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"Zendikar Rising" (306)

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Acquisitions Expert
Acquisitions Expert 1Black (2)
Creature — Human Rogue (1/2)

When Acquisitions Expert enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Uncommon)
Adventure Awaits
Adventure Awaits 1Green (2)
Sorcery

Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.

Zendikar Rising (Common)
Agadeem, the Undercrypt
Agadeem, the Undercrypt (0)
Land

As Agadeem, the Undercrypt enters, you may pay 3 life. If you don't, it enters tapped.

Tap: Add Black.

Zendikar Rising (Mythic Rare)
Agadeem's Awakening
Agadeem's Awakening Variable ColorlessBlackBlackBlack (3)
Sorcery

Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.

Zendikar Rising (Mythic Rare)
Akiri, Fearless Voyager
Akiri, Fearless Voyager 1RedWhite (3)
Legendary Creature — Kor Warrior (3/3)

Whenever you attack a player with one or more equipped creatures, draw a card.

White: You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.

Zendikar Rising (Rare)
Akoum Hellhound
Akoum Hellhound Red (1)
Creature — Elemental Dog (0/1)

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

Zendikar Rising (Common)
Akoum Teeth
Akoum Teeth (0)
Land

Akoum Teeth enters tapped.

Tap: Add Red.

Zendikar Rising (Uncommon)
Akoum Warrior
Akoum Warrior 5Red (6)
Creature — Minotaur Warrior (4/5)

Trample

Zendikar Rising (Uncommon)
Allied Assault
Allied Assault 2White (3)
Instant

Up to two target creatures each get +X/+X until end of turn, 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)
Ancient Greenwarden
Ancient Greenwarden 4GreenGreen (6)
Creature — Elemental (5/7)

Reach (This creature can block creatures with flying.)

You may play lands from your graveyard.

If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Zendikar Rising (Mythic Rare)
Angel of Destiny
Angel of Destiny 3WhiteWhite (5)
Creature — Angel Cleric (2/6)

Flying, double strike

Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.

At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.

Zendikar Rising (Mythic Rare)
Angelheart Protector
Angelheart Protector 2White (3)
Creature — Human Cleric (3/2)

When Angelheart Protector enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Zendikar Rising (Common)
Anticognition
Anticognition 1Blue (2)
Instant

Counter target creature or planeswalker spell unless its controller pays 2. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.

Zendikar Rising (Common)
Archon of Emeria
Archon of Emeria 2White (3)
Creature — Archon (2/3)

Flying

Each player can't cast more than one spell each turn.

Nonbasic lands your opponents control enter tapped.

Zendikar Rising (Rare)
Archpriest of Iona
Archpriest of Iona White (1)
Creature — Human Cleric (*/2)

Archpriest of Iona's power is equal to the number of creatures 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, target creature gets +1/+1 and gains flying until end of turn.

Zendikar Rising (Rare)
Ardent Electromancer
Ardent Electromancer 2Red (3)
Creature — Human Wizard (3/2)

When Ardent Electromancer enters, add Red for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Common)
Ashaya, Soul of the Wild
Ashaya, Soul of the Wild 3GreenGreen (5)
Legendary Creature — Elemental (*/*)

Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control.

Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)

Zendikar Rising (Mythic Rare)
Attended Healer
Attended Healer 3White (4)
Creature — Kor Cleric (2/3)

Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.

2White: Another target Cleric gains lifelink until end of turn.

Zendikar Rising (Uncommon)
Bala Ged Recovery
Bala Ged Recovery 2Green (3)
Sorcery

Return target card from your graveyard to your hand.

Zendikar Rising (Uncommon)
Bala Ged Sanctuary
Bala Ged Sanctuary (0)
Land

Bala Ged Sanctuary enters tapped.

Tap: Add Green.

Zendikar Rising (Uncommon)
Base Camp
Base Camp (0)
Land

Base Camp enters tapped.

Tap: Add Colorless.

Tap: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.

Zendikar Rising (Uncommon)
Beyeen Coast
Beyeen Coast (0)
Land

Beyeen Coast enters tapped.

Tap: Add Blue.

Zendikar Rising (Uncommon)
Beyeen Veil
Beyeen Veil 1Blue (2)
Instant

Creatures your opponents control get -2/-0 until end of turn.

Zendikar Rising (Uncommon)
Blackbloom Bog
Blackbloom Bog (0)
Land

Blackbloom Bog enters tapped.

Tap: Add Black.

Zendikar Rising (Uncommon)
Blackbloom Rogue
Blackbloom Rogue 2Black (3)
Creature — Human Rogue (2/3)

Menace (This creature can't be blocked except by two or more creatures.)

Blackbloom Rogue gets +3/+0 as long as an opponent has eight or more cards in their graveyard.

Zendikar Rising (Uncommon)
Blood Beckoning
Blood Beckoning Black (1)
Sorcery

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

Return target creature card from your graveyard to your hand. If this spell was kicked, instead return two target creature cards from your graveyard to your hand.

Zendikar Rising (Common)
Blood Price
Blood Price 3Black (4)
Sorcery

Look at the top four cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. You lose 2 life.

Zendikar Rising (Common)
Bloodchief's Thirst
Bloodchief's Thirst Black (1)
Sorcery

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

Destroy target creature or planeswalker with mana value 2 or less. If this spell was kicked, instead destroy target creature or planeswalker.

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

Tap: Add White.

Zendikar Rising (Rare)
Branchloft Pathway
Branchloft Pathway (0)
Land

Tap: Add Green.

Zendikar Rising (Rare)
Brightclimb Pathway
Brightclimb Pathway (0)
Land

Tap: Add White.

Zendikar Rising (Rare)
Broken Wings
Broken Wings 2Green (3)
Instant

Destroy target artifact, enchantment, or creature with flying.

Zendikar Rising (Common)
Brushfire Elemental
Brushfire Elemental RedGreen (2)
Creature — Elemental (1/1)

Haste

Brushfire Elemental can't be blocked by creatures with power 2 or less.

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

Zendikar Rising (Uncommon)
Bubble Snare
Bubble Snare Blue (1)
Enchantment — Aura

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

Enchant creature

When Bubble Snare enters, if it was kicked, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.

Zendikar Rising (Common)
Canopy Baloth
Canopy Baloth 3Green (4)
Creature — Beast (4/3)

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

Zendikar Rising (Common)
Canyon Jerboa
Canyon Jerboa 2White (3)
Creature — Mouse (1/2)

Landfall — Whenever a land you control enters, creatures you control get +1/+1 until end of turn.

Zendikar Rising (Uncommon)
Cascade Seer
Cascade Seer 3Blue (4)
Creature — Merfolk Wizard (3/3)

When Cascade Seer enters, scry X, 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)
Charix, the Raging Isle
Charix, the Raging Isle 2BlueBlue (4)
Legendary Creature — Leviathan Crab (0/17)

Spells your opponents cast that target Charix, the Raging Isle cost 2 more to cast.

3: Charix gets +X/-X until end of turn, where X is the number of Islands you control.

Zendikar Rising (Rare)
Chilling Trap
Chilling Trap Blue (1)
Instant

Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.

Zendikar Rising (Common)
Cinderclasm
Cinderclasm 1Red (2)
Instant

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

Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.

Zendikar Rising (Uncommon)
Cleansing Wildfire
Cleansing Wildfire 1Red (2)
Sorcery

Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.

Draw a card.

Zendikar Rising (Common)
Clearwater Pathway
Clearwater Pathway (0)
Land

Tap: Add Blue.

Zendikar Rising (Rare)
Cleric of Chill Depths
Cleric of Chill Depths 1Blue (2)
Creature — Merfolk Cleric (1/3)

Whenever Cleric of Chill Depths blocks a creature, that creature doesn't untap during its controller's next untap step.

Zendikar Rising (Common)
Cleric of Life's Bond
Cleric of Life's Bond WhiteBlack (2)
Creature — Vampire Cleric (2/2)

Whenever another Cleric you control enters, you gain 1 life.

Whenever you gain life for the first time each turn, put a +1/+1 counter on Cleric of Life's Bond.

Zendikar Rising (Uncommon)
Cliffhaven Kitesail
Cliffhaven Kitesail 1 (1)
Artifact — Equipment

When Cliffhaven Kitesail enters, attach it to target creature you control.

Equipped creature has flying.

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

Zendikar Rising (Common)
Cliffhaven Sell-Sword
Cliffhaven Sell-Sword 1White (2)
Creature — Kor Warrior (3/1)

Zendikar Rising (Common)
Concerted Defense
Concerted Defense Blue (1)
Instant

Counter target noncreature spell unless its controller pays 1 plus an additional 1 for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Uncommon)
Confounding Conundrum
Confounding Conundrum 1Blue (2)
Enchantment

When Confounding Conundrum enters, draw a card.

Whenever a land enters under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.

Zendikar Rising (Rare)
Coralhelm Chronicler
Coralhelm Chronicler 2Blue (3)
Creature — Merfolk Wizard (2/2)

Whenever you cast a kicked spell, draw a card, then discard a card.

When Coralhelm Chronicler enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Zendikar Rising (Rare)
Coveted Prize
Coveted Prize 4Black (5)
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.)

Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.

Zendikar Rising (Rare)
Cragcrown Pathway
Cragcrown Pathway (0)
Land

Tap: Add Red.

Zendikar Rising (Rare)
Cragplate Baloth
Cragplate Baloth 5GreenGreen (7)
Creature — Beast (6/6)

Kicker 2Green

This spell can't be countered.

Hexproof, haste

If Cragplate Baloth was kicked, it enters with four +1/+1 counters on it.

Zendikar Rising (Rare)
Crawling Barrens
Crawling Barrens (0)
Land

Tap: Add Colorless.

4: Put two +1/+1 counters on this land. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.

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

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

When Cunning Geysermage enters, if it was kicked, return up to one other target creature to its owner's hand.

Zendikar Rising (Common)
Dauntless Survivor
Dauntless Survivor 1Green (2)
Creature — Human Warrior (1/1)

When Dauntless Survivor enters, put a +1/+1 counter on target creature.

Zendikar Rising (Common)
Dauntless Unity
Dauntless Unity 1White (2)
Instant

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

Creatures you control get +1/+1 until end of turn. If this spell was kicked, those creatures get +2/+1 until end of turn instead.

Zendikar Rising (Common)
Deadly Alliance
Deadly Alliance 4Black (5)
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.)

Destroy target creature or planeswalker.

Zendikar Rising (Common)
Deliberate
Deliberate 1Blue (2)
Instant

Scry 2, then draw a card.

Zendikar Rising (Common)
Demon's Disciple
Demon's Disciple 2Black (3)
Creature — Human Cleric (3/1)

When Demon's Disciple enters, each player sacrifices a creature or planeswalker of their choice.

Zendikar Rising (Uncommon)
Disenchant
Disenchant 1White (2)
Instant

Destroy target artifact or enchantment.

Zendikar Rising (Common)
Drana, the Last Bloodchief
Drana, the Last Bloodchief 3BlackBlack (5)
Legendary Creature — Vampire Cleric (4/4)

Flying

Whenever Drana, the Last Bloodchief attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.

Zendikar Rising (Mythic Rare)
Drana's Silencer
Drana's Silencer 5Black (6)
Creature — Vampire Rogue (3/2)

When Drana's Silencer enters, target creature an opponent controls gets -X/-X until end of turn, 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)
Dreadwurm
Dreadwurm 4Black (5)
Creature — Wurm Horror (5/4)

Landfall — Whenever a land you control enters, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Zendikar Rising (Common)
Emeria Captain
Emeria Captain 3White (4)
Creature — Angel Warrior (1/1)

Flying, vigilance

When Emeria Captain enters, 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 (Uncommon)
Emeria, Shattered Skyclave
Emeria, Shattered Skyclave (0)
Land

As Emeria, Shattered Skyclave enters, you may pay 3 life. If you don't, it enters tapped.

Tap: Add White.

Zendikar Rising (Mythic Rare)
Emeria's Call
Emeria's Call 4WhiteWhiteWhite (7)
Sorcery

Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.

Zendikar Rising (Mythic Rare)
Expedition Champion
Expedition Champion 2Red (3)
Creature — Human Warrior (2/3)

Expedition Champion gets +2/+0 as long as you control another Warrior.

Zendikar Rising (Common)
Expedition Diviner
Expedition Diviner 3Blue (4)
Creature — Merfolk Wizard (3/2)

Flying

As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."

Zendikar Rising (Common)
Expedition Healer
Expedition Healer 1White (2)
Creature — Kor Cleric (2/2)

Vigilance

Expedition Healer has lifelink as long as you control another Cleric.

Zendikar Rising (Common)
Expedition Skulker
Expedition Skulker 1Black (2)
Creature — Vampire Rogue (2/2)

Expedition Skulker has deathtouch as long as you control another Rogue. (Any amount of damage it deals to a creature is enough to destroy it.)

Zendikar Rising (Common)
Farsight Adept
Farsight Adept 2White (3)
Creature — Kor Wizard (3/3)

When Farsight Adept enters, you and target opponent each draw a card.

Zendikar Rising (Common)
Fearless Fledgling
Fearless Fledgling 1White (2)
Creature — Griffin (1/1)

Landfall — Whenever a land you control enters, put a +1/+1 counter on Fearless Fledgling. It gains flying until end of turn.

Zendikar Rising (Uncommon)
Feed the Swarm
Feed the Swarm 1Black (2)
Sorcery

Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.

Zendikar Rising (Common)
Felidar Retreat
Felidar Retreat 3White (4)
Enchantment

Landfall — Whenever a land you control enters, choose one —

• Create a 2/2 white Cat Beast creature token.

• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Zendikar Rising (Rare)
Field Research
Field Research 2Blue (3)
Sorcery

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

Draw two cards. If this spell was kicked, draw three cards instead.

Zendikar Rising (Common)
Fireblade Charger
Fireblade Charger Red (1)
Creature — Goblin Warrior (1/1)

As long as Fireblade Charger is equipped, it has haste.

When Fireblade Charger dies, it deals damage equal to its power to any target.

Zendikar Rising (Uncommon)
Fissure Wizard
Fissure Wizard 1Red (2)
Creature — Goblin Wizard (2/1)

When Fissure Wizard enters, you may discard a card. If you do, draw a card.

Zendikar Rising (Common)
Forest
Forest (0)
Basic Land — Forest

Zendikar Rising (Land)
Forsaken Monument
Forsaken Monument 5 (5)
Legendary Artifact

Colorless creatures you control get +2/+2.

Whenever you tap a permanent for Colorless, add an additional Colorless.

Whenever you cast a colorless spell, you gain 2 life.

Zendikar Rising (Mythic Rare)
Ghastly Gloomhunter
Ghastly Gloomhunter 1Black (2)
Creature — Zombie Bat (1/1)

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

Flying, lifelink

If Ghastly Gloomhunter was kicked, it enters with two +1/+1 counters on it.

Zendikar Rising (Common)
Glacial Grasp
Glacial Grasp 2Blue (3)
Instant

Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step. (They put the top two cards of their library into their graveyard.)

Draw a card.

Zendikar Rising (Common)
Glasspool Mimic
Glasspool Mimic 2Blue (3)
Creature — Shapeshifter Rogue (0/0)

You may have Glasspool Mimic enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.

Zendikar Rising (Rare)
Glasspool Shore
Glasspool Shore (0)
Land

Glasspool Shore enters tapped.

Tap: Add Blue.

Zendikar Rising (Rare)
Gnarlid Colony
Gnarlid Colony 1Green (2)
Creature — Beast (2/2)

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

If this creature was kicked, it enters with two +1/+1 counters on it.

Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)

Zendikar Rising (Common)
Goma Fada Vanguard
Goma Fada Vanguard 1Red (2)
Creature — Human Warrior (2/2)

Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.

Zendikar Rising (Uncommon)
Grakmaw, Skyclave Ravager
Grakmaw, Skyclave Ravager 1BlackGreen (3)
Legendary Creature — Hydra Horror (0/0)

Grakmaw, Skyclave Ravager enters with three +1/+1 counters on it.

Whenever another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on Grakmaw.

When Grakmaw dies, create an X/X black and green Hydra creature token, where X is the number of +1/+1 counters on Grakmaw.

Zendikar Rising (Rare)
Grimclimb Pathway
Grimclimb Pathway (0)
Land

Tap: Add Black.

Zendikar Rising (Rare)
Grotag Bug-Catcher
Grotag Bug-Catcher 1Red (2)
Creature — Goblin Warrior (1/2)

Trample

Whenever Grotag Bug-Catcher attacks, it gets +1/+0 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Zendikar Rising (Common)
Grotag Night-Runner
Grotag Night-Runner 2Red (3)
Creature — Goblin Rogue (2/3)

Whenever Grotag Night-Runner deals combat damage to a player, exile the top card of your library. You may play that card this turn.

Zendikar Rising (Uncommon)
Guul Draz Mucklord
Guul Draz Mucklord 2Black (3)
Creature — Crocodile (2/3)

When Guul Draz Mucklord dies, put a +1/+1 counter on target creature you control.

Zendikar Rising (Common)
Hagra Broodpit
Hagra Broodpit (0)
Land

Hagra Broodpit enters tapped.

Tap: Add Black.

Zendikar Rising (Rare)
Hagra Constrictor
Hagra Constrictor 2Black (3)
Creature — Snake (0/0)

Hagra Constrictor enters with two +1/+1 counters on it.

Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)

Zendikar Rising (Common)
Hagra Mauling
Hagra Mauling 2BlackBlack (4)
Instant

This spell costs 1 less to cast if an opponent controls no basic lands.

Destroy target creature.

Zendikar Rising (Rare)
Highborn Vampire
Highborn Vampire 3Black (4)
Creature — Vampire Warrior (4/3)

Zendikar Rising (Common)
Inordinate Rage
Inordinate Rage 1Red (2)
Instant

Target creature gets +3/+2 until end of turn. Scry 1.

Zendikar Rising (Common)
Inscription of Abundance
Inscription of Abundance 1Green (2)
Instant

Kicker 2Green

Choose one. If this spell was kicked, choose any number instead.

• Put two +1/+1 counters on target creature.

• Target player gains X life, where X is the greatest power among creatures they control.

• Target creature you control fights target creature you don't control.

Zendikar Rising (Rare)
Inscription of Insight
Inscription of Insight 3Blue (4)
Sorcery

Kicker 2BlueBlue

Choose one. If this spell was kicked, choose any number instead.

• Return up to two target creatures to their owners' hands.

• Scry 2, then draw two cards.

• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.

Zendikar Rising (Rare)
Inscription of Ruin
Inscription of Ruin 2Black (3)
Sorcery

Kicker 2BlackBlack

Choose one. If this spell was kicked, choose any number instead.

• Target opponent discards two cards.

• Return target creature card with mana value 2 or less from your graveyard to the battlefield.

• Destroy target creature with mana value 3 or less.

Zendikar Rising (Rare)
Into the Roil
Into the Roil 1Blue (2)
Instant

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

Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.

Zendikar Rising (Common)
Iridescent Hornbeetle
Iridescent Hornbeetle 4Green (5)
Creature — Insect (3/4)

At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.

Zendikar Rising (Uncommon)
1234 >
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