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Magic Oracle Changes

Dark Ascension to Avacyn Restored

General

Dark AscensionAvacyn Restored
Angelic WallAngelic Wall

{1}{W}

Creature — Wall

Defender, flying (This creature can't attack, and it can block creatures with flying.)

0/4

{1}{W}

Creature — Wall

Defender, flying

0/4

Astral SlideAstral Slide

{2}{W}

Enchantment

Whenever a player cycles a card, you may exile target creature. If you do, return the exiled card to the battlefield under its owner's control at the beginning of the next end step.

{2}{W}

Enchantment

Whenever a player cycles a card, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.

DesolationDesolation

{1}{B}{B}

Enchantment

At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains's controller.

{1}{B}{B}

Enchantment

At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. Desolation deals 2 damage to each player who sacrificed a Plains this way.

EpicenterEpicenter

{4}{R}

Sorcery

Target player sacrifices a land.

ThresholdAll players sacrifice all lands instead if seven or more cards are in your graveyard.

{4}{R}

Sorcery

Target player sacrifices a land.

ThresholdEach player sacrifices all lands he or she controls instead if seven or more cards are in your graveyard.

Granger GuildmageGranger Guildmage

{G}

Creature — Human Wizard

{W}, {T}: Target creature gains first strike until end of turn.

{R}, {T}: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.

1/1

{G}

Creature — Human Wizard

{R}, {T}: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.

{W}, {T}: Target creature gains first strike until end of turn.

1/1

Orcish MineOrcish Mine

{1}{R}{R}

Enchantment — Aura

Enchant land

Orcish Mine enters the battlefield with three ore counters on it.

At the beginning of your upkeep and whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine.

When the last ore counter is removed from Orcish Mine, destroy enchanted land and Orcish Mine deals 2 damage to its controller.

{1}{R}{R}

Enchantment — Aura

Enchant land

Orcish Mine enters the battlefield with three ore counters on it.

At the beginning of your upkeep or whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine.

When the last ore counter is removed from Orcish Mine, destroy enchanted land and Orcish Mine deals 2 damage to that land's controller.

TariffTariff

{1}{W}

Sorcery

Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two creatures a player controls are tied for highest cost, that player chooses one.

{1}{W}

Sorcery

Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two or more creatures a player controls are tied for highest cost, that player chooses one.

Thornscape ApprenticeThornscape Apprentice

{G}

Creature — Human Wizard

{W}, {T}: Tap target creature.

{R}, {T}: Target creature gains first strike until end of turn.

1/1

{G}

Creature — Human Wizard

{R}, {T}: Target creature gains first strike until end of turn.

{W}, {T}: Tap target creature.

1/1

New Cards

Dark AscensionAvacyn Restored
Abundant Growth

{G}

Enchantment — Aura

Enchant land

When Abundant Growth enters the battlefield, draw a card.

Enchanted land has "{T}: Add one mana of any color to your mana pool."

Aggravate

{3}{R}{R}

Instant

Aggravate deals 1 damage to each creature target player controls. Each creature dealt damage this way attacks this turn if able.

Alchemist's Apprentice

{1}{U}

Creature — Human Wizard

Sacrifice Alchemist's Apprentice: Draw a card.

1/1

Alchemist's Refuge

Land

{T}: Add {1} to your mana pool.

{G}{U}, {T}: You may cast nonland cards this turn as though they had flash.

Amass the Components

{3}{U}

Sorcery

Draw three cards, then put a card from your hand on the bottom of your library.

Angelic Armaments

{3}

Artifact — Equipment

Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.

Equip {4}

Angel of Glory's Rise

{5}{W}{W}

Creature — Angel

Flying

When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.

4/6

Angel of Jubilation

{1}{W}{W}{W}

Creature — Angel

Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.

3/3

Angel's Tomb

{3}

Artifact

Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.

Appetite for Brains

{B}

Sorcery

Target opponent reveals his or her hand. You choose a card from it with converted mana cost 4 or greater and exile that card.

Arcane Melee

{4}{U}

Enchantment

Instant and sorcery spells cost {2} less to cast.

Archwing Dragon

{2}{R}{R}

Creature — Dragon

Flying, haste

At the beginning of the end step, return Archwing Dragon to its owner's hand.

4/4

Avacyn, Angel of Hope

{5}{W}{W}{W}

Legendary Creature — Angel

Flying, vigilance

Avacyn, Angel of Hope and other permanents you control are indestructible.

8/8

Banishing Stroke

{5}{W}

Instant

Put target artifact, creature, or enchantment on the bottom of its owner's library.

Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Banners Raised

{R}

Instant

Creatures you control get +1/+0 until end of turn.

Battle Hymn

{1}{R}

Instant

Add {R} to your mana pool for each creature you control.

Bladed Bracers

{1}

Artifact — Equipment

Equipped creature gets +1/+1.

As long as equipped creature is a Human or an Angel, it has vigilance.

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

Blessings of Nature

{4}{G}

Sorcery

Distribute four +1/+1 counters among any number of target creatures.

Miracle {G} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Blood Artist

{1}{B}

Creature — Vampire

Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.

0/1

Bloodflow Connoisseur

{2}{B}

Creature — Vampire

Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.

1/1

Bonfire of the Damned

{X}{X}{R}

Sorcery

Bonfire of the Damned deals X damage to target player and each creature he or she controls.

Miracle {X}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Bower Passage

{1}{G}

Enchantment

Creatures with flying can't block creatures you control.

Bruna, Light of Alabaster

{3}{W}{W}{U}

Legendary Creature — Angel

Flying, vigilance

Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.

5/5

Builder's Blessing

{3}{W}

Enchantment

Untapped creatures you control get +0/+2.

Burn at the Stake

{2}{R}{R}{R}

Sorcery

As an additional cost to cast Burn at the Stake, tap any number of untapped creatures you control.

Burn at the Stake deals damage to target creature or player equal to three times the number of creatures tapped this way.

Butcher Ghoul

{1}{B}

Creature — Zombie

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

1/1

Call to Serve

{1}{W}

Enchantment — Aura

Enchant nonblack creature

Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.

Captain of the Mists

{2}{U}

Creature — Human Wizard

Whenever another Human enters the battlefield under your control, untap Captain of the Mists.

{1}{U}, {T}: You may tap or untap target permanent.

2/3

Cathars' Crusade

{3}{W}{W}

Enchantment

Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.

Cathedral Sanctifier

{W}

Creature — Human Cleric

When Cathedral Sanctifier enters the battlefield, you gain 3 life.

1/1

Cavern of Souls

Land

As Cavern of Souls enters the battlefield, choose a creature type.

{T}: Add {1} to your mana pool.

{T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Champion of Lambholt

{1}{G}{G}

Creature — Human Warrior

Creatures with power less than Champion of Lambholt's power can't block creatures you control.

Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt.

1/1

Cloudshift

{W}

Instant

Exile target creature you control, then return that card to the battlefield under your control.

Commander's Authority

{4}{W}

Enchantment — Aura

Enchant creature

Enchanted creature has "At the beginning of your upkeep, put a 1/1 white Human creature token onto the battlefield."

Conjurer's Closet

{5}

Artifact

At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.

Corpse Traders

{3}{B}

Creature — Human Rogue

{2}{B}, Sacrifice a creature: Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery.

3/3

Craterhoof Behemoth

{5}{G}{G}{G}

Creature — Beast

Haste

When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

5/5

Crippling Chill

{2}{U}

Instant

Tap target creature. It doesn't untap during its controller's next untap step.

Draw a card.

Cursebreak

{1}{W}

Instant

Destroy target enchantment. You gain 2 life.

Dangerous Wager

{1}{R}

Instant

Discard your hand, then draw two cards.

Dark Impostor

{2}{B}

Creature — Vampire Assassin

{4}{B}{B}: Exile target creature and put a +1/+1 counter on Dark Impostor.

Dark Impostor has all activated abilities of all creature cards exiled with it.

2/2

Deadeye Navigator

{4}{U}{U}

Creature — Spirit

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Deadeye Navigator is paired with another creature, each of those creatures has "{1}{U}: Exile this creature, then return it to the battlefield under your control."

5/5

Death Wind

{X}{B}

Instant

Target creature gets -X/-X until end of turn.

Defang

{1}{W}

Enchantment — Aura

Enchant creature

Prevent all damage that would be dealt by enchanted creature.

Defy Death

{3}{W}{W}

Sorcery

Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.

Demonic Rising

{3}{B}{B}

Enchantment

At the beginning of your end step, if you control exactly one creature, put a 5/5 black Demon creature token with flying onto the battlefield.

Demonic Taskmaster

{2}{B}

Creature — Demon

Flying

At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.

4/3

Demonlord of Ashmouth

{2}{B}{B}

Creature — Demon

Flying

When Demonlord of Ashmouth enters the battlefield, exile it unless you sacrifice another creature.

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

5/4

Descendants' Path

{2}{G}

Enchantment

At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast that card without paying its mana cost. Otherwise, put that card on the bottom of your library.

Descent into Madness

{3}{B}{B}

Enchantment

At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents he or she controls and/or cards from his or her hand, where X is the number of despair counters on Descent into Madness.

Desolate Lighthouse

Land

{T}: Add {1} to your mana pool.

{1}{U}{R}, {T}: Draw a card, then discard a card.

Devastation Tide

{3}{U}{U}

Sorcery

Return all nonland permanents to their owners' hands.

Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Devout Chaplain

{2}{W}

Creature — Human Cleric

{T}, Tap two untapped Humans you control: Exile target artifact or enchantment.

2/2

Diregraf Escort

{G}

Creature — Human Cleric

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Diregraf Escort is paired with another creature, both creatures have protection from Zombies.

1/1

Divine Deflection

{X}{W}

Instant

Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to target creature or player.

Dread Slaver

{3}{B}{B}

Creature — Zombie Horror

Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.

3/5

Dreadwaters

{3}{U}

Sorcery

Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of lands you control.

Driver of the Dead

{3}{B}

Creature — Vampire

When Driver of the Dead dies, return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.

3/2

Druid's Familiar

{3}{G}

Creature — Bear

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Druid's Familiar is paired with another creature, each of those creatures gets +2/+2.

2/2

Druids' Repository

{1}{G}{G}

Enchantment

Whenever a creature you control attacks, put a charge counter on Druids' Repository.

Remove a charge counter from Druids' Repository: Add one mana of any color to your mana pool.

Dual Casting

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has "{R}, {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy."

Eaten by Spiders

{2}{G}

Instant

Destroy target creature with flying and all Equipment attached to that creature.

Elgaud Shieldmate

{3}{U}

Creature — Human Soldier

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Elgaud Shieldmate is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.)

2/3

Emancipation Angel

{1}{W}{W}

Creature — Angel

Flying

When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.

3/3

Entreat the Angels

{X}{X}{W}{W}{W}

Sorcery

Put X 4/4 white Angel creature tokens with flying onto the battlefield.

Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Essence Harvest

{2}{B}

Sorcery

Target player loses X life and you gain X life, where X is the greatest power among creatures you control.

Evernight Shade

{3}{B}

Creature — Shade

{B}: Evernight Shade gets +1/+1 until end of turn.

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

1/1

Exquisite Blood

{4}{B}

Enchantment

Whenever an opponent loses life, you gain that much life.

Falkenrath Exterminator

{1}{R}

Creature — Vampire Archer

Whenever Falkenrath Exterminator deals combat damage to a player, put a +1/+1 counter on it.

{2}{R}: Falkenrath Exterminator deals damage to target creature equal to the number of +1/+1 counters on Falkenrath Exterminator.

1/1

Farbog Explorer

{2}{W}

Creature — Human Scout

Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)

2/3

Favorable Winds

{1}{U}

Enchantment

Creatures you control with flying get +1/+1.

Fervent Cathar

{2}{R}

Creature — Human Knight

Haste

When Fervent Cathar enters the battlefield, target creature can't block this turn.

2/1

Fettergeist

{2}{U}

Creature — Spirit

Flying

At the beginning of your upkeep, sacrifice Fettergeist unless you pay {1} for each other creature you control.

3/4

Flowering Lumberknot

{3}{G}

Creature — Treefolk

Flowering Lumberknot can't attack or block unless it's paired with a creature with soulbond.

5/5

Gallows at Willow Hill

{3}

Artifact

{3}, {T}, Tap three untapped Humans you control: Destroy target creature. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.

Galvanic Alchemist

{2}{U}

Creature — Human Wizard

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Galvanic Alchemist is paired with another creature, each of those creatures has "{2}{U}: Untap this creature."

1/4

Gang of Devils

{5}{R}

Creature — Devil

When Gang of Devils dies, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players.

3/3

Geist Snatch

{2}{U}{U}

Instant

Counter target creature spell. Put a 1/1 blue Spirit creature token with flying onto the battlefield.

Geist Trappers

{4}{G}

Creature — Human Warrior

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Geist Trappers is paired with another creature, both creatures have reach.

3/5

Ghostform

{1}{U}

Sorcery

Up to two target creatures are unblockable this turn.

Ghostly Flicker

{2}{U}

Instant

Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.

Ghostly Touch

{1}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has "Whenever this creature attacks, you may tap or untap target permanent."

Ghoulflesh

{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.

Gisela, Blade of Goldnight

{4}{R}{W}{W}

Legendary Creature — Angel

Flying, first strike

If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.

If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.

5/5

Gloom Surgeon

{1}{B}

Creature — Spirit

If combat damage would be dealt to Gloom Surgeon, prevent that damage and exile that many cards from the top of your library.

2/1

Goldnight Commander

{3}{W}

Creature — Human Cleric Soldier

Whenever another creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.

2/2

Goldnight Redeemer

{4}{W}{W}

Creature — Angel

Flying

When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control.

4/4

Grave Exchange

{4}{B}{B}

Sorcery

Return target creature card from your graveyard to your hand. Target player sacrifices a creature.

Griselbrand

{4}{B}{B}{B}{B}

Legendary Creature — Demon

Flying, lifelink

Pay 7 life: Draw seven cards.

7/7

Grounded

{1}{G}

Enchantment — Aura

Enchant creature

Enchanted creature loses flying.

Gryff Vanguard

{4}{U}

Creature — Human Knight

Flying

When Gryff Vanguard enters the battlefield, draw a card.

3/2

Guise of Fire

{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/-1 and attacks each turn if able.

Hanweir Lancer

{2}{R}

Creature — Human Knight

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Hanweir Lancer is paired with another creature, both creatures have first strike.

2/2

Harvester of Souls

{4}{B}{B}

Creature — Demon

Deathtouch

Whenever another nontoken creature dies, you may draw a card.

5/5

Haunted Guardian

{2}

Artifact Creature — Construct

Defender, first strike

2/1

Havengul Skaab

{5}{U}

Creature — Zombie Horror

Whenever Havengul Skaab attacks, return another creature you control to its owner's hand.

4/5

Havengul Vampire

{3}{R}

Creature — Vampire

Whenever Havengul Vampire deals combat damage to a player, put a +1/+1 counter on it.

Whenever another creature dies, put a +1/+1 counter on Havengul Vampire.

2/2

Heirs of Stromkirk

{2}{R}{R}

Creature — Vampire

Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Whenever Heirs of Stromkirk deals combat damage to a player, put a +1/+1 counter on it.

2/2

Herald of War

{3}{W}{W}

Creature — Angel

Flying

Whenever Herald of War attacks, put a +1/+1 counter on it.

Angel spells and Human spells you cast cost {1} less to cast for each +1/+1 counter on Herald of War.

3/3

Holy Justiciar

{3}{W}

Creature — Human Cleric

{2}{W}, {T}: Tap target creature. If that creature is a Zombie, exile it.

2/1

Homicidal Seclusion

{4}{B}

Enchantment

As long as you control exactly one creature, that creature gets +3/+1 and has lifelink.

Hound of Griselbrand

{2}{R}{R}

Creature — Elemental Hound

Double strike

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

2/2

Howlgeist

{5}{G}

Creature — Spirit Wolf

Creatures with power less than Howlgeist's power can't block it.

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

4/2

Human Frailty

{B}

Instant

Destroy target Human creature.

Hunted Ghoul

{B}

Creature — Zombie

Hunted Ghoul can't block Humans.

1/2

Infinite Reflection

{5}{U}

Enchantment — Aura

Enchant creature

When Infinite Reflection enters the battlefield attached to a creature, each other nontoken creature you control becomes a copy of that creature.

Nontoken creatures you control enter the battlefield as a copy of enchanted creature.

Into the Void

{3}{U}

Sorcery

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

Joint Assault

{G}

Instant

Target creature gets +2/+2 until end of turn. If it's paired with a creature, that creature also gets +2/+2 until end of turn.

Kessig Malcontents

{2}{R}

Creature — Human Warrior

When Kessig Malcontents enters the battlefield, it deals damage to target player equal to the number of Humans you control.

3/1

Killing Wave

{X}{B}

Sorcery

For each creature, its controller sacrifices it unless he or she pays X life.

Kruin Striker

{1}{R}

Creature — Human Warrior

Whenever another creature enters the battlefield under your control, Kruin Striker gets +1/+0 and gains trample until end of turn.

2/1

Lair Delve

{2}{G}

Sorcery

Reveal the top two cards of your library. Put all creature and land cards revealed this way into your hand and the rest on the bottom of your library in any order.

Latch Seeker

{1}{U}{U}

Creature — Spirit

Latch Seeker is unblockable.

3/1

Leap of Faith

{2}{W}

Instant

Target creature gains flying until end of turn. Prevent all damage that would be dealt to that creature this turn.

Lightning Mauler

{1}{R}

Creature — Human Berserker

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Lightning Mauler is paired with another creature, both creatures have haste.

2/1

Lightning Prowess

{2}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has haste and "{T}: This creature deals 1 damage to target creature or player."

Lone Revenant

{3}{U}{U}

Creature — Spirit

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever Lone Revenant deals combat damage to a player, if you control no other creatures, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

4/4

Lunar Mystic

{2}{U}{U}

Creature — Human Wizard

Whenever you cast an instant spell, you may pay {1}. If you do, draw a card.

2/2

Maalfeld Twins

{5}{B}

Creature — Zombie

When Maalfeld Twins dies, put two 2/2 black Zombie creature tokens onto the battlefield.

4/4

Mad Prophet

{3}{R}

Creature — Human Shaman

Haste

{T}, Discard a card: Draw a card.

2/2

Malicious Intent

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has "{T}: Target creature can't block this turn."

Malignus

{3}{R}{R}

Creature — Elemental Spirit

Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up.

Damage that would be dealt by Malignus can't be prevented.

*/*

Marrow Bats

{4}{B}

Creature — Bat Skeleton

Flying

Pay 4 life: Regenerate Marrow Bats.

4/1

Mass Appeal

{2}{U}

Sorcery

Draw a card for each Human you control.

Mental Agony

{3}{B}

Sorcery

Target player discards two cards and loses 2 life.

Midnight Duelist

{W}

Creature — Human Soldier

Protection from Vampires

1/2

Midvast Protector

{3}{W}

Creature — Human Wizard

When Midvast Protector enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.

2/3

Misthollow Griffin

{2}{U}{U}

Creature — Griffin

Flying

You may cast Misthollow Griffin from exile.

3/3

Mist Raven

{2}{U}{U}

Creature — Bird

Flying

When Mist Raven enters the battlefield, return target creature to its owner's hand.

2/2

Moonlight Geist

{2}{W}

Creature — Spirit

Flying

{3}{W}: Prevent all combat damage that would be dealt to and dealt by Moonlight Geist this turn.

2/1

Moonsilver Spear

{4}

Artifact — Equipment

Equipped creature has first strike.

Whenever equipped creature attacks, put a 4/4 white Angel creature token with flying onto the battlefield.

Equip {4}

Moorland Inquisitor

{1}{W}

Creature — Human Soldier

{2}{W}: Moorland Inquisitor gains first strike until end of turn.

2/2

Narstad Scrapper

{5}

Artifact Creature — Construct

{2}: Narstad Scrapper gets +1/+0 until end of turn.

3/3

Natural End

{2}{G}

Instant

Destroy target artifact or enchantment. You gain 3 life.

Nearheath Pilgrim

{1}{W}

Creature — Human Cleric

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.

2/1

Necrobite

{2}{B}

Instant

Target creature gains deathtouch until end of turn. Regenerate it.

Nephalia Smuggler

{U}

Creature — Human Rogue

{3}{U}, {T}: Exile another target creature you control, then return that card to the battlefield under your control.

1/1

Nettle Swine

{3}{G}

Creature — Boar

4/3

Nightshade Peddler

{1}{G}

Creature — Human Druid

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Nightshade Peddler is paired with another creature, both creatures have deathtouch.

1/1

Otherworld Atlas

{4}

Artifact

{T}: Put a charge counter on Otherworld Atlas.

{T}: Each player draws a card for each charge counter on Otherworld Atlas.

Outwit

{U}

Instant

Counter target spell that targets a player.

Pathbreaker Wurm

{4}{G}{G}

Creature — Wurm

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Pathbreaker Wurm is paired with another creature, both creatures have trample.

6/4

Pillar of Flame

{R}

Sorcery

Pillar of Flame deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.

Polluted Dead

{4}{B}

Creature — Zombie

When Polluted Dead dies, destroy target land.

3/3

Predator's Gambit

{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+1.

Enchanted creature has intimidate as long as its controller controls no other creatures. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Primal Surge

{8}{G}{G}

Sorcery

Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.

Raging Poltergeist

{4}{R}

Creature — Spirit

6/1

Rain of Thorns

{4}{G}{G}

Sorcery

Choose one or more — Destroy target artifact; destroy target enchantment; and/or destroy target land.

Reforge the Soul

{3}{R}{R}

Sorcery

Each player discards his or her hand and draws seven cards.

Miracle {1}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Renegade Demon

{3}{B}{B}

Creature — Demon

5/3

Restoration Angel

{3}{W}

Creature — Angel

Flash

Flying

When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.

3/4

Revenge of the Hunted

{4}{G}{G}

Sorcery

Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so.

Miracle {G} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Riders of Gavony

{2}{W}{W}

Creature — Human Knight

Vigilance

As Riders of Gavony enters the battlefield, choose a creature type.

Human creatures you control have protection from creatures of the chosen type.

3/3

Righteous Blow

{W}

Instant

Righteous Blow deals 2 damage to target attacking or blocking creature.

Riot Ringleader

{2}{R}

Creature — Human Warrior

Whenever Riot Ringleader attacks, Human creatures you control get +1/+0 until end of turn.

2/2

Rite of Ruin

{5}{R}{R}

Sorcery

Choose an order for artifacts, creatures, and lands. Each player sacrifices one permanent of the first type, sacrifices two of the second type, then sacrifices three of the third type.

Rotcrown Ghoul

{4}{U}

Creature — Zombie

When Rotcrown Ghoul dies, target player puts the top five cards of his or her library into his or her graveyard.

3/3

Rush of Blood

{2}{R}

Instant

Target creature gets +X/+0 until end of turn, where X is its power.

Scalding Devil

{1}{R}

Creature — Devil

{2}{R}: Scalding Devil deals 1 damage to target player.

1/1

Scrapskin Drake

{2}{U}

Creature — Zombie Drake

Flying

Scrapskin Drake can block only creatures with flying.

2/3

Scroll of Avacyn

{1}

Artifact

{1}, Sacrifice Scroll of Avacyn: Draw a card. If you control an Angel, you gain 5 life.

Scroll of Griselbrand

{1}

Artifact

{1}, Sacrifice Scroll of Griselbrand: Target opponent discards a card. If you control a Demon, that player loses 3 life.

Searchlight Geist

{2}{B}

Creature — Spirit

Flying

{3}{B}: Searchlight Geist gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)

2/1

Second Guess

{1}{U}

Instant

Counter target spell that's the second spell cast this turn.

Seraph of Dawn

{2}{W}{W}

Creature — Angel

Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

2/4

Seraph Sanctuary

Land

When Seraph Sanctuary enters the battlefield, you gain 1 life.

Whenever an Angel enters the battlefield under your control, you gain 1 life.

{T}: Add {1} to your mana pool.

Sheltering Word

{1}{G}

Instant

Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities opponents control.)

Sigarda, Host of Herons

{2}{G}{W}{W}

Legendary Creature — Angel

Flying, hexproof

Spells and abilities your opponents control can't cause you to sacrifice permanents.

5/5

Silverblade Paladin

{1}{W}{W}

Creature — Human Knight

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Silverblade Paladin is paired with another creature, both creatures have double strike.

2/2

Slayers' Stronghold

Land

{T}: Add {1} to your mana pool.

{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.

Snare the Skies

{G}

Instant

Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.)

Somberwald Sage

{2}{G}

Creature — Human Druid

{T}: Add three mana of any one color to your mana pool. Spend this mana only to cast creature spells.

0/1

Somberwald Vigilante

{R}

Creature — Human Warrior

Whenever Somberwald Vigilante becomes blocked by a creature, Somberwald Vigilante deals 1 damage to that creature.

1/1

Soulcage Fiend

{1}{B}{B}

Creature — Demon

When Soulcage Fiend dies, each player loses 3 life.

3/2

Soul of the Harvest

{4}{G}{G}

Creature — Elemental

Trample

Whenever another nontoken creature enters the battlefield under your control, you may draw a card.

6/6

Spectral Gateguards

{4}{W}

Creature — Spirit Soldier

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Spectral Gateguards is paired with another creature, both creatures have vigilance.

2/5

Spectral Prison

{1}{U}

Enchantment — Aura

Enchant creature

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

When enchanted creature becomes the target of a spell, sacrifice Spectral Prison.

Spirit Away

{5}{U}{U}

Enchantment — Aura

Enchant creature

You control enchanted creature.

Enchanted creature gets +2/+2 and has flying.

Stern Mentor

{3}{U}

Creature — Human Wizard

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Stern Mentor is paired with another creature, each of those creatures has "{T}: Target player puts the top two cards of his or her library into his or her graveyard."

2/2

Stolen Goods

{3}{U}

Sorcery

Target opponent exiles cards from the top of his or her library until he or she exiles a nonland card. Until end of turn, you may cast that card without paying its mana cost.

Stonewright

{R}

Creature — Human Shaman

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Stonewright is paired with another creature, each of those creatures has "{R}: This creature gets +1/+0 until end of turn."

1/1

Tamiyo, the Moon Sage

{3}{U}{U}

Planeswalker — Tamiyo

+1: Tap target permanent. It doesn't untap during its controller's next untap step.

-2: Draw a card for each tapped creature target player controls.

-8: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand."

4 loyalty

Tandem Lookout

{2}{U}

Creature — Human Scout

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."

2/1

Temporal Mastery

{5}{U}{U}

Sorcery

Take an extra turn after this one. Exile Temporal Mastery.

Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Terminus

{4}{W}{W}

Sorcery

Put all creatures on the bottom of their owners' libraries.

Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Terrifying Presence

{1}{G}

Instant

Prevent all combat damage that would be dealt by creatures other than target creature this turn.

Thatcher Revolt

{2}{R}

Sorcery

Put three 1/1 red Human creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginning of the next end step.

Thraben Valiant

{1}{W}

Creature — Human Soldier

Vigilance

2/1

Thunderous Wrath

{4}{R}{R}

Instant

Thunderous Wrath deals 5 damage to target creature or player.

Miracle {R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Tibalt, the Fiend-Blooded

{R}{R}

Planeswalker — Tibalt

+1: Draw a card, then discard a card at random.

-4: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player.

-6: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.

2 loyalty

Timberland Guide

{1}{G}

Creature — Human Scout

When Timberland Guide enters the battlefield, put a +1/+1 counter on target creature.

1/1

Tormentor's Trident

{2}

Artifact — Equipment

Equipped creature gets +3/+0 and attacks each turn if able.

Equip {3}

Treacherous Pit-Dweller

{B}{B}

Creature — Demon

When Treacherous Pit-Dweller enters the battlefield from a graveyard, target opponent gains control of it.

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

4/3

Triumph of Cruelty

{2}{B}

Enchantment

At the beginning of your upkeep, target opponent discards a card if you control the creature with the greatest power or tied for the greatest power.

Triumph of Ferocity

{2}{G}

Enchantment

At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.

Trusted Forcemage

{2}{G}

Creature — Human Shaman

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Trusted Forcemage is paired with another creature, each of those creatures gets +1/+1.

2/2

Tyrant of Discord

{4}{R}{R}{R}

Creature — Elemental

When Tyrant of Discord enters the battlefield, target opponent chooses a permanent he or she controls at random and sacrifices it. If a nonland permanent is sacrificed this way, repeat this process.

7/7

Ulvenwald Tracker

{G}

Creature — Human Shaman

{1}{G}, {T}: Target creature you control fights another target creature. (Each deals damage equal to its power to the other.)

1/1

Uncanny Speed

{1}{R}

Instant

Target creature gets +3/+0 and gains haste until end of turn.

Undead Executioner

{3}{B}

Creature — Zombie

When Undead Executioner dies, you may have target creature get -2/-2 until end of turn.

2/2

Unhallowed Pact

{2}{B}

Enchantment — Aura

Enchant creature

When enchanted creature dies, return that card to the battlefield under your control.

Vanguard's Shield

{2}

Artifact — Equipment

Equipped creature gets +0/+3 and can block an additional creature.

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

Vanishment

{4}{U}

Instant

Put target nonland permanent on top of its owner's library.

Miracle {U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Vessel of Endless Rest

{3}

Artifact

When Vessel of Endless Rest enters the battlefield, put target card from a graveyard on the bottom of its owner's library.

{T}: Add one mana of any color to your mana pool.

Vexing Devil

{R}

Creature — Devil

When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, sacrifice Vexing Devil.

4/3

Vigilante Justice

{3}{R}

Enchantment

Whenever a Human enters the battlefield under your control, Vigilante Justice deals 1 damage to target creature or player.

Voice of the Provinces

{4}{W}{W}

Creature — Angel

Flying

When Voice of the Provinces enters the battlefield, put a 1/1 white Human creature token onto the battlefield.

3/3

Vorstclaw

{4}{G}{G}

Creature — Elemental Horror

7/7

Wandering Wolf

{1}{G}

Creature — Wolf

Creatures with power less than Wandering Wolf's power can't block it.

2/1

Wild Defiance

{2}{G}

Enchantment

Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.

Wildwood Geist

{4}{G}

Creature — Spirit

Wildwood Geist gets +2/+2 as long as it's your turn.

3/3

Wingcrafter

{U}

Creature — Human Wizard

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Wingcrafter is paired with another creature, both creatures have flying.

1/1

Wolfir Avenger

{1}{G}{G}

Creature — Wolf Warrior

Flash (You may cast this spell any time you could cast an instant.)

{1}{G}: Regenerate Wolfir Avenger.

3/3

Wolfir Silverheart

{3}{G}{G}

Creature — Wolf Warrior

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4.

4/4

Yew Spirit

{4}{G}

Creature — Spirit Treefolk

{2}{G}{G}: Yew Spirit gets +X/+X until end of turn, where X is its power.

3/3

Zealous Conscripts

{4}{R}

Creature — Human Warrior

Haste

When Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.

3/3

Zealous Strike

{1}{W}

Instant

Target creature gets +2/+2 and gains first strike until end of turn.