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Arco-Flagellant
  ( 3)
Creature — Human
(3/1)
Squad <i>(As an additional cost to cast this spell, you may pay any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)</i> Arco-Flagellant can't block. <i>Endurant</i> — Pay 3 life: Arco-Flagellant gains indestructible until end of turn.
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Camouflage
 ( 1)
Instant
Cast this spell only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. <i>(Piles can be empty.)</i>
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Curse of Marit Lage
   ( 5)
Enchantment
When Curse of Marit Lage enters the battlefield, tap all Islands. Islands don't untap during their controllers' untap steps.
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Dark Tutelage
  ( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Dream Pillager
   ( 7)
Creature — Dragon
(4/4)
Flying Whenever Dream Pillager deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
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Fearful Villager
  ( 3)
Creature — Human Werewolf
(2/3)
Menace <i>(This creature can't be blocked except by two or more creatures.)</i> Daybound <i>(If a player casts no spells during their own turn, it becomes night next turn.)</i>
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Flamekin Village
( 0)
Land
As Flamekin Village enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Flamekin Village enters the battlefield tapped. : Add .
, : Target creature gains haste until end of turn.
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Fortified Village
( 0)
Land
As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped. : Add or .
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Heartless Pillage
  ( 3)
Sorcery
Target opponent discards two cards. <i>Raid</i> — If you attacked this turn, create a Treasure token. <i>(It's an artifact with " , Sacrifice this artifact: Add one mana of any color.")</i>
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Marit Lage's Slumber
  ( 2)
Legendary Snow Enchantment
Whenever Marit Lage's Slumber or another snow permanent enters the battlefield under your control, scry 1. At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage's Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Pillage
   ( 3)
Sorcery
Destroy target artifact or land. It can't be regenerated.
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Pirate's Pillage
  ( 4)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. <i>(They're artifacts with " , Sacrifice this artifact: Add one mana of any color.")</i>
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Ramirez DePietro, Pillager
   ( 4)
Legendary Creature — Human Pirate
(4/3)
When Ramirez DePietro, Pillager enters the battlefield, you lose 2 life and create two Treasure tokens. Whenever one or more Pirates you control deal combat damage to a player, exile the top card of that player's library. You may cast that card for as long as it remains exiled.
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Scorned Villager
  ( 2)
Creature — Human Werewolf
(1/1)
: Add .
At the beginning of each upkeep, if no spells were cast last turn, transform Scorned Villager.
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Sphinx's Tutelage
  ( 3)
Enchantment
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.  : Draw a card, then discard a card.
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Teferi's Tutelage
  ( 3)
Enchantment
When Teferi's Tutelage enters the battlefield, draw a card, then discard a card. Whenever you draw a card, target opponent mills two cards. <i>(They put the top two cards of their library into their graveyard.)</i>
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Treetop Village
( 0)
Land
Treetop Village enters the battlefield tapped. : Add .
 : Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. <i>(It can deal excess combat damage to the player or planeswalker it's attacking.)</i>
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Village Bell-Ringer
  ( 3)
Creature — Human Scout
(1/4)
Flash <i>(You may cast this spell any time you could cast an instant.)</i> When Village Bell-Ringer enters the battlefield, untap all creatures you control.
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Village Cannibals
  ( 3)
Creature — Human
(2/2)
Whenever another Human creature dies, put a +1/+1 counter on Village Cannibals.
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Village Elder
 ( 1)
Creature — Human Druid
(1/1)
, , Sacrifice a Forest: Regenerate target creature.
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Village Ironsmith
  ( 2)
Creature — Human Werewolf
(1/1)
First strike At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith.
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Village Messenger
 ( 1)
Creature — Human Werewolf
(1/1)
Haste At the beginning of each upkeep, if no spells were cast last turn, transform Village Messenger.
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Village Reavers
( 0)
Creature — Werewolf
(5/4)
Wolves and Werewolves you control have haste. Nightbound <i>(If a player casts at least two spells during their own turn, it becomes day next turn.)</i>
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Village Rites
 ( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
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Village Survivors
  ( 5)
Creature — Human
(4/5)
Vigilance <i>Fateful hour</i> — As long as you have 5 or less life, other creatures you control have vigilance.
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Village Watch
  ( 5)
Creature — Human Werewolf
(4/3)
Haste Daybound <i>(If a player casts no spells during their own turn, it becomes night next turn.)</i>
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Villagers of Estwald
  ( 3)
Creature — Human Werewolf
(2/3)
At the beginning of each upkeep, if no spells were cast last turn, transform Villagers of Estwald.
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Wrath of Marit Lage
   ( 5)
Enchantment
When Wrath of Marit Lage enters the battlefield, tap all red creatures. Red creatures don't untap during their controllers' untap steps.
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