|
As Luck Would Have It
 ( 1)
Enchantment
Hexproof Whenever you roll a die, put a number of luck counters on this enchantment equal to the result. Then if there are 100 or more luck counters on this enchantment, you win the game. (Count both rolls if you reroll a die.)
|
|
|
Cliffhaven Kitesail
 ( 1)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature has flying. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Cliffhaven Vampire
   ( 4)
Creature — Vampire Warrior Ally
(2/4)
Flying Whenever you gain life, each opponent loses 1 life.
|
|
|
Devouring Sugarmaw
   ( 4)
Creature — Horror
(6/6)
Menace, trample At the beginning of your upkeep, you may sacrifice an artifact, enchantment, or token. If you don't, tap this creature.
|
|
|
Drake Haven
  ( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, create a 2/2 blue Drake creature token with flying.
|
|
|
Farhaven Elf
  ( 3)
Creature — Elf Druid
(1/1)
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
|
|
|
Ghave, Guru of Spores
    ( 5)
Legendary Creature — Fungus Shaman
(0/0)
Ghave enters with five +1/+1 counters on it. , Remove a +1/+1 counter from a creature you control: Create a 1/1 green Saproling creature token.
, Sacrifice a creature: Put a +1/+1 counter on target creature.
|
|
|
Devouring Sugarmaw (Have for Dinner)
  ( 2)
Instant — Adventure
Create a 1/1 white Human creature token and a Food token. (Then exile this card. You may cast the creature later from exile.)
|
|
|
Havengul Lich
   ( 5)
Creature — Zombie Wizard
(4/4)
: You may cast target creature card in a graveyard this turn. When you cast it this turn, this creature gains all activated abilities of that card until end of turn.
|
|
|
Havengul Skaab
  ( 6)
Creature — Zombie Horror
(4/5)
Whenever this creature attacks, return another creature you control to its owner's hand.
|
|
|
Havengul Vampire
  ( 4)
Creature — Vampire
(2/2)
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Whenever another creature dies, put a +1/+1 counter on this creature.
|
|
|
Havenwood Wurm
  ( 7)
Creature — Wurm
(5/6)
Flash (You may cast this spell any time you could cast an instant.) Trample
|
|
|
Knight of Cliffhaven
  ( 2)
Creature — Kor Knight
(2/2)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/3 Flying LEVEL 4+ 4/4 Flying, vigilance
|
|
|
Pendelhaven
( 0)
Legendary Land
: Add .
: Target 1/1 creature gets +1/+2 until end of turn.
|
|
|
Pendelhaven Elder
  ( 2)
Creature — Elf Shaman
(1/1)
: Each 1/1 creature you control gets +1/+2 until end of turn.
|
|
|
Safe Haven
( 0)
Land
, : Exile target creature you control.
At the beginning of your upkeep, you may sacrifice this land. If you do, return each card exiled with this land to the battlefield under its owner's control.
|
|
|
Stone Haven Outfitter
  ( 2)
Creature — Kor Artificer Ally
(2/2)
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
|
|
|
Stone Haven Pilgrim
  ( 2)
Creature — Kor Cleric
(2/2)
Whenever this creature attacks, if you control an artifact or enchantment, this creature gets +1/+1 and gains lifelink until end of turn.
|
|
|
Strixhaven Stadium
 ( 3)
Artifact
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact. Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
|
|
|
The Grey Havens
( 0)
Legendary Land
When The Grey Havens enters, scry 1. : Add .
: Add one mana of any color among legendary creature cards in your graveyard.
|
|
|
Thelon of Havenwood
  ( 2)
Legendary Creature — Elf Druid
(2/2)
Each Fungus creature gets +1/+1 for each spore counter on it.  , Exile a Fungus card from a graveyard: Put a spore counter on each Fungus on the battlefield.
|
|
|
Uncharted Haven
( 0)
Land
This land enters tapped. As it enters, choose a color. : Add one mana of the chosen color.
|
|
|
Verdant Haven
  ( 3)
Enchantment — Aura
Enchant land When this Aura enters, you gain 2 life. Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
|
|
|
Wolfwillow Haven
  ( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional .  , Sacrifice this Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
|
|
|