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Tidebinder Mage Creature
3 versions
Creature — Merfolk Wizard 2/2
When this creature 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 this creature.
Tideforce Elemental Creature
Creature — Elemental 2/1
%U, %T: You may tap or untap another target creature.
Landfall — Whenever a land you control enters, you may untap this creature.
Tidepool Turtle Creature
Of the Coast
2 versions
Creature — Turtle 2/5
%2%U: Scry 1.
Tideshaper Mystic Creature
Creature — Merfolk Wizard 1/1
%T: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
Tidespout Tyrant Creature
6 versions
Creature — Djinn 5/5
Flying
Whenever you cast a spell, return target permanent to its owner's hand.
Tidewater Minion Creature
Creature — Elemental Minion 4/4
Defender
%4: This creature loses defender until end of turn.
%T: Untap target permanent.
Tidings Sorcery
5 versions
Sorcery
Draw four cards.
Tiger-Seal Creature
3 versions
Creature — Cat Seal 3/3
Vigilance
At the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature.
Tightening Coils Enchantment
2 versions
Enchantment — Aura
Enchant creature
Enchanted creature gets -6/-0 and loses flying.
Time and Tide Instant
Instant
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
Time Beetle Creature
2 versions
Creature — Alien Insect 1/1
Skulk
Parallel Universe — Whenever this creature deals combat damage to a player, time travel.
Time Ebb Sorcery
9 versions
Sorcery
Put target creature on top of its owner's library.
Time Elemental Creature
5 versions
Creature — Elemental 0/2
When this creature 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.
Time Lord Regeneration Instant
2 versions
Instant
Until end of turn, target Time Lord you control gains "When this creature dies, reveal cards from the top of your library until you reveal a Time Lord creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order."
Time of Ice Enchantment
Modern Horizons II
2 versions
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
*S1, *S2 Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control this Saga.
*S3 Return all tapped creatures to their owners' hands.
Time Out Instant
2 versions
Instant
Roll a six-sided die. Put target nonland permanent into its owner's library just beneath the top X cards of that library, where X is the result.
Time Reversal Sorcery
3 versions
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
Time Sidewalk Sorcery
2 versions
Sorcery
Take an extra turn after this one.
If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.
Time Spiral Sorcery
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
Time Stop Instant
5 versions
Instant
End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Time Stretch Sorcery
8 versions
Sorcery
Target player takes two extra turns after this one.
Time Walk Sorcery
9 versions
Sorcery
Take an extra turn after this one.
Time Walk on the Wild Side Instant
Instant
Exile Time Walk on the Wild Side. Return the game to the state it was in at the beginning of the turn as much as possible except Time Walk on the Wild Side is still exiled. (Ripped up cards are still exiled and text scratched on scratch cards can't be reused.)
Time Warp Sorcery
Jumpstart
9 versions
Sorcery
Target player takes an extra turn after this one.
Timebender Creature
2 versions
Creature — Human Wizard 1/1
Morph %U
When this creature 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.
Timeline Inquiry Instant
Jumpstart
Instant
Teamwork 2
Draw three cards. Then discard a card unless this spell was cast using teamwork.
Timely Interference Instant
Instant
Kicker %1%R
Target creature gets -1/-0 until end of turn. If this spell was kicked, that creature blocks this turn if able.
Draw a card.
Timestream Navigator Creature
3 versions
Creature — Human Pirate Wizard 1/1
Ascend
%2%U%U, %T, Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
Timetwister Sorcery
10 versions
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
Timid Drake Creature
2 versions
Creature — Drake 3/3
Flying
When another creature enters, return this creature to its owner's hand.
38784 cards found
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