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Angel of Light
Creature — Angel
Flying, vigilance
3/3
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Angel of Mercy
Creature — Angel
Flying
When Angel of Mercy enters the battlefield, you gain 3 life.
3/3
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Angelic Blessing
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
Only the warrior who can admit mortal weakness will be bolstered by immortal strength.
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Archangel
Creature — Angel
Flying, vigilance
5/5
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Ardent Militia
Creature — Human Soldier
Vigilance
Some fight for honor and some for gold, but the militia fight for hearth and home.
2/5
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Armageddon
Sorcery
Destroy all lands.
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Bargain
Sorcery
Target opponent draws a card.
You gain 7 life.
Bargaining with a goblin is like trading with a child; both believe they already own everything.
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Blinding Light
Sorcery
Tap all nonwhite creatures.
Let the unjust avert their faces and contemplate their peril.
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Border Guard
Creature — Human Soldier
"Join the army, see foreign countries!" they'd said.
1/4
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Breath of Life
Sorcery
Return target creature card from your graveyard to the battlefield.
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Champion Lancer
Creature — Human Knight
Prevent all damage that would be dealt to Champion Lancer by creatures.
The flash of his lance projects the pure radiance of his honor.
3/3
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Charging Paladin
Creature — Human Knight
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.
A true warrior's thoughts are of victory, not death.
2/2
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Devoted Hero
Creature — Elf Soldier
The heart's courage is the soul's guardian.
1/2
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Devout Monk
Creature — Human Monk Cleric
When Devout Monk enters the battlefield, you gain 1 life.
Discipline wears many robes.
1/1
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Eager Cadet
Creature — Human Soldier
The enthusiasm of the young, sharpened by the discipline of a soldier.
1/1
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False Peace
Sorcery
Target player skips all combat phases of their next turn.
Mutual consent is not required for war.
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Foot Soldiers
Creature — Human Soldier
Infantry deployment is the art of putting your troops in the wrong place at the right time.
2/4
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Gerrard's Wisdom
Sorcery
You gain 2 life for each card in your hand.
"You'll lose a duel if your enemy comes expecting a war."
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Knight Errant
Creature — Human Knight
". . . Before honor is humility."
—*The Bible*, Proverbs 15:33
2/2
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Loyal Sentry
Creature — Human Soldier
When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry.
1/1
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Path of Peace
Sorcery
Destroy target creature. Its owner gains 4 life.
"You could die famous or you could die old. I chose old."
—Former soldier
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Righteous Charge
Sorcery
Creatures you control get +2/+2 until end of turn.
Bravery shines brightest in a pure soul.
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Righteous Fury
Sorcery
Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.
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Royal Falcon
Creature — Bird
Flying
Hunter by instinct, weapon by training.
1/1
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Royal Trooper
Creature — Human Soldier
Whenever Royal Trooper blocks, it gets +2/+2 until end of turn.
"Fortune does not side with the faint-hearted."
—Sophocles, *Phaedra*
2/2
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Sacred Nectar
Sorcery
You gain 4 life.
"For he on honey-dew hath fed,
And drunk the milk of Paradise."
—Samuel Taylor Coleridge, "Kubla Khan"
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Steadfastness
Sorcery
Creatures you control get +0/+3 until end of turn.
Brute force wins the battles. Conviction wins the wars.
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Venerable Monk
Creature — Human Monk Cleric
When Venerable Monk enters the battlefield, you gain 2 life.
Age wears the flesh but galvanizes the soul.
2/2
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Vengeance
Sorcery
Destroy target tapped creature.
Bitter as wormwood, sweet as mulled wine.
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Veteran Cavalier
Creature — Human Knight
Vigilance (Attacking doesn't cause this creature to tap.)
Spirit is the sword and experience the sharpening stone.
—Arabian proverb
2/2
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Wild Griffin
Creature — Griffin
Flying
Two little goblins, out in the sun. Down came a griffin, and then there was one.
2/2
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Air Elemental
Creature — Elemental
Flying
As insubstantial, and as powerful, as the wind that carries it.
4/4
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Coral Eel
Creature — Fish
Some fishers like to eat eels, and some eels like to eat fishers.
2/1
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Counterspell
Instant
Counter target spell.
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Denizen of the Deep
Creature — Serpent
When Denizen of the Deep enters the battlefield, return each other creature you control to its owner's hand.
11/11
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Exhaustion
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
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Extinguish
Instant
Counter target sorcery spell.
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Eye Spy
Sorcery
Look at the top card of target player's library. You may put that card into their graveyard.
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Giant Octopus
Creature — Octopus
At the sight of the thing the calamari vendor's eyes went wide, but from fear or avarice none could tell.
3/3
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Ingenious Thief
Creature — Human Rogue
Flying
When Ingenious Thief enters the battlefield, look at target player's hand.
1/1
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Man-o'-War
Creature — Jellyfish
When Man-o'-War enters the battlefield, return target creature to its owner's hand.
Beauty to the eye does not always translate to the touch.
2/2
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Merfolk of the Pearl Trident
Creature — Merfolk
Are merfolk humans with fins, or are humans merfolk with feet?
1/1
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Owl Familiar
Creature — Bird
Flying
When Owl Familiar enters the battlefield, draw a card, then discard a card.
1/1
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Phantom Warrior
Creature — Illusion Warrior
Phantom Warrior can't be blocked.
The phantom warrior comes from nowhere and returns there just as quickly.
2/2
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Piracy
Sorcery
Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells.
The sea gives, and the sea takes. Some just help with the taking.
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Psychic Transfer
Sorcery
If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.
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Ransack
Sorcery
Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order.
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Relearn
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
The hardest lessons to grasp are the ones you've already learned.
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Remove Soul
Instant
Counter target creature spell.
When your enemies are denied soldiers, they are denied victory.
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Sea Eagle
Creature — Bird
Flying
Where air meets water, fish meets talon.
1/1
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Sleight of Hand
Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Snapping Drake
Creature — Drake
Flying (This creature can't be blocked except by creatures with flying or reach.)
Drakes claim to be dragons—until the dragons show up.
3/2
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Storm Crow
Creature — Bird
Flying (This creature can't be blocked except by creatures with flying or reach.)
Storm crow descending, winter unending. Storm crow departing, summer is starting.
1/2
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Tidings
Sorcery
Draw four cards.
"Many wearing rapiers are afraid of goose-quills."
—William Shakespeare, *Hamlet*
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Time Ebb
Sorcery
Put target creature on top of its owner's library.
Like the tide, time both ebbs and flows.
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Time Warp
Sorcery
Target player takes an extra turn after this one.
"Let's do it again!"
—Squee, goblin cabin hand
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Touch of Brilliance
Sorcery
Draw two cards.
"I don't want what I don't have. I want more of what I *do* have."
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Undo
Sorcery
Return two target creatures to their owners' hands.
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Vizzerdrix
Creature — Rabbit Beast
Its swamp cousin may be meaner, but the vizzerdrix is much bigger.
6/6
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Water Elemental
Creature — Elemental
The water that a ship sails on is the same water that swallows it up.
—Chinese proverb
5/4
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Wind Drake
Creature — Drake
Flying
"No bird soars too high, if he soars with his own wings."
—William Blake, *The Marriage of Heaven and Hell*
2/2
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Wind Sail
Sorcery
One or two target creatures gain flying until end of turn.
It pays to be at home both on the sea and in the sky.
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Abyssal Horror
Creature — Horror
Flying
When Abyssal Horror enters the battlefield, target player discards two cards.
2/2
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Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
Knowledge demands sacrifice.
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Bog Imp
Creature — Imp
Flying (This creature can't be blocked except by creatures with flying or reach.)
Don't be fooled by their looks. Think of them as little knives with wings.
1/1
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Bog Raiders
Creature — Zombie
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Those who live amid decay must expect scavengers.
2/2
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Bog Wraith
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
It moved through the troops leaving no footprints, save on their souls.
3/3
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Chorus of Woe
Sorcery
Creatures you control get +1/+0 until end of turn.
When nightstalkers sing, nothing in creation sleeps.
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Coercion
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card.
"Human tenderness is simply weakness in a pretty package."
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Dakmor Ghoul
Creature — Zombie
When Dakmor Ghoul enters the battlefield, target opponent loses 2 life and you gain 2 life.
"Cursed be the sickly forms that err from honest Nature's rule!"
—Alfred, Lord Tennyson, "Locksley Hall"
2/2
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Dakmor Lancer
Creature — Human Knight
When Dakmor Lancer enters the battlefield, destroy target nonblack creature.
The darkness of his shield reflects the inky blackness of his soul.
3/3
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Dakmor Plague
Sorcery
Dakmor Plague deals 3 damage to each creature and each player.
The tiniest cough can be deadlier than the fiercest dragon.
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Dakmor Scorpion
Creature — Scorpion
A scorpion this big you won't find curled up in your boot. Maybe *around* your boot, but not *in* it.
2/1
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Dakmor Sorceress
Creature — Human Wizard
Dakmor Sorceress's power is equal to the number of Swamps you control.
*/4
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Dark Offering
Sorcery
Destroy target nonblack creature. You gain 3 life.
"Our greatest hope has become our enemy's greatest triumph."
—Court counselor
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Dread Reaper
Creature — Horror
Flying
When Dread Reaper enters the battlefield, you lose 5 life.
6/5
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Feral Shadow
Creature — Nightstalker
Flying
Not all shadows are cast by light—some are cast by darkness.
2/1
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Gravedigger
Creature — Zombie
When Gravedigger enters the battlefield, you may return target creature card from your graveyard to your hand.
2/2
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Grim Tutor
Sorcery
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
One who goes unpunished never learns.
—Greek proverb
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Hand of Death
Sorcery
Destroy target nonblack creature.
The touch of death is never gentle.
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Hollow Dogs
Creature — Phyrexian Zombie Dog
Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.
A hollow dog is never empty. It is filled with thirst for the hunt.
3/3
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Howling Fury
Sorcery
Target creature gets +4/+0 until end of turn.
I howl my soul to the moon, and the moon howls with me.
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Mind Rot
Sorcery
Target player discards two cards.
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Muck Rats
Creature — Rat
"Just as some fool said it couldn't get worse, the rats began to show up."
—Foot soldier
1/1
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Raise Dead
Sorcery
Return target creature card from your graveyard to your hand.
The earth cannot hold that which magic commands.
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Ravenous Rats
Creature — Rat
When Ravenous Rats enters the battlefield, target opponent discards a card.
1/1
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Scathe Zombies
Creature — Zombie
Luckily for them, it doesn't take much brains to slaughter and maim.
2/2
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Serpent Warrior
Creature — Snake Warrior
When Serpent Warrior enters the battlefield, you lose 3 life.
A hiss before dying.
3/3
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Shrieking Specter
Creature — Specter
Flying
Whenever Shrieking Specter attacks, defending player discards a card.
2/2
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Soul Feast
Sorcery
Target player loses 4 life and you gain 4 life.
Evil often dines alone.
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Stream of Acid
Sorcery
Destroy target land or nonblack creature.
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Wicked Pact
Sorcery
Destroy two target nonblack creatures. You lose 5 life.
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Cinder Storm
Sorcery
Cinder Storm deals 7 damage to any target.
When the sky's rain has turned to fire, what will put it out?
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Devastation
Sorcery
Destroy all creatures and lands.
There is much talk about the art of creation. What about the art of destruction?
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Earth Elemental
Creature — Elemental
Its voice has the tremor of deafening thunder, its blow the force of an avalanche.
4/5
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Fire Elemental
Creature — Elemental
You are drawn to your death as a moth to the flame.
5/4
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Fire Tempest
Sorcery
Fire Tempest deals 6 damage to each creature and each player.
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Goblin Cavaliers
Creature — Goblin
They get along so well with their goats because they're practically goats themselves.
3/2
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Goblin Chariot
Creature — Goblin Warrior
Haste (This creature can attack and as soon as it comes under your control.)
They have to replace the wheels, they have to replace the boar, and sometimes they have to replace the goblin.
2/2
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Goblin Commando
Creature — Goblin
When Goblin Commando enters the battlefield, it deals 2 damage to target creature.
With a commando around, somebody's gonna get hurt.
2/2
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Goblin General
Creature — Goblin Warrior
Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn.
Lead, follow, or run around like crazy.
1/1
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Goblin Glider
Creature — Goblin
Flying
Goblin Glider can't block.
The goblins call the gliders "death from above." Everyone else calls them "clods in the clouds."
1/1
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Goblin Hero
Creature — Goblin
When you're a goblin, you don't have to step forward to be a hero—everyone else just has to step back.
2/2
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Goblin Lore
Sorcery
Draw four cards, then discard three cards at random.
"I done forgot more than you'll ever know, pipsqueak."
"Yeah—that's your problem."
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Goblin Mountaineer
Creature — Goblin Scout
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Goblin mountaineer, barely keeps his family fed.
1/1
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Goblin Settler
Creature — Goblin
When Goblin Settler enters the battlefield, destroy target land.
Be it ever so crumbled, there's no place like home.
1/1
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Hulking Goblin
Creature — Goblin
Hulking Goblin can't block.
The bigger they are, the harder they avoid work.
2/2
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Hulking Ogre
Creature — Ogre
Hulking Ogre can't block.
Once they realized the ogre had more size than speed, the soldiers simply went around it.
3/3
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Jagged Lightning
Sorcery
Jagged Lightning deals 3 damage to each of two target creatures.
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Last Chance
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Lava Axe
Sorcery
Lava Axe deals 5 damage to target player or planeswalker.
Meant to cut through the body and burn straight to the soul.
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Mons's Goblin Raiders
Creature — Goblin
Just because they have a club doesn't mean they're organized.
1/1
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Ogre Warrior
Creature — Ogre Warrior
Assault and battery included.
3/3
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Raging Goblin
Creature — Goblin Berserker
Haste (This creature can attack and as soon as it comes under your control.)
He raged at the world, at his family, at his life. But mostly he just raged.
1/1
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Relentless Assault
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Scorching Spear
Sorcery
Scorching Spear deals 1 damage to any target.
Lift your spear as you might lift your glass, and toast your enemy.
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Spitting Earth
Sorcery
Spitting Earth deals damage to target creature equal to the number of Mountains you control.
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Stone Rain
Sorcery
Destroy target land.
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Thunder Dragon
Creature — Dragon
Flying
When Thunder Dragon enters the battlefield, it deals 3 damage to each creature without flying.
5/5
|
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Trained Orgg
Creature — Orgg
All orggs know how to kill; training teaches them *what* to kill.
6/6
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Tremor
Sorcery
Tremor deals 1 damage to each creature without flying.
One little goblin shook up the ground. When the dust cleared, no one was found.
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Volcanic Dragon
Creature — Dragon
Flying, haste
Speed and fire are always a deadly combination.
4/4
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Volcanic Hammer
Sorcery
Volcanic Hammer deals 3 damage to any target.
Fire finds its form in the heat of the forge.
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Alluring Scent
Sorcery
All creatures able to block target creature this turn do so.
No earthly armor is protection against this sweetness.
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Barbtooth Wurm
Creature — Wurm
In its lair lies a carpet of bones.
6/4
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Bull Hippo
Creature — Hippo
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Stay alert: his lumbering may shake the ground itself, but in water, he glides.
3/3
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Durkwood Boars
Creature — Boar
"And the unclean spirits went out, and entered the swine: and the herd ran violently . . . ."
—*The Bible*, Mark 5:13
4/4
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Gorilla Warrior
Creature — Ape Warrior
They were formidable even before they learned the use of weapons.
3/2
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Grizzly Bears
Creature — Bear
Don't worry about provoking grizzly bears; they come that way.
2/2
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Lone Wolf
Creature — Wolf
You may have Lone Wolf assign its combat damage as though it weren't blocked.
2/2
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Lynx
Creature — Cat
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Rarely seen, hardly heard, never caught.
2/1
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Monstrous Growth
Sorcery
Target creature gets +4/+4 until end of turn.
The nightstalkers' little game of tease-the-squirrel suddenly took an unexpected turn.
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Moon Sprite
Creature — Faerie
Flying
"I am that merry wanderer of the night."
—William Shakespeare,
*A Midsummer Night's Dream*
1/1
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Natural Spring
Sorcery
Target player gains 8 life.
The dying ask for water because they know it contains life.
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Nature's Cloak
Sorcery
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
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Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Every seed planted is another lesson the forest can teach us.
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Norwood Archers
Creature — Elf Archer
Reach (This creature can block creatures with flying.)
"'Air superiority?' Not while our archers scan the skies."
—Elvish scout
3/3
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Norwood Ranger
Creature — Elf Scout Ranger
Some trees bear deadly fruit.
1/2
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Pride of Lions
Creature — Cat
You may have Pride of Lions assign its combat damage as though it weren't blocked.
4/4
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Renewing Touch
Sorcery
Shuffle any number of target creature cards from your graveyard into your library.
Death just encourages life the more.
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Silverback Ape
Creature — Ape
His true majesty is not in his silver, but in his size.
5/5
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Southern Elephant
Creature — Elephant
Neither predator nor prey, the elephant chooses its place in the battle.
3/4
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Squall
Sorcery
Squall deals 2 damage to each creature with flying.
"To-night the winds begin to rise . . . The rooks are blown about the skies . . . ."
—Alfred, Lord Tennyson, *In Memoriam*
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Summer Bloom
Sorcery
You may play up to three additional lands this turn.
Summer sends its kiss with warmth and blooming life.
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Sylvan Basilisk
Creature — Basilisk
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.
2/4
|
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Sylvan Yeti
Creature — Yeti
Sylvan Yeti's power is equal to the number of cards in your hand.
The deeper the wood, the greater its strength.
*/4
|
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Thorn Elemental
Creature — Elemental
You may have Thorn Elemental assign its combat damage as though it weren't blocked.
7/7
|
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Untamed Wilds
Sorcery
Search your library for a basic land card, put that card onto the battlefield, then shuffle.
|
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Whiptail Wurm
Creature — Wurm
It's hard to say for certain which end is more dangerous.
8/5
|
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Whirlwind
Sorcery
Destroy all creatures with flying.
|
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Wild Ox
Creature — Ox
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
It has the run of the swamps, and it knows it.
3/3
|
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Willow Elf
Creature — Elf
The forest lives in the elf as the elf lives in the forest.
1/1
|
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Wood Elves
Creature — Elf Scout
When Wood Elves enters the battlefield, search your library for a Forest card, put that card onto the battlefield, then shuffle.
1/1
|
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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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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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Island
Basic Land — Island
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
|
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Swamp
Basic Land — Swamp
(: Add .)
|
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Swamp
Basic Land — Swamp
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
|
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Forest
Basic Land — Forest
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
|
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