Duel Decks: Venser vs. Koth

Image Card Info Mana cost
Venser, the Sojourner

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."

3 W U
Whitemane Lion

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

1 W
Augury Owl

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

1 U
Coral Fighters

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

1 U
Minamo Sightbender

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

1 U
Mistmeadow Witch

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

1 W / U
Scroll Thief

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

2 U
Neurok Invisimancer

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

1 U U
Slith Strider

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

1 U U
Sky Spirit

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

1 W U
Wall of Denial

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

1 W U
Galepowder Mage

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

3 W
Kor Cartographer

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

3 W
Clone

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

3 U
Cryptic Annelid

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

3 U
Primal Plasma

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.

*/*

3 U
Sawtooth Loon

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

2 W U
Cache Raiders

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

3 U U
Windreaver

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

3 W U
Jedit's Dragoons

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

5 W
Sunblast Angel

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

4 W W
Sphinx of Uthuun

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

5 U U
Path to Exile

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.

W
Preordain

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.)

U
Sigil of Sleep

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.

U
Revoke Existence

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

1 W
Angelic Shield

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

W U
Oblivion Ring

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.

2 W
Safe Passage

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.

2 W
Steel of the Godhead

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.

2 W / U
Vanish into Memory

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.

2 W U
Overrule

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.

X W U
Azorius Chancery

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 .

Flood Plain

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.

New Benalia

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 .

Sejiri Refuge

Sejiri Refuge

Land

Sejiri Refuge enters the battlefield tapped. When Sejiri Refuge enters the battlefield, you gain 1 life. : Add or .

Soaring Seacliff

Soaring Seacliff

Land

Soaring Seacliff enters the battlefield tapped. When Soaring Seacliff enters the battlefield, target creature gains flying until end of turn. : Add .

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 .)

Koth of the Hammer

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.'"

2 R R
Plated Geopede

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

1 R
Pygmy Pyrosaur

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

1 R
Pilgrim's Eye

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

3
Aether Membrane

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

1 R R
Fiery Hellhound

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

1 R R
Vulshok Sorcerer

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

1 R R
Anger

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

3 R
Cosi's Ravager

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

3 R
Vulshok Berserker

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

3 R
Bloodfire Kavu

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

2 R R
Stone Giant

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

2 R R
Geyser Glider

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

3 R R
Lithophage

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

3 R R
Torchling

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

3 R R
Chartooth Cougar

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

5 R
Earth Servant

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

5 R
Greater Stone Spirit

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

4 R R
Bloodfire Colossus

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

6 R R
Wayfarer's Bauble

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.

1
Armillary Sphere

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.

2
Journeyer's Kite

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

2
Vulshok Morningstar

Vulshok Morningstar

Artifact — Equipment

Equipped creature gets +2/+2. Equip (: Attach to target creature you control. Equip only as a sorcery.)

2
Searing Blaze

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.

R R
Vulshok Battlegear

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.)

3
Downhill Charge

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.

2 R
Seismic Strike

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

2 R
Spire Barrage

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.

4 R
Jaws of Stone

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.

5 R
Volley of Boulders

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.)

8 R
Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)