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Combat Medic
Creature — Human Cleric Soldier
: Prevent the next 1 damage that would be dealt to any target this turn.
"Although Icatia's Combat Medics borrowed much of their knowledge from other societies, their skills were their own."
—*Sarpadian Empires, vol. VI*
0/2
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Combat Medic
Creature — Human Cleric Soldier
: Prevent the next 1 damage that would be dealt to any target this turn.
"We'd no sooner knock 'em back on their heels than that accursed sawbones would show up and patch 'em back together again."
—Ivra Jursdotter
0/2
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Combat Medic
Creature — Human Cleric Soldier
: Prevent the next 1 damage that would be dealt to any target this turn.
"Without Combat Medics, Icatia would probably not have withstood the forces of chaos as long as it did."
—*Sarpadian Empires, vol. VI*
0/2
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Combat Medic
Creature — Human Cleric Soldier
: Prevent the next 1 damage that would be dealt to any target this turn.
"Time enough to become a Medic once you're hurt too badly to fight. For now, Icatia needs your strength more than your compassion."
—Lydia Wynforth, Mayor of Trokair
0/2
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Farrel's Mantle
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
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Farrel's Zealot
Creature — Human
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
After the fall of Trokair, Farrel and his followers formally broke their ties with the rest of Icatia.
2/2
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Farrel's Zealot
Creature — Human
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
Farrel and his followers became a formidable band of vigilantes, battling Icatians and followers of Tourach.
2/2
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Farrel's Zealot
Creature — Human
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
Farrel, a former priest, believed Icatia was far too complacent toward the Order of the Ebon Hand.
2/2
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Farrelite Priest
Creature — Human Cleric
: Add . If this ability has been activated four or more times this turn, sacrifice Farrelite Priest at the beginning of the next end step.
Although their methods were often brutal, Farrel's followers believed in the preservation of justice and virtue.
1/3
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Hand of Justice
Creature — Avatar
, Tap three untapped white creatures you control: Destroy target creature.
"The Hand of Justice will come to cleanse the world if we are true."
—Oliver Farrel
2/6
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Heroism
Enchantment
Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by that creature this turn unless its controller pays .
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Icatian Infantry
Creature — Human Soldier
: Icatian Infantry gains first strike until end of turn.
: Icatian Infantry gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
The Icatian army easily repelled early surprise attacks by the Orcs on border towns like Montford.
1/1
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Icatian Infantry
Creature — Human Soldier
: Icatian Infantry gains first strike until end of turn.
: Icatian Infantry gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Although they had long been concerned about the Order of the Ebon Hand, the Icatians faced an even greater threat from Goblin and Orcish raiders.
1/1
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Icatian Infantry
Creature — Human Soldier
: Icatian Infantry gains first strike until end of turn.
: Icatian Infantry gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
"Valiant Icatia was the last of the Sarpadian empires to fall. Its faithful soldiers defended their cities to the very end."
—*Sarpadian Empires, vol. VI*
1/1
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Icatian Infantry
Creature — Human Soldier
: Icatian Infantry gains first strike until end of turn.
: Icatian Infantry gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
"Never Surrender"
—Motto carved into a fragment of an Icatian wall
1/1
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Icatian Javelineers
Creature — Human Soldier
Icatian Javelineers enters the battlefield with a javelin counter on it.
, Remove a javelin counter from Icatian Javelineers: It deals 1 damage to any target.
1/1
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Icatian Javelineers
Creature — Human Soldier
Icatian Javelineers enters the battlefield with a javelin counter on it.
, Remove a javelin counter from Icatian Javelineers: It deals 1 damage to any target.
1/1
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Icatian Javelineers
Creature — Human Soldier
Icatian Javelineers enters the battlefield with a javelin counter on it.
, Remove a javelin counter from Icatian Javelineers: It deals 1 damage to any target.
1/1
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Icatian Lieutenant
Creature — Human Soldier
: Target Soldier creature gets +1/+0 until end of turn.
To become an officer, an Icatian Soldier had to pass a series of tests. These evaluated not only fighting and leadership skills, but also integrity, honor, and moral strength.
1/2
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Icatian Moneychanger
Creature — Human
Icatian Moneychanger enters the battlefield with three credit counters on it.
When Icatian Moneychanger enters the battlefield, it deals 3 damage to you.
At the beginning of your upkeep, put a credit counter on Icatian Moneychanger.
Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Activate only during your upkeep.
0/2
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Icatian Moneychanger
Creature — Human
Icatian Moneychanger enters the battlefield with three credit counters on it.
When Icatian Moneychanger enters the battlefield, it deals 3 damage to you.
At the beginning of your upkeep, put a credit counter on Icatian Moneychanger.
Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Activate only during your upkeep.
0/2
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Icatian Moneychanger
Creature — Human
Icatian Moneychanger enters the battlefield with three credit counters on it.
When Icatian Moneychanger enters the battlefield, it deals 3 damage to you.
At the beginning of your upkeep, put a credit counter on Icatian Moneychanger.
Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Activate only during your upkeep.
0/2
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Icatian Phalanx
Creature — Human Soldier
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Even after the wall was breached in half a dozen places, the Phalanxes fought on, standing solidly against the onrushing raiders. Disciplined and dedicated, they held their ranks to the end, even in the face of tremendous losses.
2/4
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Icatian Priest
Creature — Human Cleric
: Target creature gets +1/+1 until end of turn.
"May you be strong and valiant, to defeat the enemies of the pure."
—"Leitbur's Prayer"
1/1
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Icatian Scout
Creature — Human Soldier Scout
, : Target creature gains first strike until end of turn.
"Because the Orc hordes attacked along the entire border, Scouts were essential to Icatia's defense."
—*Sarpadian Empires, vol. VI*
1/1
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Icatian Scout
Creature — Human Soldier Scout
, : Target creature gains first strike until end of turn.
"Let it be known that Ailis Connaut acted with honor and bravery in the defense of the town of Montford, risking her life to scout the enemy's position . . . ."
—Proclamation granting knighthood
1/1
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Icatian Scout
Creature — Human Soldier Scout
, : Target creature gains first strike until end of turn.
"Of course I'm not a spy! The enemy has spies. I am a Scout."
—Ailis Connaut
1/1
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Icatian Scout
Creature — Human Soldier Scout
, : Target creature gains first strike until end of turn.
"Scouting is the art of balancing the need to go undiscovered with the need to get all the information you can. It's only by Leitbur's good grace that I'm still alive today."
—Ailis Connaut, *Diary*
1/1
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Icatian Skirmishers
Creature — Human Soldier
First strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn.
Skirmishers engaged raiders before they could reach the towns. Although these units typically suffered huge losses, they never lacked volunteers.
1/1
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Icatian Town
Sorcery
Create four 1/1 white Citizen creature tokens.
Icatia's once peaceful towns faced increasing attacks from Orcs and Goblins as the climate cooled. By the time the empire fell, they were little more than armed camps.
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Order of Leitbur
Creature — Human Cleric Knight
Protection from black
: Order of Leitbur gains first strike until end of turn.
: Order of Leitbur gets +1/+0 until end of turn.
Followers of Tourach regarded all other religions equally: with open contempt. Not so the followers of Leitbur, who made it their mission to eradicate the Order of the Ebon Hand.
2/1
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Order of Leitbur
Creature — Human Cleric Knight
Protection from black
: Order of Leitbur gains first strike until end of turn.
: Order of Leitbur gets +1/+0 until end of turn.
"The powers of the corrupt will fade before the fury of the pure."
—Bethan Leitbur, "The Way"
2/1
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Order of Leitbur
Creature — Human Cleric Knight
Protection from black
: Order of Leitbur gains first strike until end of turn.
: Order of Leitbur gets +1/+0 until end of turn.
"Trained to battle the followers of Tourach, the Order of Leitbur was not as successful in later conflicts with Orcish and Goblin raiders."
—*Sarpadian Empires, vol. I*
2/1
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Deep Spawn
Creature — Homarid
Trample
At the beginning of your upkeep, sacrifice Deep Spawn unless you mill two cards.
: Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn. (A creature with shroud can't be the target of spells or abilities.)
6/6
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High Tide
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional .
"When the very tides turn against you, it's time to consider retirement."
—General Khurzog
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High Tide
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional .
"May Svyelun and her tides favor you."
—Traditional Merfolk blessing
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High Tide
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional .
"By the time their enemies noticed the sea's changing mood, the Vodalians had often shifted formation and were ready to attack."
—*Sarpadian Empires, vol. V*
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Homarid
Creature — Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
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Homarid
Creature — Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
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Homarid
Creature — Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
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Homarid
Creature — Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
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Homarid Shaman
Creature — Homarid Shaman
: Tap target green creature.
"The ground grew swampy; hooves and claws sank into the marshy earth. Snarls of rage and bleats of despair echoed through the trees as the waters grew higher and higher."
—Kyliki of Havenwood, "Havenwood Remembered"
2/1
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Homarid Spawning Bed
Enchantment
, Sacrifice a blue creature: Create X 1/1 blue Camarid creature tokens, where X is the sacrificed creature's mana value.
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Homarid Warrior
Creature — Homarid Warrior
: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A creature with shroud can't be the target of spells or abilities.)
3/3
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Homarid Warrior
Creature — Homarid Warrior
: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A creature with shroud can't be the target of spells or abilities.)
3/3
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Homarid Warrior
Creature — Homarid Warrior
: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A creature with shroud can't be the target of spells or abilities.)
3/3
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Merseine
Enchantment — Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
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Merseine
Enchantment — Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
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Merseine
Enchantment — Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
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Merseine
Enchantment — Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
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River Merfolk
Creature — Merfolk
: River Merfolk gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
"Dwelling in icy mountain streams near Goblin and Orcish foes, the River Merfolk were known for their stoicism."
—*Sarpadian Empires, vol. V*
2/1
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Seasinger
Creature — Merfolk
When you control no Islands, sacrifice Seasinger.
You may choose not to untap Seasinger during your untap step.
: Gain control of target creature whose controller controls an Island for as long as you control Seasinger and Seasinger remains tapped.
0/1
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Svyelunite Priest
Creature — Merfolk Cleric
, : Target creature gains shroud until end of turn. Activate only during your upkeep. (It can't be the target of spells or abilities.)
"Early Vodalians worshipped Svyelun, goddess of the Pearl Moon. Later she became a more abstract figure."
—*Sarpadian Empires, vol. V*
1/1
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Tidal Flats
Enchantment
: For each attacking creature without flying, its controller may pay . If that player doesn't, creatures you control blocking that creature gain first strike until end of turn.
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Tidal Flats
Enchantment
: For each attacking creature without flying, its controller may pay . If that player doesn't, creatures you control blocking that creature gain first strike until end of turn.
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Tidal Flats
Enchantment
: For each attacking creature without flying, its controller may pay . If that player doesn't, creatures you control blocking that creature gain first strike until end of turn.
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Tidal Influence
Enchantment
Cast this spell only if no permanents named Tidal Influence are on the battlefield.
Tidal Influence enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Tidal Influence.
As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0.
As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0.
Whenever there are four or more tide counters on Tidal Influence, remove all tide counters from it.
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Vodalian Knights
Creature — Merfolk Knight
First strike
Vodalian Knights can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Vodalian Knights.
: Vodalian Knights gains flying until end of turn.
Fear the Knight leaping from the water into the air, weapon ready.
2/2
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Vodalian Mage
Creature — Merfolk Wizard
, : Counter target spell unless its controller pays .
"Vodalian Mages are remarkable. Their merchants bring them arcane lore and devices from across the seas."
—Lydia Wynforth, Mayor of Trokair
1/1
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Vodalian Mage
Creature — Merfolk Wizard
, : Counter target spell unless its controller pays .
"Come back, cowards! Everyone knows Merfolk can't wield magic!"
—Pashadar Dirf, Goblin Flotilla Commander, last words
1/1
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Vodalian Mage
Creature — Merfolk Wizard
, : Counter target spell unless its controller pays .
Vodalian Mages were invaluable in magical combat. Unfortunately, the Homarids raided with strength, numbers, and very little magic.
1/1
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Vodalian Soldiers
Creature — Merfolk Soldier
"Vodalian Soldiers had some unique advantages. Often they would ride into battle on war machines rumored to have come from the far northern oceans."
—*Sarpadian Empires, vol. V*
1/2
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Vodalian Soldiers
Creature — Merfolk Soldier
"You think you know everything there is to know about battle? You know Orc droppings! Underwater combat is three dimensional. Those thrice-damned Vodalians don't attack in ranks; they attack in schools."
—Ivra Jursdotter
1/2
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Vodalian Soldiers
Creature — Merfolk Soldier
"Stalwart Soldiers, you stand against the Homarids for Vodalia and for honor. Your homeland cries out for protection, and the moment has come. Now let your valor shine, and sound the cry to battle. Victory to Vodalia!"
—Marshall Volnikov
1/2
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Vodalian Soldiers
Creature — Merfolk Soldier
"The cooling climate introduced a new threat to Vodalia: the Homarids. Once a minor nuisance, they thrived in the changing environment. Their ceaseless attacks strained Vodalia's defenses to their limit, eventually overwhelming the empire."
—*Sarpadian Empires, vol. V*
1/2
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Vodalian War Machine
Creature — Wall
Defender (This creature can't attack.)
Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender.
Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn.
When Vodalian War Machine dies, destroy all Merfolk tapped this turn to pay for its abilities.
0/4
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Armor Thrull
Creature — Thrull
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
"The worst thing about being a mercenary for the Ebon Hand is having to wear a dead Thrull."
—Ivra Jursdotter
1/3
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Armor Thrull
Creature — Thrull
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
"They gave their lives to strengthen the Order's armies, until they declined this honor in favor of joining the Thrull Rebellion."
—Jherana Rure, Counter-Insurgency Commander
1/3
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Armor Thrull
Creature — Thrull
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
"Except for a bare spot at the base of their skulls, Armor Thrulls bear interlocking plates and spikes with the strength of steel. Their design is almost artistic."
—Endrek Sahr, "Thrulls"
1/3
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Armor Thrull
Creature — Thrull
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
Occasionally, an ally balked at wearing a dead Thrull as armor. The priests' whips, however, were usually enough to encourage a more practical outlook.
1/3
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Basal Thrull
Creature — Thrull
, Sacrifice Basal Thrull: Add .
Initially bred for sacrifice, the Thrulls eventually turned on their masters, the Order of the Ebon Hand, with gruesome results.
—*Sarpadian Empires, vol. II*
1/2
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Basal Thrull
Creature — Thrull
, Sacrifice Basal Thrull: Add .
Although my later designs were much more sophisticated, Basal Thrulls were no less a success."
—Endrek Sahr, "Thrulls"
1/2
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Basal Thrull
Creature — Thrull
, Sacrifice Basal Thrull: Add .
"To create the first Thrulls, I only introduced alchemic elements into the Order's necromancy; Tourach's principles remained unchanged."
—Endrek Sahr, Master Breeder
1/2
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Basal Thrull
Creature — Thrull
, Sacrifice Basal Thrull: Add .
"Above all, a well crafted Thrull should be hideous—blasted of countenance and twisted of limb—to inspire fear and revulsion."
—Endrek Sahr, Master Breeder
1/2
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Breeding Pit
Enchantment
At the beginning of your upkeep, sacrifice Breeding Pit unless you pay .
At the beginning of your end step, create a 0/1 black Thrull creature token.
The Thrulls bred at a terrifying pace. In the end, they overwhelmed the Order of the Ebon Hand.
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Derelor
Creature — Thrull
Black spells you cast cost more to cast.
"Strength it has, but at the cost of a continuous supply of energy. Such failure can bear only one result."
—From the execution order for Endrek Sahr, Master Breeder
4/4
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Ebon Praetor
Creature — Avatar Praetor
First strike, trample
At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor.
Sacrifice a creature: Remove a -2/-2 counter from Ebon Praetor. If the sacrificed creature was a Thrull, put a +1/+0 counter on Ebon Praetor. Activate only during your upkeep and only once each turn.
5/5
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Hymn to Tourach
Sorcery
Target player discards two cards at random.
"The eerie, wailing Hymn caused insanity even in hardened warriors."
—*Sarpadian Empires, vol. II*
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Hymn to Tourach
Sorcery
Target player discards two cards at random.
"Tourach's power was such that his followers deified him after his death."
—*Sarpadian Empires, vol. II*
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Hymn to Tourach
Sorcery
Target player discards two cards at random.
Knowing the Hymn's power, the followers of Leitbur carefully guarded their pillaged transcriptions.
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Hymn to Tourach
Sorcery
Target player discards two cards at random.
Members of the Order often played the Hymn on instruments made from their victims' bones.
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Initiates of the Ebon Hand
Creature — Cleric
: Add . If this ability has been activated four or more times this turn, sacrifice Initiates of the Ebon Hand at the beginning of the next end step.
"We are no longer Nature's children, but her masters . . . ."
—Oath of the Ebon Hand
1/1
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Initiates of the Ebon Hand
Creature — Cleric
: Add . If this ability has been activated four or more times this turn, sacrifice Initiates of the Ebon Hand at the beginning of the next end step.
Ebon leaders soon realized that non-human races often had special talents that could be exploited.
1/1
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Initiates of the Ebon Hand
Creature — Cleric
: Add . If this ability has been activated four or more times this turn, sacrifice Initiates of the Ebon Hand at the beginning of the next end step.
"Many Initiates sacrificed a hand to become full members of the Order."
—*Sarpadian Empires, vol. II*
1/1
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Mindstab Thrull
Creature — Thrull
Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.
2/2
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Mindstab Thrull
Creature — Thrull
Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.
2/2
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Mindstab Thrull
Creature — Thrull
Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.
2/2
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Necrite
Creature — Thrull
Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.
Necrites killed Jherana Rure, ending the counter-insurgency.
2/2
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Necrite
Creature — Thrull
Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.
"Ever see a wall drop dead of fright, kid? It ain't pretty."
—Cpl. Dobbs
2/2
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Necrite
Creature — Thrull
Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.
Was it the sight, smell, or aura of the Necrite that killed so effectively?
2/2
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Order of the Ebon Hand
Creature — Cleric Knight
Protection from white
: Order of the Ebon Hand gains first strike until end of turn.
: Order of the Ebon Hand gets +1/+0 until end of turn.
A true follower of Tourach took pride in achievement to the exclusion of other concerns.
2/1
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Order of the Ebon Hand
Creature — Cleric Knight
Protection from white
: Order of the Ebon Hand gains first strike until end of turn.
: Order of the Ebon Hand gets +1/+0 until end of turn.
"There are intriguing similarities between the Order and Icatia's Leitbur religion, suggesting the two had a common origin."
—*Sarpadian Empires, vol. VI*
2/1
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Order of the Ebon Hand
Creature — Cleric Knight
Protection from white
: Order of the Ebon Hand gains first strike until end of turn.
: Order of the Ebon Hand gets +1/+0 until end of turn.
Dedicated to the principles of Tourach, members of the Order of the Ebon Hand demonstrated their devotion with grisly rituals.
2/1
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Soul Exchange
Sorcery
As an additional cost to cast this spell, exile a creature you control.
Return target creature card from your graveyard to the battlefield. Put a +2/+2 counter on that creature if the exiled creature was a Thrull.
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Thrull Champion
Creature — Thrull
Thrull creatures get +1/+1.
: Gain control of target Thrull for as long as you control Thrull Champion.
"Those idiots should never have bred Thrulls for combat!"
—Jherana Rure
2/2
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Thrull Retainer
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
Sacrifice Thrull Retainer: Regenerate enchanted creature.
"Until the Rebellion, Thrulls served their masters faithfully—even at the cost of their own lives."
—*Sarpadian Empires, vol. II*
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Thrull Wizard
Creature — Thrull Wizard
: Counter target black spell unless that spell's controller pays or .
"In crafting intelligent Thrulls to assist in sacrifices, Sahr inadvertantly set the stage for the Thrull Rebellion."
—*Sarpadian Empires, vol. II*
1/1
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Tourach's Chant
Enchantment
At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay .
Whenever a player puts a Forest onto the battlefield, Tourach's Chant deals 3 damage to that player unless they put a -1/-1 counter on a creature they control.
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Tourach's Gate
Enchantment — Aura
Enchant land you control
Sacrifice a Thrull: Put three time counters on Tourach's Gate.
At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it.
Tap enchanted land: Attacking creatures you control get +2/-1 until end of turn. Activate only if enchanted land is untapped.
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Brassclaw Orcs
Creature — Orc
Brassclaw Orcs can't block creatures with power 2 or greater.
"The Brassclaws delighted in lightning raids on Icatian and Dwarven towns; an unprepared enemy is easier to defeat."
—*Sarpadian Empires, vol. IV*
3/2
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Brassclaw Orcs
Creature — Orc
Brassclaw Orcs can't block creatures with power 2 or greater.
"Brassclaws were typical Orcs—quick to laud their own prowess in battle, quick to jeer at their opponents, and quicker still to run away when things started to look slightly dangerous."
—*Sarpadian Empires, vol. IV*
3/2
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Brassclaw Orcs
Creature — Orc
Brassclaw Orcs can't block creatures with power 2 or greater.
"A whole skin is worth a thousand victories."
—Orcish Veteran of the Battle of Montford
3/2
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Brassclaw Orcs
Creature — Orc
Brassclaw Orcs can't block creatures with power 2 or greater.
"The large brass claws worn by some Sarpadian Orc tribes were among the least feared weapons ever known."
—*Sarpadian Empires, vol. IV*
3/2
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Dwarven Armorer
Creature — Dwarf
, , Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature.
"The few remaining pieces from this period suggest the Dwarves eventually made weapons and armor out of everything, even children's toys."
—*Sarpadian Empires, vol. IV*
0/2
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Dwarven Catapult
Instant
Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls.
"Often greatly outnumbered in battle, Dwarves relied on catapults as one means of damaging a large army."
—*Sarpadian Empires, vol. IV*
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Dwarven Lieutenant
Creature — Dwarf Soldier
: Target Dwarf creature gets +1/+0 until end of turn.
"Dwarven officers were tireless in battle, moving up and down the lines to rally their troops and boost morale."
—*Sarpadian Empires, vol. IV*
1/2
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Dwarven Soldier
Creature — Dwarf Soldier
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
"Let no one say we did not fight until the last . . . ."
—Headstone fragment from a mass grave found in the Crimson Peaks
2/1
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Dwarven Soldier
Creature — Dwarf Soldier
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
There is a legend among present-day Dwarves that the Dwarves of Sarpadia will one day return to defend Dwarvenkind against a deadly peril.
2/1
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Dwarven Soldier
Creature — Dwarf Soldier
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
"Although the Dwarves staunchly defended their walled city-states against the Orcs, their civilization was the first to fall, and its name was sadly lost."
—*Sarpadian Empires, vol. I*
2/1
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Goblin Chirurgeon
Creature — Goblin Shaman
Sacrifice a Goblin: Regenerate target creature.
The Chirurgeons patched up their fallen comrades with a gruesome mix of twisted limbs and mangled flesh.
0/2
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Goblin Chirurgeon
Creature — Goblin Shaman
Sacrifice a Goblin: Regenerate target creature.
"I asked one of my aides how they do it, but all he'd say was, 'Trust me, Mayor, you don't want to know.'"
—Lydia Wynforth, Mayor of Trokair
0/2
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Goblin Chirurgeon
Creature — Goblin Shaman
Sacrifice a Goblin: Regenerate target creature.
"Perhaps Goblins are good for something after all."
—Attributed to General Khurzog
0/2
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Goblin Flotilla
Creature — Goblin
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
At the beginning of each combat, unless you pay , whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.
Exceptionally poor sailors, Goblins usually arrived at their destination retching and in no condition to fight.
2/2
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Goblin Grenade
Sorcery
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
"According to accepted theory, the Grenade held some kind of flammable mixture and was carried to its target by a hapless Goblin."
—*Sarpadian Empires, vol. IV*
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Goblin Grenade
Sorcery
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
"I don't suppose we could teach them to *throw* the cursed things?"
—Ivra Jursdotter
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Goblin Grenade
Sorcery
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
"Without their massive numbers, the Goblins could never have launched such a successful offensive."
—*Sarpadian Empires, vol. VI*
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Goblin Kites
Enchantment
: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at the beginning of the next end step. If you lose the flip, sacrifice that creature.
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Goblin War Drums
Enchantment
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
"The Goblins' dreaded War Drums struck terror into the hearts of even their bravest foes."
—*Sarpadian Empires, vol. IV*
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Goblin War Drums
Enchantment
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
"Defending the outer trenches, we strained our eyes in the darkness. All we could hear was the Drums' terrible pounding. Dobbs, on my right, broke first. Soon we were all heading for the walls."
—Corporal Peter Douglas, courtmartial testimony
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Goblin War Drums
Enchantment
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
The War Drums enabled Goblin and Orcish armies to crush the sparsely defended Dwarven cities.
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Goblin War Drums
Enchantment
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
When creating a new War Drum, Goblin designers sought out the highest quality skulls. Serra Angel skulls were most highly prized, although most acknowledged that the skull of the exotic Sea Serpent made for a richer tone.
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Goblin Warrens
Enchantment
, Sacrifice two Goblins: Create three 1/1 red Goblin creature tokens.
"Goblins bred underground, their numbers hidden from the enemy until it was too late."
—*Sarpadian Empires, vol. IV*
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Orcish Captain
Creature — Orc Warrior
: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.
There's a chance to win every battle.
1/1
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Orcish Spy
Creature — Orc Rogue
: Look at the top three cards of target player's library.
"Yeah, they're ugly, they desert in droves, and their personal habits are enough to make you sick. But I'll say this for Orcs: they make great spies."
—Ivra Jursdotter
1/1
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Orcish Spy
Creature — Orc Rogue
: Look at the top three cards of target player's library.
"Orcish armies often employed the smaller, swifter, and less intelligent Goblins as spies."
—*Sarpadian Empires, vol. I*
1/1
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Orcish Spy
Creature — Orc Rogue
: Look at the top three cards of target player's library.
"You idiot! Never let the spies mingle with the Orcish regulars after completing a mission. Now we'll never get them to fight!"
—General Khurzog
1/1
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Orcish Veteran
Creature — Orc
Orcish Veteran can't block white creatures with power 2 or greater.
: Orcish Veteran gains first strike until end of turn.
Orcs are not exactly known for their valor—although most Orcs have seen countless battles, only a handful have actually fought in them.
2/2
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Orcish Veteran
Creature — Orc
Orcish Veteran can't block white creatures with power 2 or greater.
: Orcish Veteran gains first strike until end of turn.
"Orcs often greeted promotions to Icatian battle with anguished wails and pleas for mercy."
—*Sarpadian Empires, vol. VI*
2/2
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Orcish Veteran
Creature — Orc
Orcish Veteran can't block white creatures with power 2 or greater.
: Orcish Veteran gains first strike until end of turn.
Unsuccessful in their early battle for Montford, the Orcs quickly tempered their bloodlust with cowardice.
2/2
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Orcish Veteran
Creature — Orc
Orcish Veteran can't block white creatures with power 2 or greater.
: Orcish Veteran gains first strike until end of turn.
Although models of courage for Orcs, the Veterans quickly learned to fear the swift justice of their Icatian enemies.
2/2
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Orgg
Creature — Orgg
Trample
Orgg can't attack if defending player controls an untapped creature with power 3 or greater.
Orgg can't block creatures with power 3 or greater.
It's bigger than it thinks.
6/6
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Raiding Party
Enchantment
Raiding Party can't be the target of white spells or abilities from white sources.
Sacrifice an Orc: Each player may tap any number of untapped white creatures they control. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player.
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Elven Fortress
Enchantment
: Target blocking creature gets +0/+1 until end of turn.
Many Elven Fortresses weren't built by masons and carpenters, but created from the living forest itself.
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Elven Fortress
Enchantment
: Target blocking creature gets +0/+1 until end of turn.
"The size of the obvious Fortress walls often misled foes. Actually, the Elves enchanted the forest itself to provide the first line of defense with tangling vines and stinging thorns."
—*Sarpadian Empires, vol. III*
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Elven Fortress
Enchantment
: Target blocking creature gets +0/+1 until end of turn.
"Thallids are not ordinary enemies of flesh and bone and reason. They attack with no thought for our strength or of their own losses. I fear our Fortresses shall be overwhelmed."
—Kyliki of Havenwood
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Elven Fortress
Enchantment
: Target blocking creature gets +0/+1 until end of turn.
"Burn it down, you say? Now *there's* a stupid idea. What do you suppose will become of those overhanging branches, hmm? And then what do you suppose will become of us?"
—Ivra Jursdotter
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Elvish Farmer
Creature — Elf
At the beginning of your upkeep, put a spore counter on Elvish Farmer.
Remove three spore counters from Elvish Farmer: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: You gain 2 life.
0/2
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Elvish Hunter
Creature — Elf Archer
, : Target creature doesn't untap during its controller's next untap step.
"Elves often tipped their arrows with a drug that caused a deep but harmless sleep."
—*Sarpadian Empires, vol. III*
1/1
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Elvish Hunter
Creature — Elf Archer
, : Target creature doesn't untap during its controller's next untap step.
"As the climate cooled, many Elves turned to Thallid farming for food, while the Hunters honed their skills on what little game remained."
—*Sarpadian Empires, vol. III*
1/1
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Elvish Hunter
Creature — Elf Archer
, : Target creature doesn't untap during its controller's next untap step.
The Elves never had a standing army; when battle came, they pressed Hunters, Scouts, and Farmers into a surprisingly effective militia.
1/1
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Elvish Scout
Creature — Elf Scout
, : Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
Even one whose ears were closely tuned to the sounds of Havenwood could miss hearing a Scout move past.
1/1
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Elvish Scout
Creature — Elf Scout
, : Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
"Even for Elves, they were stealthy little twerps. They'd taken our measure before we'd even seen them."
—Marshall Volnikov
1/1
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Elvish Scout
Creature — Elf Scout
, : Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
Although the Elves of Havenwood lived in isolated villages, their swift communications allowed them to act as a single community.
1/1
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Feral Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Feral Thallid.
Remove three spore counters from Feral Thallid: Regenerate Feral Thallid.
"Born and bred of fungus, Thallids were nearly impossible to kill."
—*Sarpadian Empires, vol. I*
6/3
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Fungal Bloom
Enchantment
: Put a spore counter on target Fungus.
"Thallids could absorb energy from the forest itself. Even Elves were at a disadvantage in fighting them."
—*Sarpadian Empires, vol. III*
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Night Soil
Enchantment
, Exile two creature cards from a single graveyard: Create a 1/1 green Saproling creature token.
Some said killing the Thallids only encouraged them.
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Night Soil
Enchantment
, Exile two creature cards from a single graveyard: Create a 1/1 green Saproling creature token.
The Elves gathered huge piles of rot to grow fungus. Out of imitation or forethought, the Thallids did the same.
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Night Soil
Enchantment
, Exile two creature cards from a single graveyard: Create a 1/1 green Saproling creature token.
"There were often more Thallids after a battle than before."
—*Sarpadian Empires, vol. III*
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Spore Cloud
Instant
Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step.
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Spore Cloud
Instant
Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step.
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Spore Cloud
Instant
Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step.
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Spore Flower
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Spore Flower.
Remove three spore counters from Spore Flower: Prevent all combat damage that would be dealt this turn.
0/1
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Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thallid.
Remove three spore counters from Thallid: Create a 1/1 green Saproling creature token.
1/1
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Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thallid.
Remove three spore counters from Thallid: Create a 1/1 green Saproling creature token.
1/1
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Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thallid.
Remove three spore counters from Thallid: Create a 1/1 green Saproling creature token.
1/1
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Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thallid.
Remove three spore counters from Thallid: Create a 1/1 green Saproling creature token.
1/1
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Thallid Devourer
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thallid Devourer.
Remove three spore counters from Thallid Devourer: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: Thallid Devourer gets +1/+2 until end of turn.
2/2
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Thelon's Chant
Enchantment
At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay .
Whenever a player puts a Swamp onto the battlefield, Thelon's Chant deals 3 damage to that player unless the player puts a -1/-1 counter on a creature they control.
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Thelon's Curse
Enchantment
Blue creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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Thelonite Druid
Creature — Human Cleric Druid
, , Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They're still lands.
"The magic at the heart of all living things can bear awe-inspiring fruit."
—Kolevi of Havenwood, Elder Druid
1/1
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Thelonite Monk
Creature — Insect Monk Cleric
, Sacrifice a green creature: Target land becomes a Forest. (This effect lasts indefinitely.)
"As the climate worsened, some Thelonites turned to fertilizing with fresh blood in an attempt to keep Havenwood alive and growing."
—*Sarpadian Empires, vol. III*
1/2
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Thorn Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thorn Thallid.
Remove three spore counters from Thorn Thallid: It deals 1 damage to any target.
"The danger in cultivating massive plants caught the elves by surprise."
—*Sarpadian Empires, vol. III*
2/2
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Thorn Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thorn Thallid.
Remove three spore counters from Thorn Thallid: It deals 1 damage to any target.
"The cooling climate forced the Elves to experiment with new food sources."
—*Sarpadian Empires, vol. I*
2/2
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Thorn Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thorn Thallid.
Remove three spore counters from Thorn Thallid: It deals 1 damage to any target.
"I don't know which is worse, getting hit with those darts or having to watch them grow back."
—Orcish Soldier
2/2
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Thorn Thallid
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Thorn Thallid.
Remove three spore counters from Thorn Thallid: It deals 1 damage to any target.
"Scholars still debate whether the Thallids were truly sentient."
—*Sarpadian Empires, vol. III*
2/2
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Aeolipile
Artifact
, , Sacrifice Aeolipile: It deals 2 damage to any target.
"Although fragile, the Aeolipile could be quite destructive."
—*Sarpadian Empires, vol. I*
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Balm of Restoration
Artifact
, , Sacrifice Balm of Restoration: Choose one —
• You gain 2 life.
• Prevent the next 2 damage that would be dealt to any target this turn.
"Not all armies enjoyed the services of a medic. For them, Balm of Restoration was that much more valuable."
—*Sarpadian Empires, vol. I*
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Conch Horn
Artifact
, , Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library.
Even the most skilled of modern mages only partially understand the Conch Horn's awesome powers.
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Delif's Cone
Artifact
, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it assigns no combat damage this turn.
"Where is it written that beasts must cause pain?"
—Delif, *Ponderings*
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Delif's Cube
Artifact
, : This turn, when target creature you control attacks and isn't blocked, it assigns no combat damage this turn and you put a cube counter on Delif's Cube.
, Remove a cube counter from Delif's Cube: Regenerate target creature.
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Draconian Cylix
Artifact
, , Discard a card at random: Regenerate target creature.
"There is no gain without sacrifice."
—Icatian proverb
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Elven Lyre
Artifact
, , Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn.
Scholars are uncertain whether it was the actual sound or some other magical property of the Elven Lyre that transformed its player.
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Implements of Sacrifice
Artifact
, , Sacrifice Implements of Sacrifice: Add two mana of any one color.
Relics of the Order of the Ebon Hand, the bowl and dagger bespeak the hideous cruelty of its rituals.
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Ring of Renewal
Artifact
, : Discard a card at random, then draw two cards.
To the uninitiated, the Ring of Renewal is merely an oddity. For those fluent in the wielding of magic, however, it is a source of great knowledge.
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Spirit Shield
Artifact
You may choose not to untap Spirit Shield during your untap step.
, : Target creature gets +0/+2 for as long as Spirit Shield remains tapped.
At times, survival must outweigh all other considerations.
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Zelyon Sword
Artifact
You may choose not to untap Zelyon Sword during your untap step.
, : Target creature gets +2/+0 for as long as Zelyon Sword remains tapped.
No sheath shall hold what finds its home in flesh.
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Bottomless Vault
Land
Bottomless Vault enters the battlefield tapped.
You may choose not to untap Bottomless Vault during your untap step.
At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it.
, Remove any number of storage counters from Bottomless Vault: Add for each storage counter removed this way.
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Dwarven Hold
Land
Dwarven Hold enters the battlefield tapped.
You may choose not to untap Dwarven Hold during your untap step.
At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it.
, Remove any number of storage counters from Dwarven Hold: Add for each storage counter removed this way.
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Dwarven Ruins
Land
Dwarven Ruins enters the battlefield tapped.
: Add .
, Sacrifice Dwarven Ruins: Add .
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Ebon Stronghold
Land
Ebon Stronghold enters the battlefield tapped.
: Add .
, Sacrifice Ebon Stronghold: Add .
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Havenwood Battleground
Land
Havenwood Battleground enters the battlefield tapped.
: Add .
, Sacrifice Havenwood Battleground: Add .
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Hollow Trees
Land
Hollow Trees enters the battlefield tapped.
You may choose not to untap Hollow Trees during your untap step.
At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it.
, Remove any number of storage counters from Hollow Trees: Add for each storage counter removed this way.
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Icatian Store
Land
Icatian Store enters the battlefield tapped.
You may choose not to untap Icatian Store during your untap step.
At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it.
, Remove any number of storage counters from Icatian Store: Add for each storage counter removed this way.
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Rainbow Vale
Land
: Add one mana of any color. An opponent gains control of Rainbow Vale at the beginning of the next end step.
In the feudal days of Icatia, finding the Rainbow Vale was often the goal of Knights' quests.
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Ruins of Trokair
Land
Ruins of Trokair enters the battlefield tapped.
: Add .
, Sacrifice Ruins of Trokair: Add .
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Sand Silos
Land
Sand Silos enters the battlefield tapped.
You may choose not to untap Sand Silos during your untap step.
At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it.
, Remove any number of storage counters from Sand Silos: Add for each storage counter removed this way.
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Svyelunite Temple
Land
Svyelunite Temple enters the battlefield tapped.
: Add .
, Sacrifice Svyelunite Temple: Add .
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