spell, the copy is also bargained. If a card or token enters the battlefield as a copy of a permanent that's already on the battlefield, the new permanent isn't bargained, even if the original was.
  • Some instant and sorcery spells require additional targets if they're bargained. You ignore those targeting requirements if those spells aren't bargained, and you can't bargain those spells unless you can choose the appropriate targets. On the other hand, you can bargain a permanent spell even if you won't be able to choose targets for an enters-the-battlefield ability of that permanent once the spell resolves.
  • You may sacrifice only one artifact, enchantment, or token to pay a spell's bargain cost.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.2 USD
    Cardmarket 0.2 EUR / 0.26 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.08 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Bargain (You maysacrificean artifact, enchantment, or token as you cast this spell.) Look at the top twenty cards of your library. You may reveal up to two creature cards from among them. If this spell was bargained, put the revealed cards onto the battlefield. Otherwise, put the revealed cards into your hand. Thenshuffle

    Tibalt, Rakish Instigator #77981 Legendary Planeswalker — Tibalt

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Tibalt
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If an effect says to set an opponent's life total to a number that's higher than their current life total while Tibalt is on the battlefield, the player's life total doesn't change.
  • Spells and abilities that cause opponents to gain life still resolve while Tibalt is on the battlefield. No opponent will gain life, but any other effects of that spell or ability will happen.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Your opponents can't gain life.
    −2 Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."

    Time Wipe #478 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you control no creatures, you simply destroy all creatures.
  • You chose which creature to return to its owner's hand while Time Wipe is resolving. No player may take any actions between the time you choose the creature to return and the time other creatures are destroyed.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD / 0.33 USD
    Cardkingdom 1.29 USD / 0.99 USD
    Cardsphere 0.24 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Return a creature you control to its owner's hand, thendestroyall creatures.

    Tinybones, Bauble Burglar #324 Legendary Creature — Skeleton Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/3
    Types:
  • Creature
  • SubTypes:
  • Skeleton
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • Tinybones's second ability allows you to play all exiled cards you don't own with stash counters on them  , regardless of whether they were put there by the Tinybones you currently control or a Tinybones that was previously on the battlefield.
  • You pay all costs and follow all normal timing rules for cards played with the permission granted by Tinybones's second ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
  • Prices

    Seller Price
    Tcgplayer 2.77 USD / 5.12 USD
    Cardkingdom 3.99 USD
    Cardsphere 2.09 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever an opponent discards a card, exile it from their graveyard with a stashcounteron it. During your turn, you may play cards you don't own with stash counters on them from exile, and mana of any type can be spent to cast those spells. , : Each opponent discards a card. Activate only as a sorcery.

    Tireless Tracker #219 Creature — Human Scout

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Scout
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Investigate

    Rules

  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.
  • Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Tcgplayer 0.37 USD / 0.44 USD
    Cardmarket 0.41 EUR / 0.7 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.36 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.") Whenever yousacrificea Clue, put a +1/+1counteron this creature.

    Tocasia's Welcome #30p Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 3.9 USD / 3.36 USD
    Cardkingdom 2.99 USD / 3.99 USD
    Cardsphere 3.61 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.

    Tolarian Winds #105★ Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • It counts how many cards you discard. Since this card will not be in your hand at that time, this card is not counted.
  • Prices

    Seller Price
    Tcgplayer 1.82 USD / 58.32 USD
    Cardmarket 0.85 EUR / 39.72 EUR
    Cardkingdom 79.99 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Discard all the cards in your hand, then draw that many cards.

    Tome of Legends #ELD-332 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you control another player's commander, you won't put a page counter on Tome of Legends when you attack with that creature. Similarly, if another player controls your commander, you'll still put a page counter on Tome of Legends if it attacks. (Perhaps the page is about your commander's shocking betrayal.)
  • Prices

    Seller Price
    Tcgplayer 0.96 USD
    Cardkingdom 0.99 USD
    Cardsphere 1.13 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This artifact enters with a pagecounteron it. Whenever your commander enters or attacks, put a pagecounteron this artifact. , , Remove a pagecounterfrom this artifact: Draw a card.

    Toralf, God of Fury (Toralf, God of Fury // Toralf's Hammer) #313 Legendary Creature — God

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 5/4
    Types:
  • Creature
  • SubTypes:
  • God
  • Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • A creature has been dealt excess damage if one or more sources deal more damage to it than the minimum amount of damage required to be lethal damage. In most cases, this means damage greater than its toughness, but consider any damage already dealt to it that turn.
  • A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
  • A planeswalker is dealt excess damage if it's dealt damage greater than its current loyalty.
  • Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness. Note that a source of damage having deathtouch has no effect on damage dealt to planeswalkers.
  • If a permanent is both a creature and a planeswalker, the minimum amount of damage to be considered lethal damage is used to determine if excess damage has been dealt. For example, if a 5/5 creature that's also a planeswalker with three loyalty counters on it is dealt 4 noncombat damage, it's been dealt 1 excess damage and Toralf's ability will trigger.
  • If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
  • If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
  • If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
  • If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
  • If the target is an illegal target as the ability tries to resolve, the ability won't resolve and none of its effects will happen. You won't return Toralf's Hammer to its owner's hand.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
  • It doesn't matter if a creature or planeswalker an opponent controls was dealt combat damage earlier in the turn. The only thing that matters is that the damage dealt to that permanent that caused excess damage to be dealt was noncombat damage.
  • The creature equipped by Toralf's Hammer is the source of the activated ability, but Toralf's Hammer is the source of the damage. For example, if the equipped creature is green, that ability can't target a permanent with protection from green. It could target one with protection from red, though the damage would be prevented as it would have been dealt by a red source (Toralf's Hammer).
  • The damage Toralf deals because of its triggered ability is noncombat damage. That damage may cause Toralf's ability to trigger again.
  • The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
  • There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
  • To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
  • Toralf's ability doesn't affect the damage dealt to the creature or planeswalker an opponent controls. That damage will still be dealt as normal.
  • You unattach Toralf's Hammer as part of the cost of activating the ability. If the ability doesn't resolve, Toralf's Hammer doesn't become reattached.
  • Prices

    Seller Price
    Tcgplayer 2.3 USD / 2.62 USD
    Cardmarket 2.04 EUR / 3.62 EUR
    Cardkingdom 2.79 USD / 4.49 USD
    Cardsphere 2.44 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Trample Whenever a creature or planeswalker an opponent controls is dealt excess noncombat damage, Toralf deals damage equal to the excess to any target other than that permanent.

    Toralf's Hammer (Toralf, God of Fury // Toralf's Hammer) #313 Legendary Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • A creature has been dealt excess damage if one or more sources deal more damage to it than the minimum amount of damage required to be lethal damage. In most cases, this means damage greater than its toughness, but consider any damage already dealt to it that turn.
  • A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
  • A planeswalker is dealt excess damage if it's dealt damage greater than its current loyalty.
  • Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness. Note that a source of damage having deathtouch has no effect on damage dealt to planeswalkers.
  • If a permanent is both a creature and a planeswalker, the minimum amount of damage to be considered lethal damage is used to determine if excess damage has been dealt. For example, if a 5/5 creature that's also a planeswalker with three loyalty counters on it is dealt 4 noncombat damage, it's been dealt 1 excess damage and Toralf's ability will trigger.
  • If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
  • If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
  • If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
  • If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
  • If the target is an illegal target as the ability tries to resolve, the ability won't resolve and none of its effects will happen. You won't return Toralf's Hammer to its owner's hand.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
  • It doesn't matter if a creature or planeswalker an opponent controls was dealt combat damage earlier in the turn. The only thing that matters is that the damage dealt to that permanent that caused excess damage to be dealt was noncombat damage.
  • The creature equipped by Toralf's Hammer is the source of the activated ability, but Toralf's Hammer is the source of the damage. For example, if the equipped creature is green, that ability can't target a permanent with protection from green. It could target one with protection from red, though the damage would be prevented as it would have been dealt by a red source (Toralf's Hammer).
  • The damage Toralf deals because of its triggered ability is noncombat damage. That damage may cause Toralf's ability to trigger again.
  • The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
  • There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
  • To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
  • Toralf's ability doesn't affect the damage dealt to the creature or planeswalker an opponent controls. That damage will still be dealt as normal.
  • You unattach Toralf's Hammer as part of the cost of activating the ability. If the ability doesn't resolve, Toralf's Hammer doesn't become reattached.
  • Prices

    Seller Price
    Tcgplayer 2.3 USD / 2.62 USD
    Cardmarket 2.04 EUR / 3.62 EUR
    Cardsphere 2.44 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Equipped creature has ", , Unattach Toralf's Hammer: It deals 3 damage to any target. Return Toralf's Hammer to its owner's hand." Equipped creature gets +3/+0 as long as it's legendary. Equip

    Toshiro Umezawa #89 Legendary Creature — Human Samurai

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Samurai
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Bushido

    Rules

  • You must still pay the mana cost of the target instant in your graveyard to cast it using Toshiro’s ability.
  • Creatures destroyed by an instant that you cast normally can cause a trigger that allows the instant to be cast again. For example, cast Terror on an opponent’s creature. The creature is destroyed, triggering Toshiro’s ability, and then the Terror is put into your graveyard. You can put Toshiro’s ability on the stack targeting the Terror and then recast it when the ability resolves.
  • Prices

    Seller Price
    Tcgplayer 4.49 USD / 52.99 USD
    Cardmarket 1.92 EUR / 21.27 EUR
    Cardkingdom 34.99 USD
    Cardsphere 4.42 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a creature an opponent controls dies, you may cast target instant card from your graveyard. If that spell would be put into a graveyard, exile it instead.

    Tovolar, Dire Overlord (Tovolar, Dire Overlord // Tovolar, the Midnight Scourge) #246 Legendary Creature — Human Werewolf

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Werewolf
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Transform

    Rules

  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If a creature you control that's a Wolf and a Werewolf deals combat damage to a player, the first ability triggers only once.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • The first ability of each of Tovolar's faces triggers once for each Wolf or Werewolf you control that deals combat damage to a player. For example, if you attack with three Wolf creatures and they all deal combat damage to a player, the ability triggers three times.
  • The second ability of Tovolar, Dire Overlord seems a little strange because Tovolar and other Human Werewolf creatures in this set transform when it becomes night anyway. Tovolar, however, isn't content to transform Werewolf creatures from just one set. This ability will allow you to transform Human Werewolf creatures from previous visits to Innistrad as well.
  • Prices

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    Tcgplayer 1.63 USD / 17.83 USD
    Cardmarket 0.72 EUR / 6.51 EUR
    Cardkingdom 15.99 USD
    Cardsphere 1.53 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control. Daybound

    Tovolar, the Midnight Scourge (Tovolar, Dire Overlord // Tovolar, the Midnight Scourge) #246 Legendary Creature — Werewolf

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Werewolf
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If a creature you control that's a Wolf and a Werewolf deals combat damage to a player, the first ability triggers only once.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • The first ability of each of Tovolar's faces triggers once for each Wolf or Werewolf you control that deals combat damage to a player. For example, if you attack with three Wolf creatures and they all deal combat damage to a player, the ability triggers three times.
  • The second ability of Tovolar, Dire Overlord seems a little strange because Tovolar and other Human Werewolf creatures in this set transform when it becomes night anyway. Tovolar, however, isn't content to transform Werewolf creatures from just one set. This ability will allow you to transform Human Werewolf creatures from previous visits to Innistrad as well.
  • Prices

    Seller Price
    Tcgplayer 1.63 USD / 17.83 USD
    Cardmarket 0.72 EUR / 6.51 EUR
    Cardsphere 1.53 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. : Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn. Nightbound

    Toxic Deluge #108 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • All creatures on the battlefield when Toxic Deluge resolves are affected. Ones that enter the battlefield or become creatures later in the turn are not.
  • If you cast Toxic Deluge without paying its mana cost, you'll still choose a value for X and pay X life. This is because it doesn't have {X} in its mana cost.
  • Prices

    Seller Price
    Tcgplayer 5 USD / 7.79 USD
    Cardmarket 6.72 EUR / 9.5 EUR
    Cardkingdom 7.99 USD / 9.99 USD
    Cardsphere 5.57 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn.

    Toxrill, the Corrosive #132 Legendary Creature — Slug Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: 7/7
    Types:
  • Creature
  • SubTypes:
  • Slug
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Another card, Sludge Monster, causes non-Horror creatures with slime counters on them to lose all abilities and have base power and toughness 2/2. If you control both Toxrill and Sludge Monster, those non-Horror creatures are 2/2 creatures with no abilities that also get -1/-1 for each slime counter.
  • Toxrill's third ability triggers when a creature an opponent controls with a slime counter on it dies for any reason, not just due to its toughness being decreased by Toxrill's second ability.
  • Toxrill. the Corrosive's second and third abilities apply to all creatures you don't control with slime counters, even if those slime counters came from a source other than Toxrill's first ability.
  • Prices

    Seller Price
    Tcgplayer 16.36 USD / 21.55 USD
    Cardmarket 14.4 EUR / 19.5 EUR
    Cardkingdom 20.99 USD / 29.99 USD
    Cardsphere 17.8 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    At the beginning of each end step, put a slimecounteron each creature you don't control. Creatures you don't control get -1/-1 for each slimecounteron them. Whenever a creature you don't control with a slimecounteron it dies, create a 1/1 black Slug creature token. ,Sacrificea Slug: Draw a card.

    Training Center #665 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
  • If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
  • Prices

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    Tcgplayer 14.04 USD / 14.57 USD
    Cardmarket 13.17 EUR / 12.22 EUR
    Cardkingdom 19.99 USD
    Cardsphere 12.67 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This land enters tapped unless you have two or more opponents. : Add or .

    Treacherous Greed #237 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • You can sacrifice any creature you control that dealt damage this turn to pay Treacherous Greed's additional cost, even if the permanent it dealt damage to is no longer on the battlefield or the player it dealt damage to is no longer in the game.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.16 USD
    Cardmarket 0.28 EUR / 0.23 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.13 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    As an additional cost to cast this spell,sacrificea creature that dealt damage this turn. Draw three cards. Each opponent loses 3 life and you gain 3 life.

    Treasure Vault #180 Artifact Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Artifact
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.88 USD
    Cardmarket 1.22 EUR
    Cardkingdom 1.99 USD
    Cardsphere 0.91 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add . , ,Sacrificethis land: Create X Treasure tokens.

    Triplicate Titan #143 Artifact Creature — Golem

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 9
    Power/Toughness: 9/9
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Golem
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying Trample Vigilance

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.45 USD
    Cardmarket 0.87 EUR
    Cardkingdom 0.99 USD
    Cardsphere 0.47 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying, vigilance, trample When this creature dies, create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.

    Triskelion #387 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 1/1
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Triskelion has damage marked on it, activating its ability may cause that damage to become lethal. For example, say a Triskelion with two +1/+1 counters on it has been dealt 2 damage earlier in the turn. If you activate its ability by removing a +1/+1 counter from it, it now has 2 toughness and is destroyed as a state-based action. You won’t be able to remove the other +1/+1 counter from it to activate its ability again. The first activation of the ability will still resolve.
  • If you activate the ability of an attacking or blocking Triskelion during the declare blockers step, it will deal less combat damage as a result. If you wait until the combat damage step, but Triskelion is dealt lethal damage, it’ll be destroyed before you get a chance to activate its ability.
  • Prices

    Seller Price
    Tcgplayer 0.16 USD
    Cardmarket 0.19 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.18 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This creature enters with three +1/+1 counters on it. Remove a +1/+1counterfrom this creature: It deals 1 damage to any target.

    Tuvasa the Sunlit #70691 Legendary Creature — Merfolk Shaman

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Shaman
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to Tuvasa may become lethal if some of your enchantments leave the battlefield during that turn.
  • Tuvasa's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Tuvasa gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card.

    Twenty-Toed Toad #51 Creature — Frog Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Frog
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Twenty-Toed Toad onto the battlefield and then put Spellbook (an artifact that says you have no maximum hand size) onto the battlefield, you would have no maximum hand size. However, if those permanents entered in the opposite order, your maximum hand size would he twenty.
  • Twenty-Toed Toad's last ability will trigger whenever it attacks, no matter how many counters are on it or cards you have in your hand at that time. The number of counters on it and the number of cards in your hand are only checked when that ability resolves.
  • Your maximum hand size is only checked during the cleanup step of your turn. At other times, you may have more cards in hand than your maximum hand size.
  • Prices

    Seller Price
    Tcgplayer 4.08 USD
    Cardkingdom 6.49 USD
    Cardsphere 4.58 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1counteron this creature and draw a card. Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.

    Twilight Drover #9 Creature — Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Rules

  • If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
  • If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
  • Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
  • The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
  • Prices

    Seller Price
    Tcgplayer 0.34 USD
    Cardmarket 0.29 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.46 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever a creature token leaves the battlefield, put a +1/+1counteron this creature. , Remove a +1/+1counterfrom this creature: Create two 1/1 white Spirit creature tokens with flying.

    Twilight Mire #328 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.44 USD / 6.3 USD
    Cardmarket 1.8 EUR / 8.5 EUR
    Cardkingdom 1.79 USD / 7.99 USD
    Cardsphere 1.79 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add . , : Add , , or .

    Twilight Prophet #88s Creature — Vampire Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 2/4
    Types:
  • Creature
  • SubTypes:
  • Vampire
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend Flying

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • If the mana cost of the revealed card includes {X}, X is considered to be 0.
  • If the revealed card doesn't have a mana cost (because it's a land card, for example), its mana value is 0.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • In a Two-Headed Giant game, Twilight Prophet's last ability causes the opposing team to lose twice X life and you gain X life.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Some cards have triggered abilities with an intervening "if" clause that checks whether you have the city's blessing. These are worded "[Trigger condition], if you have the city's blessing, [effect]." You must already have the city's blessing in order for these abilities to trigger; otherwise they do nothing. In other words, there's no way to have the ability trigger if you don't have the city's blessing, even if you intend to get it in response to the triggered ability.
  • The mana value of a split card, such as cards with aftermath from the Amonkhet block, is based on the combined mana cost of its two halves.
  • Prices

    Seller Price
    Tcgplayer 11.53 USD
    Cardmarket 23.37 EUR
    Cardkingdom 7.49 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.

    Twitching Doll #201p Artifact Creature — Spider Toy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Spider
  • Toy
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Rules

  • Twitching Doll's first ability is a mana ability. It doesn't use the stack and can't be responded to.
  • Prices

    Seller Price
    Tcgplayer 0.76 USD / 1.15 USD
    Cardkingdom 0.79 USD
    Cardsphere 0.71 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add one mana of any color. Put a nestcounteron this creature. ,Sacrificethis creature: Create a 2/2 green Spider creature token with reach for eachcounteron this creature. Activate only as a sorcery.

    Ulamog, the Infinite Gyre #12 Legendary Creature — Eldrazi

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 11
    Power/Toughness: 10/10
    Types:
  • Creature
  • SubTypes:
  • Eldrazi
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Annihilator Indestructible

    Rules

  • Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
  • If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
  • Lethal damage and effects that say "destroy" won't cause a creature with indestructible to be put into the graveyard. However, a creature with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is controlled by the same player, or if its toughness is 0 or less.
  • Ulamog's ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if that spell is countered.
  • Prices

    Seller Price
    Tcgplayer 39.76 USD / 134.49 USD
    Cardmarket 27.72 EUR / 69.11 EUR
    Cardkingdom 44.99 USD / 139.99 USD
    Cardsphere 39.36 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When you cast this spell,destroytarget permanent. Indestructible Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.) When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

    Umori, the Collector #231s Legendary Creature — Ooze

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Ooze
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Companion

    Rules

  • Artifact, creature, enchantment, instant, planeswalker, and sorcery are card types. Supertypes (such as legendary) and subtypes (such as Ooze) are not.
  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • Effects that reduce the generic mana cost of a spell (such as that of Umori) can't reduce that spell's colored mana requirements.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Land cards in your deck may have any number of additional types that may be shared with other cards or not.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • To satisfy Umori's companion requirement, there must be one card type that each nonland card in your starting deck has. For example, if every nonland card is an artifact creature, enchantment creature, or creature, it is satisfied; but if you have an artifact creature, an artifact, and a creature, it is not satisfied.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
  • Prices

    Seller Price
    Tcgplayer 1.03 USD
    Cardmarket 0.49 EUR / 0.6 EUR
    Cardkingdom 0.79 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Companion — Each nonland card in your starting deck shares a card type. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) As Umori enters, choose a card type. Spells you cast of the chosen type cost less to cast.

    Thornspire Verge Land Normal - ~$8.55

    Thragtusk Creature — Beast Normal - ~$0.67

    Thrill of Possibility Instant Normal - ~$0.22

    Through the Breach Instant — Arcane Normal - ~$1.35

    Thunder of Unity Enchantment — Saga Saga - ~$0.91

    Thundering Broodwagon Artifact — Vehicle Normal - ~$0.21

    Thunderous Debut Sorcery Normal - ~$0.26

    Tibalt, Rakish Instigator Legendary Planeswalker — Tibalt Normal

    Time Wipe Sorcery Normal - ~$0.62

    Tinybones, Bauble Burglar Legendary Creature — Skeleton Rogue Normal - ~$3.49

    Tireless Tracker Creature — Human Scout Normal - ~$0.47

    Tocasia's Welcome Enchantment Normal - ~$3.57

    Tolarian Winds Instant Normal - ~$36.14

    Tome of Legends Artifact Normal - ~$1.03

    Toralf, God of Fury Legendary Creature — God Modal_dfc - ~$2.9

    Toshiro Umezawa Legendary Creature — Human Samurai Normal - ~$20.01

    Tovolar, the Midnight Scourge Legendary Creature — Werewolf Transform - ~$5.64

    Toxic Deluge Sorcery Normal - ~$7.51

    Toxrill, the Corrosive Legendary Creature — Slug Horror Normal - ~$20.08

    Training Center Land Normal - ~$14.44

    Treacherous Greed Instant Normal - ~$0.27

    Treasure Vault Artifact Land Normal - ~$1.25

    Triplicate Titan Artifact Creature — Golem Normal - ~$0.7

    Triskelion Artifact Creature — Construct Normal - ~$0.26

    Tuvasa the Sunlit Legendary Creature — Merfolk Shaman Normal

    Twenty-Toed Toad Creature — Frog Wizard Normal - ~$5.05

    Twilight Drover Creature — Spirit Normal - ~$0.4

    Twilight Mire Land Normal - ~$4.23

    Twilight Prophet Creature — Vampire Cleric Normal - ~$14.13

    Twitching Doll Artifact Creature — Spider Toy Normal - ~$0.85

    Ulamog, the Infinite Gyre Legendary Creature — Eldrazi Normal - ~$70.77

    Umori, the Collector Legendary Creature — Ooze Normal - ~$0.73

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