Atsudan is going through the most serious crisis of faith ever known. A mysterious little girl called Sacrament appeared from nowhere, and her unique ability to change anyone's fate by turning the purest person into an irredeemable sinner or vice versa scares Atsudan believers the most - some see her as a greatest heretic, but some claim her as a savior sent by god itself.
Redemption (When you cast this spell, you may return another target card with redemption that costs less from your graveyard to your hand.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Shrinebuilding - [EFFECT] equal to the number of Shrines you control.
Kicker [Cost] - Effect if this spell was kicked.
Profanation [COST] (You may cast this spell for its Profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Sacrament's Follower1U
Creature - Vedalken Cleric (C)
Kicker 1(W/B)(You may pay an additional 1(W/B) as you cast this spell.)
When Sacrament's Follower enters the battlefield, if it was kicked, put a +1/+1 counter on target creature or a loyalty counter on target planeswalker. "God has a grand plan for us. If Her appearance is not an omen, what else is?"
1/3
Guiding Lights1WW
Instant (C)
Prevent all combat damage that would be dealt to you this turn.
Redemption (When you cast this spell, you may return another target card with redemption that costs less from your graveyard to your hand.) "I raised my axe to strike, and next I remember the moths led me home."
-Bila, Disciple of Krana
Pillager's Fire2R
Instant (C)
Profanation R(You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Pillager's Fire deals 3 damage to any target. "Hers is the only way, and thus all else must burn!"
Altar of Passion1RR
Enchantment (C)
Whenever you cast your second spell each turn, put a devotion counter on Altar of Passion.
As long as there are three or more devotion counters on Altar of Passion, it becomes a Shrine in addition to its other types and has "Attacking creatures you control get +1/+0 for each Shrine you control."
Chokeweed Preta3B
Creature - Spirit (C)
Menace
When Chokeweed Preta enters the battlefield, choose one -
• Target creature an opponent controls gets -1/-1 until end of turn.
• Target opponent loses 2 life if they control an enchantment.
2/1
Savage Embrace4G
Instant (C)
As an additional cost to cast this spell, sacrifice a creature.
Create a 4/4 green Beast Cleric creature token with vigilance. Knowing of Sacrament's miracles, many shamans took sinful forms to get close to her.
Gruesome Fate2B
Sorcery (C)
Each opponent loses 1 life for each creature you control. "Seven days ago, sinners weren't dare to look up at us. Now they're trying to tell us what to do." - Panzaan, purist of Phaitzai sect
New Scripture3U
Sorcery (C)
Draw two cards.
Profanation 1U(You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.) With Sacrament's arrival came a thousand new writings on God.
Sayotri's Smith3R
Creature - Spirit Artificer (C)
Kicker (B/G)
When Sayotri's Smith enters the battlefield, if it was kicked, target permanent gains indestructible until the beginning of your next turn. Even with their bodies long ago entombed, the builders of Lady Sayotri's war-hall still wander its passageways demanding more coal and more timber.
4/1
Omen Stalker3BB
Creature - Demon (U) 2, Sacrifice a creature or enchantment: Omen Stalker gains menace until end of turn. If a Shrine was sacrificed this way, put a +1/+1 counter on Omen Stalker. "There is no escape from sin now."
4/3
Yaksha of Many Blades1WB
Creature - Spirit Warrior (U)
Menace
Exalted
Whenever a permanent exalts Yaksha of Many Blades, Yaksha of Many Blades gains your choice of flying, first strike, lifelink, protection from white, or protection from black until end of turn.
2/2
Endearing Delusion1UU
Instant (U)
Counter target spell.
Profanation U(You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.) "Your faith was never true if a simple miracle can fool you." - Bibrou, theist of Bashicho sect
Krana Resurrected2RW
Legendary Creature - Minotaur Monk (Rare)
Haste
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Krana Resurrected attacks alone, discard all the cards in your hand, then draw a card for each enchantment you control. Relieved of his burden after a thousand years.
3/4
DFC 1 of 1:
Aminatou's Confessor3UU
Creature - Illusion Cleric (C)
Peaceful and wrathful aspect (Cast this spell only during your postcombat main phase. If you attacked with no creatures this turn, this enters the battlefield with a +1/+1 counter on it. If you attacked with all creatures you control this turn, this enters the battlefield transformed with a +1/+1 counter on it.)
Hexproof
2/4
/// Aminatou's Inquisitor
• Creature - Illusion Cleric (C)
Flying "In the flightiness of her youth, the holy Sacrament may save you. Or she may leave you to me, and my will."
4/2
Yaksha of Unshakeable Faith1WW
Creature - Spirit Knight (U)
First strike, hexproof from black
Exalted
At the beginning of your upkeep, transform Yaksha of Unshakeable Faith.
2/2
/// Yaksha of Oncoming Doubts
• Creature - Spirit Knight (U)
Deathtouch, hexproof from white
Exalted
At the beginning of your upkeep, transform Yaksha of Oncoming Doubts.
2/2
Atsudan is going through the most serious crisis of faith ever known. A mysterious little girl called Sacrament appeared from nowhere, and her unique ability to change anyone's fate by turning the purest person into an irredeemable sinner or vice versa scares Atsudan believers the most - some see her as a greatest heretic, but some claim her as a savior sent by god itself.
Redemption (When you cast this spell, you may return another target card with redemption that costs less from your graveyard to your hand.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Shrinebuilding - [EFFECT] equal to the number of Shrines you control.
Kicker [Cost] - Effect if this spell was kicked.
Profanation [COST] (You may cast this spell for its Profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Peaceful and wrathful aspect (Cast this spell only during your postcombat main phase. If you attacked with no creatures this turn, this enters the battlefield with a +1/+1 counter on it. If you attacked with all creatures you control this turn, this enters the battlefield transformed with a +1/+1 counter on it.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Sacrament's Follower1U
Creature - Vedalken Cleric (C)
Kicker 1(W/B)(You may pay an additional 1(W/B) as you cast this spell.)
When Sacrament's Follower enters the battlefield, if it was kicked, put a +1/+1 counter on target creature or a loyalty counter on target planeswalker. "God has a grand plan for us. If Her appearance is not an omen, what else is?"
1/3
Guiding Lights1WW
Instant (C)
Prevent all combat damage that would be dealt to you this turn.
Redemption (When you cast this spell, you may return another target card with redemption that costs less from your graveyard to your hand.) "I raised my axe to strike, and next I remember the moths led me home."
-Bila, Disciple of Krana
Pillager's Fire2R
Instant (C)
Profanation R(You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Pillager's Fire deals 3 damage to any target. "Hers is the only way, and thus all else must burn!"
Altar of Passion1RR
Enchantment (C)
Whenever you cast your second spell each turn, put a devotion counter on Altar of Passion.
As long as there are three or more devotion counters on Altar of Passion, it becomes a Shrine in addition to its other types and has "Attacking creatures you control get +1/+0 for each Shrine you control."
Chokeweed Preta3B
Creature - Spirit (C)
Menace
When Chokeweed Preta enters the battlefield, choose one -
• Target creature an opponent controls gets -1/-1 until end of turn.
• Target opponent loses 2 life if they control an enchantment.
2/1
Savage Embrace4G
Instant (C)
As an additional cost to cast this spell, sacrifice a creature.
Create a 4/4 green Beast Cleric creature token with vigilance. Knowing of Sacrament's miracles, many shamans took sinful forms to get close to her.
Gruesome Fate2B
Sorcery (C)
Each opponent loses 1 life for each creature you control. "Seven days ago, sinners weren't dare to look up at us. Now they're trying to tell us what to do." - Panzaan, purist of Phaitzai sect
New Scripture3U
Sorcery (C)
Draw two cards.
Profanation 1U(You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.) With Sacrament's arrival came a thousand new writings on God.
Sayotri's Smith3R
Creature - Spirit Artificer (C)
Kicker (B/G)
When Sayotri's Smith enters the battlefield, if it was kicked, target permanent gains indestructible until the beginning of your next turn. Even with their bodies long ago entombed, the builders of Lady Sayotri's war-hall still wander its passageways demanding more coal and more timber.
4/1
Omen Stalker3BB
Creature - Demon (U) 2, Sacrifice a creature or enchantment: Omen Stalker gains menace until end of turn. If a Shrine was sacrificed this way, put a +1/+1 counter on Omen Stalker. "There is no escape from sin now."
4/3
Yaksha of Many Blades1WB
Creature - Spirit Warrior (U)
Menace
Exalted
Whenever a permanent exalts Yaksha of Many Blades, Yaksha of Many Blades gains your choice of flying, first strike, lifelink, protection from white, or protection from black until end of turn.
2/2
Endearing Delusion1UU
Instant (U)
Counter target spell.
Profanation U(You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.) "Your faith was never true if a simple miracle can fool you." - Bibrou, theist of Bashicho sect
Krana Resurrected2RW
Legendary Creature - Minotaur Monk (Rare)
Haste
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Krana Resurrected attacks alone, discard all the cards in your hand, then draw a card for each enchantment you control. Relieved of his burden after a thousand years.
3/4
Aminatou's Confessor3UU
Creature - Illusion Cleric (C)
Peaceful and wrathful aspect (Cast this spell only during your postcombat main phase. If you attacked with no creatures this turn, this enters the battlefield with a +1/+1 counter on it. If you attacked with all creatures you control this turn, this enters the battlefield transformed with a +1/+1 counter on it.)
Hexproof
2/4
/// Aminatou's Inquisitor
• Creature - Illusion Cleric (C)
Flying "In the flightiness of her youth, the holy Sacrament may save you. Or she may leave you to me, and my will."
4/2
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
The seven factions of Therra are beginning to realize that isolation and suspicion are not the answer - slowly there is exchange and mutual understanding, and the plane stands at a crossroads. In one possibility, all the peoples of the world may unite, destroying their hate for the good of all - but then, as complex alliances form, a Planar Takeover may be attempted by any ruthless combination of the factions!
For the first time in the history of the plane, the Twins of Palosi are in disagreement over the mortals they protect. Ashmi offers them a guiding hand along the path of innovation, but Tavik can see only a road leading to destruction of the world she so carefully preserved. And who is this lion-man who claims to bring peace? A ploy from the other twin, or an unforeseen threat?
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Common 1 of 10:
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
FirebreathingR
Enchantment - Aura (C)
Enchant creature R: Enchanted creature gets +1/+0 until end of turn. Those few on Zeteb with such a talent are often shunned or killed.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Common 2 of 10
Gorecycle2
Artifact Creature - Vehicle (C)
Deathtouch
Crew 1 Members of Zeteb warbands compete on many levels: the best weapons and armors, the most impressive hairstyle, the best decorated mounts. Some of their transports are real masterpieces.
2/3
Armored Tundradile3R
Creature - Beast (C)
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
When Armored Tundradile enters the battlefield, if it devoured an artifact creature, it gains haste and trample until end of turn.
3/2
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Common 3 of 10:
Shukti Bombardier2R
Creature- Goblin Warrior (C)
haste
When Shukti Bombardier enters the battlefield, you may sacrifice an artifact. If you do, destroy target artifact. You'd be amazed what they can turn into a bomb.
2/2
Salvaged Windscooner3
Artifact- Vehicle (C)
Flawed 1(You pay play this card for its flawed cost. If you do, it enters the battlefield with a flaw counter.)
Salvaged Windscooner has flying as long as it doesn't have a flaw counter.
Crew 1
3/3
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Flaw is okay but Salvaged Windscooner is probably too much compared to uncommon Sleek Schooner...
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Common 4 of 10
Armordillo1W
Creature - Armadillo (C)
Flash
When Armordillo enters the battlefield, it gains indestructible until end of turn. "To put armor on, you have to take it off from someone, and here is a problem..." - Mabec, tundra explorer
1/3
Taoh's Kidnappers2BB
Creature - Human Rogue (C)
When Taoh's Kidnappers enters the battlefield, you may destroy target creature with power less than Taoh's Kidnappers power unless its controller pays x, where X is that creature's power. "You know the rules. A set of organs you're interested in is here, complete and functioning. Yet."
3/2
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Common 5 of 10:
Sanguine Sliver1RW
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, it gets +1/+2 until end of turn." Custom-made for Zeteb in the Fifth Sphere, they were expected to lead the artificial slivers of the Forge - but not in an uprising.
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Note: The two "Innistrad" sequel expansions are separate and are not in the same block as each other. The two Homelands expansions are separate as well, and take place in alternate timelines.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Common 6 of 10
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Unholy Coalescence3G
Sorcery (C)
Target creature gets +5/+5 until end of turn.
Massacre (Each nonland permanent you sacrifice while casting this spell pays for 1).
Feign DeathB
Sorcery (C)
Until end of turn, target creature gains “When this creature dies, return it to the battlefield tapped under its owner’s control.” You may sacrifice it. A vital skill for a deadly world.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Common 7 of 10:
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Vuxhuni JunkheapWU
Creature - Wall (C)
Flash
Defender
Vuxhuni Junkheap's toughness is equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Not built to last, but shockingly good at doing so.
0/*
Zeteb Yeti3RR
Creature - Yeti (C)
First strike "Quick to attack, relentless, yet sickly and easily put to fleeing? Who do we know whom that sounds like?" - Arimba, disciple of Skimia
4/2
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Common 8 of 10:
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Lumbering Stalagmite4RR
Creature - Elemental (C)
Trample Digruntled at having being abandoned by its masters, some parts of Zeteb started a protest march.
6/4
Siege Modification1RR
Enchantment - Aura (C)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it's a creature in addition to its other types.
Enchanted creature gets +3/+0 and has first strike. The greatest weapons are those we never need to use.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Common 9 of 10
War Report3W
Instant (C)
You gain life equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Never experienced any total war, Zeteb natives still show the tendency to war in numbers if possible.
Fibrous Sliver2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Gorging Sliver2BB
Creature - Sliver (C)
Sliver spells you cast have massacre (Each nonland permanent you sacrifice while casting a spell with massacre pays for 1).
3/3
Much as I'd like to reprint War Report + preparedness, that's not how the card functions
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Common 10 of 10:
Wandering CharmG
Sorcery (C)
Choose one -
• Put a +1/+1 counter on target creature.
• Destroy target Equipment.
• Creatures you control can't be blocked this turn by creatures with lesser power.
Longevity Sliver3W
Creature - Sliver
Sliver creatures you control have “When this creature enters the battlefield, you gain 4 life." Sliverguards can find a specimen's age from scarring where it shed its chitin annually. Many slivers have hundreds of such scars.
2/4
Karst-Eater4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Where are they come from? Where are they headed? Why do they hunger?
5/1
My bad, War Report counts artifact and creatures from all players. But we can make an analogue.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Where are they come from? Where are they headed? Why do they hunger?
5/1
Uncommon 1 of 3
Priest of Rattling WheelsWB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Truck Down1R
Sorcery (U)
Vehicles you control become artifact creatures until end of turn. Target creature you control fights target creature you don't control.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling WheelsWB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Uncommon 2 of 3:
Mysterious Mechanism5
Artifact (U)
Flawed 3(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.) T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C. T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Flamejet Tundra-Pod4
Artifact - Vehicle (U)
Flamejet Tundra-Pod can't be blocked by Slivers. R: Target creature you control gets +1/+0 until end of turn.
Crew 3
6/3
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling WheelsWB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Mysterious Mechanism5
Artifact (U)
Flawed 3(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.) T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C. T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Uncommon 3 of 3
Scraphunter3BG
Creature - Wurm (U)
Reach
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
Whenever a creature enters the battlefield under your control, if it devoured an artifact creature, each opponent discards a card.
5/5
Multipod MasteryUU
Enchantment - Aura (U)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it’s a creature in addition to its other types.
Enchanted creature gets +2/+2 and has "XU: This creature can't be blocked this turn expect by X or more creatures." "Man, all our risks were calculated. But looks like I am bad at math." - Higsul, to Skimia
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling WheelsWB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Mysterious Mechanism5
Artifact (U)
Flawed 3(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.) T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C. T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Multipod MasteryUU
Enchantment - Aura (U)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it’s a creature in addition to its other types.
Enchanted creature gets +2/+2 and has "XU: This creature can't be blocked this turn expect by X or more creatures." "Man, all our risks were calculated. But looks like I am bad at math." - Higsul, to Skimia
Rare 1 of 1:
Smogfall Demon4BB
Creature - Elemental Demon (R)
Flying, haste
Devour 3
Whenever Smogfall Demon or another creature enters the battlefield under your control, if that creature devoured one or more artifact creatures, each opponent loses a quarter of their life, rounded up.
3/1
Hoànn, Twisted Dreadnought1
Legendary Artifact - Vehicle (M)
Hexproof from instants
Prevent all damage that would be dealt to Hoànn, Twisted Dreadnought from nonartifact sources.
As an additional cost to crew Hoànn, sacrifice a creature.
Crew 3
6/6
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Vehicles
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Devour
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random. "The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types. Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn. Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm3U
Creature - Illusion (C)
Flying "Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna know how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express4
Artifact - Vehicle (C)
Flawed 2(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader1U
Creature - Elemental (C) 2U: Creatures blocked by Snowspreader get -1/-0 until end of turn. One of the least harmful Zeteb natives.
1/3
Landfeast Sliver2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C." "They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring CharmR
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.) Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling WheelsWB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Mysterious Mechanism5
Artifact (U)
Flawed 3(You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.) T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C. T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Multipod MasteryUU
Enchantment - Aura (U)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it’s a creature in addition to its other types.
Enchanted creature gets +2/+2 and has "XU: This creature can't be blocked this turn expect by X or more creatures." "Man, all our risks were calculated. But looks like I am bad at math." - Higsul, to Skimia
Smogfall Demon4BB
Creature - Elemental Demon (R)
Flying, haste
Devour 3
Whenever Smogfall Demon or another creature enters the battlefield under your control, if that creature devoured one or more artifact creatures, each opponent loses a quarter of their life, rounded up.
3/1
Next
The seven factions of Therra are beginning to realize that isolation and suspicion are not the answer - slowly there is exchange and mutual understanding, and the plane stands at a crossroads. In one possibility, all the peoples of the world may unite, destroying their hate for the good of all - but then, as complex alliances form, a Planar Takeover may be attempted by any ruthless combination of the factions!
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Token 1 of 1:
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Metazero
• Token Legendary Creature - Dragon Mutant (S)
Flying, haste, protection from red
6/6
Note: The two "Innistrad" sequel expansions are separate and are not in the same block as each other. The two Homelands expansions are separate as well, and take place in alternate timelines.
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Common 1 of 10
Ecosphere Warden2G
Creature - Human Druid (C)
Whenever a land enters the battlefield under your control, if it was the first land entered the battlefield under your control this turn, you gain 1 life.
Whenever a land enters the battlefield under your control, if it wasn’t the first land entered the battlefield under your control this turn, you gain 3 life.
2/2
Geneclone1U
Creature - Shapeshifter (C)
When Geneclone enters the battlefield, you may sacrifice a creature. If you do, Geneclone enters the battlefield as a copy of that creature.
1/2
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Common 2 of 10:
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Stalking Metagator3B
Creature - Crocodile Mutant (C)
Defender
Sacrifice a creature: Stalking Metagator can attack this turn as though it didn't have defender. If that creature was a Mutant, Stalking Metagator gets +1/+1 until end of turn.
5/3
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Common 3 of 10
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energy Collector1G
Creature - Homunculus Mutant (C)
At the beginning of your end step, if you have spent energy this turn, add E(an energy counter). The total energy of an isolated system of the city remains constant, it is said to be conserved in the Symbiotic Synod.
1/3
Lurking Metawargs5G
Creature - Wolf Mutant (C)
Trample
Whenever an artifact creature an opponent controls blocks, Lurking Metawargs gets +1/+1 until end of turn. "The first five lines of security are already breached. God help us." - Ermetov, komtur of 2nd Slum Fiends brigade
5/4
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Shrinebuilding - [EFFECT] equal to the number of Shrines you control.
Profanation [COST] (You may cast this spell for its Profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Beast Cleric
• Token Creature - Beast Cleric (S)
Vigilance
4/4
Sacrament's Follower 1U
Creature - Vedalken Cleric (C)
Kicker 1(W/B) (You may pay an additional 1(W/B) as you cast this spell.)
When Sacrament's Follower enters the battlefield, if it was kicked, put a +1/+1 counter on target creature or a loyalty counter on target planeswalker.
"God has a grand plan for us. If Her appearance is not an omen, what else is?"
1/3
Guiding Lights 1WW
Instant (C)
Prevent all combat damage that would be dealt to you this turn.
Redemption (When you cast this spell, you may return another target card with redemption that costs less from your graveyard to your hand.)
"I raised my axe to strike, and next I remember the moths led me home."
-Bila, Disciple of Krana
Pillager's Fire 2R
Instant (C)
Profanation R (You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Pillager's Fire deals 3 damage to any target.
"Hers is the only way, and thus all else must burn!"
Altar of Passion 1RR
Enchantment (C)
Whenever you cast your second spell each turn, put a devotion counter on Altar of Passion.
As long as there are three or more devotion counters on Altar of Passion, it becomes a Shrine in addition to its other types and has "Attacking creatures you control get +1/+0 for each Shrine you control."
Chokeweed Preta 3B
Creature - Spirit (C)
Menace
When Chokeweed Preta enters the battlefield, choose one -
• Target creature an opponent controls gets -1/-1 until end of turn.
• Target opponent loses 2 life if they control an enchantment.
2/1
Savage Embrace 4G
Instant (C)
As an additional cost to cast this spell, sacrifice a creature.
Create a 4/4 green Beast Cleric creature token with vigilance.
Knowing of Sacrament's miracles, many shamans took sinful forms to get close to her.
Gruesome Fate 2B
Sorcery (C)
Each opponent loses 1 life for each creature you control.
"Seven days ago, sinners weren't dare to look up at us. Now they're trying to tell us what to do." - Panzaan, purist of Phaitzai sect
New Scripture 3U
Sorcery (C)
Draw two cards.
Profanation 1U (You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
With Sacrament's arrival came a thousand new writings on God.
Sayotri's Smith 3R
Creature - Spirit Artificer (C)
Kicker (B/G)
When Sayotri's Smith enters the battlefield, if it was kicked, target permanent gains indestructible until the beginning of your next turn.
Even with their bodies long ago entombed, the builders of Lady Sayotri's war-hall still wander its passageways demanding more coal and more timber.
4/1
Omen Stalker 3BB
Creature - Demon (U)
2, Sacrifice a creature or enchantment: Omen Stalker gains menace until end of turn. If a Shrine was sacrificed this way, put a +1/+1 counter on Omen Stalker.
"There is no escape from sin now."
4/3
Yaksha of Many Blades 1WB
Creature - Spirit Warrior (U)
Menace
Exalted
Whenever a permanent exalts Yaksha of Many Blades, Yaksha of Many Blades gains your choice of flying, first strike, lifelink, protection from white, or protection from black until end of turn.
2/2
Endearing Delusion 1UU
Instant (U)
Counter target spell.
Profanation U (You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
"Your faith was never true if a simple miracle can fool you." - Bibrou, theist of Bashicho sect
Krana Resurrected 2RW
Legendary Creature - Minotaur Monk (Rare)
Haste
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Krana Resurrected attacks alone, discard all the cards in your hand, then draw a card for each enchantment you control.
Relieved of his burden after a thousand years.
3/4
Aminatou's Confessor 3UU
Creature - Illusion Cleric (C)
Peaceful and wrathful aspect (Cast this spell only during your postcombat main phase. If you attacked with no creatures this turn, this enters the battlefield with a +1/+1 counter on it. If you attacked with all creatures you control this turn, this enters the battlefield transformed with a +1/+1 counter on it.)
Hexproof
2/4
///
Aminatou's Inquisitor
• Creature - Illusion Cleric (C)
Flying
"In the flightiness of her youth, the holy Sacrament may save you. Or she may leave you to me, and my will."
4/2
Yaksha of Unshakeable Faith 1WW
Creature - Spirit Knight (U)
First strike, hexproof from black
Exalted
At the beginning of your upkeep, transform Yaksha of Unshakeable Faith.
2/2
///
Yaksha of Oncoming Doubts
• Creature - Spirit Knight (U)
Deathtouch, hexproof from white
Exalted
At the beginning of your upkeep, transform Yaksha of Oncoming Doubts.
2/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Shrinebuilding - [EFFECT] equal to the number of Shrines you control.
Profanation [COST] (You may cast this spell for its Profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Peaceful and wrathful aspect (Cast this spell only during your postcombat main phase. If you attacked with no creatures this turn, this enters the battlefield with a +1/+1 counter on it. If you attacked with all creatures you control this turn, this enters the battlefield transformed with a +1/+1 counter on it.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Beast Cleric
• Token Creature - Beast Cleric (S)
Vigilance
4/4
Sacrament's Follower 1U
Creature - Vedalken Cleric (C)
Kicker 1(W/B) (You may pay an additional 1(W/B) as you cast this spell.)
When Sacrament's Follower enters the battlefield, if it was kicked, put a +1/+1 counter on target creature or a loyalty counter on target planeswalker.
"God has a grand plan for us. If Her appearance is not an omen, what else is?"
1/3
Guiding Lights 1WW
Instant (C)
Prevent all combat damage that would be dealt to you this turn.
Redemption (When you cast this spell, you may return another target card with redemption that costs less from your graveyard to your hand.)
"I raised my axe to strike, and next I remember the moths led me home."
-Bila, Disciple of Krana
Pillager's Fire 2R
Instant (C)
Profanation R (You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
Pillager's Fire deals 3 damage to any target.
"Hers is the only way, and thus all else must burn!"
Altar of Passion 1RR
Enchantment (C)
Whenever you cast your second spell each turn, put a devotion counter on Altar of Passion.
As long as there are three or more devotion counters on Altar of Passion, it becomes a Shrine in addition to its other types and has "Attacking creatures you control get +1/+0 for each Shrine you control."
Chokeweed Preta 3B
Creature - Spirit (C)
Menace
When Chokeweed Preta enters the battlefield, choose one -
• Target creature an opponent controls gets -1/-1 until end of turn.
• Target opponent loses 2 life if they control an enchantment.
2/1
Savage Embrace 4G
Instant (C)
As an additional cost to cast this spell, sacrifice a creature.
Create a 4/4 green Beast Cleric creature token with vigilance.
Knowing of Sacrament's miracles, many shamans took sinful forms to get close to her.
Gruesome Fate 2B
Sorcery (C)
Each opponent loses 1 life for each creature you control.
"Seven days ago, sinners weren't dare to look up at us. Now they're trying to tell us what to do." - Panzaan, purist of Phaitzai sect
New Scripture 3U
Sorcery (C)
Draw two cards.
Profanation 1U (You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
With Sacrament's arrival came a thousand new writings on God.
Sayotri's Smith 3R
Creature - Spirit Artificer (C)
Kicker (B/G)
When Sayotri's Smith enters the battlefield, if it was kicked, target permanent gains indestructible until the beginning of your next turn.
Even with their bodies long ago entombed, the builders of Lady Sayotri's war-hall still wander its passageways demanding more coal and more timber.
4/1
Omen Stalker 3BB
Creature - Demon (U)
2, Sacrifice a creature or enchantment: Omen Stalker gains menace until end of turn. If a Shrine was sacrificed this way, put a +1/+1 counter on Omen Stalker.
"There is no escape from sin now."
4/3
Yaksha of Many Blades 1WB
Creature - Spirit Warrior (U)
Menace
Exalted
Whenever a permanent exalts Yaksha of Many Blades, Yaksha of Many Blades gains your choice of flying, first strike, lifelink, protection from white, or protection from black until end of turn.
2/2
Endearing Delusion 1UU
Instant (U)
Counter target spell.
Profanation U (You may cast this spell for its profanation cost by sacrificing an enchantment or if you've sacrificed an enchantment this turn.)
"Your faith was never true if a simple miracle can fool you." - Bibrou, theist of Bashicho sect
Krana Resurrected 2RW
Legendary Creature - Minotaur Monk (Rare)
Haste
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Krana Resurrected attacks alone, discard all the cards in your hand, then draw a card for each enchantment you control.
Relieved of his burden after a thousand years.
3/4
Aminatou's Confessor 3UU
Creature - Illusion Cleric (C)
Peaceful and wrathful aspect (Cast this spell only during your postcombat main phase. If you attacked with no creatures this turn, this enters the battlefield with a +1/+1 counter on it. If you attacked with all creatures you control this turn, this enters the battlefield transformed with a +1/+1 counter on it.)
Hexproof
2/4
///
Aminatou's Inquisitor
• Creature - Illusion Cleric (C)
Flying
"In the flightiness of her youth, the holy Sacrament may save you. Or she may leave you to me, and my will."
4/2
The seven factions of Therra are beginning to realize that isolation and suspicion are not the answer - slowly there is exchange and mutual understanding, and the plane stands at a crossroads. In one possibility, all the peoples of the world may unite, destroying their hate for the good of all - but then, as complex alliances form, a Planar Takeover may be attempted by any ruthless combination of the factions!
For the first time in the history of the plane, the Twins of Palosi are in disagreement over the mortals they protect. Ashmi offers them a guiding hand along the path of innovation, but Tavik can see only a road leading to destruction of the world she so carefully preserved. And who is this lion-man who claims to bring peace? A ploy from the other twin, or an unforeseen threat?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Token 1 of 1
Beast
• Token Artifact Creature - Beast (S)
Devour 1
2/2
Barbarian
• Token Creature - Barbarian (S)
Menace
2/1
Cleric
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Firebreathing R
Enchantment - Aura (C)
Enchant creature
R: Enchanted creature gets +1/+0 until end of turn.
Those few on Zeteb with such a talent are often shunned or killed.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Gorecycle 2
Artifact Creature - Vehicle (C)
Deathtouch
Crew 1
Members of Zeteb warbands compete on many levels: the best weapons and armors, the most impressive hairstyle, the best decorated mounts. Some of their transports are real masterpieces.
2/3
Armored Tundradile 3R
Creature - Beast (C)
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
When Armored Tundradile enters the battlefield, if it devoured an artifact creature, it gains haste and trample until end of turn.
3/2
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Common 3 of 10:
Shukti Bombardier 2R
Creature- Goblin Warrior (C)
haste
When Shukti Bombardier enters the battlefield, you may sacrifice an artifact. If you do, destroy target artifact.
You'd be amazed what they can turn into a bomb.
2/2
Salvaged Windscooner 3
Artifact- Vehicle (C)
Flawed 1 (You pay play this card for its flawed cost. If you do, it enters the battlefield with a flaw counter.)
Salvaged Windscooner has flying as long as it doesn't have a flaw counter.
Crew 1
3/3
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Armordillo 1W
Creature - Armadillo (C)
Flash
When Armordillo enters the battlefield, it gains indestructible until end of turn.
"To put armor on, you have to take it off from someone, and here is a problem..." - Mabec, tundra explorer
1/3
Taoh's Kidnappers 2BB
Creature - Human Rogue (C)
When Taoh's Kidnappers enters the battlefield, you may destroy target creature with power less than Taoh's Kidnappers power unless its controller pays x, where X is that creature's power.
"You know the rules. A set of organs you're interested in is here, complete and functioning. Yet."
3/2
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Sanguine Sliver 1RW
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, it gets +1/+2 until end of turn."
Custom-made for Zeteb in the Fifth Sphere, they were expected to lead the artificial slivers of the Forge - but not in an uprising.
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Arnath
Dreamvale
Primeriad
Ahrox / Riot World
Raoim
Azshanir
Rachweir
Innistrad Returned (an alternate return to Innistrad)
Haibar
Scydeon
Rammburg / Emergence
Tornaly / Tornaly at War
Return to Dominaria
Windspawn / Rooted Revenge
Airanimod
Lornadruina / Cataclysm
Solfluss
Paranis
Krunt
The Wayward Spark
Dintrel
Scilur
Arabian Paradise
Reisia
Kovzee
Innistrad: Civil War (an alternate return to Innistrad)
Guldium
Niobe
Tahrax, World of Prisms
Ekhovha
Clegohn: Collapse / Uprising / Parallax
Anapathinis
Korundum
Homecoming (a return to Homelands)
Sagrida
Journeys into the Underdark (the Magic / Forgotten Realms crossover)
Return of the Magi
Karanthion
Elor: Discoveries
Darahro
Zonh: Under Siege / Cloudburst
Kebast / Mirage of Alaron
Tuyera / Stars Beyond
Doramia
Factions of Ailon
Outerworld
Hedha
Ignixust
Quon / Looming Light / Crumble
Dhuniimok / Resurrection
Kalagh / Chorus of Roars / Supreme Predators
Gombai
Fenasera
Layvroth
Del-Sula
Spline
Brozinc
Fargreen
Braehann
Staktis
Zenith
Brux
Sparganion / Empyrical Quest
Thelb
Rimewrind and Cabalar
Malphene
Lustra / Slaves of Eldra
Henarial
Ul-Khadash / Nergalli War / Deluge
Glem Arkadia / Annihilation
Samhayn / Heirs of Maclyr
Equilor
M50 Core Set
Avinekk
The Non Mainstream (Special Set)
Eragh
Hawthri
Eonas / Coalition / Faceless
Unsound / Unleashed (the third and fourth "Un-" expansions)
Shotoki
Ochagon
Elohara
Siel
Zern'Thir / Radiant Eye
Fiora (the setting for the Conspiracy expansion)
Confluence
Fespinia
Vantrika
Shores of Eternities
Remnants of Regalia
Naroc
Excotar
Warajoroo
Settlers of Trigodora
Inaquehat
Invasion of Kamigawa / Kamigawa Steadfast (a return to Kamigawa)
Bysteole
Grauchenstein / Diamant Immanence
Mahaqua
The Luck of Jylede
The Relic
Velvechia / Infinite Toybox
Homelands alternate
Procella
Taulach
Hive of Caderith
Pendleton
Belantara
Iacta
Dexmaal
Zastrovoya
Timetwist
Helix
Zumm, Kindleblaze
Nerenia
Prism of Kuapai, Masters of the Spectrum
Vydris
Maltheon
Killers of Vahiel, Renovation
Konjin / Attack of Kaiju
Rochos / Grand Theory
Sadco / Frozen Soul
Nghorr: Amphitheater of Death
Stavado / Golden God
Magar
Enalp
Dawn on Vandos / Jungle Noon
Armies of Umanxi/ Meltdown
Pomylia
Temporal Rift
Shekhei / Endless Mutations
Lillibo, The Distortion
Tehkma
Toradeth
Mirrored Worlds
Xerdum, The Green Fountain
Nandnoor
Hammers of Quadai / Heresy
Ribble / Rainy Day
Nirris
Upheaval (another return to Ravnica), Powerhouse
Enchala, Eclipse
Slaves of Nepherkhon, Rebels of Nepherkhon
The Legend Continues, Lost Chapters
Chignia
Yinma and Angla
War of the Giants
Skortor, Nobility of the Axe
Voyages of Vellin, Stop in Karadena
Athryma
Jivvid
Bennrhydion
Onnhara
Trinketworld of Ipodri
Nakuloosh, Rage of the Wiitigo
Somacreis
Ellmont
Gadagar
Plysut
Bazhoan, Martial Funeral
Kolzag, Endure Together
Tink
Quaarecta, Clockmakers
Wobbryn
Furo, Hellswarm
Ors-Paak
Eterna, Lone Hero
Kagaqeirrot
Inkh
Skolvang
Battlegrounds of Oza
Bhoraya, Urban Inferno
Sornon
Alkabah, Showdown in Abdad
Band of Thieves
Reunion of Stavado, Arms Crisis
Nabel, Desolate Waters
Gaata, Rags to Riches
Magic Roots
Wabara, New Era
Carch, Bloody September
Time Shift
Rhamtik
Nalta
Therra
Orphans of Eterna
Cruashk
Atsudan, Sacrament
Kozut
Delextari
Future Masters
Note: The two "Innistrad" sequel expansions are separate and are not in the same block as each other. The two Homelands expansions are separate as well, and take place in alternate timelines.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Unholy Coalescence 3G
Sorcery (C)
Target creature gets +5/+5 until end of turn.
Massacre (Each nonland permanent you sacrifice while casting this spell pays for 1).
Feign Death B
Sorcery (C)
Until end of turn, target creature gains “When this creature dies, return it to the battlefield tapped under its owner’s control.” You may sacrifice it.
A vital skill for a deadly world.
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Vuxhuni Junkheap WU
Creature - Wall (C)
Flash
Defender
Vuxhuni Junkheap's toughness is equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Not built to last, but shockingly good at doing so.
0/*
Zeteb Yeti 3RR
Creature - Yeti (C)
First strike
"Quick to attack, relentless, yet sickly and easily put to fleeing? Who do we know whom that sounds like?" - Arimba, disciple of Skimia
4/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Lumbering Stalagmite 4RR
Creature - Elemental (C)
Trample
Digruntled at having being abandoned by its masters, some parts of Zeteb started a protest march.
6/4
Siege Modification 1RR
Enchantment - Aura (C)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it's a creature in addition to its other types.
Enchanted creature gets +3/+0 and has first strike.
The greatest weapons are those we never need to use.
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
War Report 3W
Instant (C)
You gain life equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Never experienced any total war, Zeteb natives still show the tendency to war in numbers if possible.
Fibrous Sliver 2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Gorging Sliver 2BB
Creature - Sliver (C)
Sliver spells you cast have massacre (Each nonland permanent you sacrifice while casting a spell with massacre pays for 1).
3/3
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver 2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Wandering Charm G
Sorcery (C)
Choose one -
• Put a +1/+1 counter on target creature.
• Destroy target Equipment.
• Creatures you control can't be blocked this turn by creatures with lesser power.
Longevity Sliver 3W
Creature - Sliver
Sliver creatures you control have “When this creature enters the battlefield, you gain 4 life."
Sliverguards can find a specimen's age from scarring where it shed its chitin annually. Many slivers have hundreds of such scars.
2/4
Karst-Eater 4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Where are they come from? Where are they headed? Why do they hunger?
5/1
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver 2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater 4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling Wheels WB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Truck Down 1R
Sorcery (U)
Vehicles you control become artifact creatures until end of turn. Target creature you control fights target creature you don't control.
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver 2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater 4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling Wheels WB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Mysterious Mechanism 5
Artifact (U)
Flawed 3 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C.
T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Flamejet Tundra-Pod 4
Artifact - Vehicle (U)
Flamejet Tundra-Pod can't be blocked by Slivers.
R: Target creature you control gets +1/+0 until end of turn.
Crew 3
6/3
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver 2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater 4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling Wheels WB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Mysterious Mechanism 5
Artifact (U)
Flawed 3 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C.
T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Scraphunter 3BG
Creature - Wurm (U)
Reach
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
Whenever a creature enters the battlefield under your control, if it devoured an artifact creature, each opponent discards a card.
5/5
Multipod Mastery UU
Enchantment - Aura (U)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it’s a creature in addition to its other types.
Enchanted creature gets +2/+2 and has "XU: This creature can't be blocked this turn expect by X or more creatures."
"Man, all our risks were calculated. But looks like I am bad at math." - Higsul, to Skimia
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna konw how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver 2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater 4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling Wheels WB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Mysterious Mechanism 5
Artifact (U)
Flawed 3 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C.
T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Multipod Mastery UU
Enchantment - Aura (U)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it’s a creature in addition to its other types.
Enchanted creature gets +2/+2 and has "XU: This creature can't be blocked this turn expect by X or more creatures."
"Man, all our risks were calculated. But looks like I am bad at math." - Higsul, to Skimia
Smogfall Demon 4BB
Creature - Elemental Demon (R)
Flying, haste
Devour 3
Whenever Smogfall Demon or another creature enters the battlefield under your control, if that creature devoured one or more artifact creatures, each opponent loses a quarter of their life, rounded up.
3/1
Hoànn, Twisted Dreadnought 1
Legendary Artifact - Vehicle (M)
Hexproof from instants
Prevent all damage that would be dealt to Hoànn, Twisted Dreadnought from nonartifact sources.
As an additional cost to crew Hoànn, sacrifice a creature.
Crew 3
6/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Flawed COST (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Preparedness (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Devour
• Token Creature - Cleric (S)
Each Vehicle you control gets +1/+0 as long as it’s a creature.
1/1
Toxic Hail 5B
Instant (C)
Destroy target creature that isn't a Vehicle and that hasn't crewed a Vehicle this turn. Its controller discards a card at random.
"The hull of one's tundra-pod is the only place one can hide when you see the death fog." - Higsul, veteran heatseeker
Liquimetal Sliver 4
Artifact Creature - Sliver (C)
Sliver creatures you control are artifacts in addition to their other types.
Slivers created in a Forge of Zeteb proved to be able to compete with purebreed ones.
2/2
Stubborn Grumba 3G
Creature- Beast (C)
Trample
When Stubborn Grumba becomes the target of a spell or ability controlled by an opponent, it gets +2/+2 until end of turn.
Evolving alongside masticores has given them little patience, and some unusual adaptations.
3/3
Northern Light Phantasm 3U
Creature - Illusion (C)
Flying
"Our shamans can predict the success of a raid by looking at the northern light. If a raid goes bad after it, the shaman should be drowned in fuel. Wanna know how exactly? You take a big metal barrel, then..." - Arimba, disciple of Skimia
3/1
Rumbling Express 4
Artifact - Vehicle (C)
Flawed 2 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
Haste
Whenever Rumbling Express becomes tapped, if it has a flaw counter on it, Rumbling Express and creatures that crewed it this turn don't untap during your next untap step.
Crew 1
4/5
Snowspreader 1U
Creature - Elemental (C)
2U: Creatures blocked by Snowspreader get -1/-0 until end of turn.
One of the least harmful Zeteb natives.
1/3
Landfeast Sliver 2GU
Creature - Sliver (C)
Sliver creatures you control have "Whenever this creature attacks, tap target land defending player controls and empty their mana pool, then add C."
"They excel at, metaphorically, squeezing blood from a stone." - Nescun, Abrefan sliverguard
2/3
Scarring Charm R
Sorcery (C)
Choose one -
• Add RR.
• Scarring Charm deals 2 damage to target creature.
• Each player sacrifices an artifact.
Fibrous Sliver 2G
Creature - Sliver (С)
Each Sliver creature you control enters the battlefield with an additional +1/+1 counter on it.
1/1
Karst-Eater 4R
Creature - Elemental Construct (C)
When Karst-Eater enters the battlefield, add an amount of R equal to your preparedness. (Your preparedness is the number of artifacts you control plus the number of creatures you control.)
Where are they come from? Where are they headed? Why do they hunger?
5/1
Priest of Rattling Wheels WB
Creature - Human Cleric (U)
At the beginning of your end step, if two or more Vehicles you control dealt damage this turn, create a 1/1 black Cleric creature token with "Each Vehicle you control gets +1/+0 as long as it’s a creature."
2/2
Mysterious Mechanism 5
Artifact (U)
Flawed 3 (You may cast this spell for its flawed cost. If you do, it enters the battlefield with a flaw counter on it.)
T: Add two mana in any combination of colors. If Mysterious Mechanism has a flaw counter on it, instead add C.
T: Scry 2. If Mysterious Mechanism has a flaw counter on it, instead look at the top card of your library.
Multipod Mastery UU
Enchantment - Aura (U)
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it’s a creature in addition to its other types.
Enchanted creature gets +2/+2 and has "XU: This creature can't be blocked this turn expect by X or more creatures."
"Man, all our risks were calculated. But looks like I am bad at math." - Higsul, to Skimia
Smogfall Demon 4BB
Creature - Elemental Demon (R)
Flying, haste
Devour 3
Whenever Smogfall Demon or another creature enters the battlefield under your control, if that creature devoured one or more artifact creatures, each opponent loses a quarter of their life, rounded up.
3/1
The seven factions of Therra are beginning to realize that isolation and suspicion are not the answer - slowly there is exchange and mutual understanding, and the plane stands at a crossroads. In one possibility, all the peoples of the world may unite, destroying their hate for the good of all - but then, as complex alliances form, a Planar Takeover may be attempted by any ruthless combination of the factions!
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Metazero
• Token Legendary Creature - Dragon Mutant (S)
Flying, haste, protection from red
6/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Arnath
Dreamvale
Primeriad
Ahrox / Riot World
Raoim
Azshanir
Rachweir
Innistrad Returned (an alternate return to Innistrad)
Haibar
Scydeon
Rammburg / Emergence
Tornaly / Tornaly at War
Return to Dominaria
Windspawn / Rooted Revenge
Airanimod
Lornadruina / Cataclysm
Solfluss
Paranis
Krunt
The Wayward Spark
Dintrel
Scilur
Arabian Paradise
Reisia
Kovzee
Innistrad: Civil War (an alternate return to Innistrad)
Guldium
Niobe
Tahrax, World of Prisms
Ekhovha
Clegohn: Collapse / Uprising / Parallax
Anapathinis
Korundum
Homecoming (a return to Homelands)
Sagrida
Journeys into the Underdark (the Magic / Forgotten Realms crossover)
Return of the Magi
Karanthion
Elor: Discoveries
Darahro
Zonh: Under Siege / Cloudburst
Kebast / Mirage of Alaron
Tuyera / Stars Beyond
Doramia
Factions of Ailon
Outerworld
Hedha
Ignixust
Quon / Looming Light / Crumble
Dhuniimok / Resurrection
Kalagh / Chorus of Roars / Supreme Predators
Gombai
Fenasera
Layvroth
Del-Sula
Spline
Brozinc
Fargreen
Braehann
Staktis
Zenith
Brux
Sparganion / Empyrical Quest
Thelb
Rimewrind and Cabalar
Malphene
Lustra / Slaves of Eldra
Henarial
Ul-Khadash / Nergalli War / Deluge
Glem Arkadia / Annihilation
Samhayn / Heirs of Maclyr
Equilor
M50 Core Set
Avinekk
The Non Mainstream (Special Set)
Eragh
Hawthri
Eonas / Coalition / Faceless
Unsound / Unleashed (the third and fourth "Un-" expansions)
Shotoki
Ochagon
Elohara
Siel
Zern'Thir / Radiant Eye
Fiora (the setting for the Conspiracy expansion)
Confluence
Fespinia
Vantrika
Shores of Eternities
Remnants of Regalia
Naroc
Excotar
Warajoroo
Settlers of Trigodora
Inaquehat
Invasion of Kamigawa / Kamigawa Steadfast (a return to Kamigawa)
Bysteole
Grauchenstein / Diamant Immanence
Mahaqua
The Luck of Jylede
The Relic
Velvechia / Infinite Toybox
Homelands alternate
Procella
Taulach
Hive of Caderith
Pendleton
Belantara
Iacta
Dexmaal
Zastrovoya
Timetwist
Helix
Zumm, Kindleblaze
Nerenia
Prism of Kuapai, Masters of the Spectrum
Vydris
Maltheon
Killers of Vahiel, Renovation
Konjin / Attack of Kaiju
Rochos / Grand Theory
Sadco / Frozen Soul
Nghorr: Amphitheater of Death
Stavado / Golden God
Magar
Enalp
Dawn on Vandos / Jungle Noon
Armies of Umanxi/ Meltdown
Pomylia
Temporal Rift
Shekhei / Endless Mutations
Lillibo, The Distortion
Tehkma
Toradeth
Mirrored Worlds
Xerdum, The Green Fountain
Nandnoor
Hammers of Quadai / Heresy
Ribble / Rainy Day
Nirris
Upheaval (another return to Ravnica), Powerhouse
Enchala, Eclipse
Slaves of Nepherkhon, Rebels of Nepherkhon
The Legend Continues, Lost Chapters
Chignia
Yinma and Angla
War of the Giants
Skortor, Nobility of the Axe
Voyages of Vellin, Stop in Karadena
Athryma
Jivvid
Bennrhydion
Onnhara
Trinketworld of Ipodri
Nakuloosh, Rage of the Wiitigo
Somacreis
Ellmont
Gadagar
Plysut
Bazhoan, Martial Funeral
Kolzag, Endure Together
Tink
Quaarecta, Clockmakers
Wobbryn
Furo, Hellswarm
Ors-Paak
Eterna, Lone Hero
Kagaqeirrot
Inkh
Skolvang
Battlegrounds of Oza
Bhoraya, Urban Inferno
Sornon
Alkabah, Showdown in Abdad
Band of Thieves
Reunion of Stavado, Arms Crisis
Nabel, Desolate Waters
Gaata, Rags to Riches
Magic Roots
Wabara, New Era
Carch, Bloody September
Time Shift
Rhamtik
Nalta
Therra
Orphans of Eterna
Cruashk
Atsudan, Sacrament
Kozut
Delextari
Future Masters
Zeteb
Note: The two "Innistrad" sequel expansions are separate and are not in the same block as each other. The two Homelands expansions are separate as well, and take place in alternate timelines.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Ecosphere Warden 2G
Creature - Human Druid (C)
Whenever a land enters the battlefield under your control, if it was the first land entered the battlefield under your control this turn, you gain 1 life.
Whenever a land enters the battlefield under your control, if it wasn’t the first land entered the battlefield under your control this turn, you gain 3 life.
2/2
Geneclone 1U
Creature - Shapeshifter (C)
When Geneclone enters the battlefield, you may sacrifice a creature. If you do, Geneclone enters the battlefield as a copy of that creature.
1/2
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Stalking Metagator 3B
Creature - Crocodile Mutant (C)
Defender
Sacrifice a creature: Stalking Metagator can attack this turn as though it didn't have defender. If that creature was a Mutant, Stalking Metagator gets +1/+1 until end of turn.
5/3
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energy Collector 1G
Creature - Homunculus Mutant (C)
At the beginning of your end step, if you have spent energy this turn, add E (an energy counter).
The total energy of an isolated system of the city remains constant, it is said to be conserved in the Symbiotic Synod.
1/3
Lurking Metawargs 5G
Creature - Wolf Mutant (C)
Trample
Whenever an artifact creature an opponent controls blocks, Lurking Metawargs gets +1/+1 until end of turn.
"The first five lines of security are already breached. God help us." - Ermetov, komtur of 2nd Slum Fiends brigade
5/4