Yawgatog.com

Resources

Magic Oracle Changes

Dragons of Tarkir to Magic Origins

Bushido

Dragons of TarkirMagic Origins
Araba MothriderAraba Mothrider

{1}{W}

Creature — Human Samurai

Flying

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

1/1

{1}{W}

Creature — Human Samurai

Flying

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

1/1

Battle-Mad RoninBattle-Mad Ronin

{1}{R}

Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Battle-Mad Ronin attacks each turn if able.

1/1

{1}{R}

Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

Battle-Mad Ronin attacks each turn if able.

1/1

Brothers YamazakiBrothers Yamazaki

{2}{R}

Legendary Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

If there are exactly two permanents named Brothers Yamazaki on the battlefield, the "legend rule" doesn't apply to them.

Each other creature named Brothers Yamazaki gets +2/+2 and has haste.

2/1

{2}{R}

Legendary Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

If there are exactly two permanents named Brothers Yamazaki on the battlefield, the "legend rule" doesn't apply to them.

Each other creature named Brothers Yamazaki gets +2/+2 and has haste.

2/1

Cursed RoninCursed Ronin

{3}{B}

Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

{B}: Cursed Ronin gets +1/+1 until end of turn.

1/1

{3}{B}

Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

{B}: Cursed Ronin gets +1/+1 until end of turn.

1/1

Devoted RetainerDevoted Retainer

{W}

Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

1/1

{W}

Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

1/1

Fumiko the LowbloodFumiko the Lowblood

{2}{R}{R}

Legendary Creature — Human Samurai

Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (When this blocks or becomes blocked, it gets +X/+X until end of turn.)

Creatures your opponents control attack each turn if able.

3/2

{2}{R}{R}

Legendary Creature — Human Samurai

Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (Whenever this creature blocks or becomes blocked, it gets +X/+X until end of turn.)

Creatures your opponents control attack each turn if able.

3/2

Hand of CrueltyHand of Cruelty

{B}{B}

Creature — Human Samurai

Protection from white

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

{B}{B}

Creature — Human Samurai

Protection from white

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

Hand of HonorHand of Honor

{W}{W}

Creature — Human Samurai

Protection from black

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

{W}{W}

Creature — Human Samurai

Protection from black

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

Iizuka the RuthlessIizuka the Ruthless

{3}{R}{R}

Legendary Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

{2}{R}, Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn.

3/3

{3}{R}{R}

Legendary Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

{2}{R}, Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn.

3/3

Indebted SamuraiIndebted Samurai

{3}{W}

Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever a Samurai you control dies, you may put a +1/+1 counter on Indebted Samurai.

2/3

{3}{W}

Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever a Samurai you control dies, you may put a +1/+1 counter on Indebted Samurai.

2/3

Inner-Chamber GuardInner-Chamber Guard

{1}{W}

Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

0/2

{1}{W}

Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

0/2

Isao, Enlightened BushiIsao, Enlightened Bushi

{2}{G}

Legendary Creature — Human Samurai

Isao, Enlightened Bushi can't be countered.

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

{2}: Regenerate target Samurai.

2/1

{2}{G}

Legendary Creature — Human Samurai

Isao, Enlightened Bushi can't be countered.

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

{2}: Regenerate target Samurai.

2/1

Kentaro, the Smiling CatKentaro, the Smiling Cat

{1}{W}

Legendary Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

You may pay {X} rather than pay the mana cost for Samurai spells you cast, where X is that spell's converted mana cost.

2/1

{1}{W}

Legendary Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

You may pay {X} rather than pay the mana cost for Samurai spells you cast, where X is that spell's converted mana cost.

2/1

Kenzo the HardheartedKenzo the Hardhearted

{W}

Legendary Creature — Human Samurai

Double strike; bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

[Flips from Bushi Tenderfoot.]

3/4

{W}

Legendary Creature — Human Samurai

Double strike; bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

[Flips from Bushi Tenderfoot.]

3/4

Kitsune BlademasterKitsune Blademaster

{2}{W}

Creature — Fox Samurai

First strike

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

{2}{W}

Creature — Fox Samurai

First strike

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

Kitsune DawnbladeKitsune Dawnblade

{4}{W}

Creature — Fox Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

When Kitsune Dawnblade enters the battlefield, you may tap target creature.

2/3

{4}{W}

Creature — Fox Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

When Kitsune Dawnblade enters the battlefield, you may tap target creature.

2/3

Konda, Lord of EiganjoKonda, Lord of Eiganjo

{5}{W}{W}

Legendary Creature — Human Samurai

Indestructible

Vigilance (Attacking doesn't cause this creature to tap.)

Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until end of turn.)

3/3

{5}{W}{W}

Legendary Creature — Human Samurai

Indestructible

Vigilance (Attacking doesn't cause this creature to tap.)

Bushido 5 (Whenever this creature blocks or becomes blocked, it gets +5/+5 until end of turn.)

3/3

Konda's HatamotoKonda's Hatamoto

{1}{W}

Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.)

1/2

{1}{W}

Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.)

1/2

Kuro's TakenKuro's Taken

{1}{B}

Creature — Rat Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

{1}{B}: Regenerate Kuro's Taken.

1/1

{1}{B}

Creature — Rat Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

{1}{B}: Regenerate Kuro's Taken.

1/1

Mothrider SamuraiMothrider Samurai

{3}{W}

Creature — Human Samurai

Flying

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

{3}{W}

Creature — Human Samurai

Flying

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

Nagao, Bound by HonorNagao, Bound by Honor

{3}{W}

Legendary Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever Nagao, Bound by Honor attacks, Samurai creatures you control get +1/+1 until end of turn.

3/3

{3}{W}

Legendary Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever Nagao, Bound by Honor attacks, Samurai creatures you control get +1/+1 until end of turn.

3/3

Nezumi RoninNezumi Ronin

{2}{B}

Creature — Rat Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

3/1

{2}{B}

Creature — Rat Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

3/1

Numai OutcastNumai Outcast

{3}{B}

Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

{B}, Pay 5 life: Regenerate Numai Outcast.

1/1

{3}{B}

Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

{B}, Pay 5 life: Regenerate Numai Outcast.

1/1

Opal-Eye, Konda's YojimboOpal-Eye, Konda's Yojimbo

{1}{W}{W}

Legendary Creature — Fox Samurai

Defender (This creature can't attack.)

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

{T}: The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye, Konda's Yojimbo instead.

{1}{W}: Prevent the next 1 damage that would be dealt to Opal-Eye this turn.

1/4

{1}{W}{W}

Legendary Creature — Fox Samurai

Defender (This creature can't attack.)

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

{T}: The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye, Konda's Yojimbo instead.

{1}{W}: Prevent the next 1 damage that would be dealt to Opal-Eye this turn.

1/4

Ronin CavekeeperRonin Cavekeeper

{5}{R}

Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

4/3

{5}{R}

Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

4/3

Ronin CliffriderRonin Cliffrider

{3}{R}{R}

Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever Ronin Cliffrider attacks, you may have it deal 1 damage to each creature defending player controls.

2/2

{3}{R}{R}

Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever Ronin Cliffrider attacks, you may have it deal 1 damage to each creature defending player controls.

2/2

Ronin HoundmasterRonin Houndmaster

{2}{R}

Creature — Human Samurai

Haste

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

{2}{R}

Creature — Human Samurai

Haste

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

2/2

Samurai EnforcersSamurai Enforcers

{4}{W}{W}

Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

4/4

{4}{W}{W}

Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

4/4

Samurai of the Pale CurtainSamurai of the Pale Curtain

{W}{W}

Creature — Fox Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

If a permanent would be put into a graveyard, exile it instead.

2/2

{W}{W}

Creature — Fox Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

If a permanent would be put into a graveyard, exile it instead.

2/2

Sensei Golden-TailSensei Golden-Tail

{1}{W}

Legendary Creature — Fox Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

{1}{W}, {T}: Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Activate this ability only any time you could cast a sorcery.

2/1

{1}{W}

Legendary Creature — Fox Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

{1}{W}, {T}: Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Activate this ability only any time you could cast a sorcery.

2/1

Silverstorm SamuraiSilverstorm Samurai

{4}{W}{W}

Creature — Fox Samurai

Flash

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

3/3

{4}{W}{W}

Creature — Fox Samurai

Flash

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

3/3

Sokenzan RenegadeSokenzan Renegade

{2}{R}

Creature — Ogre Samurai Mercenary

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

At the beginning of your upkeep, if a player has more cards in hand than each other player, the player who has the most cards in hand gains control of Sokenzan Renegade.

3/3

{2}{R}

Creature — Ogre Samurai Mercenary

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

At the beginning of your upkeep, if a player has more cards in hand than each other player, the player who has the most cards in hand gains control of Sokenzan Renegade.

3/3

Sokenzan SpellbladeSokenzan Spellblade

{4}{R}

Creature — Ogre Samurai Shaman

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

{1}{R}: Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand.

2/3

{4}{R}

Creature — Ogre Samurai Shaman

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

{1}{R}: Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand.

2/3

Takeno, Samurai GeneralTakeno, Samurai General

{5}{W}

Legendary Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Each other Samurai creature you control gets +1/+1 for each point of bushido it has.

3/3

{5}{W}

Legendary Creature — Human Samurai

Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)

Each other Samurai creature you control gets +1/+1 for each point of bushido it has.

3/3

Takeno's CavalryTakeno's Cavalry

{3}{W}

Creature — Human Samurai Archer

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

{T}: Takeno's Cavalry deals 1 damage to target attacking or blocking Spirit.

1/1

{3}{W}

Creature — Human Samurai Archer

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

{T}: Takeno's Cavalry deals 1 damage to target attacking or blocking Spirit.

1/1

Toshiro UmezawaToshiro Umezawa

{1}{B}{B}

Legendary Creature — Human Samurai

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever a creature an opponent controls dies, you may cast target instant card from your graveyard. If that card would be put into a graveyard this turn, exile it instead.

2/2

{1}{B}{B}

Legendary Creature — Human Samurai

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

Whenever a creature an opponent controls dies, you may cast target instant card from your graveyard. If that card would be put into a graveyard this turn, exile it instead.

2/2

Changeling

Dragons of TarkirMagic Origins
Amoeboid ChangelingAmoeboid Changeling

{1}{U}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{T}: Target creature gains all creature types until end of turn.

{T}: Target creature loses all creature types until end of turn.

1/1

{1}{U}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{T}: Target creature gains all creature types until end of turn.

{T}: Target creature loses all creature types until end of turn.

1/1

Avian ChangelingAvian Changeling

{2}{W}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Flying

2/2

{2}{W}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Flying

2/2

Blades of Velis VelBlades of Velis Vel

{1}{R}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type at all times.)

Up to two target creatures each get +2/+0 and gain all creature types until end of turn.

{1}{R}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Up to two target creatures each get +2/+0 and gain all creature types until end of turn.

Cairn WandererCairn Wanderer

{4}{B}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

4/4

{4}{B}

Creature — Shapeshifter

Changeling (This card is every creature type.)

As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

4/4

Chameleon ColossusChameleon Colossus

{2}{G}{G}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Protection from black

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

4/4

{2}{G}{G}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Protection from black

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

4/4

Changeling BerserkerChangeling Berserker

{3}{R}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Haste

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

5/3

{3}{R}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Haste

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

5/3

Changeling HeroChangeling Hero

{4}{W}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

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

4/4

{4}{W}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

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

4/4

Changeling SentinelChangeling Sentinel

{3}{W}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Vigilance

3/2

{3}{W}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Vigilance

3/2

Changeling TitanChangeling Titan

{4}{G}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

7/7

{4}{G}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

7/7

Crib SwapCrib Swap

{2}{W}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type at all times.)

Exile target creature. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling onto the battlefield.

{2}{W}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Exile target creature. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling onto the battlefield.

Ego ErasureEgo Erasure

{2}{U}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type at all times.)

Creatures target player controls get -2/-0 and lose all creature types until end of turn.

{2}{U}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Creatures target player controls get -2/-0 and lose all creature types until end of turn.

Fire-Belly ChangelingFire-Belly Changeling

{1}{R}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{R}: Fire-Belly Changeling gets +1/+0 until end of turn. Activate this ability no more than twice each turn.

1/1

{1}{R}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{R}: Fire-Belly Changeling gets +1/+0 until end of turn. Activate this ability no more than twice each turn.

1/1

Game-Trail ChangelingGame-Trail Changeling

{3}{G}{G}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Trample

4/4

{3}{G}{G}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Trample

4/4

Ghostly ChangelingGhostly Changeling

{2}{B}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{1}{B}: Ghostly Changeling gets +1/+1 until end of turn.

2/2

{2}{B}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{1}{B}: Ghostly Changeling gets +1/+1 until end of turn.

2/2

Mirror EntityMirror Entity

{2}{W}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{X}: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.

1/1

{2}{W}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{X}: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.

1/1

Moonglove ChangelingMoonglove Changeling

{2}{B}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

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

2/2

{2}{B}

Creature — Shapeshifter

Changeling (This card is every creature type.)

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

2/2

Mothdust ChangelingMothdust Changeling

{U}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.

1/1

{U}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.

1/1

Nameless InversionNameless Inversion

{1}{B}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type at all times.)

Target creature gets +3/-3 and loses all creature types until end of turn.

{1}{B}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Target creature gets +3/-3 and loses all creature types until end of turn.

ShapesharerShapesharer

{1}{U}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{2}{U}: Target Shapeshifter becomes a copy of target creature until your next turn.

1/1

{1}{U}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{2}{U}: Target Shapeshifter becomes a copy of target creature until your next turn.

1/1

Shields of Velis VelShields of Velis Vel

{W}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type at all times.)

Creatures target player controls get +0/+1 and gain all creature types until end of turn.

{W}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Creatures target player controls get +0/+1 and gain all creature types until end of turn.

Skeletal ChangelingSkeletal Changeling

{1}{B}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{1}{B}: Regenerate Skeletal Changeling.

1/1

{1}{B}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{1}{B}: Regenerate Skeletal Changeling.

1/1

Taurean MaulerTaurean Mauler

{2}{R}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.

2/2

{2}{R}

Creature — Shapeshifter

Changeling (This card is every creature type.)

Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.

2/2

Turtleshell ChangelingTurtleshell Changeling

{3}{U}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{1}{U}: Switch Turtleshell Changeling's power and toughness until end of turn.

1/4

{3}{U}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{1}{U}: Switch Turtleshell Changeling's power and toughness until end of turn.

1/4

War-Spike ChangelingWar-Spike Changeling

{3}{R}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{R}: War-Spike Changeling gains first strike until end of turn.

3/3

{3}{R}

Creature — Shapeshifter

Changeling (This card is every creature type.)

{R}: War-Spike Changeling gains first strike until end of turn.

3/3

Wings of Velis VelWings of Velis Vel

{1}{U}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type at all times.)

Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.

{1}{U}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.

Woodland ChangelingWoodland Changeling

{1}{G}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

2/2

{1}{G}

Creature — Shapeshifter

Changeling (This card is every creature type.)

2/2

Chaos symbol

Dragons of TarkirMagic Origins
Academy at Tolaria WestAcademy at Tolaria West

Plane — Dominaria

At the beginning of your end step, if you have no cards in hand, draw seven cards.

Whenever you roll {C}, discard your hand.

Plane — Dominaria

At the beginning of your end step, if you have no cards in hand, draw seven cards.

Whenever you roll CHAOS, discard your hand.

AgyremAgyrem

Plane — Ravnica

Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step.

Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step.

Whenever you roll {C}, creatures can't attack you until a player planeswalks.

Plane — Ravnica

Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step.

Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step.

Whenever you roll CHAOS, creatures can't attack you until a player planeswalks.

AkoumAkoum

Plane — Zendikar

Players may cast enchantment cards as though they had flash.

Whenever you roll chaos, destroy target creature that isn't enchanted.

Plane — Zendikar

Players may cast enchantment cards as though they had flash.

Whenever you roll CHAOS, destroy target creature that isn't enchanted.

AretopolisAretopolis

Plane — Kephalai

When you planeswalk to Aretopolis or at the beginning of your upkeep, put a scroll counter on Aretopolis, then you gain life equal to the number of scroll counters on it.

When Aretopolis has ten or more scroll counters on it, planeswalk.

Whenever you roll chaos, put a scroll counter on Aretopolis, then draw cards equal to the number of scroll counters on it.

Plane — Kephalai

When you planeswalk to Aretopolis or at the beginning of your upkeep, put a scroll counter on Aretopolis, then you gain life equal to the number of scroll counters on it.

When Aretopolis has ten or more scroll counters on it, planeswalk.

Whenever you roll CHAOS, put a scroll counter on Aretopolis, then draw cards equal to the number of scroll counters on it.

Astral ArenaAstral Arena

Plane — Kolbahan

No more than one creature can attack each combat.

No more than one creature can block each combat.

Whenever you roll chaos, Astral Arena deals 2 damage to each creature.

Plane — Kolbahan

No more than one creature can attack each combat.

No more than one creature can block each combat.

Whenever you roll CHAOS, Astral Arena deals 2 damage to each creature.

BantBant

Plane — Alara

All creatures have exalted. (Whenever a creature attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents its controller controls.)

Whenever you roll {C}, put a divinity counter on target green, white, or blue creature. That creature has indestructible for as long as it has a divinity counter on it.

Plane — Alara

All creatures have exalted. (Whenever a creature attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents its controller controls.)

Whenever you roll CHAOS, put a divinity counter on target green, white, or blue creature. That creature has indestructible for as long as it has a divinity counter on it.

Bloodhill BastionBloodhill Bastion

Plane — Equilor

Whenever a creature enters the battlefield, it gains double strike and haste until end of turn.

Whenever you roll chaos, exile target nontoken creature you control, then return it to the battlefield under your control.

Plane — Equilor

Whenever a creature enters the battlefield, it gains double strike and haste until end of turn.

Whenever you roll CHAOS, exile target nontoken creature you control, then return it to the battlefield under your control.

Chaotic AEtherChaotic AEther

Phenomenon

When you encounter Chaotic AEther, each blank roll of the planar die is a chaos roll until a player planeswalks away from a plane. (Then planeswalk away from this phenomenon.)

Phenomenon

When you encounter Chaotic AEther, each blank roll of the planar die is a CHAOS roll until a player planeswalks away from a plane. (Then planeswalk away from this phenomenon.)

Cliffside MarketCliffside Market

Plane — Mercadia

When you planeswalk to Cliffside Market or at the beginning of your upkeep, you may exchange life totals with target player.

Whenever you roll {C}, exchange control of two target permanents that share a card type.

Plane — Mercadia

When you planeswalk to Cliffside Market or at the beginning of your upkeep, you may exchange life totals with target player.

Whenever you roll CHAOS, exchange control of two target permanents that share a card type.

Edge of MalacolEdge of Malacol

Plane — Belenon

If a creature you control would untap during your untap step, put two +1/+1 counters on it instead.

Whenever you roll chaos, untap each creature you control.

Plane — Belenon

If a creature you control would untap during your untap step, put two +1/+1 counters on it instead.

Whenever you roll CHAOS, untap each creature you control.

Eloren WildsEloren Wilds

Plane — Shandalar

Whenever a player taps a permanent for mana, that player adds one mana to his or her mana pool of any type that permanent produced.

Whenever you roll {C}, target player can't cast spells until a player planeswalks.

Plane — Shandalar

Whenever a player taps a permanent for mana, that player adds one mana to his or her mana pool of any type that permanent produced.

Whenever you roll CHAOS, target player can't cast spells until a player planeswalks.

Feeding GroundsFeeding Grounds

Plane — Muraganda

Red spells cost {1} less to cast.

Green spells cost {1} less to cast.

Whenever you roll {C}, put X +1/+1 counters on target creature, where X is that creature's converted mana cost.

Plane — Muraganda

Red spells cost {1} less to cast.

Green spells cost {1} less to cast.

Whenever you roll CHAOS, put X +1/+1 counters on target creature, where X is that creature's converted mana cost.

Fields of SummerFields of Summer

Plane — Moag

Whenever a player casts a spell, that player may gain 2 life.

Whenever you roll {C}, you may gain 10 life.

Plane — Moag

Whenever a player casts a spell, that player may gain 2 life.

Whenever you roll CHAOS, you may gain 10 life.

Furnace LayerFurnace Layer

Plane — New Phyrexia

When you planeswalk to Furnace Layer or at the beginning of your upkeep, select target player at random. That player discards a card. If that player discards a land card this way, he or she loses 3 life.

Whenever you roll chaos, you may destroy target nonland permanent.

Plane — New Phyrexia

When you planeswalk to Furnace Layer or at the beginning of your upkeep, select target player at random. That player discards a card. If that player discards a land card this way, he or she loses 3 life.

Whenever you roll CHAOS, you may destroy target nonland permanent.

GavonyGavony

Plane — Innistrad

All creatures have vigilance.

Whenever you roll chaos, creatures you control gain indestructible until end of turn.

Plane — Innistrad

All creatures have vigilance.

Whenever you roll CHAOS, creatures you control gain indestructible until end of turn.

Glen ElendraGlen Elendra

Plane — Lorwyn

At end of combat, you may exchange control of target creature you control that dealt combat damage to a player this combat and target creature that player controls.

Whenever you roll chaos, gain control of target creature you own.

Plane — Lorwyn

At end of combat, you may exchange control of target creature you control that dealt combat damage to a player this combat and target creature that player controls.

Whenever you roll CHAOS, gain control of target creature you own.

Glimmervoid BasinGlimmervoid Basin

Plane — Mirrodin

Whenever a player casts an instant or sorcery spell with a single target, he or she copies that spell for each other spell, permanent, card not on the battlefield, and/or player the spell could target. Each copy targets a different one of them.

Whenever you roll {C}, choose target creature. Each player except that creature's controller puts a token that's a copy of that creature onto the battlefield.

Plane — Mirrodin

Whenever a player casts an instant or sorcery spell with a single target, he or she copies that spell for each other spell, permanent, card not on the battlefield, and/or player the spell could target. Each copy targets a different one of them.

Whenever you roll CHAOS, choose target creature. Each player except that creature's controller puts a token that's a copy of that creature onto the battlefield.

GoldmeadowGoldmeadow

Plane — Lorwyn

Whenever a land enters the battlefield, that land's controller puts three 0/1 white Goat creature tokens onto the battlefield.

Whenever you roll {C}, put a 0/1 white Goat creature token onto the battlefield.

Plane — Lorwyn

Whenever a land enters the battlefield, that land's controller puts three 0/1 white Goat creature tokens onto the battlefield.

Whenever you roll CHAOS, put a 0/1 white Goat creature token onto the battlefield.

Grand OssuaryGrand Ossuary

Plane — Ravnica

Whenever a creature dies, its controller distributes a number of +1/+1 counters equal to its power among any number of target creatures he or she controls.

Whenever you roll chaos, each player exiles all creatures he or she controls and puts X 1/1 green Saproling creature tokens onto the battlefield, where X is the total power of the creatures he or she exiled this way. Then planeswalk.

Plane — Ravnica

Whenever a creature dies, its controller distributes a number of +1/+1 counters equal to its power among any number of target creatures he or she controls.

Whenever you roll CHAOS, each player exiles all creatures he or she controls and puts X 1/1 green Saproling creature tokens onto the battlefield, where X is the total power of the creatures he or she exiled this way. Then planeswalk.

GrixisGrixis

Plane — Alara

Blue, black, and/or red creature cards in your graveyard have unearth. The unearth cost is equal to the card's mana cost. (Pay the card's mana cost: Return it to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Whenever you roll {C}, put target creature card from a graveyard onto the battlefield under your control.

Plane — Alara

Blue, black, and/or red creature cards in your graveyard have unearth. The unearth cost is equal to the card's mana cost. (Pay the card's mana cost: Return it to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Whenever you roll CHAOS, put target creature card from a graveyard onto the battlefield under your control.

Grove of the DreampodsGrove of the Dreampods

Plane — Fabacin

When you planeswalk to Grove of the Dreampods or at the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.

Whenever you roll chaos, return target creature card from your graveyard to the battlefield.

Plane — Fabacin

When you planeswalk to Grove of the Dreampods or at the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.

Whenever you roll CHAOS, return target creature card from your graveyard to the battlefield.

Hedron Fields of AgadeemHedron Fields of Agadeem

Plane — Zendikar

Creatures with power 7 or greater can't attack or block.

Whenever you roll chaos, put a 7/7 colorless Eldrazi creature token with annihilator 1 onto the battlefield. (Whenever it attacks, defending player sacrifices a permanent.)

Plane — Zendikar

Creatures with power 7 or greater can't attack or block.

Whenever you roll CHAOS, put a 7/7 colorless Eldrazi creature token with annihilator 1 onto the battlefield. (Whenever it attacks, defending player sacrifices a permanent.)

ImmersturmImmersturm

Plane — Valla

Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.

Whenever you roll {C}, exile target creature, then return it to the battlefield under its owner's control.

Plane — Valla

Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.

Whenever you roll CHAOS, exile target creature, then return it to the battlefield under its owner's control.

Isle of VesuvaIsle of Vesuva

Plane — Dominaria

Whenever a nontoken creature enters the battlefield, its controller puts a token onto the battlefield that's a copy of that creature.

Whenever you roll {C}, destroy target creature and all other creatures with the same name as that creature.

Plane — Dominaria

Whenever a nontoken creature enters the battlefield, its controller puts a token onto the battlefield that's a copy of that creature.

Whenever you roll CHAOS, destroy target creature and all other creatures with the same name as that creature.

Izzet Steam MazeIzzet Steam Maze

Plane — Ravnica

Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy.

Whenever you roll {C}, instant and sorcery spells you cast this turn cost {3} less to cast.

Plane — Ravnica

Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy.

Whenever you roll CHAOS, instant and sorcery spells you cast this turn cost {3} less to cast.

JundJund

Plane — Alara

Whenever a player casts a black, red, or green creature spell, it gains devour 5. (As the creature enters the battlefield, its controller may sacrifice any number of creatures. The creature enters the battlefield with five times that many +1/+1 counters on it.)

Whenever you roll chaos, put two 1/1 red Goblin creature tokens onto the battlefield.

Plane — Alara

Whenever a player casts a black, red, or green creature spell, it gains devour 5. (As the creature enters the battlefield, its controller may sacrifice any number of creatures. The creature enters the battlefield with five times that many +1/+1 counters on it.)

Whenever you roll CHAOS, put two 1/1 red Goblin creature tokens onto the battlefield.

KessigKessig

Plane — Innistrad

Prevent all combat damage that would be dealt by non-Werewolf creatures.

Whenever you roll chaos, each creature you control gets +2/+2, gains trample, and becomes a Werewolf in addition to its other types until end of turn.

Plane — Innistrad

Prevent all combat damage that would be dealt by non-Werewolf creatures.

Whenever you roll CHAOS, each creature you control gets +2/+2, gains trample, and becomes a Werewolf in addition to its other types until end of turn.

Kharasha FoothillsKharasha Foothills

Plane — Mongseng

Whenever a creature you control attacks a player, for each other opponent, you may put a token that's a copy of that creature onto the battlefield tapped and attacking that opponent. Exile those tokens at the beginning of the next end step.

Whenever you roll chaos, you may sacrifice any number of creatures. If you do, Kharasha Foothills deals that much damage to target creature.

Plane — Mongseng

Whenever a creature you control attacks a player, for each other opponent, you may put a token that's a copy of that creature onto the battlefield tapped and attacking that opponent. Exile those tokens at the beginning of the next end step.

Whenever you roll CHAOS, you may sacrifice any number of creatures. If you do, Kharasha Foothills deals that much damage to target creature.

Kilnspire DistrictKilnspire District

Plane — Ravnica

When you planeswalk to Kilnspire District or at the beginning of your precombat main phase, put a charge counter on Kilnspire District, then add {R} to your mana pool for each charge counter on it.

Whenever you roll chaos, you may pay {X}. If you do, Kilnspire District deals X damage to target creature or player.

Plane — Ravnica

When you planeswalk to Kilnspire District or at the beginning of your precombat main phase, put a charge counter on Kilnspire District, then add {R} to your mana pool for each charge counter on it.

Whenever you roll CHAOS, you may pay {X}. If you do, Kilnspire District deals X damage to target creature or player.

KrosaKrosa

Plane — Dominaria

All creatures get +2/+2.

Whenever you roll {C}, you may add {W}{U}{B}{R}{G} to your mana pool.

Plane — Dominaria

All creatures get +2/+2.

Whenever you roll CHAOS, you may add {W}{U}{B}{R}{G} to your mana pool.

Lair of the Ashen IdolLair of the Ashen Idol

Plane — Azgol

At the beginning of your upkeep, sacrifice a creature. If you can't, planeswalk.

Whenever you roll chaos, any number of target players each put a 2/2 black Zombie creature token onto the battlefield.

Plane — Azgol

At the beginning of your upkeep, sacrifice a creature. If you can't, planeswalk.

Whenever you roll CHAOS, any number of target players each put a 2/2 black Zombie creature token onto the battlefield.

Lethe LakeLethe Lake

Plane — Arkhos

At the beginning of your upkeep, put the top ten cards of your library into your graveyard.

Whenever you roll {C}, target player puts the top ten cards of his or her library into his or her graveyard.

Plane — Arkhos

At the beginning of your upkeep, put the top ten cards of your library into your graveyard.

Whenever you roll CHAOS, target player puts the top ten cards of his or her library into his or her graveyard.

LlanowarLlanowar

Plane — Dominaria

All creatures have "{T}: Add {G}{G} to your mana pool."

Whenever you roll {C}, untap all creatures you control.

Plane — Dominaria

All creatures have "{T}: Add {G}{G} to your mana pool."

Whenever you roll CHAOS, untap all creatures you control.

Mount KeraliaMount Keralia

Plane — Regatha

At the beginning of your end step, put a pressure counter on Mount Keralia.

When you planeswalk away from Mount Keralia, it deals damage equal to the number of pressure counters on it to each creature and each planeswalker.

Whenever you roll chaos, prevent all damage that planes named Mount Keralia would deal this game to permanents you control.

Plane — Regatha

At the beginning of your end step, put a pressure counter on Mount Keralia.

When you planeswalk away from Mount Keralia, it deals damage equal to the number of pressure counters on it to each creature and each planeswalker.

Whenever you roll CHAOS, prevent all damage that planes named Mount Keralia would deal this game to permanents you control.

MurasaMurasa

Plane — Zendikar

Whenever a nontoken creature enters the battlefield, its controller may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library.

Whenever you roll {C}, target land becomes a 4/4 creature that's still a land.

Plane — Zendikar

Whenever a nontoken creature enters the battlefield, its controller may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library.

Whenever you roll CHAOS, target land becomes a 4/4 creature that's still a land.

Naar IsleNaar Isle

Plane — Wildfire

At the beginning of your upkeep, put a flame counter on Naar Isle, then Naar Isle deals damage to you equal to the number of flame counters on it.

Whenever you roll {C}, Naar Isle deals 3 damage to target player.

Plane — Wildfire

At the beginning of your upkeep, put a flame counter on Naar Isle, then Naar Isle deals damage to you equal to the number of flame counters on it.

Whenever you roll CHAOS, Naar Isle deals 3 damage to target player.

NayaNaya

Plane — Alara

You may play any number of lands on each of your turns.

Whenever you roll {C}, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.

Plane — Alara

You may play any number of lands on each of your turns.

Whenever you roll CHAOS, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.

NephaliaNephalia

Plane — Innistrad

At the beginning of your end step, put the top seven cards of your library into your graveyard. Then return a card at random from your graveyard to your hand.

Whenever you roll chaos, return target card from your graveyard to your hand.

Plane — Innistrad

At the beginning of your end step, put the top seven cards of your library into your graveyard. Then return a card at random from your graveyard to your hand.

Whenever you roll CHAOS, return target card from your graveyard to your hand.

Norn's DominionNorn's Dominion

Plane — New Phyrexia

When you planeswalk away from Norn's Dominion, destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.

Whenever you roll chaos, you may put a fate counter on target permanent.

Plane — New Phyrexia

When you planeswalk away from Norn's Dominion, destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.

Whenever you roll CHAOS, you may put a fate counter on target permanent.

Onakke CatacombOnakke Catacomb

Plane — Shandalar

All creatures are black and have deathtouch.

Whenever you roll chaos, creatures you control get +1/+0 and gain first strike until end of turn.

Plane — Shandalar

All creatures are black and have deathtouch.

Whenever you roll CHAOS, creatures you control get +1/+0 and gain first strike until end of turn.

Orochi ColonyOrochi Colony

Plane — Kamigawa

Whenever a creature you control deals combat damage to a player, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Whenever you roll chaos, target creature can't be blocked this turn.

Plane — Kamigawa

Whenever a creature you control deals combat damage to a player, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Whenever you roll CHAOS, target creature can't be blocked this turn.

OrzhovaOrzhova

Plane — Ravnica

When you planeswalk away from Orzhova, each player returns all creature cards from his or her graveyard to the battlefield.

Whenever you roll chaos, for each opponent, exile up to one target creature card from that player's graveyard.

Plane — Ravnica

When you planeswalk away from Orzhova, each player returns all creature cards from his or her graveyard to the battlefield.

Whenever you roll CHAOS, for each opponent, exile up to one target creature card from that player's graveyard.

OtariaOtaria

Plane — Dominaria

Instant and sorcery cards in graveyards have flashback. The flashback cost is equal to the card's mana cost. (Its owner may cast the card from his or her graveyard for its mana cost. Then he or she exiles it.)

Whenever you roll {C}, take an extra turn after this one.

Plane — Dominaria

Instant and sorcery cards in graveyards have flashback. The flashback cost is equal to the card's mana cost. (Its owner may cast the card from his or her graveyard for its mana cost. Then he or she exiles it.)

Whenever you roll CHAOS, take an extra turn after this one.

PanopticonPanopticon

Plane — Mirrodin

When you planeswalk to Panopticon, draw a card.

At the beginning of your draw step, draw an additional card.

Whenever you roll {C}, draw a card.

Plane — Mirrodin

When you planeswalk to Panopticon, draw a card.

At the beginning of your draw step, draw an additional card.

Whenever you roll CHAOS, draw a card.

Pools of BecomingPools of Becoming

Plane — Bolas's Meditation Realm

At the beginning of your end step, put the cards in your hand on the bottom of your library in any order, then draw that many cards.

Whenever you roll {C}, reveal the top three cards of your planar deck. Each of the revealed cards' {C} abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order.

Plane — Bolas's Meditation Realm

At the beginning of your end step, put the cards in your hand on the bottom of your library in any order, then draw that many cards.

Whenever you roll CHAOS, reveal the top three cards of your planar deck. Each of the revealed cards' CHAOS abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order.

PrahvPrahv

Plane — Ravnica

If you cast a spell this turn, you can't attack with creatures.

If you attacked with creatures this turn, you can't cast spells.

Whenever you roll chaos, you gain life equal to the number of cards in your hand.

Plane — Ravnica

If you cast a spell this turn, you can't attack with creatures.

If you attacked with creatures this turn, you can't cast spells.

Whenever you roll CHAOS, you gain life equal to the number of cards in your hand.

Quicksilver SeaQuicksilver Sea

Plane — Mirrodin

When you planeswalk to Quicksilver Sea or at the beginning of your upkeep, scry 4. (Look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Whenever you roll chaos, reveal the top card of your library. You may play it without paying its mana cost.

Plane — Mirrodin

When you planeswalk to Quicksilver Sea or at the beginning of your upkeep, scry 4. (Look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Whenever you roll CHAOS, reveal the top card of your library. You may play it without paying its mana cost.

Raven's RunRaven's Run

Plane — Shadowmoor

All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)

Whenever you roll {C}, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.

Plane — Shadowmoor

All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)

Whenever you roll CHAOS, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.

Sanctum of SerraSanctum of Serra

Plane — Serra's Realm

When you planeswalk away from Sanctum of Serra, destroy all nonland permanents.

Whenever you roll {C}, you may have your life total become 20.

Plane — Serra's Realm

When you planeswalk away from Sanctum of Serra, destroy all nonland permanents.

Whenever you roll CHAOS, you may have your life total become 20.

Sea of SandSea of Sand

Plane — Rabiah

Players reveal each card they draw.

Whenever a player draws a land card, that player gains 3 life.

Whenever a player draws a nonland card, that player loses 3 life.

Whenever you roll {C}, put target permanent on top of its owner's library.

Plane — Rabiah

Players reveal each card they draw.

Whenever a player draws a land card, that player gains 3 life.

Whenever a player draws a nonland card, that player loses 3 life.

Whenever you roll CHAOS, put target permanent on top of its owner's library.

Selesnya Loft GardensSelesnya Loft Gardens

Plane — Ravnica

If an effect would put one or more tokens onto the battlefield, it puts twice that many of those tokens onto the battlefield instead.

If an effect would place one or more counters on a permanent, it places twice that many of those counters on that permanent instead.

Whenever you roll chaos, until end of turn, whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

Plane — Ravnica

If an effect would put one or more tokens onto the battlefield, it puts twice that many of those tokens onto the battlefield instead.

If an effect would place one or more counters on a permanent, it places twice that many of those counters on that permanent instead.

Whenever you roll CHAOS, until end of turn, whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

ShivShiv

Plane — Dominaria

All creatures have "{R}: This creature gets +1/+0 until end of turn."

Whenever you roll {C}, put a 5/5 red Dragon creature token with flying onto the battlefield.

Plane — Dominaria

All creatures have "{R}: This creature gets +1/+0 until end of turn."

Whenever you roll CHAOS, put a 5/5 red Dragon creature token with flying onto the battlefield.

SkybreenSkybreen

Plane — Kaldheim

Players play with the top card of their libraries revealed.

Spells that share a card type with the top card of a library can't be cast.

Whenever you roll {C}, target player loses life equal to the number of cards in his or her hand.

Plane — Kaldheim

Players play with the top card of their libraries revealed.

Spells that share a card type with the top card of a library can't be cast.

Whenever you roll CHAOS, target player loses life equal to the number of cards in his or her hand.

SokenzanSokenzan

Plane — Kamigawa

All creatures get +1/+1 and have haste.

Whenever you roll {C}, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Plane — Kamigawa

All creatures get +1/+1 and have haste.

Whenever you roll CHAOS, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Stairs to InfinityStairs to Infinity

Plane — Xerex

Players have no maximum hand size.

Whenever you roll the planar die, draw a card.

Whenever you roll chaos, reveal the top card of your planar deck. You may put it on the bottom of your planar deck.

Plane — Xerex

Players have no maximum hand size.

Whenever you roll the planar die, draw a card.

Whenever you roll CHAOS, reveal the top card of your planar deck. You may put it on the bottom of your planar deck.

StensiaStensia

Plane — Innistrad

Whenever a creature deals damage to one or more players for the first time in a turn, put a +1/+1 counter on it.

Whenever you roll chaos, each creature you control gains "{T}: This creature deals 1 damage to target player" until end of turn.

Plane — Innistrad

Whenever a creature deals damage to one or more players for the first time in a turn, put a +1/+1 counter on it.

Whenever you roll CHAOS, each creature you control gains "{T}: This creature deals 1 damage to target player" until end of turn.

Stronghold FurnaceStronghold Furnace

Plane — Rath

If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Whenever you roll {C}, Stronghold Furnace deals 1 damage to target creature or player.

Plane — Rath

If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Whenever you roll CHAOS, Stronghold Furnace deals 1 damage to target creature or player.

TakenumaTakenuma

Plane — Kamigawa

Whenever a creature leaves the battlefield, its controller draws a card.

Whenever you roll chaos, return target creature you control to its owner's hand.

Plane — Kamigawa

Whenever a creature leaves the battlefield, its controller draws a card.

Whenever you roll CHAOS, return target creature you control to its owner's hand.

Talon GatesTalon Gates

Plane — Dominaria

Any time you could cast a sorcery, you may exile a nonland card from your hand with X time counters on it, where X is its converted mana cost. If the exiled card doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, he or she removes a time counter. When the last is removed, the player casts it without paying its mana cost. If it's a creature, it has haste.)

Whenever you roll chaos, remove two time counters from each suspended card you own.

Plane — Dominaria

Any time you could cast a sorcery, you may exile a nonland card from your hand with X time counters on it, where X is its converted mana cost. If the exiled card doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, he or she removes a time counter. When the last is removed, the player casts it without paying its mana cost. If it's a creature, it has haste.)

Whenever you roll CHAOS, remove two time counters from each suspended card you own.

TazeemTazeem

Plane — Zendikar

Creatures can't block.

Whenever you roll {C}, draw a card for each land you control.

Plane — Zendikar

Creatures can't block.

Whenever you roll CHAOS, draw a card for each land you control.

The AEther FluesThe AEther Flues

Plane — Iquatana

When you planeswalk to The AEther Flues or at the beginning of your upkeep, you may sacrifice a creature. If you do, reveal cards from the top of your library until you reveal a creature card, put that card onto the battlefield, then shuffle all other cards revealed this way into your library.

Whenever you roll {C}, you may put a creature card from your hand onto the battlefield.

Plane — Iquatana

When you planeswalk to The AEther Flues or at the beginning of your upkeep, you may sacrifice a creature. If you do, reveal cards from the top of your library until you reveal a creature card, put that card onto the battlefield, then shuffle all other cards revealed this way into your library.

Whenever you roll CHAOS, you may put a creature card from your hand onto the battlefield.

The Dark BaronyThe Dark Barony

Plane — Ulgrotha

Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life.

Whenever you roll {C}, each opponent discards a card.

Plane — Ulgrotha

Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life.

Whenever you roll CHAOS, each opponent discards a card.

The Eon FogThe Eon Fog

Plane — Equilor

Players skip their untap steps.

Whenever you roll {C}, untap all permanents you control.

Plane — Equilor

Players skip their untap steps.

Whenever you roll CHAOS, untap all permanents you control.

The Fourth SphereThe Fourth Sphere

Plane — Phyrexia

At the beginning of your upkeep, sacrifice a nonblack creature.

Whenever you roll {C}, put a 2/2 black Zombie creature token onto the battlefield.

Plane — Phyrexia

At the beginning of your upkeep, sacrifice a nonblack creature.

Whenever you roll CHAOS, put a 2/2 black Zombie creature token onto the battlefield.

The Great ForestThe Great Forest

Plane — Lorwyn

Each creature assigns combat damage equal to its toughness rather than its power.

Whenever you roll {C}, creatures you control get +0/+2 and gain trample until end of turn.

Plane — Lorwyn

Each creature assigns combat damage equal to its toughness rather than its power.

Whenever you roll CHAOS, creatures you control get +0/+2 and gain trample until end of turn.

The HippodromeThe Hippodrome

Plane — Segovia

All creatures get -5/-0.

Whenever you roll {C}, you may destroy target creature if its power is 0 or less.

Plane — Segovia

All creatures get -5/-0.

Whenever you roll CHAOS, you may destroy target creature if its power is 0 or less.

The MaelstromThe Maelstrom

Plane — Alara

When you planeswalk to The Maelstrom or at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you revealed a card but didn't put it onto the battlefield, put it on the bottom of your library.

Whenever you roll {C}, return target permanent card from your graveyard to the battlefield.

Plane — Alara

When you planeswalk to The Maelstrom or at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you revealed a card but didn't put it onto the battlefield, put it on the bottom of your library.

Whenever you roll CHAOS, return target permanent card from your graveyard to the battlefield.

The Zephyr MazeThe Zephyr Maze

Plane — Kyneth

Creatures with flying get +2/+0.

Creatures without flying get -2/-0.

Whenever you roll chaos, target creature gains flying until end of turn.

Plane — Kyneth

Creatures with flying get +2/+0.

Creatures without flying get -2/-0.

Whenever you roll CHAOS, target creature gains flying until end of turn.

Trail of the Mage-RingsTrail of the Mage-Rings

Plane — Vryn

Instant and sorcery spells have rebound. (The spell's controller exiles the spell as it resolves if he or she cast it from his or her hand. At the beginning of that player's next upkeep, he or she may cast that card from exile without paying its mana cost.)

Whenever you roll chaos, you may search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle your library.

Plane — Vryn

Instant and sorcery spells have rebound. (The spell's controller exiles the spell as it resolves if he or she cast it from his or her hand. At the beginning of that player's next upkeep, he or she may cast that card from exile without paying its mana cost.)

Whenever you roll CHAOS, you may search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle your library.

Truga JungleTruga Jungle

Plane — Ergamon

All lands have "{T}: Add one mana of any color to your mana pool."

Whenever you roll chaos, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order.

Plane — Ergamon

All lands have "{T}: Add one mana of any color to your mana pool."

Whenever you roll CHAOS, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order.

Turri IslandTurri Island

Plane — Ir

Creature spells cost {2} less to cast.

Whenever you roll {C}, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.

Plane — Ir

Creature spells cost {2} less to cast.

Whenever you roll CHAOS, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.

Undercity ReachesUndercity Reaches

Plane — Ravnica

Whenever a creature deals combat damage to a player, its controller may draw a card.

Whenever you roll {C}, you have no maximum hand size for the rest of the game.

Plane — Ravnica

Whenever a creature deals combat damage to a player, its controller may draw a card.

Whenever you roll CHAOS, you have no maximum hand size for the rest of the game.

Velis VelVelis Vel

Plane — Lorwyn

Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Elemental Shamans and an Elemental Spirit are on the battlefield, each gets +2/+2.)

Whenever you roll {C}, target creature gains all creature types until end of turn.

Plane — Lorwyn

Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Elemental Shamans and an Elemental Spirit are on the battlefield, each gets +2/+2.)

Whenever you roll CHAOS, target creature gains all creature types until end of turn.

Windriddle PalacesWindriddle Palaces

Plane — Belenon

Players play with the top card of their libraries revealed.

You may play the top card of any player's library.

Whenever you roll chaos, each player puts the top card of his or her library into his or her graveyard.

Plane — Belenon

Players play with the top card of their libraries revealed.

You may play the top card of any player's library.

Whenever you roll CHAOS, each player puts the top card of his or her library into his or her graveyard.

Intimidate

Dragons of TarkirMagic Origins
Akroan Line BreakerAkroan Line Breaker

{2}{R}

Creature — Human Warrior

Heroic — Whenever you cast a spell that targets Akroan Line Breaker, Akroan Line Breaker gets +2/+0 and gains intimidate until end of turn.

2/1

{2}{R}

Creature — Human Warrior

Heroic — Whenever you cast a spell that targets Akroan Line Breaker, Akroan Line Breaker gets +2/+0 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)

2/1

Cavern LampadCavern Lampad

{3}{B}

Enchantment Creature — Nymph

Bestow {5}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Intimidate

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

2/2

{3}{B}

Enchantment Creature — Nymph

Bestow {5}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

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

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

2/2

Flesh CarverFlesh Carver

{2}{B}

Creature — Human Wizard

Intimidate

{1}{B}, Sacrifice another creature: Put two +1/+1 counters on Flesh Carver.

When Flesh Carver dies, put an X/X black Horror creature token onto the battlefield, where X is Flesh Carver's power.

2/2

{2}{B}

Creature — Human Wizard

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

{1}{B}, Sacrifice another creature: Put two +1/+1 counters on Flesh Carver.

When Flesh Carver dies, put an X/X black Horror creature token onto the battlefield, where X is Flesh Carver's power.

2/2

Forlorn PseudammaForlorn Pseudamma

{3}{B}

Creature — Zombie

Intimidate

Inspired — Whenever Forlorn Pseudamma becomes untapped, you may pay {2}{B}. If you do, put a 2/2 black Zombie enchantment creature token onto the battlefield.

2/1

{3}{B}

Creature — Zombie

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

Inspired — Whenever Forlorn Pseudamma becomes untapped, you may pay {2}{B}. If you do, put a 2/2 black Zombie enchantment creature token onto the battlefield.

2/1

Geth, Lord of the VaultGeth, Lord of the Vault

{4}{B}{B}

Legendary Creature — Zombie

Intimidate

{X}{B}: Put target artifact or creature card with converted mana cost X from an opponent's graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard.

5/5

{4}{B}{B}

Legendary Creature — Zombie

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

{X}{B}: Put target artifact or creature card with converted mana cost X from an opponent's graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard.

5/5

Korozda GuildmageKorozda Guildmage

{B}{G}

Creature — Elf Shaman

{1}{B}{G}: Target creature gets +1/+1 and gains intimidate until end of turn.

{2}{B}{G}, Sacrifice a nontoken creature: Put X 1/1 green Saproling creature tokens onto the battlefield, where X is the sacrificed creature's toughness.

2/2

{B}{G}

Creature — Elf Shaman

{1}{B}{G}: Target creature gets +1/+1 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)

{2}{B}{G}, Sacrifice a nontoken creature: Put X 1/1 green Saproling creature tokens onto the battlefield, where X is the sacrificed creature's toughness.

2/2

Mikaeus, the UnhallowedMikaeus, the Unhallowed

{3}{B}{B}{B}

Legendary Creature — Zombie Cleric

Intimidate

Whenever a Human deals damage to you, destroy it.

Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying 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.)

5/5

{3}{B}{B}{B}

Legendary Creature — Zombie Cleric

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

Whenever a Human deals damage to you, destroy it.

Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying 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.)

5/5

Mogis's MarauderMogis's Marauder

{2}{B}

Creature — Human Berserker

When Mogis's Marauder enters the battlefield, up to X target creatures each gain intimidate and haste until end of turn, where X is your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.)

2/2

{2}{B}

Creature — Human Berserker

When Mogis's Marauder enters the battlefield, up to X target creatures each gain intimidate and haste until end of turn, where X is your devotion to black. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. Each {B} in the mana costs of permanents you control counts toward your devotion to black.)

2/2

Nim DeathmantleNim Deathmantle

{2}

Artifact — Equipment

Equipped creature gets +2/+2, has intimidate, and is a black Zombie.

Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay {4}. If you do, return that card to the battlefield and attach Nim Deathmantle to it.

Equip {4}

{2}

Artifact — Equipment

Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay {4}. If you do, return that card to the battlefield and attach Nim Deathmantle to it.

Equip {4}

Sepulchral PrimordialSepulchral Primordial

{5}{B}{B}

Creature — Avatar

Intimidate

When Sepulchral Primordial enters the battlefield, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.

5/4

{5}{B}{B}

Creature — Avatar

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

When Sepulchral Primordial enters the battlefield, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.

5/4

Vela the Night-CladVela the Night-Clad

{4}{U}{B}

Legendary Creature — Human Wizard

Intimidate

Other creatures you control have intimidate.

Whenever Vela the Night-Clad or another creature you control leaves the battlefield, each opponent loses 1 life.

4/4

{4}{U}{B}

Legendary Creature — Human Wizard

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

Other creatures you control have intimidate.

Whenever Vela the Night-Clad or another creature you control leaves the battlefield, each opponent loses 1 life.

4/4

Vow of MaliceVow of Malice

{2}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2, has intimidate, and can't attack you or a planeswalker you control.

{2}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2, has intimidate, and can't attack you or a planeswalker you control. (A creature wit intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Withengar UnboundWithengar Unbound

Legendary Creature — Demon

Flying, intimidate, trample

Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.

[Black color indicator. Back face. Transforms into Elbrus, the Binding Blade.]

13/13

Legendary Creature — Demon

Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.

[Black color indicator. Back face. Transforms into Elbrus, the Binding Blade.]

13/13

Landwalk

Dragons of TarkirMagic Origins
Anurid MurkdiverAnurid Murkdiver

{4}{B}{B}

Creature — Zombie Frog Beast

Swampwalk

4/3

{4}{B}{B}

Creature — Zombie Frog Beast

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

4/3

Aysen HighwayAysen Highway

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

Enchantment

White creatures have plainswalk.

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

Enchantment

White creatures have plainswalk. (They can't be blocked as long as defending player controls a Plains.)

Ayumi, the Last VisitorAyumi, the Last Visitor

{3}{G}{G}

Legendary Creature — Spirit

Legendary landwalk

7/3

{3}{G}{G}

Legendary Creature — Spirit

Legendary landwalk (This creature can't be blocked as long as defending player controls a legendary land.)

7/3

Barbarian GuidesBarbarian Guides

{2}{R}

Creature — Human Barbarian

{2}{R}, {T}: Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at the beginning of the next end step.

1/2

{2}{R}

Creature — Human Barbarian

{2}{R}, {T}: Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at the beginning of the next end step. (It can't be blocked as long as defending player controls a snow land of that type.)

1/2

Bayou DragonflyBayou Dragonfly

{1}{G}

Creature — Insect

Flying, swampwalk

1/1

{1}{G}

Creature — Insect

Flying; swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

1/1

Benthic BehemothBenthic Behemoth

{5}{U}{U}{U}

Creature — Serpent

Islandwalk

7/6

{5}{U}{U}{U}

Creature — Serpent

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

7/6

Benthic DjinnBenthic Djinn

{2}{U}{B}

Creature — Djinn

Islandwalk

At the beginning of your upkeep, you lose 2 life.

5/3

{2}{U}{B}

Creature — Djinn

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

At the beginning of your upkeep, you lose 2 life.

5/3

BlistergrubBlistergrub

{2}{B}

Creature — Horror

Swampwalk

When Blistergrub dies, each opponent loses 2 life.

2/2

{2}{B}

Creature — Horror

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

When Blistergrub dies, each opponent loses 2 life.

2/2

Boggart ArsonistsBoggart Arsonists

{2}{R}

Creature — Goblin Rogue

Plainswalk

{2}{R}, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains.

2/1

{2}{R}

Creature — Goblin Rogue

Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)

{2}{R}, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains.

2/1

Boggart LoggersBoggart Loggers

{2}{B}

Creature — Goblin Rogue

Forestwalk

{2}{B}, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.

2/1

{2}{B}

Creature — Goblin Rogue

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

{2}{B}, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.

2/1

Bog SmugglersBog Smugglers

{1}{B}{B}

Creature — Human Mercenary

Swampwalk

2/2

{1}{B}{B}

Creature — Human Mercenary

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

2/2

Bog-Strider AshBog-Strider Ash

{3}{G}

Creature — Treefolk Shaman

Swampwalk

Whenever a player casts a Goblin spell, you may pay {G}. If you do, you gain 2 life.

2/4

{3}{G}

Creature — Treefolk Shaman

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Whenever a player casts a Goblin spell, you may pay {G}. If you do, you gain 2 life.

2/4

Bog TattersBog Tatters

{4}{B}

Creature — Wraith

Swampwalk

4/2

{4}{B}

Creature — Wraith

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

4/2

Bull HippoBull Hippo

{3}{G}

Creature — Hippo

Islandwalk

3/3

{3}{G}

Creature — Hippo

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

3/3

BurrowingBurrowing

{R}

Enchantment — Aura

Enchant creature

Enchanted creature has mountainwalk.

{R}

Enchantment — Aura

Enchant creature

Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)

Canyon WildcatCanyon Wildcat

{1}{R}

Creature — Cat

Mountainwalk

2/1

{1}{R}

Creature — Cat

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

2/1

Cateran SlaverCateran Slaver

{4}{B}{B}

Creature — Horror Mercenary

Swampwalk

{5}, {T}: Search your library for a Mercenary permanent card with converted mana cost 5 or less and put it onto the battlefield. Then shuffle your library.

5/5

{4}{B}{B}

Creature — Horror Mercenary

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

{5}, {T}: Search your library for a Mercenary permanent card with converted mana cost 5 or less and put it onto the battlefield. Then shuffle your library.

5/5

Cat WarriorsCat Warriors

{1}{G}{G}

Creature — Cat Warrior

Forestwalk

2/2

{1}{G}{G}

Creature — Cat Warrior

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

2/2

Cave PeopleCave People

{1}{R}{R}

Creature — Human

Whenever Cave People attacks, it gets +1/-2 until end of turn.

{1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn.

1/4

{1}{R}{R}

Creature — Human

Whenever Cave People attacks, it gets +1/-2 until end of turn.

{1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)

1/4

Cavern CrawlerCavern Crawler

{2}{R}

Creature — Insect

Mountainwalk

{R}: Cavern Crawler gets +1/-1 until end of turn.

0/3

{2}{R}

Creature — Insect

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

{R}: Cavern Crawler gets +1/-1 until end of turn.

0/3

Cave SenseCave Sense

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has mountainwalk.

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)

Chorus of the ConclaveChorus of the Conclave

{4}{G}{G}{W}{W}

Legendary Creature — Dryad

Forestwalk

As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters the battlefield with that many additional +1/+1 counters on it.

3/8

{4}{G}{G}{W}{W}

Legendary Creature — Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters the battlefield with that many additional +1/+1 counters on it.

3/8

Cliff ThreaderCliff Threader

{1}{W}

Creature — Kor Scout

Mountainwalk

2/1

{1}{W}

Creature — Kor Scout

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

2/1

Cold-Eyed SelkieCold-Eyed Selkie

{1}{(g/u)}{(g/u)}

Creature — Merfolk Rogue

Islandwalk

Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

1/1

{1}{(g/u)}{(g/u)}

Creature — Merfolk Rogue

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

1/1

Colos YearlingColos Yearling

{2}{R}

Creature — Goat Beast

Mountainwalk

{R}: Colos Yearling gets +1/+0 until end of turn.

1/1

{2}{R}

Creature — Goat Beast

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

{R}: Colos Yearling gets +1/+0 until end of turn.

1/1

Deeptread MerrowDeeptread Merrow

{1}{U}

Creature — Merfolk Rogue

{U}: Deeptread Merrow gains islandwalk until end of turn.

2/1

{1}{U}

Creature — Merfolk Rogue

{U}: Deeptread Merrow gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)

2/1

Devouring DeepDevouring Deep

{2}{U}

Creature — Fish

Islandwalk

1/2

{2}{U}

Creature — Fish

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

1/2

Dirtwater WraithDirtwater Wraith

{3}{B}

Creature — Wraith

Swampwalk

{B}: Dirtwater Wraith gets +1/+0 until end of turn.

1/3

{3}{B}

Creature — Wraith

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

{B}: Dirtwater Wraith gets +1/+0 until end of turn.

1/3

Dryad SophisticateDryad Sophisticate

{1}{G}

Creature — Dryad

Nonbasic landwalk

2/1

{1}{G}

Creature — Dryad

Nonbasic landwalk (This creature can't be blocked as long as defending player controls a nonbasic land.)

2/1

Dwarven GruntDwarven Grunt

{R}

Creature — Dwarf

Mountainwalk

1/1

{R}

Creature — Dwarf

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

1/1

Dwarven PonyDwarven Pony

{R}

Creature — Horse

{1}{R}, {T}: Target Dwarf creature gains mountainwalk until end of turn.

1/1

{R}

Creature — Horse

{1}{R}, {T}: Target Dwarf creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)

1/1

Eladamri, Lord of LeavesEladamri, Lord of Leaves

{G}{G}

Legendary Creature — Elf Warrior

Other Elf creatures have forestwalk.

Other Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

{G}{G}

Legendary Creature — Elf Warrior

Other Elf creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)

Other Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

Elite Cat WarriorElite Cat Warrior

{2}{G}

Creature — Cat Warrior

Forestwalk

2/3

{2}{G}

Creature — Cat Warrior

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

2/3

Elvish PathcutterElvish Pathcutter

{3}{G}

Creature — Elf Scout

{2}{G}: Target Elf creature gains forestwalk until end of turn.

1/2

{3}{G}

Creature — Elf Scout

{2}{G}: Target Elf creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

1/2

Enclave EliteEnclave Elite

{2}{U}

Creature — Merfolk Soldier

Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.)

Islandwalk

Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked.

2/2

{2}{U}

Creature — Merfolk Soldier

Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.)

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked.

2/2

Enslaved ScoutEnslaved Scout

{2}{R}

Creature — Goblin Scout

{2}: Enslaved Scout gains mountainwalk until end of turn.

2/2

{2}{R}

Creature — Goblin Scout

{2}: Enslaved Scout gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)

2/2

Erhnam DjinnErhnam Djinn

{3}{G}

Creature — Djinn

At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep.

4/5

{3}{G}

Creature — Djinn

At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.)

4/5

ExcavatorExcavator

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn.

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn. (It can't be blocked as long as defending player controls a land of any of those types.)

FilthFilth

{3}{B}

Creature — Incarnation

Swampwalk

As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.

2/2

{3}{B}

Creature — Incarnation

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.

2/2

Funeral CharmFuneral Charm

{B}

Instant

Choose one —

• Target player discards a card.

• Target creature gets +2/-1 until end of turn.

• Target creature gains swampwalk until end of turn.

{B}

Instant

Choose one —

• Target player discards a card.

• Target creature gets +2/-1 until end of turn.

• Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)

Giant SlugGiant Slug

{1}{B}

Creature — Slug

{5}: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn.

1/1

{1}{B}

Creature — Slug

{5}: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn. (It can't be blocked as long as defending player controls a land of that type.)

1/1

Glissa's CourierGlissa's Courier

{1}{G}{G}

Creature — Horror

Mountainwalk

2/3

{1}{G}{G}

Creature — Horror

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

2/3

Goblin FlotillaGoblin Flotilla

{2}{R}

Creature — Goblin

Islandwalk

At the beginning of each combat, unless you pay {R}, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.

2/2

{2}{R}

Creature — Goblin

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

At the beginning of each combat, unless you pay {R}, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.

2/2

Goblin MountaineerGoblin Mountaineer

{R}

Creature — Goblin Scout

Mountainwalk

1/1

{R}

Creature — Goblin Scout

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

1/1

Goblin ScoutsGoblin Scouts

{3}{R}{R}

Sorcery

Put three 1/1 red Goblin Scout creature tokens with mountainwalk onto the battlefield.

{3}{R}{R}

Sorcery

Put three 1/1 red Goblin Scout creature tokens with mountainwalk onto the battlefield. (They can't be blocked as long as defending player controls a Mountain.)

Goblins of the FlargGoblins of the Flarg

{R}

Creature — Goblin Warrior

Mountainwalk

When you control a Dwarf, sacrifice Goblins of the Flarg.

1/1

{R}

Creature — Goblin Warrior

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

When you control a Dwarf, sacrifice Goblins of the Flarg.

1/1

Goblin SpelunkersGoblin Spelunkers

{2}{R}

Creature — Goblin Warrior

Mountainwalk

2/2

{2}{R}

Creature — Goblin Warrior

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

2/2

Graceful AntelopeGraceful Antelope

{2}{W}{W}

Creature — Antelope

Plainswalk

Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves the battlefield.

1/4

{2}{W}{W}

Creature — Antelope

Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)

Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves the battlefield.

1/4

Grayscaled GharialGrayscaled Gharial

{U}

Creature — Crocodile

Islandwalk

1/1

{U}

Creature — Crocodile

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

1/1

Halimar WavewatchHalimar Wavewatch

{1}{U}

Creature — Merfolk Soldier

Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.)

{LEVEL 1-4} 0/6

{LEVEL 5+} 6/6 Islandwalk

0/3

{1}{U}

Creature — Merfolk Soldier

Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.)

{LEVEL 1-4} 0/6

{LEVEL 5+} 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

0/3

Heartwood TreefolkHeartwood Treefolk

{2}{G}{G}

Creature — Treefolk

Forestwalk

3/4

{2}{G}{G}

Creature — Treefolk

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

3/4

Hidden PathHidden Path

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

Enchantment

Green creatures have forestwalk.

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

Enchantment

Green creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)

Hillcomber GiantHillcomber Giant

{2}{W}{W}

Creature — Giant Scout

Mountainwalk

3/3

{2}{W}{W}

Creature — Giant Scout

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

3/3

Illusionary PresenceIllusionary Presence

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn.

2/2

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn. (It can't be blocked as long as defending player controls a land of that type.)

2/2

Inkfathom DiversInkfathom Divers

{3}{U}{U}

Creature — Merfolk Soldier

Islandwalk

When Inkfathom Divers enters the battlefield, look at the top four cards of your library, then put them back in any order.

3/3

{3}{U}{U}

Creature — Merfolk Soldier

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

When Inkfathom Divers enters the battlefield, look at the top four cards of your library, then put them back in any order.

3/3

Inkwell LeviathanInkwell Leviathan

{7}{U}{U}

Artifact Creature — Leviathan

Islandwalk, trample

Shroud (This creature can't be the target of spells or abilities.)

7/11

{7}{U}{U}

Artifact Creature — Leviathan

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Trample

Shroud (This creature can't be the target of spells or abilities.)

7/11

Ivy DancerIvy Dancer

{2}{G}

Creature — Dryad Shaman

{T}: Target creature gains forestwalk until end of turn.

1/2

{2}{G}

Creature — Dryad Shaman

{T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

1/2

Jedit Ojanen of EfravaJedit Ojanen of Efrava

{3}{G}{G}{G}

Legendary Creature — Cat Warrior

Forestwalk

Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk onto the battlefield.

5/5

{3}{G}{G}{G}

Legendary Creature — Cat Warrior

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk onto the battlefield.

5/5

Jukai MessengerJukai Messenger

{G}

Creature — Human Monk

Forestwalk

1/1

{G}

Creature — Human Monk

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

1/1

Koth's CourierKoth's Courier

{1}{R}{R}

Creature — Human Rogue

Forestwalk

2/3

{1}{R}{R}

Creature — Human Rogue

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

2/3

Krosan ConstrictorKrosan Constrictor

{3}{G}

Creature — Snake

Swampwalk

{T}: Target black creature gets -2/-0 until end of turn.

2/2

{3}{G}

Creature — Snake

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

{T}: Target black creature gets -2/-0 until end of turn.

2/2

Leaf DancerLeaf Dancer

{1}{G}{G}

Creature — Centaur

Forestwalk

2/2

{1}{G}{G}

Creature — Centaur

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

2/2

Legions of Lim-DulLegions of Lim-Dul

{1}{B}{B}

Creature — Zombie

Snow swampwalk

2/3

{1}{B}{B}

Creature — Zombie

Snow swampwalk (This creature can't be blocked as long as defending player controls a snow Swamp.)

2/3

Leshrac's RiteLeshrac's Rite

{B}

Enchantment — Aura

Enchant creature

Enchanted creature has swampwalk.

{B}

Enchantment — Aura

Enchant creature

Enchanted creature has swampwalk. (It can't be blocked as long as defending player controls a Swamp.)

Livonya SiloneLivonya Silone

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

Legendary Creature — Human Warrior

First strike, legendary landwalk

4/4

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

Legendary Creature — Human Warrior

First strike; legendary landwalk (This creature can't be blocked as long as defending player controls a legendary land.)

4/4

Lord of AtlantisLord of Atlantis

{U}{U}

Creature — Merfolk

Other Merfolk creatures get +1/+1 and have islandwalk.

2/2

{U}{U}

Creature — Merfolk

Other Merfolk creatures get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)

2/2

Lost SoulLost Soul

{1}{B}{B}

Creature — Spirit Minion

Swampwalk

2/1

{1}{B}{B}

Creature — Spirit Minion

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

2/1

Lumbering SatyrLumbering Satyr

{2}{G}{G}

Creature — Satyr Beast

All creatures have forestwalk.

5/4

{2}{G}{G}

Creature — Satyr Beast

All creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)

5/4

LynxLynx

{1}{G}

Creature — Cat

Forestwalk

2/1

{1}{G}

Creature — Cat

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

2/1

Magnigoth TreefolkMagnigoth Treefolk

{4}{G}

Creature — Treefolk

Domain — For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type.

2/6

{4}{G}

Creature — Treefolk

Domain — For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type. (It can't be blocked as long as defending player controls a land of that type.)

2/6

Marsh BoaMarsh Boa

{G}

Creature — Snake

Swampwalk

1/1

{G}

Creature — Snake

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

1/1

Marsh GoblinsMarsh Goblins

{B}{R}

Creature — Goblin

Swampwalk

1/1

{B}{R}

Creature — Goblin

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

1/1

Marsh ThreaderMarsh Threader

{1}{W}

Creature — Kor Scout

Swampwalk

2/1

{1}{W}

Creature — Kor Scout

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

2/1

Merfolk RaidersMerfolk Raiders

{1}{U}

Creature — Merfolk Soldier

Islandwalk

Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)

2/3

{1}{U}

Creature — Merfolk Soldier

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)

2/3

Merfolk SeastalkersMerfolk Seastalkers

{3}{U}

Creature — Merfolk Scout

Islandwalk

{2}{U}: Tap target creature without flying.

2/3

{3}{U}

Creature — Merfolk Scout

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

{2}{U}: Tap target creature without flying.

2/3

Merrow HarbingerMerrow Harbinger

{3}{U}

Creature — Merfolk Wizard

Islandwalk

When Merrow Harbinger enters the battlefield, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it.

2/3

{3}{U}

Creature — Merfolk Wizard

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

When Merrow Harbinger enters the battlefield, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it.

2/3

Mire BoaMire Boa

{1}{G}

Creature — Snake

Swampwalk

{G}: Regenerate Mire Boa.

2/1

{1}{G}

Creature — Snake

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

{G}: Regenerate Mire Boa.

2/1

Moor FiendMoor Fiend

{3}{B}

Creature — Horror

Swampwalk

3/3

{3}{B}

Creature — Horror

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

3/3

Mountain GoatMountain Goat

{R}

Creature — Goat

Mountainwalk

1/1

{R}

Creature — Goat

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

1/1

Mountain YetiMountain Yeti

{2}{R}{R}

Creature — Yeti

Mountainwalk, protection from white

3/3

{2}{R}{R}

Creature — Yeti

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

Protection from white

3/3

Nature's CloakNature's Cloak

{2}{G}

Sorcery

Green creatures you control gain forestwalk until end of turn.

{2}{G}

Sorcery

Green creatures you control gain forestwalk until end of turn. Forestwalk (They can't be blocked as long as defending player controls a Forest.)

NighthazeNighthaze

{B}

Sorcery

Target creature gains swampwalk until end of turn.

Draw a card.

{B}

Sorcery

Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)

Draw a card.

Odylic WraithOdylic Wraith

{3}{B}

Creature — Wraith

Swampwalk

Whenever Odylic Wraith deals damage to a player, that player discards a card.

2/2

{3}{B}

Creature — Wraith

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Whenever Odylic Wraith deals damage to a player, that player discards a card.

2/2

Orbweaver KumoOrbweaver Kumo

{4}{G}{G}

Creature — Spirit

Reach (This creature can block creatures with flying.)

Whenever you cast a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn.

3/4

{4}{G}{G}

Creature — Spirit

Reach (This creature can block creatures with flying.)

Whenever you cast a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

3/4

Pale BearsPale Bears

{2}{G}

Creature — Bear

Islandwalk

2/2

{2}{G}

Creature — Bear

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

2/2

Part WaterPart Water

{X}{X}{U}

Sorcery

X target creatures gain islandwalk until end of turn.

{X}{X}{U}

Sorcery

X target creatures gain islandwalk until end of turn. (They can't be blocked as long as defending player controls an Island.)

Piracy CharmPiracy Charm

{U}

Instant

Choose one —

• Target creature gains islandwalk until end of turn.

• Target creature gets +2/-1 until end of turn.

• Target player discards a card.

{U}

Instant

Choose one —

• Target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)

• Target creature gets +2/-1 until end of turn.

• Target player discards a card.

Pygmy AllosaurusPygmy Allosaurus

{2}{G}

Creature — Lizard

Swampwalk

2/2

{2}{G}

Creature — Lizard

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

2/2

Quag VampiresQuag Vampires

{B}

Creature — Vampire Rogue

Multikicker {1}{B} (You may pay an additional {1}{B} any number of times as you cast this spell.)

Swampwalk

Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked.

1/1

{B}

Creature — Vampire Rogue

Multikicker {1}{B} (You may pay an additional {1}{B} any number of times as you cast this spell.)

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked.

1/1

Raiding NightstalkerRaiding Nightstalker

{2}{B}

Creature — Nightstalker

Swampwalk

2/2

{2}{B}

Creature — Nightstalker

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

2/2

Restless BonesRestless Bones

{2}{B}

Creature — Skeleton

{3}{B}, {T}: Target creature gains swampwalk until end of turn.

{1}{B}: Regenerate Restless Bones.

1/1

{2}{B}

Creature — Skeleton

{3}{B}, {T}: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)

{1}{B}: Regenerate Restless Bones.

1/1

Righteous AvengersRighteous Avengers

{4}{W}

Creature — Human Soldier

Plainswalk

3/1

{4}{W}

Creature — Human Soldier

Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)

3/1

Rime DryadRime Dryad

{G}

Creature — Dryad

Snow forestwalk

1/2

{G}

Creature — Dryad

Snow forestwalk (This creature can't be blocked as long as defending player controls a snow Forest.)

1/2

River BoaRiver Boa

{1}{G}

Creature — Snake

Islandwalk

{G}: Regenerate River Boa.

2/1

{1}{G}

Creature — Snake

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

{G}: Regenerate River Boa.

2/1

River MerfolkRiver Merfolk

{U}{U}

Creature — Merfolk

{U}: River Merfolk gains mountainwalk until end of turn.

2/1

{U}{U}

Creature — Merfolk

{U}: River Merfolk gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)

2/1

Sandals of AbdallahSandals of Abdallah

{4}

Artifact

{2}, {T}: Target creature gains islandwalk until end of turn. When that creature dies this turn, destroy Sandals of Abdallah.

{4}

Artifact

{2}, {T}: Target creature gains islandwalk until end of turn. When that creature dies this turn, destroy Sandals of Abdallah. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)

Sand SquidSand Squid

{3}{U}

Creature — Squid Beast

Islandwalk

You may choose not to untap Sand Squid during your untap step.

{T}: Tap target creature. That creature doesn't untap during its controller's untap step for as long as Sand Squid remains tapped.

2/2

{3}{U}

Creature — Squid Beast

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

You may choose not to untap Sand Squid during your untap step.

{T}: Tap target creature. That creature doesn't untap during its controller's untap step for as long as Sand Squid remains tapped.

2/2

Scarwood BanditsScarwood Bandits

{2}{G}{G}

Creature — Human Rogue

Forestwalk

{2}{G}, {T}: Unless an opponent pays {2}, gain control of target artifact for as long as Scarwood Bandits remains on the battlefield.

2/2

{2}{G}{G}

Creature — Human Rogue

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

{2}{G}, {T}: Unless an opponent pays {2}, gain control of target artifact for as long as Scarwood Bandits remains on the battlefield.

2/2

Scarwood HagScarwood Hag

{1}{G}

Creature — Hag

{G}{G}{G}{G}, {T}: Target creature gains forestwalk until end of turn.

{T}: Target creature loses forestwalk until end of turn.

1/1

{1}{G}

Creature — Hag

{G}{G}{G}{G}, {T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

{T}: Target creature loses forestwalk until end of turn.

1/1

Segovian LeviathanSegovian Leviathan

{4}{U}

Creature — Leviathan

Islandwalk

3/3

{4}{U}

Creature — Leviathan

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

3/3

SewerdregSewerdreg

{3}{B}{B}

Creature — Spirit

Swampwalk

Sacrifice Sewerdreg: Exile target card from a graveyard.

3/3

{3}{B}{B}

Creature — Spirit

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Sacrifice Sewerdreg: Exile target card from a graveyard.

3/3

Shanodin DryadsShanodin Dryads

{G}

Creature — Nymph Dryad

Forestwalk

1/1

{G}

Creature — Nymph Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

1/1

Sheoldred, Whispering OneSheoldred, Whispering One

{5}{B}{B}

Legendary Creature — Praetor

Swampwalk

At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.

At the beginning of each opponent's upkeep, that player sacrifices a creature.

6/6

{5}{B}{B}

Legendary Creature — Praetor

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.

At the beginning of each opponent's upkeep, that player sacrifices a creature.

6/6

Shore SnapperShore Snapper

{2}{B}

Creature — Beast

{U}: Shore Snapper gains islandwalk until end of turn.

2/2

{2}{B}

Creature — Beast

{U}: Shore Snapper gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)

2/2

Slinking SerpentSlinking Serpent

{2}{U}{B}

Creature — Serpent

Forestwalk

2/3

{2}{U}{B}

Creature — Serpent

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

2/3

Slithery StalkerSlithery Stalker

{1}{B}{B}

Creature — Nightmare Horror

Swampwalk

When Slithery Stalker enters the battlefield, exile target green or white creature an opponent controls.

When Slithery Stalker leaves the battlefield, return the exiled card to the battlefield under its owner's control.

1/1

{1}{B}{B}

Creature — Nightmare Horror

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

When Slithery Stalker enters the battlefield, exile target green or white creature an opponent controls.

When Slithery Stalker leaves the battlefield, return the exiled card to the battlefield under its owner's control.

1/1

Sokenzan BruiserSokenzan Bruiser

{4}{R}

Creature — Ogre Warrior

Mountainwalk

3/3

{4}{R}

Creature — Ogre Warrior

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

3/3

Sol'kanar the Swamp KingSol'kanar the Swamp King

{2}{U}{B}{R}

Legendary Creature — Demon

Swampwalk

Whenever a player casts a black spell, you gain 1 life.

5/5

{2}{U}{B}{R}

Legendary Creature — Demon

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Whenever a player casts a black spell, you gain 1 life.

5/5

Stalker HagStalker Hag

{(b/g)}{(b/g)}{(b/g)}

Creature — Hag

Swampwalk, forestwalk

3/2

{(b/g)}{(b/g)}{(b/g)}

Creature — Hag

Swampwalk, forestwalk (This creature can't be blocked as long as defending player controls a Swamp or a Forest.)

3/2

Stonybrook BanneretStonybrook Banneret

{1}{U}

Creature — Merfolk Wizard

Islandwalk

Merfolk spells and Wizard spells you cast cost {1} less to cast.

1/1

{1}{U}

Creature — Merfolk Wizard

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Merfolk spells and Wizard spells you cast cost {1} less to cast.

1/1

Streambed AquitectsStreambed Aquitects

{1}{U}{U}

Creature — Merfolk Scout

{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn.

{T}: Target land becomes an Island until end of turn.

2/3

{1}{U}{U}

Creature — Merfolk Scout

{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)

{T}: Target land becomes an Island until end of turn.

2/3

Street WraithStreet Wraith

{3}{B}{B}

Creature — Wraith

Swampwalk

Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)

3/4

{3}{B}{B}

Creature — Wraith

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)

3/4

Sygg, River GuideSygg, River Guide

{W}{U}

Legendary Creature — Merfolk Wizard

Islandwalk

{1}{W}: Target Merfolk you control gains protection from the color of your choice until end of turn.

2/2

{W}{U}

Legendary Creature — Merfolk Wizard

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

{1}{W}: Target Merfolk you control gains protection from the color of your choice until end of turn.

2/2

Tattermunge DuoTattermunge Duo

{2}{(r/g)}

Creature — Goblin Warrior Shaman

Whenever you cast a red spell, Tattermunge Duo gets +1/+1 until end of turn.

Whenever you cast a green spell, Tattermunge Duo gains forestwalk until end of turn.

2/3

{2}{(r/g)}

Creature — Goblin Warrior Shaman

Whenever you cast a red spell, Tattermunge Duo gets +1/+1 until end of turn.

Whenever you cast a green spell, Tattermunge Duo gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

2/3

Thada Adel, AcquisitorThada Adel, Acquisitor

{1}{U}{U}

Legendary Creature — Merfolk Rogue

Islandwalk

Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles his or her library. Until end of turn, you may play that card.

2/2

{1}{U}{U}

Legendary Creature — Merfolk Rogue

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles his or her library. Until end of turn, you may play that card.

2/2

Traveler's CloakTraveler's Cloak

{2}{U}

Enchantment — Aura

Enchant creature

As Traveler's Cloak enters the battlefield, choose a land type.

When Traveler's Cloak enters the battlefield, draw a card.

Enchanted creature has landwalk of the chosen type.

{2}{U}

Enchantment — Aura

Enchant creature

As Traveler's Cloak enters the battlefield, choose a land type.

When Traveler's Cloak enters the battlefield, draw a card.

Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)

Unseen WalkerUnseen Walker

{1}{G}

Creature — Dryad

Forestwalk

{1}{G}{G}: Target creature gains forestwalk until end of turn.

1/1

{1}{G}

Creature — Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

{1}{G}{G}: Target creature gains forestwalk until end of turn.

1/1

Veldrane of SengirVeldrane of Sengir

{5}{B}{B}

Legendary Creature — Human Rogue

{1}{B}{B}: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn.

5/5

{5}{B}{B}

Legendary Creature — Human Rogue

{1}{B}{B}: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

5/5

Vine DryadVine Dryad

{3}{G}

Creature — Dryad

Flash

Forestwalk

You may exile a green card from your hand rather than pay Vine Dryad's mana cost.

1/3

{3}{G}

Creature — Dryad

Flash

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

You may exile a green card from your hand rather than pay Vine Dryad's mana cost.

1/3

Viscid LemuresViscid Lemures

{4}{B}

Creature — Spirit

{0}: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn.

4/3

{4}{B}

Creature — Spirit

{0}: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)

4/3

Vug LizardVug Lizard

{1}{R}{R}

Creature — Lizard

Mountainwalk

Echo {1}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

3/4

{1}{R}{R}

Creature — Lizard

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

Echo {1}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

3/4

War BargeWar Barge

{4}

Artifact

{3}: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated.

{4}

Artifact

{3}: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)

WarthogWarthog

{1}{G}{G}

Creature — Boar

Swampwalk

3/2

{1}{G}{G}

Creature — Boar

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

3/2

Weatherseed ElfWeatherseed Elf

{G}

Creature — Elf

{T}: Target creature gains forestwalk until end of turn.

1/1

{G}

Creature — Elf

{T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

1/1

Whispering ShadeWhispering Shade

{3}{B}

Creature — Shade

Swampwalk

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

1/1

{3}{B}

Creature — Shade

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

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

1/1

Wild OxWild Ox

{3}{G}

Creature — Ox

Swampwalk

3/3

{3}{G}

Creature — Ox

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

3/3

Willow DryadWillow Dryad

{G}

Creature — Dryad

Forestwalk

1/1

{G}

Creature — Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

1/1

Witch EngineWitch Engine

{5}{B}

Creature — Horror

Swampwalk

{T}: Add {B}{B}{B}{B} to your mana pool. Target opponent gains control of Witch Engine. (Activate this ability only any time you could cast an instant.)

4/4

{5}{B}

Creature — Horror

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

{T}: Add {B}{B}{B}{B} to your mana pool. Target opponent gains control of Witch Engine. (Activate this ability only any time you could cast an instant.)

4/4

Woodlot CrawlerWoodlot Crawler

{U}{B}

Creature — Insect

Forestwalk, protection from green

2/1

{U}{B}

Creature — Insect

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

Protection from green

2/1

Wormwood DryadWormwood Dryad

{2}{G}

Creature — Dryad

{G}: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you.

{B}: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you.

3/1

{2}{G}

Creature — Dryad

{G}: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Forest.)

{B}: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Swamp.)

3/1

Wormwood TreefolkWormwood Treefolk

{3}{G}{G}

Creature — Treefolk

{G}{G}: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you.

{B}{B}: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you.

4/4

{3}{G}{G}

Creature — Treefolk

{G}{G}: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you. (It can't be blocked as long as defending player controls a Forest.)

{B}{B}: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you. (It can't be blocked as long as defending player controls a Swamp.)

4/4

Wrexial, the Risen DeepWrexial, the Risen Deep

{3}{U}{U}{B}

Legendary Creature — Kraken

Islandwalk, swampwalk

Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that card would be put into a graveyard this turn, exile it instead.

5/8

{3}{U}{U}{B}

Legendary Creature — Kraken

Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.)

Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that card would be put into a graveyard this turn, exile it instead.

5/8

Yavimaya DryadYavimaya Dryad

{1}{G}{G}

Creature — Dryad

Forestwalk

When Yavimaya Dryad enters the battlefield, you may search your library for a Forest card and put it onto the battlefield tapped under target player's control. If you do, shuffle your library.

2/1

{1}{G}{G}

Creature — Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

When Yavimaya Dryad enters the battlefield, you may search your library for a Forest card and put it onto the battlefield tapped under target player's control. If you do, shuffle your library.

2/1

Zendikar FarguideZendikar Farguide

{4}{G}

Creature — Elemental

Forestwalk

3/3

{4}{G}

Creature — Elemental

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

3/3

Zodiac DogZodiac Dog

{2}{R}

Creature — Hound

Mountainwalk

2/2

{2}{R}

Creature — Hound

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

2/2

Zodiac GoatZodiac Goat

{R}

Creature — Goat

Mountainwalk

1/1

{R}

Creature — Goat

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

1/1

Zodiac HorseZodiac Horse

{3}{G}

Creature — Horse

Islandwalk

3/3

{3}{G}

Creature — Horse

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

3/3

Zodiac OxZodiac Ox

{3}{G}

Creature — Ox

Swampwalk

3/3

{3}{G}

Creature — Ox

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

3/3

Zodiac PigZodiac Pig

{3}{B}

Creature — Boar

Swampwalk

3/3

{3}{B}

Creature — Boar

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

3/3

Zodiac RabbitZodiac Rabbit

{G}

Creature — Rabbit

Forestwalk

1/1

{G}

Creature — Rabbit

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

1/1

Zodiac RatZodiac Rat

{B}

Creature — Rat

Swampwalk

1/1

{B}

Creature — Rat

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

1/1

Zodiac RoosterZodiac Rooster

{1}{G}

Creature — Bird

Plainswalk

2/1

{1}{G}

Creature — Bird

Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)

2/1

Zodiac SnakeZodiac Snake

{2}{B}

Creature — Snake

Swampwalk

2/2

{2}{B}

Creature — Snake

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

2/2

Zodiac TigerZodiac Tiger

{2}{G}{G}

Creature — Cat

Forestwalk

3/4

{2}{G}{G}

Creature — Cat

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

3/4

Zombie MasterZombie Master

{1}{B}{B}

Creature — Zombie

Other Zombie creatures have swampwalk.

Other Zombies have "{B}: Regenerate this permanent."

2/3

{1}{B}{B}

Creature — Zombie

Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.)

Other Zombies have "{B}: Regenerate this permanent."

2/3

Zombie MusherZombie Musher

{3}{B}

Snow Creature — Zombie

Snow landwalk

{S}: Regenerate Zombie Musher. ({S} can be paid with one mana from a snow permanent.)

2/3

{3}{B}

Snow Creature — Zombie

Snow landwalk (This creature can't be blocked as long as defending player controls a snow land.)

{S}: Regenerate Zombie Musher. ({S} can be paid with one mana from a snow permanent.)

2/3

Zombie TrailblazerZombie Trailblazer

{B}{B}{B}

Creature — Zombie Scout

Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn.

Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn.

2/2

{B}{B}{B}

Creature — Zombie Scout

Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn.

Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)

2/2

Menace

Dragons of TarkirMagic Origins
Atarka PummelerAtarka Pummeler

{4}{R}

Creature — Ogre Warrior

Formidable — {3}{R}{R}: Each creature you control can't be blocked this turn except by two or more creatures. Activate this ability only if creatures you control have total power 8 or greater.

4/5

{4}{R}

Creature — Ogre Warrior

Formidable — {3}{R}{R}: Creatures you control gain menace until end of turn. Activate this ability only if creatures you control have total power 8 or greater. (They can't be blocked except by two or more creatures.)

4/5

Belligerent SliverBelligerent Sliver

{2}{R}

Creature — Sliver

Sliver creatures you control have "This creature can't be blocked except by two or more creatures."

2/2

{2}{R}

Creature — Sliver

Sliver creatures you control have menace. (They can't be blocked except by two or more creatures.)

2/2

Blood-Chin RagerBlood-Chin Rager

{1}{B}

Creature — Human Warrior

Whenever Blood-Chin Rager attacks, each Warrior creature you control can't be blocked this turn except by two or more creatures.

2/2

{1}{B}

Creature — Human Warrior

Whenever Blood-Chin Rager attacks, Warrior creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)

2/2

Caterwauling BoggartCaterwauling Boggart

{3}{R}

Creature — Goblin Shaman

Each Goblin you control can't be blocked except by two or more creatures.

Each Elemental you control can't be blocked except by two or more creatures.

2/2

{3}{R}

Creature — Goblin Shaman

Goblins you control and Elementals you control have menace. (They can't be blocked except by two or more creatures.)

2/2

DemoralizeDemoralize

{2}{R}

Instant

Each creature can't be blocked this turn except by two or more creatures.

Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.

{2}{R}

Instant

All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.)

Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.

Goblin War DrumsGoblin War Drums

{2}{R}

Enchantment

Each creature you control can't be blocked except by two or more creatures.

{2}{R}

Enchantment

Creatures you control have menace. (They can't be blocked except by two or more creatures.)

Gorilla War CryGorilla War Cry

{1}{R}

Instant

Cast Gorilla War Cry only during combat before blockers are declared.

Creatures can't be blocked this turn except by two or more creatures.

Draw a card at the beginning of the next turn's upkeep.

{1}{R}

Instant

Cast Gorilla War Cry only during combat before blockers are declared.

All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.)

Draw a card at the beginning of the next turn's upkeep.

Gruul NodorogGruul Nodorog

{4}{G}{G}

Creature — Beast

{R}: Gruul Nodorog can't be blocked this turn except by two or more creatures.

4/4

{4}{G}{G}

Creature — Beast

{R}: Gruul Nodorog gains menace until end of turn. (It can't be blocked except by two or more creatures.)

4/4

Gruul War ChantGruul War Chant

{2}{R}{G}

Enchantment

Each attacking creature you control gets +1/+0 and can't be blocked except by two or more creatures.

{2}{R}{G}

Enchantment

Attacking creatures you control get +1/+0 and have menace. (They can't be blocked except by two or more creatures.)

Horde of BoggartsHorde of Boggarts

{3}{R}

Creature — Goblin

Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.

Horde of Boggarts can't be blocked except by two or more creatures.

*/*

{3}{R}

Creature — Goblin

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

Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.

*/*

Imposing VisageImposing Visage

{R}

Enchantment — Aura

Enchant creature

Enchanted creature can't be blocked except by two or more creatures.

{R}

Enchantment — Aura

Enchant creature

Enchanted creature has menace. (It can't be blocked except by two or more creatures.)

Ire ShamanIre Shaman

{1}{R}

Creature — Orc Shaman

Ire Shaman can't be blocked except by two or more creatures.

Megamorph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)

When Ire Shaman is turned face up, exile the top card of your library. Until end of turn, you may play that card.

2/1

{1}{R}

Creature — Orc Shaman

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

Megamorph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)

When Ire Shaman is turned face up, exile the top card of your library. Until end of turn, you may play that card.

2/1

Iroas, God of VictoryIroas, God of Victory

{2}{R}{W}

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to red and white is less than seven, Iroas isn't a creature.

Creatures you control can't be blocked except by two or more creatures.

Prevent all damage that would be dealt to attacking creatures you control.

7/4

{2}{R}{W}

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to red and white is less than seven, Iroas isn't a creature.

Creatures you control have menace. (They can't be blocked except by two or more creatures.)

Prevent all damage that would be dealt to attacking creatures you control.

7/4

Kederekt CreeperKederekt Creeper

{U}{B}{R}

Creature — Horror

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Kederekt Creeper can't be blocked except by two or more creatures.

2/3

{U}{B}{R}

Creature — Horror

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

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

2/3

Lose CalmLose Calm

{3}{R}

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn and can't be blocked this turn except by two or more creatures.

{3}{R}

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)

Madcap SkillsMadcap Skills

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+0 and can't be blocked except by two or more creatures.

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+0 and has menace. (It can't be blocked except by two or more creatures.)

Purphoros's EmissaryPurphoros's Emissary

{3}{R}

Enchantment Creature — Ox

Bestow {6}{R} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Purphoros's Emissary can't be blocked except by two or more creatures.

Enchanted creature gets +3/+3 and can't be blocked except by two or more creatures.

3/3

{3}{R}

Enchantment Creature — Ox

Bestow {6}{R} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

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

Enchanted creature gets +3/+3 and has menace.

3/3

Pyreheart WolfPyreheart Wolf

{2}{R}

Creature — Wolf

Whenever Pyreheart Wolf attacks, each creature you control can't be blocked this turn except by two or more creatures.

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

{2}{R}

Creature — Wolf

Whenever Pyreheart Wolf attacks, creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)

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

Ripscale PredatorRipscale Predator

{4}{R}{R}

Creature — Lizard

Ripscale Predator can't be blocked except by two or more creatures.

6/5

{4}{R}{R}

Creature — Lizard

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

6/5

Searing Spear AskariSearing Spear Askari

{2}{R}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{R}: Searing Spear Askari can't be blocked except by two or more creatures this turn.

2/2

{2}{R}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{R}: Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.)

2/2

Stormblood BerserkerStormblood Berserker

{1}{R}

Creature — Human Berserker

Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)

Stormblood Berserker can't be blocked except by two or more creatures.

1/1

{1}{R}

Creature — Human Berserker

Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)

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

1/1

Summit ApesSummit Apes

{3}{G}

Creature — Ape

As long as you control a Mountain, Summit Apes can't be blocked except by two or more creatures.

5/2

{3}{G}

Creature — Ape

As long as you control a Mountain, Summit Apes has menace. (It can't be blocked except by two or more creatures.)

5/2

Terror of Kruin PassTerror of Kruin Pass

Creature — Werewolf

Double strike

Each Werewolf you control can't be blocked except by two or more creatures.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.

[Red color indicator. Back face. Transforms into Kruin Outlaw.]

3/3

Creature — Werewolf

Double strike

Werewolves you control have menace. (They can't be blocked except by two or more creatures.)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.

[Red color indicator. Back face. Transforms into Kruin Outlaw.]

3/3

Two-Headed DragonTwo-Headed Dragon

{4}{R}{R}

Creature — Dragon

Flying

{1}{R}: Two-Headed Dragon gets +2/+0 until end of turn.

Two-Headed Dragon can't be blocked except by two or more creatures.

Two-Headed Dragon can block an additional creature.

4/4

{4}{R}{R}

Creature — Dragon

Flying

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

Two-Headed Dragon can block an additional creature.

{1}{R}: Two-Headed Dragon gets +2/+0 until end of turn.

4/4

Two-Headed Giant of Foriys AvatarTwo-Headed Giant of Foriys Avatar

Vanguard

Each creature you control can block an additional creature each combat.

Each creature you control can't be blocked except by two or more creatures.

+1/-4

Vanguard

Creatures you control have menace. (They can't be blocked except by two or more creatures.)

Each creature you control can block an additional creature each combat.

+1/-4

Two-Headed SliverTwo-Headed Sliver

{1}{R}

Creature — Sliver

All Sliver creatures have "This creature can't be blocked except by two or more creatures."

1/1

{1}{R}

Creature — Sliver

All Sliver creatures have menace. (They can't be blocked except by two or more creatures.)

1/1

Viashino RunnerViashino Runner

{3}{R}

Creature — Viashino

Viashino Runner can't be blocked except by two or more creatures.

3/2

{3}{R}

Creature — Viashino

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

3/2

Vine KamiVine Kami

{6}{G}

Creature — Spirit

Vine Kami can't be blocked except by two or more creatures.

Soulshift 6 (When this creature dies, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)

4/4

{6}{G}

Creature — Spirit

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

Soulshift 6 (When this creature dies, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)

4/4

Wind SpiritWind Spirit

{4}{U}

Creature — Elemental Spirit

Flying

Wind Spirit can't be blocked except by two or more creatures.

3/2

{4}{U}

Creature — Elemental Spirit

Flying

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

3/2

Provoke

Dragons of TarkirMagic Origins
BrontotheriumBrontotherium

{4}{G}{G}

Creature — Beast

Trample

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

5/3

{4}{G}{G}

Creature — Beast

Trample

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

5/3

Crested CraghornCrested Craghorn

{4}{R}

Creature — Goat Beast

Haste

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

4/1

{4}{R}

Creature — Goat Beast

Haste

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

4/1

Deftblade EliteDeftblade Elite

{W}

Creature — Human Soldier

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

{1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.

1/1

{W}

Creature — Human Soldier

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

{1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.

1/1

Feral ThrowbackFeral Throwback

{4}{G}{G}

Creature — Beast

Amplify 2 (As this creature enters the battlefield, put two +1/+1 counters on it for each Beast card you reveal in your hand.)

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

3/3

{4}{G}{G}

Creature — Beast

Amplify 2 (As this creature enters the battlefield, put two +1/+1 counters on it for each Beast card you reveal in your hand.)

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

3/3

Goblin GrapplerGoblin Grappler

{R}

Creature — Goblin

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

1/1

{R}

Creature — Goblin

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

1/1

Hunter SliverHunter Sliver

{1}{R}

Creature — Sliver

All Sliver creatures have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)

1/1

{1}{R}

Creature — Sliver

All Sliver creatures have provoke. (Whenever a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)

1/1

Krosan VorineKrosan Vorine

{3}{G}

Creature — Cat Beast

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Krosan Vorine can't be blocked by more than one creature.

3/2

{3}{G}

Creature — Cat Beast

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

Krosan Vorine can't be blocked by more than one creature.

3/2

Lowland TrackerLowland Tracker

{4}{W}

Creature — Human Soldier

First strike

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

2/2

{4}{W}

Creature — Human Soldier

First strike

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

2/2

Swooping TalonSwooping Talon

{4}{W}{W}

Creature — Bird Soldier

Flying

{1}: Swooping Talon loses flying until end of turn.

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

2/6

{4}{W}{W}

Creature — Bird Soldier

Flying

{1}: Swooping Talon loses flying until end of turn.

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

2/6

General

Dragons of TarkirMagic Origins
Act of TreasonAct of Treason

{2}{R}

Sorcery

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

{2}{R}

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.)

Biomass MutationBiomass Mutation

{X}{(g/u)}{(g/u)}

Instant

Creatures you control become X/X until end of turn.

{X}{(g/u)}{(g/u)}

Instant

Creatures you control have base power and toughness X/X until end of turn.

Brawler's PlateBrawler's Plate

{3}

Artifact — Equipment

Equipped creature gets +2/+2 and has trample. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

{3}

Artifact — Equipment

Equipped creature gets +2/+2 and has trample. (It can deal excess combat damage to defending player or planeswalker while attacking.)

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Charging GriffinCharging Griffin

{3}{W}

Creature — Griffin

Flying

Whenever Charging Griffin attacks, it gets +1/+1 until end of turn.

2/2

{3}{W}

Creature — Griffin

Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Charging Griffin attacks, it gets +1/+1 until end of turn.

2/2

Concerted EffortConcerted Effort

{2}{W}{W}

Enchantment

At the beginning of each upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.

{2}{W}{W}

Enchantment

At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.

Dark ProphecyDark Prophecy

{B}{B}{B}

Enchantment

Whenever a creature you control dies, you draw a card and lose 1 life.

{B}{B}{B}

Enchantment

Whenever a creature you control dies, you draw a card and you lose 1 life.

Goblin PiledriverGoblin Piledriver

{1}{R}

Creature — Goblin Warrior

Protection from blue

Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.

1/2

{1}{R}

Creature — Goblin Warrior

Protection from blue (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue.)

Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.

1/2

Guardians of MeletisGuardians of Meletis

{3}

Artifact Creature — Golem

Defender

0/6

{3}

Artifact Creature — Golem

Defender (This creature can't attack.)

0/6

Knightly ValorKnightly Valor

{4}{W}

Enchantment — Aura

Enchant creature

When Knightly Valor enters the battlefield, put a 2/2 white Knight creature token with vigilance onto the battlefield.

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

{4}{W}

Enchantment — Aura

Enchant creature

When Knightly Valor enters the battlefield, put a 2/2 white Knight creature token with vigilance onto the battlefield. (Attacking doesn't cause it to tap.)

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

Mighty LeapMighty Leap

{1}{W}

Instant

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

{1}{W}

Instant

Target creature gets +2/+2 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

Mirror Entity AvatarMirror Entity Avatar

Vanguard

{X}: Choose a creature type. Until end of turn, creatures you control of the chosen type become X/X and gain all creature types.

+1/-2

Vanguard

{X}: Choose a creature type. Until end of turn, creatures you control of the chosen type have base power and toughness X/X and gain all creature types.

+1/-2

Moriok ReplicaMoriok Replica

{3}

Artifact Creature — Warrior

{1}{B}, Sacrifice Moriok Replica: You draw two cards and lose 2 life.

2/2

{3}

Artifact Creature — Warrior

{1}{B}, Sacrifice Moriok Replica: You draw two cards and you lose 2 life.

2/2

Scrapskin DrakeScrapskin Drake

{2}{U}

Creature — Zombie Drake

Flying

Scrapskin Drake can block only creatures with flying.

2/3

{2}{U}

Creature — Zombie Drake

Flying (This creature can't be blocked except by creatures with flying or reach.)

Scrapskin Drake can block only creatures with flying.

2/3

Shape StealerShape Stealer

{U}{U}

Creature — Shapeshifter Spirit

Whenever Shape Stealer blocks or becomes blocked by a creature, Shape Stealer has base power and toughness equal to that creature's power and toughness until end of turn.

1/1

{U}{U}

Creature — Shapeshifter Spirit

Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's base power and toughness to that creature's power and toughness until end of turn.

1/1

Shared FateShared Fate

{4}{U}

Enchantment

If a player would draw a card, that player exiles the top card of an opponent's library face down instead.

Each player may look at and play cards he or she exiled with Shared Fate.

{4}{U}

Enchantment

If a player would draw a card, that player exiles the top card of one of his or her opponents' libraries face down instead.

Each player may look at and play cards he or she exiled with Shared Fate.

Skaab GoliathSkaab Goliath

{5}{U}

Creature — Zombie Giant

As an additional cost to cast Skaab Goliath, exile two creature cards from your graveyard.

Trample

6/9

{5}{U}

Creature — Zombie Giant

As an additional cost to cast Skaab Goliath, exile two creature cards from your graveyard.

Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

6/9

Stratus WalkStratus Walk

{1}{U}

Enchantment — Aura

Enchant creature

When Stratus Walk enters the battlefield, draw a card.

Enchanted creature has flying.

Enchanted creature can block only creatures with flying.

{1}{U}

Enchantment — Aura

Enchant creature

When Stratus Walk enters the battlefield, draw a card.

Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.)

Enchanted creature can block only creatures with flying.

Sylvan MessengerSylvan Messenger

{3}{G}

Creature — Elf

Trample

When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.

2/2

{3}{G}

Creature — Elf

Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.

2/2

Test of FaithTest of Faith

{1}{W}

Instant

Prevent the next 3 damage that would be dealt to target creature this turn, and put a +1/+1 counter on that creature for each 1 damage prevented this way.

{1}{W}

Instant

Prevent the next 3 damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.

Veiled SerpentVeiled Serpent

{2}{U}

Enchantment

When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature that can't attack unless defending player controls an Island.

Cycling {2} ({2}, Discard this card: Draw a card.)

{2}{U}

Enchantment

When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature with "This creature can't attack unless defending player controls an Island."

Cycling {2} ({2}, Discard this card: Draw a card.)

New Cards

Dragons of TarkirMagic Origins
Abbot of Keral Keep

{1}{R}

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

When Abbot of Keral Keep enters the battlefield, exile the top card of your library. Until end of turn, you may play that card.

2/1

Acolyte of the Inferno

{2}{R}

Creature — Human Monk

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

Whenever Acolyte of the Inferno becomes blocked by a creature, it deals 2 damage to that creature.

3/1

Aerial Volley

{G}

Instant

Aerial Volley deals 3 damage divided as you choose among one, two, or three target creatures with flying.

Akroan Jailer

{W}

Creature — Human Soldier

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

1/1

Akroan Sergeant

{2}{R}

Creature — Human Soldier

First strike (This creature deals combat damage before creatures without first strike.)

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

2/2

Alchemist's Vial

{2}

Artifact

When Alchemist's Vial enters the battlefield, draw a card.

{1}, {T}, Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.

Alhammarret, High Arbiter

{5}{U}{U}

Legendary Creature — Sphinx

Flying

As Alhammarret, High Arbiter enters the battlefield, each opponent reveals his or her hand. You choose the name of a nonland card revealed this way.

Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).

5/5

Alhammarret's Archive

{5}

Legendary Artifact

If you would gain life, you gain twice that much life instead.

If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.

Ampryn Tactician

{2}{W}{W}

Creature — Human Soldier

When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn.

3/3

Anchor to the AEther

{2}{U}

Sorcery

Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Animist's Awakening

{X}{G}

Sorcery

Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.

Anointer of Champions

{W}

Creature — Human Cleric

{T}: Target attacking creature gets +1/+1 until end of turn.

1/1

Archangel of Tithes

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

Creature — Angel

Flying

As long as Archangel of Tithes is untapped, creatures can't attack you or a planeswalker you control unless their controller pays {1} for each of those creatures.

As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.

3/5

Artificer's Epiphany

{2}{U}

Instant

Draw two cards. If you control no artifacts, discard a card.

Aspiring Aeronaut

{3}{U}

Creature — Human Artificer

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Aspiring Aeronaut enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.

1/2

Avaricious Dragon

{2}{R}{R}

Creature — Dragon

Flying

At the beginning of your draw step, draw an additional card.

At the beginning of your end step, discard your hand.

4/4

Aven Battle Priest

{5}{W}

Creature — Bird Cleric

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Aven Battle Priest enters the battlefield, you gain 3 life.

3/3

Blazing Hellhound

{2}{B}{R}

Creature — Elemental Hound

{1}, Sacrifice another creature: Blazing Hellhound deals 1 damage to target creature or player.

4/3

Blessed Spirits

{2}{W}

Creature — Spirit

Flying

Whenever you cast an enchantment spell, put a +1/+1 counter on Blessed Spirits.

2/2

Blood-Cursed Knight

{1}{W}{B}

Creature — Vampire Knight

As long as you control an enchantment, Blood-Cursed Knight gets +1/+1 and has lifelink. (Damage dealt by this creature also causes you to gain that much life.)

3/2

Boggart Brute

{2}{R}

Creature — Goblin Warrior

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

3/2

Bonded Construct

{1}

Artifact Creature — Construct

Bonded Construct can't attack alone.

2/1

Bounding Krasis

{1}{G}{U}

Creature — Fish Lizard

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

When Bounding Krasis enters the battlefield, you may tap or untap target creature.

3/3

Calculated Dismissal

{2}{U}

Instant

Counter target spell unless its controller pays {3}.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Call of the Full Moon

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to defending player or planeswalker while attacking.)

At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon.

Caustic Caterpillar

{G}

Creature — Insect

{1}{G}, Sacrifice Caustic Caterpillar: Destroy target artifact or enchantment.

1/1

Chandra, Fire of Kaladesh

{1}{R}{R}

Legendary Creature — Human Shaman

Whenever you cast a red spell, untap Chandra, Fire of Kaladesh.

{T}: Chandra, Fire of Kaladesh deals 1 damage to target player. If Chandra has dealt 3 or more damage this turn, exile her, then return her to the battlefield transformed under her owner's control.

[Front face. Transforms into Chandra, Roaring Flame.]

2/2

Chandra, Roaring Flame

Planeswalker — Chandra

+1: Chandra, Roaring Flame deals 2 damage to target player.

-2: Chandra, Roaring Flame deals 2 damage to target creature.

-7: Chandra, Roaring Flame deals 6 damage to each opponent. Each player dealt damage this way gets an emblem with "At the beginning of your upkeep, this emblem deals 3 damage to you."

[Red color indicator. Back face. Transforms into Chandra, Fire of Kaladesh.]

4 loyalty

Chandra's Ignition

{3}{R}{R}

Sorcery

Target creature you control deals damage equal to its power to each other creature and each opponent.

Chief of the Foundry

{3}

Artifact Creature — Construct

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

2/3

Citadel Castellan

{1}{G}{W}

Creature — Human Knight

Vigilance (Attacking doesn't cause this creature to tap.)

Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)

2/3

Clash of Wills

{X}{U}

Instant

Counter target spell unless its controller pays {X}.

Cleric of the Forward Order

{1}{W}

Creature — Human Cleric

When Cleric of the Forward Order enters the battlefield, you gain 2 life for each creature you control named Cleric of the Forward Order.

2/2

Conclave Naturalists

{4}{G}

Creature — Dryad

When Conclave Naturalists enters the battlefield, you may destroy target artifact or enchantment.

4/4

Consecrated by Blood

{2}{B}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Consul's Lieutenant

{W}{W}

Creature — Human Soldier

First strike

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.

2/1

Dark Dabbling

{2}{B}

Instant

Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.

Dark Petition

{3}{B}{B}

Sorcery

Search your library for a card and put that card into your hand. Then shuffle your library.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add {B}{B}{B} to your mana pool.

Day's Undoing

{2}{U}

Sorcery

Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities on the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

Deadbridge Shaman

{2}{B}

Creature — Elf Shaman

When Deadbridge Shaman dies, target opponent discards a card.

3/1

Deep-Sea Terror

{4}{U}{U}

Creature — Serpent

Deep-Sea Terror can't attack unless there are seven or more cards in your graveyard.

6/6

Demonic Pact

{2}{B}{B}

Enchantment

At the beginning of your upkeep, choose one that hasn't been chosen —

• Demonic Pact deals 4 damage to target creature or player and you gain 4 life.

• Target opponent discards two cards.

• Draw two cards.

• You lose the game.

Despoiler of Souls

{B}{B}

Creature — Horror

Despoiler of Souls can't block.

{B}{B}, Exile two other creature cards from your graveyard: Return Despoiler of Souls from your graveyard to the battlefield.

3/1

Disciple of the Ring

{3}{U}{U}

Creature — Human Wizard

{1}, Exile an instant or sorcery card from your graveyard: Choose one —

• Counter target noncreature spell unless its controller pays {2}.

• Disciple of the Ring gets +1/+1 until end of turn.

• Tap target creature.

• Untap target creature.

3/4

Displacement Wave

{X}{U}{U}

Sorcery

Return all nonland permanents with converted mana cost X or less to their owners' hands.

Dwynen, Gilt-Leaf Daen

{2}{G}{G}

Legendary Creature — Elf Warrior

Reach

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

Whenever Dwynen, Gilt-Leaf Daen attacks, you gain 1 life for each attacking Elf you control.

3/4

Dwynen's Elite

{1}{G}

Creature — Elf Warrior

When Dwynen's Elite enters the battlefield, if you control another Elf, put a 1/1 green Elf Warrior creature token onto the battlefield.

2/2

Elemental Bond

{2}{G}

Enchantment

Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.

Embermaw Hellion

{3}{R}{R}

Creature — Hellion

Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.

4/5

Enlightened Ascetic

{1}{W}

Creature — Cat Monk

When Enlightened Ascetic enters the battlefield, you may destroy target enchantment.

1/1

Enshrouding Mist

{W}

Instant

Target creature gets +1/+1 until end of turn. Prevent all damage that would be dealt to it this turn. If it's renowned, untap it.

Enthralling Victor

{3}{R}

Creature — Human Warrior

When Enthralling Victor enters the battlefield, gain control of target creature an opponent controls with power 2 or less until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.)

3/2

Erebos's Titan

{1}{B}{B}{B}

Creature — Giant

As long as your opponents control no creatures, Erebos's Titan has indestructible. (Damage and effects that say "destroy" don't destroy it.)

Whenever a creature card leaves an opponent's graveyard, you may discard a card. If you do, return Erebos's Titan from your graveyard to your hand.

5/5

Evolutionary Leap

{1}{G}

Enchantment

{G}, Sacrifice a creature: Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.

Exquisite Firecraft

{1}{R}{R}

Sorcery

Exquisite Firecraft deals 4 damage to target creature or player.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Exquisite Firecraft can't be countered by spells or abilities.

Eyeblight Assassin

{2}{B}

Creature — Elf Assassin

When Eyeblight Assassin enters the battlefield, target creature an opponent controls gets -1/-1 until end of turn.

2/2

Eyeblight Massacre

{2}{B}{B}

Sorcery

Non-Elf creatures get -2/-2 until end of turn.

Faerie Miscreant

{U}

Creature — Faerie Rogue

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Faerie Miscreant enters the battlefield, if you control another creature named Faerie Miscreant, draw a card.

1/1

Fetid Imp

{1}{B}

Creature — Imp

Flying (This creature can't be blocked except by creatures with flying or reach.)

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

1/2

Fiery Impulse

{R}

Instant

Fiery Impulse deals 2 damage to target creature.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage to that creature instead.

Firefiend Elemental

{3}{R}

Creature — Elemental

Haste (This creature can attack and {T} as soon as it comes under your control.)

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

3/2

Flameshadow Conjuring

{3}{R}

Enchantment

Whenever a nontoken creature enters the battlefield under your control, you may pay {R}. If you do, put a token onto the battlefield that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.

Foundry of the Consuls

Land

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

{5}, {T}, Sacrifice Foundry of the Consuls: Put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.

Gather the Pack

{1}{G}

Sorcery

Reveal the top five cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, put up to two creature cards from among the revealed cards into your hand instead of one.

Ghirapur AEther Grid

{2}{R}

Enchantment

Tap two untapped artifacts you control: Ghirapur AEther Grid deals 1 damage to target creature or player.

Ghirapur Gearcrafter

{2}{R}

Creature — Human Artificer

When Ghirapur Gearcrafter enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. (A creature with flying can't be blocked except by creatures with flying or reach.)

2/1

Gideon, Battle-Forged

Planeswalker — Gideon

+2: Up to one target creature an opponent controls attacks Gideon, Battle-Forged during its controller's next turn if able.

+1: Until your next turn, target creature gains indestructible. Untap that creature.

0: Until end of turn, Gideon, Battle-Forged becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.

[White color indicator. Back face. Transforms into Kytheon, Hero of Akros.]

3 loyalty

Gideon's Phalanx

{5}{W}{W}

Instant

Put four 2/2 white Knight creature tokens with vigilance onto the battlefield.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, creatures you control gain indestructible until end of turn.

Gilt-Leaf Winnower

{3}{B}{B}

Creature — Elf Warrior

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

When Gilt-Leaf Winnower enters the battlefield, you may destroy target non-Elf creature whose power and toughness aren't equal.

4/3

Gnarlroot Trapper

{B}

Creature — Elf Druid

{T}, Pay 1 life: Add {G} to your mana pool. Spend this mana only to cast an Elf creature spell.

{T}: Target attacking Elf you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)

1/1

Goblin Glory Chaser

{R}

Creature — Goblin Warrior

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

As long as Goblin Glory Chaser is renowned, it has menace. (It can't be blocked except by two or more creatures.)

1/1

Grasp of the Hieromancer

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature attacks, tap target creature defending player controls."

Graveblade Marauder

{2}{B}

Creature — Human Warrior

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Whenever Graveblade Marauder deals combat damage to a player, that player loses life equal to the number of creature cards in your graveyard.

1/4

Guardian Automaton

{4}

Artifact Creature — Construct

When Guardian Automaton dies, you gain 3 life.

3/3

Hallowed Moonlight

{1}{W}

Instant

Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead.

Draw a card.

Hangarback Walker

{X}{X}

Artifact Creature — Construct

Hangarback Walker enters the battlefield with X +1/+1 counters on it.

When Hangarback Walker dies, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield for each +1/+1 counter on Hangarback Walker.

{1}, {T}: Put a +1/+1 counter on Hangarback Walker.

0/0

Harbinger of the Tides

{U}{U}

Creature — Merfolk Wizard

You may cast Harbinger of the Tides as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.)

When Harbinger of the Tides enters the battlefield, you may return target tapped creature an opponent controls to its owner's hand.

2/2

Healing Hands

{2}{W}

Sorcery

Target player gains 4 life.

Draw a card.

Heavy Infantry

{4}{W}

Creature — Human Soldier

When Heavy Infantry enters the battlefield, tap target creature an opponent controls.

3/4

Helm of the Gods

{1}

Artifact — Equipment

Equipped creature gets +1/+1 for each enchantment you control.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Herald of the Pantheon

{1}{G}

Creature — Centaur Shaman

Enchantment spells you cast cost {1} less to cast.

Whenever you cast an enchantment spell, you gain 1 life.

2/2

Hitchclaw Recluse

{2}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

1/4

Hixus, Prison Warden

{3}{W}{W}

Legendary Creature — Human Soldier

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

Whenever a creature deals combat damage to you, if Hixus, Prison Warden entered the battlefield this turn, exile that creature until Hixus leaves the battlefield. (That creature returns under its owner's control.)

4/4

Honored Hierarch

{G}

Creature — Human Druid

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

As long as Honored Hierarch is renowned, it has vigilance and "{T}: Add one mana of any color to your mana pool."

1/1

Hydrolash

{2}{U}

Instant

Attacking creatures get -2/-0 until end of turn.

Draw a card.

Infectious Bloodlust

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+1, has haste, and attacks each turn if able.

When enchanted creature dies, you may search your library for a card named Infectious Bloodlust, reveal it, put it into your hand, then shuffle your library.

Infernal Scarring

{1}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0 and has "When this creature dies, draw a card."

Infinite Obliteration

{1}{B}{B}

Sorcery

Name a creature card. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library.

Iroas's Champion

{1}{R}{W}

Creature — Human Soldier

Double strike (This creature deals both first-strike and regular combat damage.)

2/2

Jace's Sanctum

{3}{U}

Enchantment

Instant and sorcery spells you cast cost {1} less to cast.

Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Jace, Telepath Unbound

Planeswalker — Jace

+1: Up to one target creature gets -2/-0 until your next turn.

-3: You may cast target instant or sorcery card from your graveyard this turn. If that card would be put into your graveyard this turn, exile it instead.

-9: You get an emblem with "Whenever you cast a spell, target opponent puts the top five cards of his or her library into his or her graveyard."

[Blue color indicator. Back face. Transforms into Jace, Vryn's Prodigy.]

5 loyalty

Jace, Vryn's Prodigy

{1}{U}

Legendary Creature — Human Wizard

{T}: Draw a card, then discard a card. If there are five or more cards in your graveyard, exile Jace, Vryn's Prodigy, then return him to the battlefield transformed under his owner's control.

[Front face. Transforms into Jace, Telepath Unbound.]

0/2

Jhessian Thief

{2}{U}

Creature — Human Rogue

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Whenever Jhessian Thief deals combat damage to a player, draw a card.

1/3

Joraga Invocation

{4}{G}{G}

Sorcery

Each creature you control gets +3/+3 until end of turn and must be blocked this turn if able.

Knight of the Pilgrim's Road

{2}{W}

Creature — Human Knight

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

3/2

Kothophed, Soul Hoarder

{4}{B}{B}

Legendary Creature — Demon

Flying

Whenever a permanent owned by another player is put into a graveyard from the battlefield, you draw a card and you lose 1 life.

6/6

Kytheon, Hero of Akros

{W}

Legendary Creature — Human Soldier

At end of combat, if Kytheon, Hero of Akros and at least two other creatures attacked this combat, exile Kytheon, then return him to the battlefield transformed under his owner's control.

{2}{W}: Kytheon gains indestructible until end of turn.

[Front face. Transforms into Gideon, Battle-Forged.]

2/1

Kytheon's Irregulars

{2}{W}{W}

Creature — Human Soldier

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

{W}{W}: Tap target creature.

4/3

Kytheon's Tactics

{1}{W}{W}

Sorcery

Creatures you control get +2/+1 until end of turn.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)

Languish

{2}{B}{B}

Sorcery

All creatures get -4/-4 until end of turn.

Lightning Javelin

{3}{R}

Sorcery

Lightning Javelin deals 3 damage to target creature or player. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Liliana, Defiant Necromancer

Planeswalker — Liliana

+2: Each player discards a card.

-X: Return target nonlegendary creature card with converted mana cost X from your graveyard to the battlefield.

-8: You get an emblem with "Whenever a creature dies, return it to the battlefield under your control at the beginning of the next end step."

[Black color indicator. Back face. Transforms into Liliana, Heretical Healer.]

3 loyalty

Liliana, Heretical Healer

{1}{B}{B}

Legendary Creature — Human Cleric

Lifelink

Whenever another nontoken creature you control dies, exile Liliana, Heretical Healer, then return her to the battlefield transformed under her owner's control. If you do, put a 2/2 black Zombie creature token onto the battlefield.

[Front face. Transforms into Liliana, Defiant Necromancer.]

2/3

Mage-Ring Bully

{1}{R}

Creature — Human Warrior

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Mage-Ring Bully attacks each turn if able.

2/2

Mage-Ring Network

Land

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

{1}, {T}: Put a storage counter on Mage-Ring Network.

{T}, Remove X storage counters from Mage-Ring Network: Add {X} to your mana pool.

Mage-Ring Responder

{7}

Artifact Creature — Golem

Mage-Ring Responder doesn't untap during your untap step.

{7}: Untap Mage-Ring Responder.

Whenever Mage-Ring Responder attacks, it deals 7 damage to target creature defending player controls.

7/7

Magmatic Insight

{R}

Sorcery

As an additional cost to cast Magmatic Insight, discard a land card.

Draw two cards.

Malakir Cullblade

{1}{B}

Creature — Vampire Warrior

Whenever a creature an opponent controls dies, put a +1/+1 counter on Malakir Cullblade.

1/1

Managorger Hydra

{2}{G}

Creature — Hydra

Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

Whenever a player casts a spell, put a +1/+1 counter on Managorger Hydra.

1/1

Mantle of Webs

{1}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)

Mizzium Meddler

{2}{U}

Creature — Vedalken Wizard

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

When Mizzium Meddler enters the battlefield, you may change a target of target spell or ability to Mizzium Meddler.

1/4

Molten Vortex

{R}

Enchantment

{R}, Discard a land card: Molten Vortex deals 2 damage to target creature or player.

Necromantic Summons

{4}{B}

Sorcery

Put target creature card from a graveyard onto the battlefield under your control.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, that creature enters the battlefield with two additional +1/+1 counters on it.

Nightsnare

{3}{B}

Sorcery

Target opponent reveals his or her hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, that player discards two cards.

Nissa, Sage Animist

Planeswalker — Nissa

+1: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand.

-2: Put a legendary 4/4 green Elemental creature token named Ashaya, the Awoken World onto the battlefield.

-7: Untap up to six target lands. They become 6/6 Elemental creatures. They're still lands.

[Green color indicator. Back face. Transforms into Nissa, Vastwood Seer.]

3 loyalty

Nissa's Pilgrimage

{2}{G}

Sorcery

Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle your library.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.

Nissa's Revelation

{5}{G}{G}

Sorcery

Scry 5, then reveal the top card of your library. If it's a creature card, you draw cards equal to its power and you gain life equal to its toughness.

Nissa, Vastwood Seer

{2}{G}

Legendary Creature — Elf Scout

When Nissa, Vastwood Seer enters the battlefield, you may search your library for a basic Forest card, reveal it, put it into your hand, then shuffle your library.

Whenever a land enters the battlefield under your control, if you control seven or more lands, exile Nissa, then return her to the battlefield transformed under her owner's control.

[Front face. Transforms into Nissa, Sage Animist.]

2/2

Nivix Barrier

{3}{U}

Creature — Illusion Wall

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

Defender (This creature can't attack.)

When Nivix Barrier enters the battlefield, target attacking creature gets -4/-0 until end of turn.

0/4

Orbs of Warding

{5}

Artifact

You have hexproof. (You can't be the target of spells or abilities your opponents control.)

If a creature would deal damage to you, prevent 1 of that damage.

Outland Colossus

{3}{G}{G}

Creature — Giant

Renown 6 (When this creature deals combat damage to a player, if it isn't renowned, put six +1/+1 counters on it and it becomes renowned.)

Outland Colossus can't be blocked by more than one creature.

6/6

Patron of the Valiant

{3}{W}{W}

Creature — Angel

Flying

When Patron of the Valiant enters the battlefield, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.

4/4

Pharika's Disciple

{3}{G}

Creature — Centaur Warrior

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

2/3

Pia and Kiran Nalaar

{2}{R}{R}

Legendary Creature — Human Artificer

When Pia and Kiran Nalaar enters the battlefield, put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.

{2}{R}, Sacrifice an artifact: Pia and Kiran Nalaar deals 2 damage to target creature or player.

2/2

Possessed Skaab

{3}{U}{B}

Creature — Zombie

When Possessed Skaab enters the battlefield, return target instant, sorcery, or creature card from your graveyard to your hand.

If Possessed Skaab would die, exile it instead.

3/2

Prickleboar

{4}{R}

Creature — Boar

As long as it's your turn, Prickleboar gets +2/+0 and has first strike. (It deals combat damage before creatures without first strike.)

3/3

Priest of the Blood Rite

{3}{B}{B}

Creature — Human Cleric

When Priest of the Blood Rite enters the battlefield, put a 5/5 black Demon creature token with flying onto the battlefield.

At the beginning of your upkeep, you lose 2 life.

2/2

Prism Ring

{1}

Artifact

As Prism Ring enters the battlefield, choose a color.

Whenever you cast a spell of the chosen color, you gain 1 life.

Psychic Rebuttal

{1}{U}

Instant

Counter target instant or sorcery spell that targets you.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may copy the spell countered this way. You may choose new targets for the copy.

Pyromancer's Goggles

{5}

Legendary Artifact

{T}: Add {R} to your mana pool. When that mana is spent to cast a red instant or sorcery spell, copy that spell and you may choose new targets for the copy.

Rabid Bloodsucker

{4}{B}

Creature — Vampire

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Rabid Bloodsucker enters the battlefield, each player loses 2 life.

3/2

Ramroller

{3}

Artifact Creature — Juggernaut

Ramroller attacks each turn if able.

Ramroller gets +2/+0 as long as you control another artifact.

2/3

Ravaging Blaze

{X}{R}{R}

Instant

Ravaging Blaze deals X damage to target creature.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Ravaging Blaze also deals X damage to that creature's controller.

Reave Soul

{1}{B}

Sorcery

Destroy target creature with power 3 or less.

Reclusive Artificer

{2}{U}{R}

Creature — Human Artificer

Haste (This creature can attack and {T} as soon as it comes under your control.)

When Reclusive Artificer enters the battlefield, you may have it deal damage to target creature equal to the number of artifacts you control.

2/3

Relic Seeker

{1}{W}

Creature — Human Soldier

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

When Relic Seeker becomes renowned, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.

2/2

Rhox Maulers

{4}{G}

Creature — Rhino Soldier

Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)

4/4

Ringwarden Owl

{3}{U}{U}

Creature — Bird

Flying (This creature can't be blocked except by creatures with flying or reach.)

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

3/3

Scab-Clan Berserker

{1}{R}{R}

Creature — Human Berserker

Haste

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

Whenever an opponent casts a noncreature spell, if Scab-Clan Berserker is renowned, Scab-Clan Berserker deals 2 damage to that player.

2/2

Seismic Elemental

{3}{R}{R}

Creature — Elemental

When Seismic Elemental enters the battlefield, creatures without flying can't block this turn.

4/4

Send to Sleep

{1}{U}

Instant

Tap up to two target creatures.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures don't untap during their controllers' next untap steps.

Sentinel of the Eternal Watch

{5}{W}

Creature — Giant Soldier

Vigilance (Attacking doesn't cause this creature to tap.)

At the beginning of combat on each opponent's turn, tap target creature that player controls.

4/6

Separatist Voidmage

{3}{U}

Creature — Human Wizard

When Separatist Voidmage enters the battlefield, you may return target creature to its owner's hand.

2/2

Shadows of the Past

{1}{B}

Enchantment

Whenever a creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

{4}{B}: Each opponent loses 2 life and you gain 2 life. Activate this ability only if there are four or more creature cards in your graveyard.

Shaman of the Pack

{1}{B}{G}

Creature — Elf Shaman

When Shaman of the Pack enters the battlefield, target opponent loses life equal to the number of Elves you control.

3/2

Shambling Ghoul

{1}{B}

Creature — Zombie

Shambling Ghoul enters the battlefield tapped.

2/3

Sigil of Valor

{2}

Artifact — Equipment

Whenever equipped creature attacks alone, it gets +1/+1 until end of turn for each other creature you control.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Skyraker Giant

{2}{R}{R}

Creature — Giant

Reach (This creature can block creatures with flying.)

4/3

Skysnare Spider

{4}{G}{G}

Creature — Spider

Vigilance (Attacking doesn't cause this creature to tap.)

Reach (This creature can block creatures with flying.)

6/6

Somberwald Alpha

{3}{G}

Creature — Wolf

Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn.

{1}{G}: Target creature you control gains trample until end of turn. (It can deal excess combat damage to defending player or planeswalker while attacking.)

3/2

Soulblade Djinn

{3}{U}{U}

Creature — Djinn

Flying

Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.

4/3

Sphinx's Tutelage

{2}{U}

Enchantment

Whenever you draw a card, target opponent puts the top two cards of his or her library into his or her graveyard. If they're both nonland cards that share a color, repeat this process.

{5}{U}: Draw a card, then discard a card.

Stalwart Aven

{2}{W}

Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying or reach.)

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

1/3

Starfield of Nyx

{4}{W}

Enchantment

At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.

As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its converted mana cost.

Subterranean Scout

{1}{R}

Creature — Goblin Scout

When Subterranean Scout enters the battlefield, target creature with power 2 or less can't be blocked this turn.

2/1

Suppression Bonds

{3}{W}

Enchantment — Aura

Enchant nonland permanent

Enchanted permanent can't attack or block, and its activated abilities can't be activated.

Swift Reckoning

{1}{W}

Sorcery

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast Swift Reckoning as though it had flash. (You may cast it any time you could cast an instant.)

Destroy target tapped creature.

Sword of the Animist

{2}

Legendary Artifact — Equipment

Equipped creature gets +1/+1.

Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Equip {2}

Tainted Remedy

{2}{B}

Enchantment

If an opponent would gain life, that player loses that much life instead.

Talent of the Telepath

{2}{U}{U}

Sorcery

Target opponent reveals the top seven cards of his or her library. You may cast an instant or sorcery card from among them without paying its mana cost. Then that player puts the rest into his or her graveyard.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast up to two revealed instant and/or sorcery cards instead of one.

The Great Aurora

{6}{G}{G}{G}

Sorcery

Each player shuffles all cards from his or her hand and all permanents he or she owns into his or her library, then draws that many cards. Each player may put any number of land cards from his or her hand onto the battlefield. Exile The Great Aurora.

Thopter Engineer

{2}{R}

Creature — Human Artificer

When Thopter Engineer enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.

Artifact creatures you control have haste. (They can attack and {T} as soon as they come under your control.)

1/3

Thopter Spy Network

{2}{U}{U}

Enchantment

At the beginning of your upkeep, if you control an artifact, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.

Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.

Thornbow Archer

{B}

Creature — Elf Archer

Whenever Thornbow Archer attacks, each opponent who doesn't control an Elf loses 1 life.

1/2

Throwing Knife

{2}

Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, you may sacrifice Throwing Knife. If you do, Throwing Knife deals 2 damage to target creature or player.

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

Thunderclap Wyvern

{2}{W}{U}

Creature — Drake

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

Flying

Other creatures you control with flying get +1/+1.

2/3

Topan Freeblade

{1}{W}

Creature — Human Soldier

Vigilance (Attacking doesn't cause this creature to tap.)

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

2/2

Touch of Moonglove

{B}

Instant

Target creature you control gets +1/+0 and gains deathtouch until end of turn. Whenever a creature dealt damage by that creature dies this turn, its controller loses 2 life. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)

Tragic Arrogance

{3}{W}{W}

Sorcery

For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents he or she controls.

Undead Servant

{3}{B}

Creature — Zombie

When Undead Servant enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield for each card named Undead Servant in your graveyard.

3/2

Undercity Troll

{1}{G}

Creature — Troll

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

{2}{G}: Regenerate Undercity Troll. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

2/2

Unholy Hunger

{3}{B}{B}

Instant

Destroy target creature.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you gain 2 life.

Valeron Wardens

{2}{G}

Creature — Human Monk

Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)

Whenever a creature you control becomes renowned, draw a card.

1/3

Valor in Akros

{3}{W}

Enchantment

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

Veteran's Sidearm

{2}

Artifact — Equipment

Equipped creature gets +1/+1.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Vine Snare

{2}{G}

Instant

Prevent all combat damage that would be dealt this turn by creatures with power 4 or less.

Volcanic Rambler

{5}{R}

Creature — Elemental

{2}{R}: Volcanic Rambler deals 1 damage to target player.

6/4

Vryn Wingmare

{2}{W}

Creature — Pegasus

Flying

Noncreature spells cost {1} more to cast.

2/1

War Horn

{3}

Artifact

Attacking creatures you control get +1/+0.

War Oracle

{2}{W}{W}

Creature — Human Cleric

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

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

3/3

Whirler Rogue

{2}{U}{U}

Creature — Human Rogue Artificer

When Whirler Rogue enters the battlefield, put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.

Tap two untapped artifacts you control: Target creature can't be blocked this turn.

2/2

Wild Instincts

{3}{G}

Sorcery

Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

Willbreaker

{3}{U}{U}

Creature — Human Wizard

Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control Willbreaker.

2/3

Woodland Bellower

{4}{G}{G}

Creature — Beast

When Woodland Bellower enters the battlefield, you may search your library for a nonlegendary green creature card with converted mana cost 3 or less, put it onto the battlefield, then shuffle your library.

6/5

Zendikar Incarnate

{2}{R}{G}

Creature — Elemental

Zendikar Incarnate's power is equal to the number of lands you control.

*/4

Zendikar's Roil

{3}{G}{G}

Enchantment

Whenever a land enters the battlefield under your control, put a 2/2 green Elemental creature token onto the battlefield.