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Aetherwind Basker
    ( 7)
Creature — Lizard
(7/7)
Trample Whenever this creature enters or attacks, you get (an energy counter) for each creature you control. Pay : This creature gets +1/+1 until end of turn.
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Aetherwing, Golden-Scale Flagship
( 0)
Legendary Artifact — Vehicle
(*/4)
Flying Aetherwing's power is equal to the number of artifacts you control. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Aetherworks Marvel
 ( 4)
Legendary Artifact
Whenever a permanent you control is put into a graveyard, you get (an energy counter). , Pay six : Look at the top six cards of your library. You may cast a spell from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
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Aragorn and Arwen, Wed
   ( 6)
Legendary Creature — Human Elf Noble
(3/6)
Vigilance Whenever Aragorn and Arwen enters or attacks, put a +1/+1 counter on each other creature you control. You gain 1 life for each other creature you control.
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Arwen Undómiel
  ( 2)
Legendary Creature — Elf Noble
(2/2)
Whenever you scry, put a +1/+1 counter on target creature.   : Scry 2.
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Arwen, Mortal Queen
   ( 3)
Legendary Creature — Elf Noble
(2/2)
Arwen enters with an indestructible counter on it. , Remove an indestructible counter from Arwen: Another target creature gains indestructible until end of turn. Put a +1/+1 counter and a lifelink counter on that creature and a +1/+1 counter and a lifelink counter on Arwen.
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Arwen, Weaver of Hope
   ( 3)
Legendary Creature — Elf Noble
(2/1)
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Arwen's toughness.
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Arwen's Gift
  ( 4)
Sorcery
This spell costs less to cast if you control two or more legendary creatures. Scry 2, then draw two cards.
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Bearer of Overwhelming Truths
( 0)
Creature — Human Wizard
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Call to the Netherworld
 ( 1)
Sorcery
Return target black creature card from your graveyard to your hand. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Caterwauling Boggart
  ( 4)
Creature — Goblin Shaman
(2/2)
Goblins you control and Elementals you control have menace. (They can't be blocked except by two or more creatures.)
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Clearwater Goblet
 ( 5)
Artifact
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) At the beginning of your upkeep, you may gain life equal to the number of charge counters on this artifact.
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Cleric of the Forward Order
  ( 2)
Creature — Human Cleric
(2/2)
When this creature enters, you gain 2 life for each creature you control named Cleric of the Forward Order.
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Drag to the Underworld
   ( 4)
Instant
This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.) Destroy target creature.
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Earwig Squad
   ( 5)
Creature — Goblin Rogue
(5/3)
Prowl  (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) When this creature enters, if its prowl cost was paid, search target opponent's library for three cards and exile them. Then that player shuffles.
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Elderwood Scion
   ( 5)
Creature — Elemental
(4/4)
Trample, lifelink Spells you cast that target this creature cost less to cast. Spells your opponents cast that target this creature cost more to cast.
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Emberwilde Augur
  ( 2)
Creature — Goblin Shaman
(2/1)
Sacrifice this creature: It deals 3 damage to target player or planeswalker. Activate only during your upkeep.
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Emberwilde Caliph
   ( 4)
Creature — Djinn
(4/4)
Flying, trample This creature attacks each combat if able. Whenever this creature deals damage, you lose that much life.
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Emberwilde Captain
  ( 4)
Creature — Djinn Pirate
(4/2)
When this creature enters, you become the monarch. Whenever an opponent attacks you while you're the monarch, this creature deals damage to that player equal to the number of cards in their hand.
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Emberwilde Djinn
   ( 4)
Creature — Djinn
(5/4)
Flying At the beginning of each player's upkeep, that player may pay  or 2 life. If the player does, they gain control of this creature.
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Etherwrought Page
    ( 4)
Artifact
At the beginning of your upkeep, choose one — • You gain 2 life. • Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) • Each opponent loses 1 life.
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Flickerwisp
   ( 3)
Creature — Elemental
(3/1)
Flying When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Glacierwood Siege
   ( 3)
Enchantment
As this enchantment enters, choose Temur or Sultai. • Temur — Whenever you cast an instant or sorcery spell, target player mills four cards. • Sultai — You may play lands from your graveyard.
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Hexgold Hoverwings
  ( 4)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature has flying. Creatures you control that are equipped get +1/+0. Equip  
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Immerwolf
   ( 3)
Creature — Wolf
(2/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Each other creature you control that's a Wolf or a Werewolf gets +1/+1. Non-Human Werewolves you control can't transform.
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Invasion of Lorwyn
   ( 6)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, destroy target non-Elf creature an opponent controls with power X or less, where X is the number of lands you control.
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Izzet Boilerworks
( 0)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. : Add  .
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Lairwatch Giant
  ( 6)
Creature — Giant Warrior
(5/3)
This creature can block an additional creature each combat. Whenever this creature blocks two or more creatures, it gains first strike until end of turn.
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March of Otherworldly Light
  ( 1)
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.
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Marwyn, the Nurturer
  ( 3)
Legendary Creature — Elf Druid
(1/1)
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn. : Add an amount of equal to Marwyn's power.
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Masterwork of Ingenuity
 ( 1)
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
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Mirrorweave
   ( 4)
Instant
Each other creature becomes a copy of target nonlegendary creature until end of turn.
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Mirrorwing Dragon
   ( 5)
Creature — Dragon
(4/5)
Flying Whenever a player casts an instant or sorcery spell that targets only this creature, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures.
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Mirrorworks
 ( 5)
Artifact
Whenever another nontoken artifact you control enters, you may pay . If you do, create a token that's a copy of that artifact.
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Narwhal
   ( 4)
Creature — Whale
(2/2)
First strike, protection from red
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Neverwinter Dryad
 ( 1)
Creature — Dryad
(1/1)
, Sacrifice this creature: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle.
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Neverwinter Hydra
    ( 2)
Creature — Hydra
(0/0)
As this creature enters, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results. Trample Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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New Way Forward
    ( 5)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source's controller and you draw that many cards.
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Norwood Archers
  ( 4)
Creature — Elf Archer
(3/3)
Reach (This creature can block creatures with flying.)
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Norwood Priestess
   ( 4)
Creature — Elf Druid
(1/1)
: You may put a green creature card from your hand onto the battlefield. Activate only during your turn, before attackers are declared.
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Norwood Riders
  ( 4)
Creature — Elf
(3/3)
This creature can't be blocked by more than one creature.
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Norwood Warrior
  ( 3)
Creature — Elf Warrior
(2/2)
Whenever this creature becomes blocked, it gets +1/+1 until end of turn.
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Oltec Matterweaver
  ( 3)
Creature — Human Artificer
(2/4)
Whenever you cast a creature spell, choose one — • Create a 1/1 colorless Gnome artifact creature token. • Create a token that's a copy of target artifact token you control.
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Otherworld Atlas
 ( 4)
Artifact
: Put a charge counter on this artifact.
: Each player draws a card for each charge counter on this artifact.
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Otherworldly Escort
  ( 4)
Creature — Human Detective
(4/3)
Flash When this creature dies, if it's not a Spirit, return it to the battlefield under its owner's control with four charge counters on it. It's a Spirit Detective. (It's no longer a Human.)  , , Remove a charge counter from this creature: Destroy target creature that dealt damage to you this turn.
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Otherworldly Gaze
 ( 1)
Instant
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Otherworldly Journey
  ( 2)
Instant — Arcane
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
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Otherworldly Outburst
 ( 1)
Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 colorless Eldrazi Horror creature token.
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Overwhelm
   ( 7)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Creatures you control get +3/+3 until end of turn.
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Overwhelmed Apprentice
 ( 1)
Creature — Human Wizard
(1/2)
When this creature enters, each opponent mills two cards. Then you scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Overwhelmed Archivist
  ( 3)
Creature — Human Wizard
(3/2)
When this creature enters, 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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Overwhelming Denial
   ( 4)
Instant
Surge  (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) This spell can't be countered. Counter target spell.
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Overwhelming Encounter
   ( 5)
Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20. 1–9 | Creatures you control get +2/+2 until end of turn. 10–19 | Put two +1/+1 counters on each creature you control. 20 | Put four +1/+1 counters on each creature you control.
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Overwhelming Forces
   ( 8)
Sorcery
Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.
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Overwhelming Intellect
   ( 6)
Instant
Counter target creature spell. Draw cards equal to that spell's mana value.
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Overwhelming Remorse
  ( 5)
Instant
This spell costs less to cast for each creature card in your graveyard. Exile target creature or planeswalker.
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Overwhelming Splendor
   ( 8)
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls lose all abilities and have base power and toughness 1/1. Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.
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Overwhelming Stampede
   ( 5)
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
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Overwhelming Surge
  ( 3)
Instant
Choose one or both — • Overwhelming Surge deals 3 damage to target creature. • Destroy target noncreature artifact.
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Rescue from the Underworld
  ( 5)
Instant
As an additional cost to cast this spell, sacrifice a creature. Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld.
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Rielle, the Everwise
   ( 3)
Legendary Creature — Human Wizard
(0/3)
Rielle gets +1/+0 for each instant and sorcery card in your graveyard. Whenever you discard one or more cards for the first time each turn, draw that many cards.
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Riverwalk Technique
  ( 4)
Instant
Choose one — • The owner of target nonland permanent puts it on their choice of the top or bottom of their library. • Counter target noncreature spell.
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Riverwheel Aerialists
  ( 6)
Creature — Djinn Monk
(4/5)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Riverwheel Sweep
   ( 6)
Sorcery
Tap target creature. Put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
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Riverwise Augur
  ( 4)
Creature — Merfolk Wizard
(2/2)
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
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Saheeli's Silverwing
 ( 4)
Artifact Creature — Drake
(2/3)
Flying When this creature enters, look at the top card of target opponent's library.
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Shimmerwing Chimera
  ( 4)
Enchantment Creature — Chimera
(3/2)
Flying At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.
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Silverwing Squadron
  ( 6)
Creature — Human Knight
(*/*)
Flying, vigilance Silverwing Squadron's power and toughness are each equal to the number of creatures you control. Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
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Underwater Tunnel // Slimy Aquarium (Slimy Aquarium)
  ( 4)
Enchantment — Room
When you unlock this door, manifest dread, then put a +1/+1 counter on that creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Slitherwisp
   ( 3)
Creature — Elemental Nightmare
(3/2)
Flash Whenever you cast another spell that has flash, you draw a card and each opponent loses 1 life.
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Somberwald Alpha
  ( 4)
Creature — Wolf
(3/2)
Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn.  : Target creature you control gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Somberwald Beastmaster
  ( 7)
Creature — Human Ranger
(1/1)
When this creature enters, create a 2/2 green Wolf creature token, a 3/3 green Beast creature token, and a 4/4 green Beast creature token. Creature tokens you control have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
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Somberwald Dryad
  ( 2)
Creature — Dryad
(2/2)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Somberwald Sage
  ( 3)
Creature — Human Druid
(0/1)
: Add three mana of any one color. Spend this mana only to cast creature spells.
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Somberwald Spider
  ( 5)
Creature — Spider
(2/4)
Reach (This creature can block creatures with flying.) Morbid — This creature enters with two +1/+1 counters on it if a creature died this turn.
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Somberwald Stag
   ( 5)
Creature — Elk
(4/3)
When this creature enters, you may have it fight target creature you don't control.
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Somberwald Vigilante
 ( 1)
Creature — Human Warrior
(1/1)
Whenever this creature becomes blocked by a creature, this creature deals 1 damage to that creature.
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Spiderwig Boggart
  ( 3)
Creature — Goblin Shaman
(2/2)
When this creature enters, target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Stack of Paperwork (playtest)
 ( 1)
Enchantment
When CARDNAME enters the battlefield, draw a card. Combat damage uses the stack. (Combat damage assignment can be responded to before damage is dealt.)
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Stoneforge Masterwork
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+1 for each other creature you control that shares a creature type with it. Equip 
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Striped Riverwinder
  ( 7)
Creature — Serpent
(5/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling ( , Discard this card: Draw a card.)
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Thantis, the Warweaver
    ( 6)
Legendary Creature — Spider
(5/5)
Vigilance, reach All creatures attack each combat if able. Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on Thantis.
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Thunderwave
   ( 4)
Sorcery
Roll a d20. 1–9 | Thunderwave deals 3 damage to each creature. 10–19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way. 20 | Thunderwave deals 6 damage to each creature your opponents control.
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Thunderwolf Cavalry
  ( 5)
Creature — Astartes Warrior
(4/4)
First strike Crushing Teeth — Whenever this creature deals combat damage to a player, put a +1/+1 counter on each other creature you control.
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Timberwatch Elf
  ( 3)
Creature — Elf
(1/2)
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Tombstone Stairwell
   ( 4)
World Enchantment
Cumulative upkeep  (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each upkeep, if this enchantment is on the battlefield, each player creates a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in their graveyard. At the beginning of each end step and when this enchantment leaves the battlefield, destroy all tokens created with this enchantment. They can't be regenerated.
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Underwater Tunnel // Slimy Aquarium (Underwater Tunnel)
 ( 1)
Enchantment — Room
When you unlock this door, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Underworld Breach
  ( 2)
Enchantment
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step, sacrifice this enchantment.
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Underworld Cerberus
   ( 5)
Creature — Dog
(6/6)
This creature can't be blocked except by three or more creatures. Cards in graveyards can't be the targets of spells or abilities. When this creature dies, exile it and each player returns all creature cards from their graveyard to their hand.
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