Avacyn Restored

Image Card Info Mana cost
Angel of Glory's Rise

Angel of Glory's Rise

Creature — Angel

Flying When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.

"Justice isn't done until undeath is undone."

4/6

5 W W
Angel of Jubilation

Angel of Jubilation

Creature — Angel

Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.

"Though Innistrad is not cleansed of evil, we finally have cause to rejoice."

3/3

1 W W W
Angel's Mercy

Angel's Mercy

Instant

You gain 7 life.

"I understand your fears. I pity your doubts. I absolve you of both."

2 W W
Angelic Wall

Angelic Wall

Creature — Wall

Defender (This creature can't attack.) Flying

"The air stirred as if fanned by angels' wings, and the enemy was turned aside." —Tales of Ikarov the Voyager

0/4

1 W
Archangel

Archangel

Creature — Angel

Flying, vigilance

The sky rang with the cries of armored seraphs, and the darkness made a tactical retreat.

5/5

5 W W
Avacyn, Angel of Hope

Avacyn, Angel of Hope

Legendary Creature — Angel

Flying, vigilance, indestructible Other permanents you control have indestructible.

A golden helix streaked skyward from the Helvault. A thunderous explosion shattered the silver monolith and Avacyn emerged, free from her prison at last.

8/8

5 W W W
Banishing Stroke

Banishing Stroke

Instant

Put target artifact, creature, or enchantment on the bottom of its owner's library. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

5 W
Builder's Blessing

Builder's Blessing

Enchantment

Untapped creatures you control get +0/+2.

"Mix the mortar with holy wards, or blood will run in the streets." —Vadvar, Thraben stonewright

3 W
Call to Serve

Call to Serve

Enchantment — Aura

Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.

Grace is a gift, never a reward.

1 W
Cathars' Crusade

Cathars' Crusade

Enchantment

Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.

Avacyn's holy warriors kept hope alive in her darkest hours. Now they will carry that hope across Innistrad.

3 W W
Cathedral Sanctifier

Cathedral Sanctifier

Creature — Human Cleric

When Cathedral Sanctifier enters the battlefield, you gain 3 life.

"Evil will soon be vanquished. What Innistrad most needs now is healing."

1/1

W
Cloudshift

Cloudshift

Instant

Exile target creature you control, then return that card to the battlefield under your control.

"Even storm clouds bow to worship Avacyn." —Elder Rimheit

W
Commander's Authority

Commander's Authority

Enchantment — Aura

Enchant creature Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."

"Wear her symbol with honor, a sign of faith upheld and honest deeds bravely done."

4 W
Cursebreak

Cursebreak

Instant

Destroy target enchantment. You gain 2 life.

No longer the village pariah. No longer taunted and shamed. Sigrun was finally free.

1 W
Defang

Defang

Enchantment — Aura

Enchant creature Prevent all damage that would be dealt by enchanted creature.

Once vampires are disarmed, they're given wooden swords and forced to assist in the training of Midnight Duelists.

1 W
Defy Death

Defy Death

Sorcery

Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.

Gisela cornered the murderous demon among the graves of the dead villagers. "A fitting end," she murmured as she raised her sword.

3 W W
Devout Chaplain

Devout Chaplain

Creature — Human Cleric

, Tap two untapped Humans you control: Exile target artifact or enchantment.

"By Avacyn's decree, we shall cleanse these relics of their demonic past."

2/2

2 W
Divine Deflection

Divine Deflection

Instant

Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.

X W
Emancipation Angel

Emancipation Angel

Creature — Angel

Flying When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.

"You have done your best. I give you leave to rest."

3/3

1 W W
Entreat the Angels

Entreat the Angels

Sorcery

Create X 4/4 white Angel creature tokens with flying. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

X X W W W
Farbog Explorer

Farbog Explorer

Creature — Human Scout

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

"I'd slog through a thousand swamps to help one soul find rest."

2/3

2 W
Goldnight Commander

Goldnight Commander

Creature — Human Cleric Soldier

Whenever another creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.

"One faith, but many hands in victory."

2/2

3 W
Goldnight Redeemer

Goldnight Redeemer

Creature — Angel

Flying When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control.

The Host sings of Avacyn's return without a single verse about its own suffering.

4/4

4 W W
Herald of War

Herald of War

Creature — Angel

Flying Whenever Herald of War attacks, put a +1/+1 counter on it. Angel spells and Human spells you cast cost less to cast for each +1/+1 counter on Herald of War.

3/3

3 W W
Holy Justiciar

Holy Justiciar

Creature — Human Cleric

, : Tap target creature. If that creature is a Zombie, exile it.

Her eyes see through the rotting flesh and glimpse a soul in agony, begging for the Blessed Sleep.

2/1

3 W
Leap of Faith

Leap of Faith

Instant

Target creature gains flying until end of turn. Prevent all damage that would be dealt to that creature this turn.

The finest maneuvers take place in three dimensions.

2 W
Midnight Duelist

Midnight Duelist

Creature — Human Soldier

Protection from Vampires

Avacyn's return did not rid him of his desire for revenge.

1/2

W
Midvast Protector

Midvast Protector

Creature — Human Wizard

When Midvast Protector enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.

"I cultivated my faith in Avacyn despite meager returns. Now my faith is repaid."

2/3

3 W
Moonlight Geist

Moonlight Geist

Creature — Spirit

Flying : Prevent all combat damage that would be dealt to and dealt by Moonlight Geist this turn.

Wails and whispers are the only weapons she has left.

2/1

2 W
Moorland Inquisitor

Moorland Inquisitor

Creature — Human Soldier

: Moorland Inquisitor gains first strike until end of turn. (It deals combat damage before creatures without first strike.)

Inquisitors are taught scripture, philosophy, and the fine art of sharpening an axe.

2/2

1 W
Nearheath Pilgrim

Nearheath Pilgrim

Creature — Human Cleric

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.

2/1

1 W
Restoration Angel

Restoration Angel

Creature — Angel

Flash Flying When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.

3/4

3 W
Riders of Gavony

Riders of Gavony

Creature — Human Knight

Vigilance As Riders of Gavony enters the battlefield, choose a creature type. Human creatures you control have protection from creatures of the chosen type.

3/3

2 W W
Righteous Blow

Righteous Blow

Instant

Righteous Blow deals 2 damage to target attacking or blocking creature.

"Monsters will no longer find safety under the mists of Morkrut!" —Bruna, Light of Alabaster

W
Seraph of Dawn

Seraph of Dawn

Creature — Angel

Flying, lifelink

She parts the clouds so sunlight can reach even the darkest lairs and duskiest tombs.

2/4

2 W W
Silverblade Paladin

Silverblade Paladin

Creature — Human Knight

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Silverblade Paladin is paired with another creature, both creatures have double strike.

2/2

1 W W
Spectral Gateguards

Spectral Gateguards

Creature — Spirit Soldier

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Spectral Gateguards is paired with another creature, both creatures have vigilance.

2/5

4 W
Terminus

Terminus

Sorcery

Put all creatures on the bottom of their owners' libraries. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

4 W W
Thraben Valiant

Thraben Valiant

Creature — Human Soldier

Vigilance

"Once more into Devil's Breach, soldiers. I want another devil tail for my collection."

2/1

1 W
Voice of the Provinces

Voice of the Provinces

Creature — Angel

Flying When Voice of the Provinces enters the battlefield, create a 1/1 white Human creature token.

Her horn is heard across Innistrad, lifting the hearts of the righteous.

3/3

4 W W
Zealous Strike

Zealous Strike

Instant

Target creature gets +2/+2 and gains first strike until end of turn.

"Cower, fiend. The night is yours no longer."

1 W
Alchemist's Apprentice

Alchemist's Apprentice

Creature — Human Wizard

Sacrifice Alchemist's Apprentice: Draw a card.

Side effects may include foul odors, scalding steam, and spontaneous nonexistence.

1/1

1 U
Amass the Components

Amass the Components

Sorcery

Draw three cards, then put a card from your hand on the bottom of your library.

"I knew I'd find a use for all that newt spittle!"

3 U
Arcane Melee

Arcane Melee

Enchantment

Instant and sorcery spells cost less to cast.

Debates between wizards are never purely academic.

4 U
Captain of the Mists

Captain of the Mists

Creature — Human Wizard

Whenever another Human enters the battlefield under your control, untap Captain of the Mists. , : You may tap or untap target permanent.

"I am no mere ship's captain. The north wind is my accomplice. The tide is my first mate."

2/3

2 U
Crippling Chill

Crippling Chill

Instant

Tap target creature. It doesn't untap during its controller's next untap step. Draw a card.

One breath of the geist turns veins to rivers of ice and freezes hearts midbeat.

2 U
Deadeye Navigator

Deadeye Navigator

Creature — Spirit

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."

5/5

4 U U
Devastation Tide

Devastation Tide

Sorcery

Return all nonland permanents to their owners' hands. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

It's hard to argue with a force made of divine will.

3 U U
Dreadwaters

Dreadwaters

Sorcery

Target player mills X cards, where X is the number of lands you control.

Stray into the Morkrut and it may rise to claim you.

3 U
Elgaud Shieldmate

Elgaud Shieldmate

Creature — Human Soldier

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Elgaud Shieldmate is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.)

2/3

3 U
Favorable Winds

Favorable Winds

Enchantment

Creatures you control with flying get +1/+1.

Long thought to be extinct, flocks of gryffs reappeared with Avacyn's return.

1 U
Fettergeist

Fettergeist

Creature — Spirit

Flying At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.

The choices of the living will tether them in death.

3/4

2 U
Fleeting Distraction

Fleeting Distraction

Instant

Target creature gets -1/-0 until end of turn. Draw a card.

The first spell taught to young mages, it has spared the lives of many whose hands are too small to hold a sword.

U
Galvanic Alchemist

Galvanic Alchemist

Creature — Human Wizard

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Galvanic Alchemist is paired with another creature, each of those creatures has ": Untap this creature."

1/4

2 U
Geist Snatch

Geist Snatch

Instant

Counter target creature spell. Create a 1/1 blue Spirit creature token with flying.

Angels and demons aren't the only ones listening to your prayers.

2 U U
Ghostform

Ghostform

Sorcery

Up to two target creatures can't be blocked this turn.

"There's no such thing as 'impenetrable.'"

1 U
Ghostly Flicker

Ghostly Flicker

Instant

Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.

Sometimes it's useful to take a break from existence.

2 U
Ghostly Touch

Ghostly Touch

Enchantment — Aura

Enchant creature Enchanted creature has "Whenever this creature attacks, you may tap or untap target permanent."

"Geists wish to make themselves known. I'm merely the vessel for their efforts."

1 U
Gryff Vanguard

Gryff Vanguard

Creature — Human Knight

Flying When Gryff Vanguard enters the battlefield, draw a card.

"Ghouls smashed the door, but I heard the call of the gryffs and knew we were saved." —Ekka, shopkeeper of Hanweir

3/2

4 U
Havengul Skaab

Havengul Skaab

Creature — Zombie Horror

Whenever Havengul Skaab attacks, return another creature you control to its owner's hand.

An abomination so violent that the other fiends tremble at the sight of it.

4/5

5 U
Infinite Reflection

Infinite Reflection

Enchantment — Aura

Enchant creature When Infinite Reflection enters the battlefield attached to a creature, each other nontoken creature you control becomes a copy of that creature. Nontoken creatures you control enter the battlefield as a copy of enchanted creature.

5 U
Into the Void

Into the Void

Sorcery

Return up to two target creatures to their owners' hands.

"The cathars have their swords, the inquisitors their axes. I prefer the 'diplomatic' approach." —Terhold, archmage of Drunau

3 U
Latch Seeker

Latch Seeker

Creature — Spirit

Latch Seeker can't be blocked.

It seeks a tomb that will hold it, a coffin that will give it rest.

3/1

1 U U
Lone Revenant

Lone Revenant

Creature — Spirit

Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Lone Revenant deals combat damage to a player, if you control no other creatures, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

4/4

3 U U
Lunar Mystic

Lunar Mystic

Creature — Human Wizard

Whenever you cast an instant spell, you may pay . If you do, draw a card.

"I'm pleased this world has learned the moon affects more than the tides." —Tamiyo, the Moon Sage

2/2

2 U U
Mass Appeal

Mass Appeal

Sorcery

Draw a card for each Human you control.

"We have emerged triumphant from the darkness. Let our hard-won wisdom guide us to prosperity."

2 U
Mist Raven

Mist Raven

Creature — Bird

Flying When Mist Raven enters the battlefield, return target creature to its owner's hand.

"When you see a raven, head for the hills. It knows when the ghost-tide is headed in." —Sved, fisherman of Nephalia

2/2

2 U U
Misthollow Griffin

Misthollow Griffin

Creature — Griffin

Flying You may cast Misthollow Griffin from exile.

For some creatures, existing is only a whim.

3/3

2 U U
Nephalia Smuggler

Nephalia Smuggler

Creature — Human Rogue

, : Exile another target creature you control, then return that card to the battlefield under your control.

"My drivers are trustworthy. I removed their tongues myself. Any other questions?"

1/1

U
Outwit

Outwit

Instant

Counter target spell that targets a player.

The student asks how a spell is begun. The master ponders what ends it.

U
Peel from Reality

Peel from Reality

Instant

Return target creature you control and target creature you don't control to their owners' hands.

"Soulless demon, you are bound to me. Now we will both dwell in oblivion."

1 U
Rotcrown Ghoul

Rotcrown Ghoul

Creature — Zombie

When Rotcrown Ghoul dies, target player mills five cards.

"Don't look into its eyes. It's thinking things no dead thing should think." —Captain Eberhart

3/3

4 U
Scrapskin Drake

Scrapskin Drake

Creature — Zombie Drake

Flying (This creature can't be blocked except by creatures with flying or reach.) Scrapskin Drake can block only creatures with flying.

"The cathars killed my skaabs down below. Let's see how high their swords can reach." —Ludevic, necro-alchemist

2/3

2 U
Second Guess

Second Guess

Instant

Counter target spell that's the second spell cast this turn.

"I see where you're going with that. I don't like it." —Dierk, geistmage

1 U
Spectral Prison

Spectral Prison

Enchantment — Aura

Enchant creature Enchanted creature doesn't untap during its controller's untap step. When enchanted creature becomes the target of a spell, sacrifice Spectral Prison.

1 U
Spirit Away

Spirit Away

Enchantment — Aura

Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.

The fear of slipping from the geist's tenuous grip overwhelmed Tolo's joy at his first flight.

5 U U
Stern Mentor

Stern Mentor

Creature — Human Wizard

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Stern Mentor is paired with another creature, each of those creatures has ": Target player mills two cards."

2/2

3 U
Stolen Goods

Stolen Goods

Sorcery

Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost.

3 U
Tamiyo, the Moon Sage

Tamiyo, the Moon Sage

Legendary Planeswalker — Tamiyo

[+1]: Tap target permanent. It doesn't untap during its controller's next untap step. [−2]: Draw a card for each tapped creature target player controls. [−8]: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand."

3 U U
Tandem Lookout

Tandem Lookout

Creature — Human Scout

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."

2/1

2 U
Temporal Mastery

Temporal Mastery

Sorcery

Take an extra turn after this one. Exile Temporal Mastery. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Time is a marvelous plaything.

5 U U
Vanishment

Vanishment

Instant

Put target nonland permanent on top of its owner's library. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

4 U
Wingcrafter

Wingcrafter

Creature — Human Wizard

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Wingcrafter is paired with another creature, both creatures have flying.

1/1

U
Appetite for Brains

Appetite for Brains

Sorcery

Target opponent reveals their hand. You choose a card from it with mana value 4 or greater and exile that card.

Just as with a peach, the first bite is always the juiciest.

B
Barter in Blood

Barter in Blood

Sorcery

Each player sacrifices two creatures.

"We must all make sacrifices for the good of Innistrad." —Sorin Markov

2 B B
Blood Artist

Blood Artist

Creature — Vampire

Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.

"Great art can never be created without great suffering."

0/1

1 B
Bloodflow Connoisseur

Bloodflow Connoisseur

Creature — Vampire

Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.

"Death not for survival but for vanity and pleasure? This is the decadence I sought to curb." —Sorin Markov

1/1

2 B
Bone Splinters

Bone Splinters

Sorcery

As an additional cost to cast this spell, sacrifice a creature. Destroy target creature.

"Which do you deserve, the heft of a femur or the graceful sharpness of a forearm? Decisions, decisions . . ." —Gisa the Mad

B
Butcher Ghoul

Butcher Ghoul

Creature — Zombie

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Without a mind, it doesn't fear death. Without a soul, it doesn't mind killing.

1/1

1 B
Corpse Traders

Corpse Traders

Creature — Human Rogue

, Sacrifice a creature: Target opponent reveals their hand. You choose a card from it. That player discards that card. Activate only as a sorcery.

Those without breath can't complain.

3/3

3 B
Crypt Creeper

Crypt Creeper

Creature — Zombie

Sacrifice Crypt Creeper: Exile target card from a graveyard.

"I guess what they say is true. What doesn't kill you makes you stronger. Or at least stranger." —Captain Eberhart

2/1

1 B
Dark Impostor

Dark Impostor

Creature — Vampire Assassin

: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.

"Ah, this is a nice life. I can see why you were so desperate to keep it."

2/2

2 B
Death Wind

Death Wind

Instant

Target creature gets -X/-X until end of turn.

Leukin stared at the smoldering angel feathers. "Run!" he screamed to his patrol. "We don't stand a chance!"

X B
Demonic Rising

Demonic Rising

Enchantment

At the beginning of your end step, if you control exactly one creature, create a 5/5 black Demon creature token with flying.

Which is the greater folly, summoning the demon or expecting gratitude from it?

3 B B
Demonic Taskmaster

Demonic Taskmaster

Creature — Demon

Flying At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.

Subservience to greater power is the only law in the pit.

4/3

2 B
Demonlord of Ashmouth

Demonlord of Ashmouth

Creature — Demon

Flying When Demonlord of Ashmouth enters the battlefield, exile it unless you sacrifice another creature. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

5/4

2 B B
Descent into Madness

Descent into Madness

Enchantment

At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents they control and/or cards from their hand, where X is the number of despair counters on Descent into Madness.

The stairs lead down in both directions.

3 B B
Dread Slaver

Dread Slaver

Creature — Zombie Horror

Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.

Half a brain rules the mindless.

3/5

3 B B
Driver of the Dead

Driver of the Dead

Creature — Vampire

When Driver of the Dead dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.

Some vampires resorted to corpse trading after cathars burned their estates and drove them from their ancestral feeding grounds.

3/2

3 B
Essence Harvest

Essence Harvest

Sorcery

Target player loses X life and you gain X life, where X is the greatest power among creatures you control.

Captain Lewenheart uncovered evidence of a demon cult among the clergy. The Skirsdag never gave him a chance to prove his case.

2 B
Evernight Shade

Evernight Shade

Creature — Shade

: Evernight Shade gets +1/+1 until end of turn. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

1/1

3 B
Exquisite Blood

Exquisite Blood

Enchantment

Whenever an opponent loses life, you gain that much life.

Even as humans regained the upper hand, some still willingly traded their lives for a chance at immortality.

4 B
Ghoulflesh

Ghoulflesh

Enchantment — Aura

Enchant creature Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.

The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.

B
Gloom Surgeon

Gloom Surgeon

Creature — Spirit

If combat damage would be dealt to Gloom Surgeon, prevent that damage and exile that many cards from the top of your library.

He roams the streets of Havengul seeking the sick and delirious so that he may cure them of their lives.

2/1

1 B
Grave Exchange

Grave Exchange

Sorcery

Return target creature card from your graveyard to your hand. Target player sacrifices a creature.

"It's a cold, dark journey either way." —Eruth of Lambholt

4 B B
Griselbrand

Griselbrand

Legendary Creature — Demon

Flying, lifelink Pay 7 life: Draw seven cards.

"Avacyn emerged from the broken Helvault, but her freedom came at a price—him." —Thalia, Knight-Cathar

7/7

4 B B B B
Harvester of Souls

Harvester of Souls

Creature — Demon

Deathtouch Whenever another nontoken creature dies, you may draw a card.

"He is judge, jury, and executioner because he killed them all." —Bishop Cawle of Elgaud

5/5

4 B B
Homicidal Seclusion

Homicidal Seclusion

Enchantment

As long as you control exactly one creature, that creature gets +3/+1 and has lifelink.

"Damned crows and their endless squawking . . . blocks out the voices in my head . . ." —Hermit of Hanne Hall

4 B
Human Frailty

Human Frailty

Instant

Destroy target Human creature.

"I have seen a hundred mortal families rise and fall. I shall outlast a thousand more." —Olivia Voldaren

B
Hunted Ghoul

Hunted Ghoul

Creature — Zombie

Hunted Ghoul can't block Humans.

Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.

1/2

B
Killing Wave

Killing Wave

Sorcery

For each creature, its controller sacrifices it unless they pay X life.

"I come looking for demons and I find a plane full of angels. I hate angels." —Liliana Vess

X B
Maalfeld Twins

Maalfeld Twins

Creature — Zombie

When Maalfeld Twins dies, create two 2/2 black Zombie creature tokens.

"Who am I to break up a family?" —Gisa the Mad

4/4

5 B
Marrow Bats

Marrow Bats

Creature — Bat Skeleton

Flying Pay 4 life: Regenerate Marrow Bats.

"No matter how far we push into Stensia, undeath will always remain in these lands." —Terhold, archmage of Drunau

4/1

4 B
Mental Agony

Mental Agony

Sorcery

Target player discards two cards and loses 2 life.

"His mind is feeble. Feed him to the bats."

3 B
Necrobite

Necrobite

Instant

Target creature gains deathtouch until end of turn. Regenerate it. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat. Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)

An undead snake doesn't bite in self-defense. It hungers as any zombie, never sated.

2 B
Polluted Dead

Polluted Dead

Creature — Zombie

When Polluted Dead dies, destroy target land.

After the zombie attack, crops withered on the vine, and the thriving village became a ghost town almost overnight.

3/3

4 B
Predator's Gambit

Predator's Gambit

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+1. Enchanted creature has intimidate as long as its controller controls no other creatures. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)

B
Renegade Demon

Renegade Demon

Creature — Demon

"Have you ever cornered a wounded vampire? That's a walk in the cathedral garden in comparison." —Tristen, Cathar Marshal

5/3

3 B B
Searchlight Geist

Searchlight Geist

Creature — Spirit

Flying : Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)

It rises with the fall of darkness, seeking souls to extinguish.

2/1

2 B
Soulcage Fiend

Soulcage Fiend

Creature — Demon

When Soulcage Fiend dies, each player loses 3 life.

Vowing to free the souls of her children, Kastinne followed the tormentors into the ghastly network of caves below Stensia.

3/2

1 B B
Treacherous Pit-Dweller

Treacherous Pit-Dweller

Creature — Demon

When Treacherous Pit-Dweller enters the battlefield from a graveyard, target opponent gains control of it. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

4/3

B B
Triumph of Cruelty

Triumph of Cruelty

Enchantment

At the beginning of your upkeep, target opponent discards a card if you control the creature with the greatest power or tied for the greatest power.

"I've seen corpses prettier than you, beastmage." —Liliana Vess

2 B
Undead Executioner

Undead Executioner

Creature — Zombie

When Undead Executioner dies, you may have target creature get -2/-2 until end of turn.

Heartless killer in life, brainless killer in death.

2/2

3 B
Unhallowed Pact

Unhallowed Pact

Enchantment — Aura

Enchant creature When enchanted creature dies, return that card to the battlefield under your control.

Agreements with demons seldom end at the grave.

2 B
Aggravate

Aggravate

Instant

Aggravate deals 1 damage to each creature target player controls. Each creature dealt damage this way attacks this turn if able.

"Barbarians! They burned my favorite chair! We'll kill them all!" —Anje Falkenrath

3 R R
Archwing Dragon

Archwing Dragon

Creature — Dragon

Flying, haste At the beginning of the end step, return Archwing Dragon to its owner's hand.

Swifter than an angel, crueler than a demon, and relentless as a ghoul.

4/4

2 R R
Banners Raised

Banners Raised

Instant

Creatures you control get +1/+0 until end of turn.

After the destruction of the Helvault, fearful mobs soon became fearless battalions.

R
Battle Hymn

Battle Hymn

Instant

Add for each creature you control.

"A church is just wood and walls. A congregation is the faithful praising the angels." —Kolman, elder of Gatstaf

1 R
Bonfire of the Damned

Bonfire of the Damned

Sorcery

Bonfire of the Damned deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

X X R
Burn at the Stake

Burn at the Stake

Sorcery

As an additional cost to cast this spell, tap any number of untapped creatures you control. Burn at the Stake deals damage to any target equal to three times the number of creatures tapped this way.

2 R R R
Dangerous Wager

Dangerous Wager

Instant

Discard your hand, then draw two cards.

"C'mon friend, take a turn tossing the knucklebones. What've you got to lose?" —Tobias, trader of Erdwal

1 R
Demolish

Demolish

Sorcery

Destroy target artifact or land.

"To truly defeat a skaberen, you must destroy not the monster but the lab." —Rem Karolus, Blade of the Inquisitors

3 R
Dual Casting

Dual Casting

Enchantment — Aura

Enchant creature Enchanted creature has ", : Copy target instant or sorcery spell you control. You may choose new targets for the copy."

Hours after the Helvault opened, his powers returned twice as strong as before.

1 R
Falkenrath Exterminator

Falkenrath Exterminator

Creature — Vampire Archer

Whenever Falkenrath Exterminator deals combat damage to a player, put a +1/+1 counter on it. : Falkenrath Exterminator deals damage to target creature equal to the number of +1/+1 counters on Falkenrath Exterminator.

1/1

1 R
Fervent Cathar

Fervent Cathar

Creature — Human Knight

Haste When Fervent Cathar enters the battlefield, target creature can't block this turn.

"I'll put my sword down only to die. And I don't plan on doing that today."

2/1

2 R
Gang of Devils

Gang of Devils

Creature — Devil

When Gang of Devils dies, it deals 3 damage divided as you choose among one, two, or three targets.

"Well, how could I know they'd explode?" —Gregel, township militia

3/3

5 R
Guise of Fire

Guise of Fire

Enchantment — Aura

Enchant creature Enchanted creature gets +1/-1 and attacks each combat if able.

"Fire will eventually destroy a zombie, but a fiery zombie destroys a lot of other things first." —Rem Karolus, Blade of the Inquisitors

R
Hanweir Lancer

Hanweir Lancer

Creature — Human Knight

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Hanweir Lancer is paired with another creature, both creatures have first strike.

2/2

2 R
Havengul Vampire

Havengul Vampire

Creature — Vampire

Whenever Havengul Vampire deals combat damage to a player, put a +1/+1 counter on it. Whenever another creature dies, put a +1/+1 counter on Havengul Vampire.

"That slowly decreasing pulse—that's the beat I waltz to."

2/2

3 R
Heirs of Stromkirk

Heirs of Stromkirk

Creature — Vampire

Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Heirs of Stromkirk deals combat damage to a player, put a +1/+1 counter on it.

2/2

2 R R
Hound of Griselbrand

Hound of Griselbrand

Creature — Elemental Dog

Double strike Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

2/2

2 R R
Kessig Malcontents

Kessig Malcontents

Creature — Human Warrior

When Kessig Malcontents enters the battlefield, it deals damage to target player or planeswalker equal to the number of Humans you control.

Discontent is a powerful weapon in the hands of a mob.

3/1

2 R
Kruin Striker

Kruin Striker

Creature — Human Warrior

Whenever another creature enters the battlefield under your control, Kruin Striker gets +1/+0 and gains trample until end of turn.

Unhappy with the creation of the wolfir, Rorica broke with her order and led a crusade against the "reformed werewolves."

2/1

1 R
Lightning Mauler

Lightning Mauler

Creature — Human Berserker

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Lightning Mauler is paired with another creature, both creatures have haste.

2/1

1 R
Lightning Prowess

Lightning Prowess

Enchantment — Aura

Enchant creature Enchanted creature has haste and ": This creature deals 1 damage to any target."

"Undead flesh is dry and papery. A single spark and 'poof.' No more ghoul."

2 R
Mad Prophet

Mad Prophet

Creature — Human Shaman

Haste , Discard a card: Draw a card.

"There's no heron in the moon! It's a shrew, a five-legged shrew, with a voice like whispering thunder!"

2/2

3 R
Malicious Intent

Malicious Intent

Enchantment — Aura

Enchant creature Enchanted creature has ": Target creature can't block this turn."

As peace returned to Thraben, some cathars made the mistake of letting down their guard.

1 R
Malignus

Malignus

Creature — Elemental Spirit

Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up. Damage that would be dealt by Malignus can't be prevented.

It descended on Estwald like a sudden storm. Moments later, only ashes and agony remained.

*/*

3 R R
Pillar of Flame

Pillar of Flame

Sorcery

Pillar of Flame deals 2 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.

"May the worthy spend an eternity in Blessed Sleep. May the wicked find the peace of oblivion."

R
Raging Poltergeist

Raging Poltergeist

Creature — Spirit

Some tried cremating their dead to stop the ghoulcallers. But the dead returned, furious about their fate.

6/1

4 R
Reforge the Soul

Reforge the Soul

Sorcery

Each player discards their hand, then draws seven cards. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

In a wave of spells called the Cursemute, Avacyn cleansed the world with divine fire.

3 R R
Riot Ringleader

Riot Ringleader

Creature — Human Warrior

Whenever Riot Ringleader attacks, Human creatures you control get +1/+0 until end of turn.

"So the vampires like hot blood, do they? Let's see how they handle ours."

2/2

2 R
Rite of Ruin

Rite of Ruin

Sorcery

Choose an order for artifacts, creatures, and lands. Each player sacrifices one permanent of the first type, sacrifices two of the second type, then sacrifices three of the third type.

Skirsdag cultists refused to quietly accept Avacyn's ascendancy.

5 R R
Rush of Blood

Rush of Blood

Instant

Target creature gets +X/+0 until end of turn, where X is its power.

Sometimes it's not for sustenance or to feed the dependence. Sometimes it's just to feel again.

2 R
Scalding Devil

Scalding Devil

Creature — Devil

: Scalding Devil deals 1 damage to target player or planeswalker.

Demons massacre. Devils annoy.

1/1

1 R
Somberwald Vigilante

Somberwald Vigilante

Creature — Human Warrior

Whenever Somberwald Vigilante becomes blocked by a creature, Somberwald Vigilante deals 1 damage to that creature.

He has nothing left but his resentment.

1/1

R
Stonewright

Stonewright

Creature — Human Shaman

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Stonewright is paired with another creature, each of those creatures has ": This creature gets +1/+0 until end of turn."

1/1

R
Thatcher Revolt

Thatcher Revolt

Sorcery

Create three 1/1 red Human creature tokens with haste. Sacrifice those tokens at the beginning of the next end step.

The dark times left the peasantry ready to fight with whatever weapons were at hand.

2 R
Thunderbolt

Thunderbolt

Instant

Choose one — • Thunderbolt deals 3 damage to target player or planeswalker. • Thunderbolt deals 4 damage to target creature with flying.

"My next aerial design will use less metal." —Hadaken, alchemist of Nephalia

1 R
Thunderous Wrath

Thunderous Wrath

Instant

Thunderous Wrath deals 5 damage to any target. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

4 R R
Tibalt, the Fiend-Blooded

Tibalt, the Fiend-Blooded

Legendary Planeswalker — Tibalt

[+1]: Draw a card, then discard a card at random. [−4]: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player. [−6]: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.

R R
Tyrant of Discord

Tyrant of Discord

Creature — Elemental

When Tyrant of Discord enters the battlefield, target opponent chooses a permanent they control at random and sacrifices it. If a nonland permanent is sacrificed this way, repeat this process.

7/7

4 R R R
Uncanny Speed

Uncanny Speed

Instant

Target creature gets +3/+0 and gains haste until end of turn.

"To survive, we must embrace the savagery we knew in our race's infancy." —Edgar Markov

1 R
Vexing Devil

Vexing Devil

Creature — Devil

When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to them. If a player does, sacrifice Vexing Devil.

It's not any fun until someone loses an eye.

4/3

R
Vigilante Justice

Vigilante Justice

Enchantment

Whenever a Human enters the battlefield under your control, Vigilante Justice deals 1 damage to any target.

It begins as a whisper and ends with the red roar of fire.

3 R
Zealous Conscripts

Zealous Conscripts

Creature — Human Warrior

Haste When Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.

3/3

4 R
Abundant Growth

Abundant Growth

Enchantment — Aura

Enchant land When Abundant Growth enters the battlefield, draw a card. Enchanted land has ": Add one mana of any color."

G
Blessings of Nature

Blessings of Nature

Sorcery

Distribute four +1/+1 counters among any number of target creatures. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

4 G
Borderland Ranger

Borderland Ranger

Creature — Human Scout Ranger

When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.

"There's only one route from Kessig into Stensia. Unless you come with me."

2/2

2 G
Bower Passage

Bower Passage

Enchantment

Creatures with flying can't block creatures you control.

In the darkest hours, some denied Avacyn. Now the Kessig wilds are their only haven.

1 G
Champion of Lambholt

Champion of Lambholt

Creature — Human Warrior

Creatures with power less than Champion of Lambholt's power can't block creatures you control. Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt.

1/1

1 G G
Craterhoof Behemoth

Craterhoof Behemoth

Creature — Beast

Haste When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

Its footsteps of today are the lakes of tomorrow.

5/5

5 G G G
Descendants' Path

Descendants' Path

Enchantment

At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.

2 G
Diregraf Escort

Diregraf Escort

Creature — Human Cleric

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Diregraf Escort is paired with another creature, both creatures have protection from Zombies.

1/1

G
Druid's Familiar

Druid's Familiar

Creature — Bear

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Druid's Familiar is paired with another creature, each of those creatures gets +2/+2.

2/2

3 G
Druids' Repository

Druids' Repository

Enchantment

Whenever a creature you control attacks, put a charge counter on Druids' Repository. Remove a charge counter from Druids' Repository: Add one mana of any color.

1 G G
Eaten by Spiders

Eaten by Spiders

Instant

Destroy target creature with flying and all Equipment attached to that creature.

After sampling many victims, the spider developed a preference for the undead and their accoutrements.

2 G
Flowering Lumberknot

Flowering Lumberknot

Creature — Treefolk

Flowering Lumberknot can't attack or block unless it's paired with a creature with soulbond.

"It used to eat us trappers. Now it follows us around like some kind of hound dog." —Alena, trapper of Kessig

5/5

3 G
Geist Trappers

Geist Trappers

Creature — Human Warrior

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Geist Trappers is paired with another creature, both creatures have reach.

3/5

4 G
Gloomwidow

Gloomwidow

Creature — Spider

Reach Gloomwidow can block only creatures with flying.

The abandoned towns on the moors didn't stay empty for long.

3/3

2 G
Grounded

Grounded

Enchantment — Aura

Enchant creature Enchanted creature loses flying.

"We've tracked Ludevic's monster across four provinces. When it lands, make sure it stays put." —Alena, trapper of Kessig, to Halana of Ulvenwald

1 G
Howlgeist

Howlgeist

Creature — Spirit Wolf

Creatures with power less than Howlgeist's power can't block it. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

4/2

5 G
Joint Assault

Joint Assault

Instant

Target creature gets +2/+2 until end of turn. If it's paired with a creature, that creature also gets +2/+2 until end of turn.

"By my power, werewolves shall become the wolfir, our allies in combat against darkness." —Avacyn's Cursemute Decree

G
Lair Delve

Lair Delve

Sorcery

Reveal the top two cards of your library. Put all creature and land cards revealed this way into your hand and the rest on the bottom of your library in any order.

"The fiends have fled. Well, good riddance. Nothing I like more than an empty lair."

2 G
Natural End

Natural End

Instant

Destroy target artifact or enchantment. You gain 3 life.

The haunted blade shattered, and the geist drifted gratefully to the Blessed Sleep.

2 G
Nettle Swine

Nettle Swine

Creature — Boar

"I killed one and found bricks and bones in its belly. It had eaten a whole cottage, thatch and all." —Paulin, Somberwald trapper

4/3

3 G
Nightshade Peddler

Nightshade Peddler

Creature — Human Druid

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nightshade Peddler is paired with another creature, both creatures have deathtouch.

1/1

1 G
Pathbreaker Wurm

Pathbreaker Wurm

Creature — Wurm

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Pathbreaker Wurm is paired with another creature, both creatures have trample.

6/4

4 G G
Primal Surge

Primal Surge

Sorcery

Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.

With Avacyn's return, the flow of life became a tidal wave.

8 G G
Rain of Thorns

Rain of Thorns

Sorcery

Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Destroy target land.

When the forests became havens for evil, the archmages devised new ways to cleanse the wilds.

4 G G
Revenge of the Hunted

Revenge of the Hunted

Sorcery

Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

4 G G
Sheltering Word

Sheltering Word

Instant

Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)

1 G
Snare the Skies

Snare the Skies

Instant

Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.)

A hunter's precision and a durkvine's strength are a potent combination.

G
Somberwald Sage

Somberwald Sage

Creature — Human Druid

: Add three mana of any one color. Spend this mana only to cast creature spells.

"You can face any danger when all of nature is on your side."

0/1

2 G
Soul of the Harvest

Soul of the Harvest

Creature — Elemental

Trample Whenever another nontoken creature enters the battlefield under your control, you may draw a card.

It's there when a seed sprouts, when gourds ripen on the vines, and when the reapers cut the grains under the Harvest Moon.

6/6

4 G G
Terrifying Presence

Terrifying Presence

Instant

Prevent all combat damage that would be dealt by creatures other than target creature this turn.

Elmut had slaughtered vampires, slain werewolves, and destroyed hordes of zombies. Sadly, he never got over his fear of spiders.

1 G
Timberland Guide

Timberland Guide

Creature — Human Scout

When Timberland Guide enters the battlefield, 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

1 G
Triumph of Ferocity

Triumph of Ferocity

Enchantment

At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.

"Rid me of this curse, witch, or die with me." —Garruk Wildspeaker

2 G
Trusted Forcemage

Trusted Forcemage

Creature — Human Shaman

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Trusted Forcemage is paired with another creature, each of those creatures gets +1/+1.

2/2

2 G
Ulvenwald Tracker

Ulvenwald Tracker

Creature — Human Shaman

, : Target creature you control fights another target creature.

"Peace will come to Innistrad, but only after all abominations have been dealt with, one by one."

1/1

G
Vorstclaw

Vorstclaw

Creature — Elemental Horror

"Where'd the werewolves go? Maybe *that* got hungry." —Halana of Ulvenwald

7/7

4 G G
Wandering Wolf

Wandering Wolf

Creature — Wolf

Creatures with power less than Wandering Wolf's power can't block it.

Humans still feared wolves, though no connection between them and the curse of lycanthropy had ever been proved.

2/1

1 G
Wild Defiance

Wild Defiance

Enchantment

Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.

"When civilization reaches out its greedy hand, take it off at the wrist." —Garruk Wildspeaker

2 G
Wildwood Geist

Wildwood Geist

Creature — Spirit

Wildwood Geist gets +2/+2 as long as it's your turn.

The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.

3/3

4 G
Wolfir Avenger

Wolfir Avenger

Creature — Wolf Warrior

Flash (You may cast this spell any time you could cast an instant.) : Regenerate Wolfir Avenger.

Released from a dark curse and bound to a higher calling.

3/3

1 G G
Wolfir Silverheart

Wolfir Silverheart

Creature — Wolf Warrior

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4.

4/4

3 G G
Yew Spirit

Yew Spirit

Creature — Spirit Treefolk

: Yew Spirit gets +X/+X until end of turn, where X is its power.

"I wonder what dwelled in the primordial forests before humans existed." —Elder Rimheit

3/3

4 G
Bruna, Light of Alabaster

Bruna, Light of Alabaster

Legendary Creature — Angel

Flying, vigilance Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.

5/5

3 W W U
Gisela, Blade of Goldnight

Gisela, Blade of Goldnight

Legendary Creature — Angel

Flying, first strike If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead. If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.

5/5

4 R W W
Sigarda, Host of Herons

Sigarda, Host of Herons

Legendary Creature — Angel

Flying, hexproof Spells and abilities your opponents control can't cause you to sacrifice permanents.

Great devotion yields great reward.

5/5

2 G W W
Angel's Tomb

Angel's Tomb

Artifact

Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.

"Faith can quicken the stones themselves with life." —Writings of Mikaeus

3
Angelic Armaments

Angelic Armaments

Artifact — Equipment

Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip (: Attach to target creature you control. Equip only as a sorcery.)

Forged in dark hours from the flame that would not die.

3
Bladed Bracers

Bladed Bracers

Artifact — Equipment

Equipped creature gets +1/+1. As long as equipped creature is a Human or an Angel, it has vigilance. Equip (: Attach to target creature you control. Equip only as a sorcery.)

Forged from the rubble of the Helvault.

1
Conjurer's Closet

Conjurer's Closet

Artifact

At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.

"Tomorrow wears yesterday's face." —Kordel the Cryptic

5
Gallows at Willow Hill

Gallows at Willow Hill

Artifact

, , Tap three untapped Humans you control: Destroy target creature. Its controller creates a 1/1 white Spirit creature token with flying.

3
Haunted Guardian

Haunted Guardian

Artifact Creature — Construct

Defender, first strike

"Drain the victim's blood, sell the corpse, and use the soul on guard duty. No muss, no fuss, no problems." —Olivia Voldaren

2/1

2
Moonsilver Spear

Moonsilver Spear

Artifact — Equipment

Equipped creature has first strike. Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying. Equip

4
Narstad Scrapper

Narstad Scrapper

Artifact Creature — Construct

: Narstad Scrapper gets +1/+0 until end of turn.

"Finally, the principles of corpse animation applied to bloodless materials!" —Ludevic, necro-alchemist

3/3

5
Otherworld Atlas

Otherworld Atlas

Artifact

: Put a charge counter on Otherworld Atlas. : Each player draws a card for each charge counter on Otherworld Atlas.

"Any fool can open it. But it takes a genius to decipher the blank pages." —Kordel the Cryptic

4
Scroll of Avacyn

Scroll of Avacyn

Artifact

, Sacrifice Scroll of Avacyn: Draw a card. If you control an Angel, you gain 5 life.

Words to bless the eye that reads them, telling of a future beyond the reach of fear.

1
Scroll of Griselbrand

Scroll of Griselbrand

Artifact

, Sacrifice Scroll of Griselbrand: Target opponent discards a card. If you control a Demon, that player loses 3 life.

Words no eyes should see, telling of things no sane mind could fathom.

1
Tormentor's Trident

Tormentor's Trident

Artifact — Equipment

Equipped creature gets +3/+0 and attacks each combat if able. Equip

To a demon there is no such thing as restraint.

2
Vanguard's Shield

Vanguard's Shield

Artifact — Equipment

Equipped creature gets +0/+3 and can block an additional creature each combat. Equip (: Attach to target creature you control. Equip only as a sorcery.)

Wars are not fought on a single front.

2
Vessel of Endless Rest

Vessel of Endless Rest

Artifact

When Vessel of Endless Rest enters the battlefield, put target card from a graveyard on the bottom of its owner's library. : Add one mana of any color.

3
Alchemist's Refuge

Alchemist's Refuge

Land

: Add . , : You may cast spells this turn as though they had flash.

Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.

Cavern of Souls

Cavern of Souls

Land

As Cavern of Souls enters the battlefield, choose a creature type. : Add . : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Desolate Lighthouse

Desolate Lighthouse

Land

: Add . , : Draw a card, then discard a card.

A lonely sentinel facing gales, hurricanes, and tides of homicidal spirits.

Seraph Sanctuary

Seraph Sanctuary

Land

When Seraph Sanctuary enters the battlefield, you gain 1 life. Whenever an Angel enters the battlefield under your control, you gain 1 life. : Add .

Slayers' Stronghold

Slayers' Stronghold

Land

: Add . , : Target creature gets +2/+0 and gains vigilance and haste until end of turn.

Its courtyards are lit during every hour of the day so that night may never fall within its walls.

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)