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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
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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
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Angel's Mercy
Instant
You gain 7 life.
"I understand your fears. I pity your doubts. I absolve you of both."
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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
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Archangel
Creature — Angel
Flying, vigilance
The sky rang with the cries of armored seraphs, and the darkness made a tactical retreat.
5/5
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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
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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.)
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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
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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.
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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.
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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
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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
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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."
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Cursebreak
Instant
Destroy target enchantment. You gain 2 life.
No longer the village pariah. No longer taunted and shamed. Sigrun was finally free.
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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.
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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.
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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
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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.
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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
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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.)
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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
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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
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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
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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
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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
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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.
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Midnight Duelist
Creature — Human Soldier
Protection from Vampires
Avacyn's return did not rid him of his desire for revenge.
1/2
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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
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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
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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
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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
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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
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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
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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
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Seraph of Dawn
Creature — Angel
Flying, lifelink
She parts the clouds so sunlight can reach even the darkest lairs and duskiest tombs.
2/4
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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
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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
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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.)
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Thraben Valiant
Creature — Human Soldier
Vigilance
"Once more into Devil's Breach, soldiers. I want another devil tail for my collection."
2/1
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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
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Zealous Strike
Instant
Target creature gets +2/+2 and gains first strike until end of turn.
"Cower, fiend. The night is yours no longer."
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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
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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!"
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Arcane Melee
Enchantment
Instant and sorcery spells cost less to cast.
Debates between wizards are never purely academic.
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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
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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.
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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
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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.
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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.
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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
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Favorable Winds
Enchantment
Creatures you control with flying get +1/+1.
Long thought to be extinct, flocks of gryffs reappeared with Avacyn's return.
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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
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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.
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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
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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.
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Ghostform
Sorcery
Up to two target creatures can't be blocked this turn.
"There's no such thing as 'impenetrable.'"
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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.
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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."
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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
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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
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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.
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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
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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
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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
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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
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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."
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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
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Misthollow Griffin
Creature — Griffin
Flying
You may cast Misthollow Griffin from exile.
For some creatures, existing is only a whim.
3/3
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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
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Outwit
Instant
Counter target spell that targets a player.
The student asks how a spell is begun. The master ponders what ends it.
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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."
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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
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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
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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
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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.
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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.
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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
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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.
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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."
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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
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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.
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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.)
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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
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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.
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Barter in Blood
Sorcery
Each player sacrifices two creatures.
"We must all make sacrifices for the good of Innistrad."
—Sorin Markov
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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
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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
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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
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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
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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
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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
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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
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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!"
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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?
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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
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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
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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.
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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
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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
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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.
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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
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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.
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Mental Agony
Sorcery
Target player discards two cards and loses 2 life.
"His mind is feeble. Feed him to the bats."
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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.
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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
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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.)
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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.
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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
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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.)
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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.
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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."
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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
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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.
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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.
*/*
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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."
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Raging Poltergeist
Creature — Spirit
Some tried cremating their dead to stop the ghoulcallers. But the dead returned, furious about their fate.
6/1
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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.
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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
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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.
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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.
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Scalding Devil
Creature — Devil
: Scalding Devil deals 1 damage to target player or planeswalker.
Demons massacre. Devils annoy.
1/1
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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
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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
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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.
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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
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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.)
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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.
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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
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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
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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
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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.
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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
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Abundant Growth
Enchantment — Aura
Enchant land
When Abundant Growth enters the battlefield, draw a card.
Enchanted land has ": Add one mana of any color."
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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.)
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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
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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.
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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
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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
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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.
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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
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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
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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.
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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.
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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
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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
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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
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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
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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
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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
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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."
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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.
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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
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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
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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
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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.
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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.
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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.)
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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.)
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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.
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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
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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
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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.
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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
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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
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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
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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
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Vorstclaw
Creature — Elemental Horror
"Where'd the werewolves go? Maybe *that* got hungry."
—Halana of Ulvenwald
7/7
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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.
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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
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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.
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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
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Moonsilver Spear
Artifact — Equipment
Equipped creature has first strike.
Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying.
Equip
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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
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Desolate Lighthouse
Land
: Add .
, : Draw a card, then discard a card.
A lonely sentinel facing gales, hurricanes, and tides of homicidal spirits.
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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 .
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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.
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Plains
Basic Land — Plains
(: Add .)
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Plains
Basic Land — Plains
(: Add .)
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Plains
Basic Land — Plains
(: Add .)
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Island
Basic Land — Island
(: Add .)
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Island
Basic Land — Island
(: Add .)
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Island
Basic Land — Island
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
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