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Academic Probation
  ( 2)
Sorcery — Lesson
Choose one — • Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn. • Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
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Alchemist's Gift
 ( 1)
Instant
Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Angelheart Protector
  ( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Archive Haunt
( 0)
Creature — Spirit Wizard
(2/1)
Flying Whenever Archive Haunt attacks, draw a card, then discard a card. If Archive Haunt would be put into a graveyard from anywhere, exile it instead.
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Battalion Foot Soldier
  ( 3)
Creature — Human Soldier
(2/2)
When Battalion Foot Soldier enters the battlefield, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
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Blade Historian
    ( 4)
Creature — Human Cleric
(2/3)
Attacking creatures you control have double strike.
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Blood Beckoning
 ( 1)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Return target creature card from your graveyard to your hand. If this spell was kicked, instead return two target creature cards from your graveyard to your hand.
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Blood Burglar
  ( 2)
Creature — Vampire Rogue
(2/2)
As long as it's your turn, Blood Burglar has lifelink.(Damage dealt by this creature also causes you to gain that much life.)
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Blood Researcher
   ( 3)
Creature — Vampire Druid
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever you gain life, put a +1/+1 counter on Blood Researcher.
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Call the Coppercoats
  ( 3)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
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Drogskol Armaments
( 0)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
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Drogskol Captain
   ( 3)
Creature — Spirit Soldier
(2/2)
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Drogskol Infantry
  ( 2)
Creature — Spirit Soldier
(2/2)
Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
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Eager First-Year
  ( 2)
Creature — Human Wizard
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Eager First-Year gets +1/+0 until end of turn.
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Farsight Adept
  ( 3)
Creature — Kor Wizard
(3/3)
When Farsight Adept enters the battlefield, you and target opponent each draw a card.
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Fatal Grudge
  ( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent. Each opponent chooses a permanent they control that shares a type with the sacrificed permanent and sacrifices it. Draw a card.
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Garruk, Unleashed
   ( 4)
Legendary Planeswalker — Garruk
(4)
+1: Up to one target creature gets +3/+3 and gains trample until end of turn. −2: Create a 3/3 green Beast creature token. Then if an opponent controls more creatures than you, put a loyalty counter on Garruk, Unleashed. −7: You get an emblem with "At the beginning of your end step, you may search your library for a creature card, put it onto the battlefield, then shuffle."
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Howlpack Piper
  ( 4)
Creature — Human Werewolf
(2/2)
This spell can't be countered.  , : You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap Howlpack Piper. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Innocent Traveler
   ( 4)
Creature — Human
(1/3)
At the beginning of your upkeep, any opponent may sacrifice a creature. If no one does, transform Innocent Traveler.
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Kaito's Pursuit
  ( 3)
Sorcery
Target player discards two cards. Ninjas and Rogues you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
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Light of Promise
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
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Lightning-Core Excavator
 ( 1)
Artifact Creature — Golem
(0/3)
, , Sacrifice Lightning-Core Excavator: It deals 3 damage to any target.
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Llanowar Visionary
  ( 3)
Creature — Elf Druid
(2/2)
When Llanowar Visionary enters the battlefield, draw a card. : Add .
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Malicious Invader
( 0)
Creature — Vampire
(3/3)
Flying Malicious Invader gets +2/+0 as long as an opponent controls a Human.
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Nocturnal Feeder
  ( 3)
Creature — Vampire Rogue
(2/1)
Flying When Nocturnal Feeder dies, each opponent loses 2 life and you gain 2 life.
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Odric's Outrider
  ( 4)
Creature — Human Knight
(2/4)
Whenever Odric's Outrider or another creature you control dies, put a +1/+1 counter on target creature you control.
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Organic Extinction
   ( 10)
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Destroy all nonartifact creatures.
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Overwhelmed Archivist
  ( 3)
Creature — Human Wizard
(3/2)
When Overwhelmed Archivist enters the battlefield, draw a card, then discard a card. Disturb  (You may cast this card from your graveyard transformed for its disturb cost.)
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Ray of Distortion
  ( 4)
Instant
Destroy target artifact or enchantment. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Raze the Effigy
 ( 1)
Instant
Choose one — • Destroy target artifact. • Target attacking creature gets +2/+2 until end of turn.
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Relic Axe
 ( 2)
Artifact — Equipment
When Relic Axe enters the battlefield, attach it to target creature you control. Equipped creature gets +1/+1. If it's a Warrior, it gets +2/+1 instead. Equip 
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Replication Specialist
  ( 5)
Creature — Moonfolk Artificer
(3/4)
Flying Whenever a nontoken artifact enters the battlefield under your control, you may pay  . If you do, create a token that's a copy of that artifact.
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Research Thief
  ( 5)
Artifact Creature — Moonfolk Wizard
(3/3)
Flash Flying Whenever an artifact creature you control deals combat damage to a player, draw a card.
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Rift Sower
  ( 3)
Creature — Elf Druid
(1/3)
: Add one mana of any color.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
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Rimewall Protector
   ( 3)
Creature — — Giant Wizard
(3/4)
Ward  When Rimewall Protector enters the battlefield, each other Giant or Wizard you control and each Giant or Wizard card in your hand perpetually gains ward .
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Run Afoul
 ( 1)
Instant
Target opponent sacrifices a creature with flying.
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Sage of the Beyond
   ( 7)
Creature — Spirit Giant
(5/5)
Flying Spells you cast from anywhere other than your hand cost less to cast. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Scale the Heights
  ( 3)
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn. Draw a card.
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Scheming Fence
  ( 2)
Creature — Human Citizen
(2/3)
As Scheming Fence enters the battlefield, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.
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Scion of Stygia
  ( 3)
Creature — Tiefling Shaman
(2/1)
Flash Cone of Cold — When Scion of Stygia enters the battlefield, choose target creature an opponent controls, then roll a d20. 1–9 | Tap that creature. 10–20 | Tap that creature. It doesn't untap during its controller's next untap step.
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Smell Fear
  ( 2)
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Target creature you control fights up to one target creature you don't control.
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Soul-Guide Gryff
  ( 5)
Creature — Hippogriff Spirit
(3/4)
Flying When Soul-Guide Gryff enters the battlefield, exile up to one target card from a graveyard.
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Spectral Sailor
 ( 1)
Creature — Spirit Pirate
(1/1)
Flash (You may cast this spell any time you could cast an instant.) Flying  : Draw a card.
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Springmantle Cleric
  ( 5)
Creature — Elf Cleric
(2/3)
Springmantle Cleric enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.
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Squad Captain
  ( 5)
Creature — Human Soldier
(2/2)
Vigilance Squad Captain enters the battlefield with a +1/+1 counter on it for each other creature you control.
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Steel-Plume Marshal
   ( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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Stone Haven Pilgrim
  ( 2)
Creature — Kor Cleric
(2/2)
Whenever Stone Haven Pilgrim attacks, if you control an artifact or enchantment, Stone Haven Pilgrim gets +1/+1 and gains lifelink until end of turn.
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Study Break
  ( 2)
Instant
Tap up to two target creatures. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Sudden Salvation
   ( 4)
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
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Tajuru Paragon
  ( 2)
Creature — Elf
(3/2)
Tajuru Paragon is also a Cleric, Rogue, Warrior, and Wizard. Kicker  When Tajuru Paragon enters the battlefield, if it was kicked, reveal the top six cards of your library. You may put a card that shares a creature type with it from among them into your hand. Put the rest on the bottom of your library in a random order.
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Taunting Arbormage
  ( 3)
Creature — Elf Wizard
(2/3)
Kicker (You may pay an additional as you cast this spell.) When Taunting Arbormage enters the battlefield, if it was kicked, all creatures able to block target creature this turn do so.
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Tomebound Lich
   ( 3)
Creature — Zombie Wizard
(1/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever Tomebound Lich enters the battlefield or deals combat damage to a player, draw a card, then discard a card.
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Torch Breath
  ( 1)
Instant
This spell costs less to cast if it targets a blue permanent. This spell can't be countered. Torch Breath deals X damage to target creature or planeswalker.
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Tovolar's Huntmaster
   ( 6)
Creature — Human Werewolf
(6/6)
When Tovolar's Huntmaster enters the battlefield, create two 2/2 green Wolf creature tokens. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Tovolar's Packleader
( 0)
Creature — Werewolf
(7/7)
Whenever Tovolar's Packleader enters the battlefield or attacks, create two 2/2 green Wolf creature tokens.   : Another target Wolf or Werewolf you control fights target creature you don't control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Vantress Gargoyle
  ( 2)
Artifact Creature — Gargoyle
(5/4)
Flying Vantress Gargoyle can't attack unless defending player has seven or more cards in their graveyard. Vantress Gargoyle can't block unless you have four or more cards in hand. : Each player mills a card.
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Wanderer's Intervention
  ( 2)
Instant
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
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Wildsong Howler
( 0)
Creature — Werewolf
(4/4)
Whenever this creature enters the battlefield or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Worldly Tutor
 ( 1)
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
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