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Venser, the Sojourner
Legendary Planeswalker — Venser
[+2]: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
[−1]: Creatures can't be blocked this turn.
[−8]: You get an emblem with "Whenever you cast a spell, exile target permanent."
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Whitemane Lion
Creature — Cat
Flash
When Whitemane Lion enters the battlefield, return a creature you control to its owner's hand.
Saltfield nomads call a sudden storm a "whitemane."
2/2
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Augury Owl
Creature — Bird
Flying
When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1/1
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Coral Fighters
Creature — Merfolk Soldier
Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.
1/1
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Minamo Sightbender
Creature — Human Wizard
, : Target creature with power X or less can't be blocked this turn.
Woven from threads of the spirit world, the mistcloak rendered its wearer invisible, but quickly fell to tatters.
1/2
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Mistmeadow Witch
Creature — Kithkin Wizard
: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Olka collected the evening mist for years, studying its secrets. Once she learned its essence, she could vanish with a thought.
1/1
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Scroll Thief
Creature — Merfolk Rogue
Whenever Scroll Thief deals combat damage to a player, draw a card.
I've learned how to disable wards, pick locks, and decode the Agaran language—all before even reading the scroll!
1/3
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Neurok Invisimancer
Creature — Human Wizard
Neurok Invisimancer can't be blocked.
When Neurok Invisimancer enters the battlefield, target creature can't be blocked this turn.
"They won't see your shadow or hear your breath, but they will feel your blade."
2/1
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Slith Strider
Creature — Slith
Whenever Slith Strider becomes blocked, draw a card.
Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it.
A slith's form and function are determined by the color of the sun under which it's born.
1/1
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Sky Spirit
Creature — Spirit
Flying, first strike
"Like a strain of music: easy to remember but impossible to catch."
—Mirri of the *Weatherlight*
2/2
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Wall of Denial
Creature — Wall
Defender, flying
Shroud (This creature can't be the target of spells or abilities.)
It provides what every discerning mage requires—time to think.
0/8
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Galepowder Mage
Creature — Kithkin Wizard
Flying
Whenever Galepowder Mage attacks, exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
3/3
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Kor Cartographer
Creature — Kor Scout
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Kor have no concept of exploration. They return to homelands forgotten.
2/2
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Clone
Creature — Shapeshifter
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
The shapeshifter mimics with a twin's esteem and a mirror's cruelty.
0/0
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Cryptic Annelid
Creature — Worm Beast
When Cryptic Annelid enters the battlefield, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1/4
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Primal Plasma
Creature — Elemental Shapeshifter
As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
Tocasia brushed the gears and cogs from the table. There, before two wide-eyed brothers, she began a lesson on raw elemental magic.
*/*
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Sawtooth Loon
Creature — Bird
Flying
When Sawtooth Loon enters the battlefield, return a white or blue creature you control to its owner's hand.
When Sawtooth Loon enters the battlefield, draw two cards, then put two cards from your hand on the bottom of your library.
2/2
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Cache Raiders
Creature — Merfolk Rogue
At the beginning of your upkeep, return a permanent you control to its owner's hand.
What the current doesn't take, they do.
4/4
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Windreaver
Creature — Elemental
Flying
: Windreaver gains vigilance until end of turn.
: Windreaver gets +0/+1 until end of turn.
: Switch Windreaver's power and toughness until end of turn.
: Return Windreaver to its owner's hand.
1/3
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Jedit's Dragoons
Creature — Cat Soldier
Vigilance
When Jedit's Dragoons enters the battlefield, you gain 4 life.
After Efrava was destroyed, the cat warriors scattered across Dominaria. Those who followed Jedit's example were strong enough to survive the ravages of apocalypse.
2/5
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Sunblast Angel
Creature — Angel
Flying
When Sunblast Angel enters the battlefield, destroy all tapped creatures.
There may exist powers even greater than Phyrexia.
4/5
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Sphinx of Uthuun
Creature — Sphinx
Flying
When Sphinx of Uthuun enters the battlefield, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
5/6
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Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Sigil of Sleep
Enchantment — Aura
Enchant creature
Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.
Arrows are only one way to remove an enemy.
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Revoke Existence
Sorcery
Exile target artifact or enchantment.
"No half measures, no regrets. We'll tell no stories of this day. It will be as if it never existed at all."
—Ganedor, loxodon mystic
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Angelic Shield
Enchantment
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.
"If only an angel's wings could shelter us all."
—Barrin, master wizard
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Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Safe Passage
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
With one flap of her wings, the angel beat back the fires of war.
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Steel of the Godhead
Enchantment — Aura
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Vanish into Memory
Instant
Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness.
Out of sight, into mind.
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Overrule
Instant
Counter target spell unless its controller pays . You gain X life.
With one commanding word, the spell was put down and a fine collected for its casting.
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Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
: Add .
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Flood Plain
Land
Flood Plain enters the battlefield tapped.
, Sacrifice Flood Plain: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
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New Benalia
Land
New Benalia enters the battlefield tapped.
When New Benalia enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
: Add .
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Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.
When Sejiri Refuge enters the battlefield, you gain 1 life.
: Add or .
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Soaring Seacliff
Land
Soaring Seacliff enters the battlefield tapped.
When Soaring Seacliff enters the battlefield, target creature gains flying until end of turn.
: Add .
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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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Koth of the Hammer
Legendary Planeswalker — Koth
[+1]: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land.
[−2]: Add for each Mountain you control.
[−5]: You get an emblem with "Mountains you control have ': This land deals 1 damage to any target.'"
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Plated Geopede
Creature — Insect
First strike
Landfall — Whenever a land enters the battlefield under your control, Plated Geopede gets +2/+2 until end of turn.
It prefers a cooked meal, so it will eat you now and lava-bask later.
1/1
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Pygmy Pyrosaur
Creature — Lizard
Pygmy Pyrosaur can't block.
: Pygmy Pyrosaur gets +1/+0 until end of turn.
Do not judge a lizard by its size.
—Ghitu proverb
1/1
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Pilgrim's Eye
Artifact Creature — Thopter
Flying
When Pilgrim's Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
The kor send their thopter kites to see if the land is in a welcoming mood.
1/1
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Aether Membrane
Creature — Wall
Defender; reach (This creature can block creatures with flying.)
Whenever Aether Membrane blocks a creature, return that creature to its owner's hand at end of combat.
0/5
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Fiery Hellhound
Creature — Elemental Dog
: Fiery Hellhound gets +1/+0 until end of turn.
"I had hoped to instill in it the loyalty of a guard dog, but with fire's power comes its unpredictability."
—Maggath, Sardian elementalist
2/2
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Vulshok Sorcerer
Creature — Human Shaman
Haste
: Vulshok Sorcerer deals 1 damage to any target.
Vulshok sorcerers train by leaping into electrified storm clouds. Dead or alive, they come back down with smiles on their faces.
1/1
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Anger
Creature — Incarnation
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
"Molten earth has no anger of its own. Only by infusing it with your own rage can the magma seethe and take shape."
—Koth of the Hammer
2/2
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Cosi's Ravager
Creature — Elemental
Landfall — Whenever a land enters the battlefield under your control, you may have Cosi's Ravager deal 1 damage to target player or planeswalker.
"Cosi has many followers. Even the volcano finds a way to do his bidding."
—Zakken, Enclave cleric
2/2
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Vulshok Berserker
Creature — Human Berserker
Haste (This creature can attack and as soon as it comes under your control.)
He experiences every emotion with passion and repays every slight with vengeance.
3/2
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Bloodfire Kavu
Creature — Kavu
, Sacrifice Bloodfire Kavu: It deals 2 damage to each creature.
Heart of fire, blood of lava, teeth of stone.
2/2
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Stone Giant
Creature — Giant
: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at the beginning of the next end step.
A typical day for a giant. A momentous event for a goat.
3/4
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Geyser Glider
Creature — Elemental Beast
Landfall — Whenever a land enters the battlefield under your control, Geyser Glider gains flying until end of turn.
"Quit pontificating, mage. The last thing we want to do is give it more hot air."
—Tala Vertan, Makindi shieldmate
4/4
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Lithophage
Creature — Insect
At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain.
It's viciously territorial, destroying every creature on the mountain it has chosen to consume.
7/7
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Torchling
Creature — Shapeshifter
: Untap Torchling.
: Target creature blocks Torchling this turn if able.
: Change the target of target spell that targets only Torchling.
: Torchling gets +1/-1 until end of turn.
: Torchling gets -1/+1 until end of turn.
3/3
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Chartooth Cougar
Creature — Cat Beast
: Chartooth Cougar gets +1/+0 until end of turn.
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
4/4
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Earth Servant
Creature — Elemental
Earth Servant gets +0/+1 for each Mountain you control.
"Fire. Air. Water. These elements spread, filling in the spaces they are not. But earth is implacable like a sullen child."
—Jestus Dreya, *Of Elements and Eternity*
4/4
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Greater Stone Spirit
Creature — Elemental Spirit
Greater Stone Spirit can't be blocked by creatures with flying.
: Until end of turn, target creature gets +0/+2 and gains ": This creature gets +1/+0 until end of turn."
Having charted their way up the difficult face, the two mountaineers had to contend with the mountain's decision to stand up.
4/4
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Bloodfire Colossus
Creature — Giant
, Sacrifice Bloodfire Colossus: It deals 6 damage to each creature and each player.
It took all its strength to contain the fire within.
6/6
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Wayfarer's Bauble
Artifact
, , Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
It is the forest beyond the horizon, the mountain waiting to be climbed, the new land across the endless sea.
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Armillary Sphere
Artifact
, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
The mysterious purpose of two of the rings had eluded Esper mages—until now.
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Journeyer's Kite
Artifact
, : Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
"From the clouds, you can see as far as the distant horizon. It's a reminder of the infinite possibilities of everyday life."
—Noboru, master kitemaker
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Vulshok Morningstar
Artifact — Equipment
Equipped creature gets +2/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Searing Blaze
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls.
Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
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Vulshok Battlegear
Artifact — Equipment
Equipped creature gets +3/+3.
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
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Downhill Charge
Instant
You may sacrifice a Mountain rather than pay this spell's mana cost.
Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.
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Seismic Strike
Instant
Seismic Strike deals damage to target creature equal to the number of Mountains you control.
"Life up here is simple. Adapt to the ways of the mountains and they will reward you. Fight them and they will end you."
—Kezim, prodigal pyromancer
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Spire Barrage
Sorcery
Spire Barrage deals damage to any target equal to the number of Mountains you control.
Goblin lessons include the 2,071 tips for survival. Frek only remembered 2,070.
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Jaws of Stone
Sorcery
Jaws of Stone deals X damage divided as you choose among any number of targets, where X is the number of Mountains you control as you cast this spell.
When giants find their mountain homes infested, they have a whole range of solutions.
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Volley of Boulders
Sorcery
Volley of Boulders deals 6 damage divided as you choose among any number of targets.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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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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Mountain
Basic Land — Mountain
(: Add .)
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