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"Zendikar Rising" (306)

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Roil Eruption
Roil Eruption 1Red (2)
Sorcery

Kicker 5 (You may pay an additional 5 as you cast this spell.)

Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.

Zendikar Rising (Common)
Roiling Regrowth
Roiling Regrowth 2Green (3)
Instant

Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Zendikar Rising (Uncommon)
Roiling Vortex
Roiling Vortex 1Red (2)
Enchantment

At the beginning of each player's upkeep, Roiling Vortex deals 1 damage to them.

Whenever a player casts a spell, if no mana was spent to cast that spell, Roiling Vortex deals 5 damage to that player.

Red: Your opponents can't gain life this turn.

Zendikar Rising (Rare)
Roost of Drakes
Roost of Drakes Blue (1)
Enchantment

Kicker 2Blue (You may pay an additional 2Blue as you cast this spell.)

When Roost of Drakes enters, if it was kicked, create a 2/2 blue Drake creature token with flying.

Whenever you cast a kicked spell, create a 2/2 blue Drake creature token with flying.

Zendikar Rising (Uncommon)
Ruin Crab
Ruin Crab Blue (1)
Creature — Crab (0/3)

Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)

Zendikar Rising (Uncommon)
Scale the Heights
Scale the Heights 2Green (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.

Zendikar Rising (Common)
Scavenged Blade
Scavenged Blade 1Red (2)
Artifact — Equipment

When Scavenged Blade enters, attach it to target creature you control.

Equipped creature gets +2/+0.

Equip 2Red (2Red: Attach to target creature you control. Equip only as a sorcery.)

Zendikar Rising (Common)
Scion of the Swarm
Scion of the Swarm 3BlackBlack (5)
Creature — Vampire Cleric (3/3)

Flying

Whenever you gain life, put a +1/+1 counter on Scion of the Swarm.

Zendikar Rising (Uncommon)
Scorch Rider
Scorch Rider 3Red (4)
Creature — Human Warrior (4/3)

Kicker 1Red (You may pay an additional 1Red as you cast this spell.)

When Scorch Rider enters, if it was kicked, it gains haste until end of turn.

Zendikar Rising (Common)
Scourge of the Skyclaves
Scourge of the Skyclaves 1Black (2)
Creature — Demon (*/*)

Kicker 4Black

When you cast this spell, if it was kicked, each player loses half their life, rounded up.

Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.

Zendikar Rising (Mythic Rare)
Scute Swarm
Scute Swarm 2Green (3)
Creature — Insect (1/1)

Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead.

Zendikar Rising (Rare)
Sea Gate Banneret
Sea Gate Banneret White (1)
Creature — Kor Warrior (1/2)

4White: Creatures you control get +1/+1 until end of turn.

Zendikar Rising (Common)
Sea Gate Colossus
Sea Gate Colossus 7 (7)
Artifact Creature — Golem Warrior (7/5)

This spell costs 1 less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Common)
Sea Gate Restoration
Sea Gate Restoration 4BlueBlueBlue (7)
Sorcery

Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.

Zendikar Rising (Mythic Rare)
Sea Gate Stormcaller
Sea Gate Stormcaller 1Blue (2)
Creature — Human Wizard (2/1)

Kicker 4Blue

When Sea Gate Stormcaller enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If Sea Gate Stormcaller was kicked, copy that spell twice instead. You may choose new targets for the copies.

Zendikar Rising (Mythic Rare)
Sea Gate, Reborn
Sea Gate, Reborn (0)
Land

As Sea Gate, Reborn enters, you may pay 3 life. If you don't, it enters tapped.

Tap: Add Blue.

Zendikar Rising (Mythic Rare)
Seafloor Stalker
Seafloor Stalker 2Blue (3)
Creature — Merfolk Rogue (2/3)

4Blue: Seafloor Stalker gets +1/+0 until end of turn and can't be blocked this turn. This ability costs 1 less to activate for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Common)
Sejiri Glacier
Sejiri Glacier (0)
Land

Sejiri Glacier enters tapped.

Tap: Add White.

Zendikar Rising (Uncommon)
Sejiri Shelter
Sejiri Shelter 1White (2)
Instant

Target creature you control gains protection from the color of your choice until end of turn.

Zendikar Rising (Uncommon)
Shadow Stinger
Shadow Stinger 2Black (3)
Creature — Vampire Rogue (1/4)

Tap another untapped Rogue you control: Shadow Stinger gains deathtouch until end of turn.

Whenever Shadow Stinger deals combat damage to a player, that player mills three cards. (They put the top three cards of their library into their graveyard.)

Zendikar Rising (Uncommon)
Shadows' Verdict
Shadows' Verdict 3BlackBlack (5)
Sorcery

Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.

Zendikar Rising (Rare)
Shatterskull Charger
Shatterskull Charger 1RedRed (3)
Creature — Giant Warrior (4/3)

Kicker 2

Trample, haste

If Shatterskull Charger was kicked, it enters with a +1/+1 counter on it.

At the beginning of your end step, if Shatterskull Charger doesn't have a +1/+1 counter on it, return it to its owner's hand.

Zendikar Rising (Rare)
Shatterskull Minotaur
Shatterskull Minotaur 4RedRed (6)
Creature — Minotaur Warrior (5/4)

This spell costs 1 less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Haste

Zendikar Rising (Uncommon)
Shatterskull Smashing
Shatterskull Smashing Variable ColorlessRedRed (2)
Sorcery

Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.

Zendikar Rising (Mythic Rare)
Shatterskull, the Hammer Pass
Shatterskull, the Hammer Pass (0)
Land

As Shatterskull, the Hammer Pass enters, you may pay 3 life. If you don't, it enters tapped.

Tap: Add Red.

Zendikar Rising (Mythic Rare)
Shell Shield
Shell Shield Blue (1)
Instant

Kicker 1 (You may pay an additional 1 as you cast this spell.)

Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Zendikar Rising (Common)
Shepherd of Heroes
Shepherd of Heroes 4White (5)
Creature — Angel Cleric (3/4)

Flying

When Shepherd of Heroes enters, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Common)
Silundi Isle
Silundi Isle (0)
Land

Silundi Isle enters tapped.

Tap: Add Blue.

Zendikar Rising (Uncommon)
Silundi Vision
Silundi Vision 2Blue (3)
Instant

Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Zendikar Rising (Uncommon)
Sizzling Barrage
Sizzling Barrage 1Red (2)
Instant

Sizzling Barrage deals 4 damage to target creature that blocked this turn.

Zendikar Rising (Common)
Skyclave Apparition
Skyclave Apparition 1WhiteWhite (3)
Creature — Kor Spirit (2/2)

When Skyclave Apparition enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.

When Skyclave Apparition leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.

Zendikar Rising (Rare)
Skyclave Basilica
Skyclave Basilica (0)
Land

Skyclave Basilica enters tapped.

Tap: Add White.

Zendikar Rising (Uncommon)
Skyclave Cleric
Skyclave Cleric 1White (2)
Creature — Kor Cleric (1/3)

When Skyclave Cleric enters, you gain 2 life.

Zendikar Rising (Uncommon)
Skyclave Geopede
Skyclave Geopede 2Red (3)
Creature — Insect (3/1)

Trample

Landfall — Whenever a land you control enters, Skyclave Geopede gets +2/+2 until end of turn.

Zendikar Rising (Uncommon)
Skyclave Pick-Axe
Skyclave Pick-Axe Green (1)
Artifact — Equipment

When Skyclave Pick-Axe enters, attach it to target creature you control.

Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.

Equip 2Green (2Green: Attach to target creature you control. Equip only as a sorcery.)

Zendikar Rising (Uncommon)
Skyclave Plunder
Skyclave Plunder 4Blue (5)
Sorcery

Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Uncommon)
Skyclave Relic
Skyclave Relic 3 (3)
Artifact

Kicker 3

Indestructible

When Skyclave Relic enters, if it was kicked, create two tapped tokens that are copies of Skyclave Relic.

Tap: Add one mana of any color.

Zendikar Rising (Rare)
Skyclave Sentinel
Skyclave Sentinel 3 (3)
Artifact Creature — Gargoyle (2/3)

Kicker 4 (You may pay an additional 4 as you cast this spell.)

Flying, defender

If Skyclave Sentinel was kicked, it enters with two +1/+1 counters on it.

As long as Skyclave Sentinel has a +1/+1 counter on it, it can attack as though it didn't have defender.

Zendikar Rising (Common)
Skyclave Shade
Skyclave Shade 1Black (2)
Creature — Shade (3/1)

Kicker 2Black

Skyclave Shade can't block.

If Skyclave Shade was kicked, it enters with two +1/+1 counters on it.

Landfall — Whenever a land you control enters, if Skyclave Shade is in your graveyard and it's your turn, you may cast it from your graveyard this turn.

Zendikar Rising (Rare)
Skyclave Shadowcat
Skyclave Shadowcat 3Black (4)
Creature — Cat Horror (3/3)

1Black, Sacrifice another creature: Put a +1/+1 counter on Skyclave Shadowcat.

Whenever a creature you control with a +1/+1 counter on it dies, draw a card.

Zendikar Rising (Uncommon)
Skyclave Squid
Skyclave Squid 1Blue (2)
Creature — Squid (3/2)

Defender

Landfall — Whenever a land you control enters, Skyclave Squid can attack this turn as though it didn't have defender.

Zendikar Rising (Common)
Smite the Monstrous
Smite the Monstrous 3White (4)
Instant

Destroy target creature with power 4 or greater.

Zendikar Rising (Common)
Sneaking Guide
Sneaking Guide Red (1)
Creature — Goblin Rogue (1/1)

2, Tap: Target creature with power 2 or less can't be blocked this turn.

Zendikar Rising (Common)
Soaring Thought-Thief
Soaring Thought-Thief BlueBlack (2)
Creature — Human Rogue (1/3)

Flash

Flying

As long as an opponent has eight or more cards in their graveyard, Rogues you control get +1/+0.

Whenever one or more Rogues you control attack, each opponent mills two cards.

Zendikar Rising (Uncommon)
Song-Mad Ruins
Song-Mad Ruins (0)
Land

Song-Mad Ruins enters tapped.

Tap: Add Red.

Zendikar Rising (Uncommon)
Song-Mad Treachery
Song-Mad Treachery 3RedRed (5)
Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

Zendikar Rising (Uncommon)
Soul Shatter
Soul Shatter 2Black (3)
Instant

Each opponent sacrifices a creature or planeswalker with the highest mana value among creatures and planeswalkers they control.

Zendikar Rising (Rare)
Spare Supplies
Spare Supplies 2 (2)
Artifact

Spare Supplies enters tapped.

When Spare Supplies enters, draw a card.

2, Tap, Sacrifice Spare Supplies: Draw a card.

Zendikar Rising (Common)
Spikefield Cave
Spikefield Cave (0)
Land

Spikefield Cave enters tapped.

Tap: Add Red.

Zendikar Rising (Uncommon)
Spikefield Hazard
Spikefield Hazard Red (1)
Instant

Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.

Zendikar Rising (Uncommon)
Spitfire Lagac
Spitfire Lagac 3Red (4)
Creature — Lizard (3/4)

Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.

Zendikar Rising (Common)
Spoils of Adventure
Spoils of Adventure 4WhiteBlue (6)
Instant

This spell costs 1 less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

You gain 3 life and draw three cards.

Zendikar Rising (Uncommon)
Springmantle Cleric
Springmantle Cleric 4Green (5)
Creature — Elf Cleric (2/3)

Springmantle Cleric enters with a +1/+1 counter on it for each color of mana spent to cast it.

Zendikar Rising (Uncommon)
Squad Commander
Squad Commander 3White (4)
Creature — Kor Warrior (3/3)

When Squad Commander enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.

Zendikar Rising (Rare)
Stonework Packbeast
Stonework Packbeast 2 (2)
Artifact Creature — Beast (2/1)

Stonework Packbeast is also a Cleric, Rogue, Warrior, and Wizard.

2: Add one mana of any color.

Zendikar Rising (Common)
Strength of Solidarity
Strength of Solidarity Green (1)
Sorcery

Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Common)
Subtle Strike
Subtle Strike 1Black (2)
Instant

Choose one or both —

• Target creature gets -1/-1 until end of turn.

• Put a +1/+1 counter on target creature.

Zendikar Rising (Common)
Sure-Footed Infiltrator
Sure-Footed Infiltrator 3Blue (4)
Creature — Merfolk Rogue (2/3)

Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn.

Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.

Zendikar Rising (Uncommon)
Swamp
Swamp (0)
Basic Land — Swamp

Zendikar Rising (Land)
Swarm Shambler
Swarm Shambler Green (1)
Creature — Fungus Beast (0/0)

Swarm Shambler enters with a +1/+1 counter on it.

Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell an opponent controls, create a 1/1 green Insect creature token.

1, Tap: Put a +1/+1 counter on Swarm Shambler.

Zendikar Rising (Rare)
Synchronized Spellcraft
Synchronized Spellcraft 4Red (5)
Instant

Synchronized Spellcraft deals 4 damage to target creature and X damage to that creature's controller, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Common)
Taborax, Hope's Demise
Taborax, Hope's Demise 2Black (3)
Legendary Creature — Demon Cleric (2/2)

Flying

Taborax, Hope's Demise has lifelink as long as it has five or more +1/+1 counters on it.

Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.

Zendikar Rising (Rare)
Tajuru Blightblade
Tajuru Blightblade Green (1)
Creature — Elf Rogue (1/1)

Deathtouch

Zendikar Rising (Common)
Tajuru Paragon
Tajuru Paragon 1Green (2)
Creature — Elf (3/2)

Tajuru Paragon is also a Cleric, Rogue, Warrior, and Wizard.

Kicker 3

When Tajuru Paragon enters, 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.

Zendikar Rising (Rare)
Tajuru Snarecaster
Tajuru Snarecaster 2Green (3)
Creature — Elf Rogue (1/4)

Reach

Zendikar Rising (Common)
Tangled Florahedron
Tangled Florahedron 1Green (2)
Creature — Elemental (1/1)

Tap: Add Green.

Zendikar Rising (Uncommon)
Tangled Vale
Tangled Vale (0)
Land

Tangled Vale enters tapped.

Tap: Add Green.

Zendikar Rising (Uncommon)
Taunting Arbormage
Taunting Arbormage 2Green (3)
Creature — Elf Wizard (2/3)

Kicker 3 (You may pay an additional 3 as you cast this spell.)

When Taunting Arbormage enters, if it was kicked, all creatures able to block target creature this turn do so.

Zendikar Rising (Uncommon)
Tazeem Raptor
Tazeem Raptor 2White (3)
Creature — Bird (2/2)

Flying

When Tazeem Raptor enters, you may return a land you control to its owner's hand.

Zendikar Rising (Common)
Tazeem Roilmage
Tazeem Roilmage 1Blue (2)
Creature — Merfolk Wizard (2/1)

Kicker 4 (You may pay an additional 4 as you cast this spell.)

When Tazeem Roilmage enters, if it was kicked, return target instant or sorcery card from your graveyard to your hand.

Zendikar Rising (Common)
Tazri, Beacon of Unity
Tazri, Beacon of Unity 4White (5)
Legendary Creature — Human Warrior (4/6)

This spell costs 1 less to cast for each creature in your party.

Two or BlueTwo or BlackTwo or RedTwo or Green: Look at the top six cards of your library. You may reveal up to two Cleric, Rogue, Warrior, Wizard, and/or Ally cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.

Zendikar Rising (Mythic Rare)
Teeterpeak Ambusher
Teeterpeak Ambusher 1Red (2)
Creature — Goblin Warrior (1/3)

2Red: Teeterpeak Ambusher gets +2/+0 until end of turn.

Zendikar Rising (Common)
Territorial Scythecat
Territorial Scythecat 2Green (3)
Creature — Cat (2/1)

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

Landfall — Whenever a land you control enters, put a +1/+1 counter on Territorial Scythecat.

Zendikar Rising (Common)
Thieving Skydiver
Thieving Skydiver 1Blue (2)
Creature — Merfolk Rogue (2/1)

Kicker Variable Colorless. X can't be 0. (You may pay an additional Variable Colorless as you cast this spell.)

Flying

When Thieving Skydiver enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to Thieving Skydiver.

Zendikar Rising (Rare)
Throne of Makindi
Throne of Makindi (0)
Land

Tap: Add Colorless.

1, Tap: Put a charge counter on Throne of Makindi.

Tap, Remove a charge counter from Throne of Makindi: Add two mana of any one color. Spend this mana only to cast kicked spells.

Zendikar Rising (Rare)
Thundering Rebuke
Thundering Rebuke 1Red (2)
Sorcery

Thundering Rebuke deals 4 damage to target creature or planeswalker.

Zendikar Rising (Uncommon)
Thundering Sparkmage
Thundering Sparkmage 3Red (4)
Creature — Human Wizard (2/2)

When Thundering Sparkmage enters, it deals X damage to target creature or planeswalker, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Uncommon)
Thwart the Grave
Thwart the Grave 4BlackBlack (6)
Sorcery

This spell costs 1 less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.

Zendikar Rising (Uncommon)
Timbercrown Pathway
Timbercrown Pathway (0)
Land

Tap: Add Green.

Zendikar Rising (Rare)
Tormenting Voice
Tormenting Voice 1Red (2)
Sorcery

As an additional cost to cast this spell, discard a card.

Draw two cards.

Zendikar Rising (Common)
Tuktuk Rubblefort
Tuktuk Rubblefort 2Red (3)
Creature — Wall (0/3)

Defender, reach

Creatures you control have haste.

Zendikar Rising (Common)
Turntimber Ascetic
Turntimber Ascetic 4Green (5)
Creature — Giant Cleric (5/4)

When Turntimber Ascetic enters, you gain 3 life.

Zendikar Rising (Common)
Turntimber Symbiosis
Turntimber Symbiosis 4GreenGreenGreen (7)
Sorcery

Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.

Zendikar Rising (Mythic Rare)
Turntimber, Serpentine Wood
Turntimber, Serpentine Wood (0)
Land

As Turntimber, Serpentine Wood enters, you may pay 3 life. If you don't, it enters tapped.

Tap: Add Green.

Zendikar Rising (Mythic Rare)
Umara Mystic
Umara Mystic 1BlueRed (3)
Creature — Merfolk Wizard (1/3)

Flying

Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.

Zendikar Rising (Uncommon)
Umara Skyfalls
Umara Skyfalls (0)
Land

Umara Skyfalls enters tapped.

Tap: Add Blue.

Zendikar Rising (Uncommon)
Umara Wizard
Umara Wizard 4Blue (5)
Creature — Merfolk Wizard (4/3)

Whenever you cast an instant, sorcery, or Wizard spell, Umara Wizard gains flying until end of turn.

Zendikar Rising (Uncommon)
Utility Knife
Utility Knife 1 (1)
Artifact — Equipment

When Utility Knife enters, attach it to target creature you control.

Equipped creature gets +1/+1.

Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)

Zendikar Rising (Common)
Valakut Awakening
Valakut Awakening 2Red (3)
Instant

Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.

Zendikar Rising (Rare)
Valakut Exploration
Valakut Exploration 2Red (3)
Enchantment

Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.

At the beginning of your end step, if there are cards exiled with Valakut Exploration, put them into their owner's graveyard, then Valakut Exploration deals that much damage to each opponent.

Zendikar Rising (Rare)
Valakut Stoneforge
Valakut Stoneforge (0)
Land

Valakut Stoneforge enters tapped.

Tap: Add Red.

Zendikar Rising (Rare)
Vanquish the Weak
Vanquish the Weak 2Black (3)
Instant

Destroy target creature with power 3 or less.

Zendikar Rising (Common)
Vastwood Fortification
Vastwood Fortification Green (1)
Instant

Put a +1/+1 counter on target creature.

Zendikar Rising (Uncommon)
Vastwood Surge
Vastwood Surge 3Green (4)
Sorcery

Kicker 4 (You may pay an additional 4 as you cast this spell.)

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.

Zendikar Rising (Uncommon)
Vastwood Thicket
Vastwood Thicket (0)
Land

Vastwood Thicket enters tapped.

Tap: Add Green.

Zendikar Rising (Uncommon)
Verazol, the Split Current
Verazol, the Split Current Variable ColorlessGreenBlue (2)
Legendary Creature — Serpent (0/0)

Verazol, the Split Current enters with a +1/+1 counter on it for each mana spent to cast it.

Whenever you cast a kicked spell, you may remove two +1/+1 counters from Verazol. If you do, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Zendikar Rising (Rare)
Veteran Adventurer
Veteran Adventurer 5Green (6)
Creature — Human (5/5)

Veteran Adventurer is also a Cleric, Rogue, Warrior, and Wizard.

This spell costs 1 less to cast for each creature in your party.

Vigilance

Zendikar Rising (Uncommon)
Vine Gecko
Vine Gecko 1Green (2)
Creature — Elemental Lizard (2/2)

The first kicked spell you cast each turn costs 1 less to cast.

Whenever you cast a kicked spell, put a +1/+1 counter on Vine Gecko.

Zendikar Rising (Uncommon)
Wayward Guide-Beast
Wayward Guide-Beast Red (1)
Creature — Beast (2/2)

Trample, haste

Whenever Wayward Guide-Beast deals combat damage to a player, return a land you control to its owner's hand.

Zendikar Rising (Rare)
Windrider Wizard
Windrider Wizard 2Blue (3)
Creature — Human Wizard (2/2)

Flying

Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.

Zendikar Rising (Uncommon)
1234 >
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