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Advance Scout
  ( 2)
Creature — Human Soldier Scout
(1/1)
First strike : Target creature gains first strike until end of turn.
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Ainok Guide
  ( 2)
Creature — Dog Scout
(1/1)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Ainok Tracker
  ( 6)
Creature — Dog Scout
(3/3)
First strike Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Ainok Wayfarer
  ( 2)
Creature — Dog Scout
(1/1)
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature. (To mill three cards, put the top three cards of your library into your graveyard.)
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Airdrop Aeronauts
   ( 5)
Creature — Dwarf Scout
(4/3)
Flying Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, you gain 5 life.
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Alena, Kessig Trapper
  ( 5)
Legendary Creature — Human Scout
(4/3)
First strike : Add an amount of equal to the greatest power among creatures you control that entered this turn.
Partner (You can have two commanders if both have partner.)
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Alert Heedbonder
   ( 3)
Creature — Human Scout
(2/4)
Vigilance At the beginning of your end step, you gain 1 life for each creature you control with vigilance.
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Alpine Guide
  ( 3)
Snow Creature — Human Scout
(3/3)
When this creature enters, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle. This creature attacks each combat if able. When this creature leaves the battlefield, sacrifice a Mountain.
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Amalia Benavides Aguirre
  ( 2)
Legendary Creature — Vampire Scout
(2/2)
Ward—Pay 3 life. Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Amrou Scout
  ( 2)
Creature — Kithkin Rebel Scout
(2/1)
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Ardenn, Intrepid Archaeologist
  ( 3)
Legendary Creature — Kor Scout
(2/2)
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)
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Argothian Opportunist
  ( 3)
Creature — Human Scout
(3/2)
When this creature enters, create a tapped Powerstone token. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Atalan Jackal
   ( 3)
Creature — Human Tyranid Scout
(2/2)
Trample, haste Skilled Outrider — Whenever this creature deals combat damage to a player, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Aven Surveyor
   ( 5)
Creature — Bird Scout
(2/2)
Flying When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Return target creature to its owner's hand.
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Barrenton Cragtreads
   ( 4)
Creature — Kithkin Scout
(3/3)
This creature can't be blocked by red creatures.
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Benthic Explorers
  ( 4)
Creature — Merfolk Scout
(2/4)
, Untap a tapped land an opponent controls: Add one mana of any type that land could produce.
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Bloodthorn Taunter
  ( 2)
Creature — Human Scout
(1/1)
Haste : Target creature with power 5 or greater gains haste until end of turn.
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Bonny Pall, Clearcutter
    ( 6)
Legendary Creature — Giant Scout
(6/5)
Reach When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control." Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
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Borderland Explorer
  ( 2)
Creature — Elf Scout
(3/1)
When this creature enters, each player may discard a card. Each player who discarded a card this way may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
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Borderland Ranger
  ( 3)
Creature — Human Scout Ranger
(2/2)
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Branchblight Stalker
  ( 2)
Creature — Phyrexian Elf Scout
(3/1)
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
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Braulios of Pheres Band
   ( 5)
Legendary Creature — Centaur Scout
(*/*)
Braulios's power and toughness are each equal to the number of lands you control. Whenever Braulios attacks, draw a card, then you may put a land card from your hand onto the battlefield.
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Breakneck Rider
   ( 3)
Creature — Human Scout Werewolf
(3/3)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Briarbridge Tracker
  ( 3)
Creature — Human Scout
(2/3)
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") As long as you control a token, this creature gets +2/+0.
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Byway Courier
  ( 3)
Creature — Human Scout
(3/2)
When this creature dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Cenote Scout
 ( 1)
Creature — Merfolk Scout
(1/1)
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Centaur's Herald
 ( 1)
Creature — Elf Scout
(0/1)
 , Sacrifice this creature: Create a 3/3 green Centaur creature token.
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Cephalid Scout
  ( 2)
Creature — Octopus Wizard Scout
(1/1)
Flying  , Sacrifice a land: Draw a card.
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Chasm Guide
  ( 4)
Creature — Goblin Scout Ally
(3/2)
Rally — Whenever this creature or another Ally you control enters, creatures you control gain haste until end of turn.
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Cliff Threader
  ( 2)
Creature — Kor Scout
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cliffside Lookout
 ( 1)
Creature — Kor Scout Ally
(1/1)
 : Creatures you control get +1/+1 until end of turn.
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Clifftop Lookout
  ( 3)
Creature — Frog Scout
(1/2)
Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
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Cloudblazer
   ( 5)
Creature — Human Scout
(2/2)
Flying When this creature enters, you gain 2 life and draw two cards.
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Copperhorn Scout
 ( 1)
Creature — Elf Scout
(1/1)
Whenever this creature attacks, untap each other creature you control.
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Coralhelm Guide
  ( 2)
Creature — Merfolk Scout Ally
(2/1)
 : Target creature can't be blocked this turn.
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Courageous Outrider
  ( 4)
Creature — Human Scout
(3/4)
When this creature enters, look at the top four cards of your library. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Crimson Caravaneer
  ( 3)
Creature — Human Scout
(1/2)
Double strike, trample Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Deeproot Wayfinder
  ( 2)
Creature — Merfolk Scout
(2/3)
Whenever this creature deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)
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Delney, Streetwise Lookout
  ( 3)
Legendary Creature — Human Scout
(2/2)
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
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Disa the Restless
    ( 5)
Legendary Creature — Human Scout
(5/6)
Whenever a Lhurgoyf permanent card is put into your graveyard from anywhere other than the battlefield, put it onto the battlefield. Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.
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District Guide
  ( 3)
Creature — Elf Scout
(2/2)
When this creature enters, you may search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
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Dragonstorm Forecaster
 ( 1)
Creature — Human Scout
(0/3)
, : Search your library for a card named Dragonstorm Globe or Boulderborn Dragon, reveal it, put it into your hand, then shuffle.
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Elanor Gardner
  ( 4)
Legendary Creature — Halfling Scout
(2/4)
When Elanor enters, create a Food token. At the beginning of your end step, if you sacrificed a Food this turn, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Elvish Pathcutter
  ( 4)
Creature — Elf Scout
(1/2)
 : Target Elf creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Elvish Scout
 ( 1)
Creature — Elf Scout
(1/1)
, : Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
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Emperor's Vanguard
  ( 4)
Creature — Human Scout
(4/3)
Whenever this creature deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Empyreal Voyager
   ( 3)
Creature — Vedalken Scout
(2/3)
Flying, trample Whenever this creature deals combat damage to a player, you get that many (energy counters).
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Enduring Bondwarden
 ( 1)
Creature — Human Scout
(0/1)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) When this creature dies, put its counters on target creature you control.
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Enslaved Scout
  ( 3)
Creature — Goblin Scout
(2/2)
: This creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
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Entity Tracker
  ( 3)
Creature — Human Scout
(2/3)
Flash Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
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Fallaji Archaeologist
  ( 2)
Creature — Human Scout
(0/3)
When this creature enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on this creature. (To mill a card, put the top card of your library into your graveyard.)
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Fallaji Wayfarer
  ( 3)
Creature — Human Scout
(2/4)
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
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Farbog Explorer
  ( 3)
Creature — Human Scout
(2/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Finch Formation
  ( 3)
Creature — Bird Scout
(2/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Flying When this creature enters, target creature you control gains flying until end of turn.
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Flame-Kin War Scout
  ( 4)
Creature — Elemental Scout
(2/4)
When another creature enters, sacrifice this creature. If you do, this creature deals 4 damage to that creature.
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Flubs, the Fool
   ( 3)
Legendary Creature — Frog Scout
(0/5)
You may play an additional land on each of your turns. Whenever you play a land or cast a spell, draw a card if you have no cards in hand. Otherwise, discard a card.
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Forerunner of the Heralds
  ( 4)
Creature — Merfolk Scout
(3/2)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
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Frodo Baggins
  ( 2)
Legendary Creature — Halfling Scout
(1/3)
Whenever Frodo Baggins or another legendary creature you control enters, the Ring tempts you. As long as Frodo Baggins is your Ring-bearer, it must be blocked if able.
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Frodo, Adventurous Hobbit
  ( 2)
Legendary Creature — Halfling Scout
(1/3)
Partner with Sam, Loyal Attendant Vigilance Whenever Frodo attacks, if you gained 3 or more life this turn, the Ring tempts you. Then if Frodo is your Ring-bearer and the Ring has tempted you two or more times this game, draw a card.
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Frontier Explorer (playtest)
 ( 1)
Creature — — Cat Scout
(2/1)
, : Until end of turn, you may play one basic Plains card from outside the game.
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Frontier Seeker
  ( 2)
Creature — Human Scout
(2/1)
When this creature enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Galadhrim Guide
  ( 4)
Creature — Elf Scout
(3/4)
When this creature enters, scry 2.
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Ghirapur Guide
  ( 3)
Creature — Elf Scout
(3/2)
 : Target creature you control can't be blocked by creatures with power 2 or less this turn.
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Gladecover Scout
 ( 1)
Creature — Elf Scout
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Glitch Ghost Surveyor
  ( 3)
Creature — Spirit Scout
(2/2)
Flying Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Max speed — , Exile this card from your graveyard: Draw a card.
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Goblin Guide
 ( 1)
Creature — Goblin Scout
(2/2)
Haste Whenever this creature attacks, defending player reveals the top card of their library. If it's a land card, that player puts it into their hand.
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Goblin Mountaineer
 ( 1)
Creature — Goblin Scout
(1/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Goblin Shortcutter
  ( 2)
Creature — Goblin Scout
(2/1)
When this creature enters, target creature can't block this turn.
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Goblin Surveyor
  ( 3)
Creature — Goblin Scout
(3/2)
Trample Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Max speed — , Exile this card from your graveyard: Draw a card.
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Gor Muldrak, Amphinologist
   ( 3)
Legendary Creature — Human Scout
(3/2)
You and permanents you control have protection from Salamanders. At the beginning of your end step, each player who controls the fewest creatures creates a 4/3 blue Salamander Warrior creature token.
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Greenwood Sentinel
  ( 2)
Creature — Elf Scout
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Gremlin Tamer
  ( 2)
Creature — Human Scout
(2/2)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
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Gwenna, Eyes of Gaea
  ( 3)
Legendary Creature — Elf Druid Scout
(2/3)
: Add two mana in any combination of colors. Spend this mana only to cast creature spells or activate abilities of creature sources.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
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Hakbal of the Surging Soul
   ( 4)
Legendary Creature — Merfolk Scout
(3/3)
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
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Hans Eriksson
   ( 4)
Legendary Creature — Human Scout
(1/4)
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
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Hillcomber Giant
   ( 4)
Creature — Giant Scout
(3/3)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Hinterland Chef
  ( 3)
Creature — — Human Scout
(3/3)
When Hinterland Chef enters the battlefield, draft a card from Hinterland Chef's spellbook. It perpetually becomes a Food artifact in addition to its other types and perpetually gains " , , Sacrifice this creature: You gain 3 life."
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Homarid Explorer
  ( 4)
Creature — Homarid Scout
(3/3)
When this creature enters, target player mills four cards.
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Honorable Scout
 ( 1)
Creature — Human Soldier Scout
(1/1)
When this creature enters, you gain 2 life for each black and/or red creature target opponent controls.
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House Cartographer
  ( 2)
Creature — Human Scout Survivor
(2/2)
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Hyrax Tower Scout
  ( 3)
Creature — Human Scout
(3/3)
When this creature enters, untap target creature.
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Icatian Scout
 ( 1)
Creature — Human Soldier Scout
(1/1)
, : Target creature gains first strike until end of turn.
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Intrepid Adversary
  ( 2)
Creature — Human Scout
(3/1)
Lifelink When this creature enters, you may pay  any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.
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Intrepid Provisioner
  ( 4)
Creature — Human Scout
(3/3)
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
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Intrepid Stablemaster
  ( 2)
Creature — Human Scout
(2/2)
Reach : Add .
: Add two mana of any one color. Spend this mana only to cast Mount or Vehicle spells.
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Ironclaw Buzzardiers
  ( 3)
Creature — Orc Scout
(2/2)
This creature can't block creatures with power 2 or greater. : This creature gains flying until end of turn.
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Jadelight Ranger
   ( 3)
Creature — Merfolk Scout Ranger
(2/1)
When this creature enters, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
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Jadelight Spelunker
  ( 1)
Creature — Merfolk Scout
(1/1)
When this creature enters, it explores X times. (To have it explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
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Jem Lightfoote, Sky Explorer
   ( 4)
Legendary Creature — Human Scout
(3/3)
Flying, vigilance At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card.
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Jeskai Windscout
  ( 3)
Creature — Bird Scout
(2/1)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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