WBOrzhov
Mechanic: Reap — Whenever a creature dealt damage by [Card Name] dies, [effect].
Archetype Elements: Reap, Auras, Life Gain/Drain/Loss
Flavor: Gothic, Religious, Nihilistic
UBDimir
Mechanic: Sabotage target opponent's library. (Look at its top two cards and exile one of them.)
Archetype Elements: Sabotage, Discard, Mill
Flavor: Subtle, Manipulative, Resourceful
RWBoros
Mechanic: Marshal — (R/W), Discard [Card Name]: Creatures you control get +N/+N [and gain ability] until end of turn.
Archetype Elements: Marshal, Big Flyers, Weenie Aggro
Flavor: Militant, Angelic, Imperious
RGGruul
Mechanic: Target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Archetype Elements: Erupt, Fatty Ramp, Combat Control
Flavor: Wild, Elemental, Barbaric
GUSimic
Mechanic: Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Archetype Elements: Mutate, Growth, Fatties & Flyers
Flavor: Biotic/Aquatic, Experimental, Evolutionary
Daybreak Defender (Common) 2WW
Creature — Human Scout
2/4
Flying
As Daybreak Defender enters the battlefield, it gains indestructible until your next turn.
Angelic Spirit (Common) 1W
Creature — Angel Spirit
1/1
Flying Reap — Whenever a creature dealt damage by Angelic Spirit this turn dies, you may pay B. If you do, create a 1/1 white Spirit creature token with flying.
Help from Above (Common) W
Instant
Target creature gains indestructible until end of turn. Marshal — 2W, Discard Help from Above: Creatures you control gain indestructible until end of turn.
Leap into Battle (Common) 2W
Instant
Target creature gets +1/+1 and gains flying until end of turn. Marshal — 4W, Discard Leap into Battle: Creatures you control get +1/+1 and gain flying until end of turn.
Life After Death (Common) 1W
Sorcery
You gain 5 life. If a creature died this turn, you gain 10 life instead.
Light of Revelation (Common) 1W
Instant
Put a +1/+1 counter on target creature. Untap it. Marshal — 5WW, Discard Light of Revelation: Put a +1/+1 counter on each creature you control. Untap them.
Moral Fortitude (Common) 2W
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it can’t attack.
Skull Collecter (Common) 2W
Creature — Vampire
3/2 Reap — Whenever a creature dealt damage by Skull Collecter this turn dies, put a +1/+1 counter on Skull Collector.
Temple Guard (Common) 1W
Creature — Human Knight
1/3
First strike
Wary Cadet (Common) W
Creature — Human Soldier
2/2
Wary Cadet can’t attack alone.
Answer to Prayer (Uncommon) 4W
Sorcery
Choose one —
• Create a 4/4 white Angel creature token with flying.
• Create four 1/1 white Spirit creature tokens with flying.
Archer Squad (Uncommon) 3W
Creature — Human Archer
0/5
Defender 2B: Target blocking creature gets -3/-3 until end of turn.
Card Name (Uncommon) 2W
Creature — Type
3/3 Reap — Whenever a creature dealt damage by Card Name this turn dies, create a colorless artifact token named Gold. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
False Humility (Uncommon) 1W
Enchantment - Aura
Enchant creature
Enchanted creature has base power and toughness 1/1. W: Enchanted creature gets +1/+1 until end of turn.
Glaring Truth (Uncommon) W
Enchantment
Whenever Glaring Truth or another enchantment enters the battlefield under your control, you may tap or untap target creature. Truth never blinks.
Knight of the Paruns (Uncommon) WW
Creature — Human Knight
2/2
First strike
Protection from multicolored
Shield Bash (Uncommon) W
Instant
Target creature you control assigns combat damage equal to its toughness rather than its power this turn. Marshal — 3W, Discard Shield Tactics: Each creature you control assigns combat damage equal to its toughness rather than its power this turn.
Spirit of Serenity (Uncommon) 2W
Creature — Spirit
1/1
Flying
When Spirit of Serenity enters the battlefield, exile target creature from the battlefield or target creature card from a graveyard.
When Spirit of Serenity leaves the battlefield, return the exiled card to its owner’s hand.
Treasury Guard (Uncommon) 5WW
Creature — Giant Soldier
4/8
Vigilance
Treasury Guard can block an additional creature each combat.
Aegis Knight (Rare) 2WW
Creature — Human Knight
3/3
Flash
Indestructible
When Aegis Knight enters the battlefield, another target permanent you control gains indestructible for as long as you control Aegis Knight.
Angelic Ascension (Rare) 1WW
Instant
Target creature becomes a 4/4 white Angel and gains flying. Marshal — 6WW, Discard Angelic Ascension: Each creature you control becomes a 4/4 white Angel and gains flying.
Angelic Tutor (Rare) W
Instant
Each player may search his or her library for a card, put that card into his or her hand, then shuffle his or her library.
Soul Reaper (Rare) 5W
Creature — Spirit Horror
5/5 Reap — Whenever a creature dealt damage by Soul Reaper dies, exile it.
As long as a card exiled with Soul Reaper has flying, Soul Reaper has flying. The same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Arcane Saboteur (Common) 2U
Creature — Human Rogue
1/4
Whenever you cast an instant or sorcery spell, Arcane Saboteur gets +2/+0 until end of turn.
Artificial Adaptation (Common) 2U
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it has base power and toughness 2/2.
Coral Cladewall (Common) 4UU
Creature — Wall
4/4
Defender
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Coral Cladewall mutates, it loses defender and gains trample until end of turn.
Dumbfound (Common) 1U
Instant
Counter target spell if its controller has fewer cards in hand than you.
Evil Eye (Common) 1U
Creature — Homunculus
2/1
When Evil Eye enters the battlefield, sabotage target opponent’s library. (Look at its top two cards and exile one of them.)
Exotic Species (Common) 2UU
Creature — Jellyfish
1/1
Exotic Species enters the battlefield with two +1/+1 counters on it.
Spells that target Exotic Species cost 1 more to cast for each +1/+1 counter on it.
Flying Fish (Common) 1U
Creature — Fish Mutant
0/1
Flying
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Gather Intelligence (Common) 3U
Sorcery
Sabotage target opponent’s library. (Look at its top two cards and exile one of them.)
Draw two cards.
Lidless Watcher (Common) 3U
Creature — Vedalken Wizard
2/2
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Lidless Watcher mutates, scry 2.
Sap Artist (Common) 2U
Creature — Vedalken Rogue
2/3
Whenever Sap Artist deals damage to a creature, tap that creature. It doesn’t untap during its controller’s next untap step unless its controller pays 2.
Scare to Death (Common) 1U
Instant
Target creature gets -3/-0 until end of turn. If B was spent to cast Scare to Death, it gets -3/-3 until end of turn instead.
Surveillance Orb (Common) 2U
Enchantment — Aura
Enchant land an opponent controls
Whenever enchanted land becomes tapped, sabotage its controller’s library. (Look at its top two cards and exile one of them.)
Terrain Shaper (Common) U
Creature — Merfolk Wizard
1/2 1G, Sacrifice Terrain Shaper: Search your library for a basic land card, put it onto the battlefield, then shuffle your library.
Spellbound (Common) U
Enchantment — Aura
Enchant permanent
Whenever you cast an instant or sorcery spell, you may tap or untap enchanted permanent.
Undercity Looter (Common) 1U
Creature — Human Rogue
1/2 T: Put target instant or sorcery card in an opponent's graveyard on the bottom of its owner's library. Draw a card.
Aether Serpent (Uncommon) 4UU
Creature — Serpent
0/0
Flying
Aether Serpent enters the battlefield with a +1/+1 counter on it for each card in your hand.
Counter Espionage (Uncommon) 1UU
Instant
Counter target spell. Sabotage its controller’s library. (Look at its top two cards and exile one of them.)
Hydroponic Tank (Uncommon) 2U
Creature — Wall
0/2
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Defender
Whenever Hydroponic Tank mutates, create a 1/1 blue Fish Mutant creature token.
Mortificator (Uncommon) 1U
Creature — Zombie Wizard
2/1 B: When target creature dies this turn, put its +1/+1 counters on Mortificator.
Phantasmal Strangler (Uncommon) 3U
Creature — Illusion
1/5 1U: Switch target creature’s power and toughness until end of turn.
Respeciation (Uncommon) 2UU
Sorcery
Return up to two target tapped creatures to their owners’ hands.
School of Fish (Uncommon) 3UU
Sorcery
Create three 1/1 blue Fish creature tokens. Then draw a card for each Fish you control.
Talking Fish (Uncommon) U
Creature — Fish
0/3 U, Put Talking Fish on the top or bottom of its owner’s library: Scry 3. If you catch one, it will set you free.
Turn to Fish (Uncommon) U
Instant
Exile target creature. Its controller creates three 1/1 blue Fish creature tokens.
Double Agent (Rare) 5UU
Creature — Shapeshifter
0/0
You may have Double Agent enter the battlefield as a copy of any creature on the battlefield. If you do, gain control of that creature.
Helical Eel (Rare) 5U
Creature — Fish
5/5
Flash
Helical Eel can’t be countered.
Hexproof
When Helical Eel dies, its owner shuffles it into his or her library and draws a card.
Simic Biomancer (Rare) 2U
Creature — Human Mutant Wizard
1/4
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever one or more counters is put on a creature you control, draw a card.
Terramorph (Rare) U
Instant
Exile target land. Its controller exiles cards from the top of his or her library until he or she exiles a land card. The player puts that card onto the battlefield tapped.
Belfry Bats (Common) 2B
Creature — Bat
2/3
Flying Reap — Whenever a creature dealt damage by Belfry Bats this turn dies, its controller discards a card.
Betrayer’s Oath (Common) 1B
Enchantment - Aura
Enchant creature an opponent controls
Whenever enchanted creature becomes untapped, you may sabotage its controller’s library. (Look at its top two cards and exile one of them.)
Bleak Knight (Common) 4BB
Creature — Spirit Knight
6/4 Reap — Whenever a creature dealt damage by Bleak Knight this turn dies, that creature’s controller loses 3 life.
Bone Thrull (Common) 1B
Creature — Thrull
0/0
Bone Thrull enters the battlefield with three +1/+1 counters on it. Reap — Whenever a creature dealt damage by Bone Thrull this turn dies, remove a +1/+1 counter from Bone Thrull at end of combat.
Con-Artist (Common) B
Creature — Human Rogue
1/2
Whenever Con Artist becomes blocked, sabotage defending player’s library. (Look at its top two cards and exile one of them.)
Confession Collector (Common) 4B
Creature — Spirit Cleric
3/5
When Confession Collector enters the battlefield, target player discards a card. You gain life equal to that card’s converted mana cost.
Deadeye Spy (Common) 1B
Creature — Homunculus Zombie
2/2 B, Exile Deadeye Spy from your graveyard: Sabotage target opponent’s library. Activate this ability only at any time you could cast a sorcery. (Look at its top two cards and exile one of them.)
Decapitate (Common) 3B
Sorcery
Exile target creature and the top card of its controller’s library. The only thing worse than losing your head is losing your mind.
Grim Undertaking (Common) 1B
Sorcery
Return target creature card from your graveyard to your hand. If a creature died this turn, return that card to the battlefield instead.
Mixed Blessing (Common) 2B
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it gets -2/-2.
Rat Swarm (Common) 2BB
Sorcery
Create three 1/1 black Rat creature tokens.
Scathing Invocation (Common) B
Sorcery
Each opponent exiles a card from his or her hand, from the top of his or her library, and from his or her graveyard.
Skeletal Soldier (Common) 3B
Creature — Skeleton Soldier
2/4 W: Skeletal Soldier can block an additional creature this combat.
Vampire Bite (Common) B
Instant
Target creature gets +2/+0 and gains lifelink until end of turn.
Ogre Assassin (Uncommon) 3BB
Creature — Ogre Assassin
4/5 Reap — Whenever a creature dealt damage by Ogre Assassin this turn dies, create a colorless artifact token named Gold. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
Dark Blessing (Uncommon) 2B
Enchantment B: Target creature gets +1/+1 until end of turn.
Extort (Uncommon) B
Sorcery
Target player reveals his or her hand. You choose a card from it. That player exiles that card unless he or she pays life equal to its converted mana cost.
Frightmare (Uncommon) 3BB
Creature — Nightmare
5/2
Menace
Whenever Frightmare attacks, each other attacking creature gains menace until end of turn.
Mentacles (Uncommon) 3B
Creature — Horror
3/4
Whenever an opponent casts a spell, that player discards a card unless he or she pays 1.
Phantasm (Uncommon) BB
Creature — Illusion Spirit
3/3
Flying
Whenever Phantasm becomes the target of a spell or ability, sacrifice a creature.
Rat’s Nest (Uncommon) 1BB
Enchantment — Aura
Enchant land
Enchanted land has “T: Create a 1/1 black Rat creature token. Activate this ability only at any time you could cast a sorcery.”
Thoughtsieve (Uncommon) 1B
Sorcery
Sabotage target opponent’s library. (Look at its top two cards and exile one of them.)
Scry 2.
Deathmatch (Rare) 2BB
Enchantment
All creatures have deathtouch.
Flesh Reaper (Rare) 1BB
Creature — Zombie Horror
4/2
Flesh Reaper has first strike as long as it’s attacking. Reap — Whenever a creature dealt damage by Flesh Reaper this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Information Leak (Rare) B
Enchantment
If an opponent would draw a card except the first one he or she draws in his or her draw step, sabotage his or her library. (Look at its top two cards and exile one of them.) B, Sacrifice Information Leak: Exile the top card of each opponent’s library.
Sewers of Ravnica (Rare) 1B
Enchantment
Whenever a nonbasic land enters the battlefield, create a 1/1 black Rat creature token.
Adrenaline Rush (Common) R
Instant
Target creature gains haste and trample until end of turn. Marshal — 1R, Discard Adrenaline Rush: Creatures you control gain haste and trample until end of turn.
Canyon Skrag (Common) 1R
Creature — Beast
2/1
Reach (This creature can block creatures with flying.)
Cautery Cleric (Common) 2R
Creature — Human Cleric
4/1
When Cautery Cleric enters the battlefield, if W was spent to cast it, you gain 4 life.
Conflicting Orders (Common) 2R
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it can’t block.
Adrenaline Rush (Common) R
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Marshal — 3R, Discard Courageous Strike: Creatures you control get +1/+0 and gain first strike until end of turn.
Elemental Fury (Common) 2R
Sorcery
Elemental Fury deals 3 damage to target creature or player.
Target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Flamehorn Minotaur (Common) 3R
Creature — Minotaur
1/4
Menace 1R: Flamehorn Minotaur gets +2/+0 until end of turn.
Magma Hounds (Common) 3R
Creature — Hound
3/3
Whenever Magma Hounds becomes untapped, target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Pit Rogue (Common) 2R
Creature — Orc Rogue
3/2
When Pit Rogue enters the battlefield, target creature can’t block this turn
Rockbelly Ogre (Common) 4R
Creature — Ogre Warrior
4/5
Whenever a land enters the battlefield under your control, Rockbelly Ogre deals 1 damage to each opponent.
Rubble Bolt (Common) R
Instant
Put a +1/+1 counter on target land you control. That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Shockwave Elemental (Common) 4RR
Creature — Elemental
6/4
Trample
Land creatures you control have trample.
Tavern Brawl (Common) 2R
Instant
Target creature gets +3/+1 until end of turn. Marshal — 7R, Discard Tavern Brawl: Creatures you control get +3/+1 until end of turn.
Viashino Vanguard (Common) R
Creature — Viashino Scout
1/2
Haste
Arena Brawler (Uncommon) 4R
Creature — Human Barbarian
4/4
When Arena Brawler enters the battlefield, target creature attacks you next turn if able.
Blade Storm (Rare) 2R
Instant
Target attacking creature gains double strike until end of turn. Marshal — 5RR, Discard Blade Storm: Attacking creatures gain double strike until end of turn.
Glamer Banner (Uncommon) 5R
Enchantment — Aura
Enchant player
Attacking creatures you control get +1/+0 for each Aura enchanted player controls.
Ground Forces (Uncommon) 2RR
Creature — Human Soldier
3/4
Trample
Whenever Ground Forces deals combat damage to a player, tap target land that player controls. That land doesn’t untap during its controller’s next untap step.
Primodon (Uncommon) 1R
Creature — Lizard
*/3
Primodon’s power is equal to the greatest base power among creatures you control.
Relentless Orc (Uncommon) 2R
Creature — Orc Warrior
3/2
Relentless Ogre attacks each turn if able. G: Regenerate Relentless Orc.
Rubble-Rouser (Uncommon) 1R
Creature — Goblin Shaman
1/1 T: Target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Stonekin Javelineer (Uncommon) R
Creature — Elemental Soldier
0/1
Stonekin Javelineer enters the battlefield with a +1/+1 counter on it.
Remove a +1/+1 counter from Stonekin Javelineer: Stonekin Javelineer deals 1 damage to target creature or player.
Deathblow (Rare) R
Instant
When target creature you control dies this turn, it deals damage equal to its power to target player. Marshal — 2RR, Discard Deathblow: Whenever a creature you control dies this turn, it deals damage equal to its power to target player.
Elemental Upheaval (Rare) xR
Sorcery
X target lands you control erupt. (Each becomes a 3/3 Elemental land creature with haste until end of turn.)
Roving Manticore (Rare) 3R
Creature — Manticore
3/3
Flying 5R, T: Gain control of target non-Wall creature without flying until end of turn. Untap that creature. It gets +3/+3 and gains haste and flying until end of turn. Activate this ability only at any time you could cast a sorcery.
Siege Commander Valnus (Rare) 2R
Legendary Creature — Human Warrior
4/2
All creatures attack each turn if able. W: Target creature loses defender and gains vigilance until end of turn.
Brain Stem (Common) 2G
Creature — Plant
1/2
When Brain Stem enters the battlefield, draw a card.
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Deadly Strike (Common) G
Instant
Target creature gains deathtouch until end of turn. Scry 1.
Lock Horns (Common) 3G
Instant
Prevent all combat damage that would be dealt this turn. Lock Horns can’t be countered if R was spent to cast it.
Magmamancer (Common) 1G
Creature — Human Shaman
2/2 5G: Put a +1/+1 counter on target land you control. That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Mosshide Ox (Common) 2G
Creature — Fungus Ox
5/3
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Mosshide Ox mutates, it gains indestructible until end of turn.
Pit Fighter (Common) 2G
Creature — Human Warrior
2/3
When Pit Fighter enters the battlefield, target creature blocks this turn if able.
Rejuvenation (Common) 4GG
Sorcery
Untap all creatures you control.
You gain 6 life.
Draw a card.
Take Flight (Common) 1G
Instant
Target creature loses flying until end of turn. If U was spent to cast Take Flight, you may have another target creature gain flying until end of turn.
Turf Augur (Common) G
Creature — Elf Druid
1/1 T: Sacrifice Turf Augur: You may put a land card from your hand onto the battlefield. If you do, that land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Valley Giant (Common) 3G
Creature — Giant
3/3
Vigilance
Land creatures you control have vigilance.
Vigean Elk (Common) 1G
Creature — Elk
2/1
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Vigean Elk mutates, if it's untapped, tap it.
Violent Expanse (Common) 2G
Sorcery
Search your library for a basic land card, put that card onto the battlefield, then shuffle your library. That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Warpath Wurm (Common) 6GG
Creature — Wurm
7/7
Sacrifice a land: Warpath Wurm gains trample until end of turn.
Wild Ways (Common) 2G
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it blocks each turn if able.
Envenom (Uncommon) G
Enchantment — Aura
Enchant creature
Enchanted creature deals combat damage to players in the form of poison counters.
Escaped Primix (Uncommon) 3G
Creature — Beast Plant
3/2
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Escaped Primix mutates, you gain life equal to its toughness.
Giant Stomp (Uncommon) 2G
Sorcery
Target creature you control deals damage equal to its power or toughness to target creature an opponent controls.
Mutapede (Uncommon) G
Creature — Insect
1/1
Whenever one or more +1/+1 counters are put on another creature, you may put a +1/+1 counter on Mutapede.
Replicator Ooze (Uncommon) 1GG
Creature — Ooze Plant
3/3
Whenever an opponent casts a spell during your turn, put a token that’s a copy of Replicator Ooze onto the battlefield.
Spirit Wolf (Uncommon) 1G
Creature — Spirit Wolf
2/2
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
You may cast Spirit Wolf from exile.
Tarmovore (Uncommon) 4G
Creature — Lhurgoyf
*/*
Tarmovore’s power is equal to the greatest power among cards in your graveyard and its toughness is equal to the greatest toughness among cards in your graveyard.
Wild Resurgence (Uncommon) 3G
Sorcery
Return up to two target land cards from your graveyard to the battlefield. Those lands erupt. (They become 3/3 Elemental land creatures with haste until end of turn.)
Wolf Den (Uncommon) 4GG
Enchantment
At the beginning of your upkeep, you may create a 2/2 green Wolf creature token.
Apex Kraj (Rare) 2GG
Creature — Beast Mutant
5/5
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Apex Kraj mutates, put a +1/+1 counter on each other creature you control.
Duplicitous Nature (Rare) 3G
Enchantment
At the beginning of combat on your turn, Duplicitous Nature becomes a copy of target creature you control and gains haste until end of turn. It’s still an enchantment.
Magus of Flourishing (Rare) 2G
Creature — Human Wizard
4/4
At the beginning of each player’s draw step, that player draws an additional card.
Each player may play an additional land on each of his or her turns.
Reforester Druid (Rare) 3GG
Creature — Elf Druid
3/3
Whenever Reforester Druid becomes untapped, create a colorless land token with “T: Add 1 to your mana pool.” That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Primal Chieftain (Mythic) 3GG
Creature — Centaur Warrior
5/5
Protection from colorless
At the beginning of your upkeep, choose a color. Primal Chieftain gains protection from that color. (This effect last indefinitely.)
Eavesdrop (Common) UB
Sorcery
Target player discards a card.
Draw a card.
Messenger Crow (Common) 2UB
Creature — Bird
2/2
Flying
When Messenger Crow enters the battlefield, choose one —
• Target player draws a card.
• Target player discards a card.
Necromorph (Uncommon) 1UB
Instant
Exile target creature card from a graveyard. Until end of turn, target creature becomes a copy of the exiled card.
Reeducation (Rare) XUB
Sorcery
Choose one or both —
• Target player draws X cards.
• Target player discards X cards.
Stroke of Midnight (Uncommon) 4UB
Sorcery
Create these creature tokens —
• A 3/3 blue Illusion
• A 2/2 black Vampire
• A 1/1 blue and black Horror
They have flying.
Wailing Banshee (Rare) 3UB
Creature — Spirit
3/1
Flying T: Each player draws a card, then discards a card.
Dimir Guildpact (Rare) 0
Instant
Dimir Guildpact is blue and black.
Each player draws two cards then discards four cards.
At the beginning of your next upkeep, pay UB. If you don’t, you lose the game.
CARD (Rare) (U/B)
TYPE —
0/0
EFFECT
Autopsy (Uncommon) (U/B)
Sorcery
Search target player’s library for a card and exile it. Then that player shuffles his or her library. Cause of death — autopsy.
Dimir Ancient (Common) 4(U/B)
Creature — Spirit
2/6
Evanesce (Rare) 3(U/B)
Instant
Choose one —
• Remove all counters from all permanents.
• Return all tokens to their owners’ hands.
Illegal Divination (Common) 1(U/B)
Sorcery
Target player reveals his or her hand, then puts that many cards from the top of his or her library into his or her graveyard.
Wall of Nightmares (Uncommon) (U/B)
Creature — Wall
0/6
Defender
Whenever a creature deals combat damage to Wall of Nightmares, its controller puts that many cards from the top of his or her library into his or her graveyard.
Cease (Uncommon) 1BB
Instant
Until end of turn, target creature has base power and toughness 0/0.
/// Desist 1UU
Instant
Counter target activated or triggered ability. (Mana abilities can’t be targeted.)
Cloak (Rare) 1U
Instant
You gain hexproof until your next turn.
Draw a card.
/// Dagger 1B
Instant
Target creature gains deathtouch and first strike until end of turn.
Feral Watchwolf (Uncommon) RG
Creature — Wolf
3/3
Flash
You may sacrifice a creature rather than pay Feral Watchwolf’s mana cost.
Firebreathing Hydra (Rare) XRG
Creature — Hydra
0/0
Firebreathing Hydra enters the battlefield with X +1/+1 counters on it.
When Firebreathing Hydra enters the battlefield, it deals damage equal to its power to target creature or player.
Giant Size (Common) RG
Instant
Target creature gets +3/+3 and gains reach and trample until end of turn.
Natural Disaster (Rare) 2RG
Sorcery
Natural Disaster can't be countered.
Destroy all artifacts and enchantments.
Trial by Fire (Uncommon) 2RG
Sorcery
Trial by Fire deals 4 damage to target creature. Put four +1/+1 counters on that creature at the beginning of the next end step.
Valley Dasher (Common) RG
Creature — Minotaur
2/3
Valley Dasher can’t be blocked by creatures with flying.
Gruul Guildpact (Rare) 0
Instant
Gruul Guildpact is red and green.
Each player may put a creature card from his or her hand onto the battlefield.
At the beginning of your next upkeep, pay 2RG. If you don’t, you lose the game.
Bloodfire Shaman (Uncommon) 3(R/G)
Creature — Human Shaman
3/2
Whenever Bloodfire Shaman attacks, you may discard a creature card. If you do, Bloodfire Shaman gets +X/+Y until end of turn, where X is the discarded card’s power and Y is its toughness.
CARD (Common) 3(R/G)
Sorcery
Destroy target artifact or land.
Goblin Rager (Rare) 1(R/G)
Creature — Goblin Berserker
4/1
Haste
Trample
At the beginning of the end step, return Goblin Rager to its owner’s hand.
Territorial Instinct (Rare) 4(R/G)
Enchantment — Aura
Enchant creature you control
Enchanted creature gets +2/+2.
Whenever a land enters the battlefield under your control, you may have enchanted creature fight target creature an opponent controls.
Vantage Point (Uncommon) (R/G)
Sorcery
Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield tapped. Until end of turn, you may play cards exiled this way.
Crash (Uncommon) 1G
Instant
Destroy target artifact or enchantment.
/// Burn 1R
Instant
Burn deals 2 damage to target creature or player.
Thunder (Rare) 3G
Instant
Thunder deals 3 damage to each creature with flying.
/// Lightning 3R
Instant
Lightning deals 3 damage to each creature without flying.
Catharsisist (Common) WB
Creature — Human Wizard
2/2 (W/B), Sacrifice an Aura: Draw a card.
Disillusion (Common) 2WB
Sorcery
Target player exiles two cards from his or her hand.
Gloom Reaper (Uncommon) 1WB
Creature — Horror
3/3
Damage dealt to Gloom Reaper also causes your opponents to lose that much life.
Grand Exorcism (Rare) 2WWBB
Sorcery
Exile all creatures and all creature cards from all graveyards. For each card exiled this way, its owner creates a 1/1 white Spirit creature token with flying.
Nightfall (Uncommon) WB
Instant
Target player sacrifices a creature. You gain life equal to that creature’s toughness.
Syndicate Assassin (Rare) 3WB
Creature — Vampire Assassin
3/2 2W, T: Exile target creature an opponent controls, then return it to the battlefield tapped under its owner’s control. 2B, T: Exile target tapped creature an opponent controls.
Orzhov Guildpact (Rare) 0
Instant
Orzhov Guildpact is white and black.
Exile target permanent.
At the beginning of your next upkeep, pay 3WB. If you don’t, you lose the game.
Death Tax (Uncommon) 1(W/B)
Enchantment
Whenever a creature dies, you may create a colorless artifact token named Gold. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
Epitaph (Common) (W/B)
Instant
Exile target card from a graveyard.
Draw a card.
Minister of Materialism (Rare) 5(W/B)
Creature — Human Cleric
2/6 T: Target player's life total becomes equal to the number of permanents he or she controls.
Mortification (Rare) 4(W/B)
Enchantment — Aura
Enchant creature
All damage that would be dealt to you and other creatures you control is dealt to enchanted creature instead.
Mortuary Thrull (Uncommon) (W/B)
Creature — Thrull
1/1
Whenever a creature dies, you gain 1 life.
Live Long (Rare) 2WW
Sorcery
Return target creature card from your graveyard to the battlefield.
/// Prosper 2BB
Sorcery
Search your library for a card and put that card into your hand. Then shuffle your library.
Angelfire (Uncommon) XRW
Instant
Choose one or two —
• Angelfire deals X damage to target creature.
• Prevent the next X damage that would be dealt to target creature this turn.
Blademaster (Uncommon) RW
Creature — Human Soldier
1/1
Double strike
Call of Duty (Common) RW
Sorcery
Create two 1/1 red and white Soldier creature tokens with haste.
Eternal Conflict (Rare) 4RW
Sorcery
Return to the battlefield all creature cards in your graveyard that died during combat this turn.
Untap all creatures you control. They gain haste until end of turn. There is an additional combat phase after this one followed by an additional main phase.
Lieutenant Artak (Rare) 3RRWW
Legendary Creature — Giant Warrior
5/7
Lieutenant Artak attacks and blocks each turn if able.
Vigilance, Menace
Lieutenant Artak can block an additional creature each combat.
Boros Guildpact (Rare) 0
Instant
Boros Guildpact is red and white.
The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to target creature.
At the beginning of your next upkeep, pay 1RW. If you don’t, you lose the game.
Avenge (Common) (R/W)
Instant
Avenge deals an amount of damage to target creature equal to the amount of damage that creature dealt this turn.
Boros Mercenary (Common) 1(R/W)
Creature — Human Mercenary
3/1
Golem Forger (Uncommon) 2(R/W)
Creature — Human Artificer
2/3 3, T, Sacrifice a nontoken artifact: Create a 3/3 Golem artifact creature token.
Heroic Inspiration (Uncommon) 2(R/W)
Instant
Creatures you control get +2/+0 until end of turn.
Lord Sundar (Rare) 1(R/W)(R/W)
Legendary Creature — Human Soldier
1/2
Whenever Lord Sundar deals combat damage to a player, create that many 1/1 white Soldier creature tokens.
War Rations (Rare) 1(R/W)
Enchantment 1(R/W): Put a +1/+1 counter on target creature that doesn’t have a +1/+1 counter on it. Activate this ability only at any time you could cast a sorcery.
Friend (Uncommon) 3RR
Sorcery
Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
/// Foe 3WW
Sorcery
Create a 5/5 white Giant Warrior creature token
War (Rare) 2RR
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
/// Peace 2WW
Sorcery
Destroy all creatures.
Biomorph (Common) GU
Instant
Target creature or land becomes a 4/4 green and blue Mutant creature and gains flying until end of turn.
Giant Leech (Common) 1GU
Creature — Leech
3/3
When Giant Leech enters the battlefield, you may move a +1/+1 counter from another target creature onto Giant Leech.
Inexorable Ooze (Rare) GGUU
Creature — Ooze
3/3
When Inexorable Ooze dies, create a 6/6 green Ooze creature token with “When this creature dies, create a 9/9 green Ooze creature token.”
Plaxwake Drake (Uncommon) 3GU
Creature — Drake
2/3
Flying
Whenever Plaxwake Drake deals combat damage to a player, put a +1/+1 counter on each creature you control that has a +1/+1 counter on it.
Proliferate (Uncommon) 1GU
Sorcery
Double the number of each kind of counter on target permanent.
Protomancy (RARITY) GU
Enchantment 2GU, Sacrifice a creature: Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Simic Guildpact (Rare) 0
Instant
Simic Guildpact is green and blue.
Create a token that’s a copy of target creature or land an opponent controls.
At the beginning of your next upkeep, pay 2GU. If you don’t, you lose the game.
Closed Experiment (Common) (G/U)
Instant
Counter target spell if it’s your turn.
Cytosculpt (Rare) 7(G/U)
Sorcery
Separate ten +1/+1 counters into piles. For each pile, create a 0/0 green and blue Ooze creature token and put that pile on it.
Primordic Infusion (Rare) x(G/U)
Sorcery
Lands you control become X/X green and blue Ooze creatures until end of turn. They’re still lands.
Salamancer (Uncommon) 2(G/U)
Creature — Salamander Wizard
1/3
Whenever Salamancer deals combat damage to a player, draw a card.
True to Form (Uncommon) 1(G/U)
Instant
Target creature’s base power and toughness each become equal to its converted mana cost until end of turn.
Lost (Uncommon) 2UU
Sorcery
Target player puts the top nine cards of his or her library into his or her graveyard.
/// Found 2GG
Sorcery
Return target card from your graveyard to your hand.
Nature (Rare) XG
Sorcery
Put X +1/+1 counters on target land you control and it becomes a 0/0 Elemental land creature.
/// Nurture XU
Sorcery
Choose a counter on target permanent. Put X of those counters on it.
Boros Keep (Common)
Land
Boros Keep enters the battlefield tapped.
When Boros Keep enters the battlefield, add 1 to your mana pool. T: Add R or W to your mana pool.
Breeding Pool (Rare)
Land — Forest Island (T: Add G or U to your mana pool.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Dimir Culvert (Common)
Land
Dimir Culvert enters the battlefield tapped.
When Dimir Culvert enters the battlefield, add 1 to your mana pool. T: Add U or B to your mana pool.
Godless Shrine (Rare)
Land — Plains Swamp (T: Add W or B to your mana pool.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Gruul Arena (Common)
Land
Gruul Arena enters the battlefield tapped.
When Gruul Arena enters the battlefield, add 1 to your mana pool. T: Add R or G to your mana pool.
Orzhov Catacomb (Common)
Land
Orzhov Catacomb enters the battlefield tapped.
When Orzhov Catacomb enters the battlefield, add 1 to your mana pool. T: Add W or B to your mana pool.
Sacred Foundry (Rare)
Land — Mountain Plains (T: Add R or W to your mana pool.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Simic Boskage (Common)
Land
Simic Boskage enters the battlefield tapped.
When Simic Boskage enters the battlefield, add 1 to your mana pool. T: Add G or U to your mana pool.
Stomping Ground (Rare)
Land — Mountain Forest (T: Add R or G to your mana pool.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Watery Grave (Rare)
Land — Island Swamp (T: Add U or B to your mana pool.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Boros Powerstone (Uncommon) 4
Artifact T: Add RW to your mana pool.
Boros Runestone (Common) 1
Artifact
When Boros Runestone enters the battlefield, scry 1. 1, T: Add R or W to your mana pool.
Dimir Powerstone (Uncommon) 4
Artifact T: Add UB to your mana pool.
Dimir Runestone (Common) 1
Artifact
When Dimir Runestone enters the battlefield, scry 1. 1, T: Add U or B to your mana pool.
Orzhov Powerstone (Uncommon) 4
Artifact T: Add WB to your mana pool.
Orzhov Runestone (Common) 1
Artifact
When Orzhov Runestone enters the battlefield, scry 1. 1, T: Add W or B to your mana pool.
Gruul Powerstone (Uncommon) 4
Artifact T: Add RG to your mana pool.
Gruul Runestone (Common) 1
Artifact
When Gruul Runestone enters the battlefield, scry 1. 1, T: Add R or G to your mana pool.
Guild Construct (Uncommon) 2
Artifact Creature - Construct
1/1
Guild Construct has indestructible as long as there’s exactly two colors among permanents you control.
Guild Gargoyle (Uncommon) 3
Artifact Creature - Gargoyle
2/2
Guild Gargoyle has flying as long as there’s exactly two colors among permanents you control.
Guild Golem (Uncommon) 5
Artifact Creature - Golem
3/3
Guild Golem gets +3/+3 as long as there’s exactly two colors among permanents you control.
Guild Juggernaut (Uncommon) 6
Artifact Creature - Juggernaut
5/5
Guild Juggernaut costs 2 less to cast as long as there’s exactly two colors among permanents you control.
Guild Wall (Uncommon) 4
Artifact Creature - Wall
4/4
Defender
As long as there’s exactly two colors among permanents you control, Guild Wall can attack as though it didn’t have defender.
Simic Powerstone (Uncommon) 4
Artifact T: Add GU to your mana pool.
Simic Runestone (Common) 1
Artifact
When Simic Runestone enters the battlefield, scry 1. 1, T: Add G or U to your mana pool.
Just to go over the mechanics:
Erupt, Pernicious, Inform are all fine.
Obstruct is concerning however in how punishing it can be. I like where you were going with Revoke though, but just not focused on enchantments.
Sprout could be a little more different than Fabricate. Depends on how much you care.
Perhaps Sprout N-[cost] ([cost], discard this card: Put N 1/1 green saproling creature tokens onto the battlefield. Sprout only as a sorcery.)
or Vitality (Your vitality is equal to the number of creatures your control.) (devotion style)
The choose a guild mechanic is a perfect way to add something broadly new to the set while preserving the guild structure, I love it.
The set is 97% filled in (just one uncommon and a couple of rares and mythics to go). Already did lots of live two person play testing to prepare for full drafts. So far have had two live 8 person drafts. Both were extremely fun and educational. Invaluable to development.
Many changes made throughout the set. Guild archetypes explained in op. So far still only have commons posted due to limited time. (I can type very fast, but entering ~140 cards from MSE to text format here is still tedious and time consuming.)
Speaking of time consuming. Printing, cutting, and sleeving enough custom cards for a 8-16 players is very time consuming.
Changes of note: 1. In the first draft, the "manlands" (sac to create a creature token) were just vanilla creatures that nobody played. For the second draft, I changed them to the lands that make vanilla creatures and everyone was playing them.
2. Even experienced players were confused by the guild charms until I added "You may choose different targets." to the reminder text. (The charms have also been simplified in general.)
3. Originally, all of the common Obstruct cards were Obstruct 1, but it was too weak so some of them have been increased to Obstruct 2.
4. For both drafts, I accidentally made 16 card boosters. A seemingly innocuous detail that warped deck building.
QUESTIONS: Should the enemy color pairs/guilds have archetypes in a set focusing on ally color pairs/guilds? Why or why not? (Note that the second set of the block will focus on enemy color pairs/guilds.)
QUESTIONS: Should the enemy color pairs/guilds have archetypes in a set focusing on ally color pairs/guilds? Why or why not? (Note that the second set of the block will focus on enemy color pairs/guilds.)
I highly doubt someone will aim for an enemy guild deck in such a set. It could be devised in tarkir, but tarkir had broader color fixing than a guild set will. Making sure three colors deck (which have usually been the default for ravnica) are possible--i.e. you don't have guilds that clash together when in the same deck--, you'll be fine.
Massive overhaul. Still in Beta since I had to backtrack as a result of redistributing the guilds among the two sets. Held two live 8 player drafts with the cards seen here. They were very fun and successful. Feedback welcome.
I see where Marshal is trying to go, I really do. I just hope making that destination an uncounterable overload (You even use the "each creature" wording on the noncommon ones!) is as unsatisfying for you as it is for us looking at these cards. The other four mechanics look fine to me. I'll have a card-by-card commentary later on.
EDIT:
The more I think about marshall, the less I like it:
It uses up slots that could/ought to be used for other types of spells: protection spells, removal, tapping, the auras for your purported orzhov theme etc.
It doesn't work that well with an aggressive r/w deck (you want very few actual marshal spells, probably no more than a single, maybe two Leap into Battle, and a lot of creatures)
The red cards don't work too well with Erupt (Erupt means you WILL lose lands along the way and, even with the terrible removal, and you have no significant ramping in G/R) and neither work well with Mutate (you already have a mana sink) either.
It limits what you can actually do on a combat trick.
The marshal cards (aside from the various other issues I have with the mechanic) read at levels varying between lackluster-to-average, probably overpowered (Leap into Battle), and so high-costed as to be of dubious usefulness (Blade Storm, Light of Revelation) while simultaneously giving too high bonuses (Tavern Brawl).
You do NOT have a lifegain archetype or even theme. Without cards that get some sort of bonus from life gain all you have is... well, whatever amount of life gain you've chosen to put into the set.
Where are the white bears?! Where's the white enchantment removal? Heck, where's the white removal period? White normally gets at least two full-on removal spells in addition to eventual tap effects.
The 3 life gain on Apostate Healer may be more than needed. It's unusual already for a repeatable common life gain effect to grant more than 1 life.
I've already said all I had to say about Banish several times. (spoiler: I don't like it)
Wizards tend to be cautious about efficient and/or evasive lifelinkers like Basilica Ghost at common. I'd be doubly so in a set where Erupt and Marshal seem to conspire to markedly weaken the removal (marshal reduces its amount, erupt reduces it efficiency to reduce the chances of killing lands with it).
I've said it before and I will say it again: power higher than 3 on a white common like Combat Veteran is out of color pie. (3/5 vigilance would work and still be a very good card)
Still not sure why a common like Daybreak Defender needs that indestructible line when so little removal can kill it during your own turn in the first place. You have no common, and hardly any uncommon that can kill it. Push that effect to some uncommon and make a standard-level card instead?
Angelic Spirit feels like a poor puzzle card. I'd swap the effect with that of Apostate Healer. Also, you really have to figure out your off-color effect cycle. Mixing bonus from off-color mana use and activated abilities is already stretching it, but this one now has payment to a triggered ability (and it could just as well cost too)...
Skull Collecter is not white. I know I've said that guild mechanic allow some bleed, but an ability word has different requirement from a keyword. When the result is the Sengir ability, which is very firmly in G/B, it is no longer merely a color bend.
I think my biggest issue with white commons is these must help with both Boros and Orzhov wanting to be aggressive (Reap means cards that want to attack too!), and cards like Archer's Tower and Temple Guard are not helping with that, while the individual combat tricks are too lackluster to pierce through in a meaningful way. What you have is an awkward white deck that wants to survive until it can win with a surprise Leap into Battle (a probably overpowered card, as I mentioned: "everything flies" actually does not fly at common) or Angelic Ascension and I'm not sure the noncreature cards actually enable that (reminder that the limited amount of removal means an opposing bomb becomes essentially unanswerable).
You like big butts and you cannot lie~. Seriously, though, why Archer Squad? Also archers are not an orzhov thing at all.
Personally, I'm not all-in on the Glint-Sleeve Artisan 3/3 for 2W thing, so obviously I think Card Name (make it an accountant :P). My biggest issue with it is white getting ramping and fixing for no good reason. Again, this should be black (admittedly, white is somewhat lacking in abilities that fit well here, this is the sort of problems that you don't notice until you have to make cards with the mechanic.).
False Humility looks like a weird riff of Shadow Lance. Oh, and also what made you think it was okay to put the shade ability in white?
Is Glaring Truth how you intend to power your "enchantment theme"? By bleeding a blue ability into white via a card that's not really good enough for limited (it could just as well go on a creature, maybe even a common one)?
Wow. Spirit of Serenity is a very, VERY good Fiend Hunter variant, what with the whole "keep it off another turn" shtick. However returning the "bounce on stack" trick to standard may not be a good idea (is "if the exiled card would be put anywhere else, put it into its owner's hand instead" functional to get around that?), and that first ability is awfully awkward.
I like how Aegis Knight is a baby Aegis Angel. I'm not sure if flash can be included at that cost, but these days it's hard to tell what's considered an acceptable cost on a rare...
To elaborate a little on the aura thing, you have several enchantments (oddly enough concentrated in UW, is it linked to the Azorius mechanic?), but you don't actual reward cards. Without cards that actively push you to draft an aura/enchantment theme (the way Ethereal Armor or Sphere of Safety did in RTR), what you actually get are cards that are subpar because on their own, they do not support a deck (I see the same issue with Arcane Saboteur, which I'd expect to link with Sabotage) Blue
[Coming soon!]
Thank you Circeus! Everything considered. I've been in the background making changes. Waiting until they're done to post, but wanted to make known I'm not afk.
Oh, I've myself been terrible about sitting down to describe my thoughts. FWIW, I see a lot of interesting things and good designs. My main concern (which might turn out to be incorrect, though, since I haven't actually played the set and you have) is that I'm not always sure how these cards gel together properly (plus occasional color pie concerns, about which I'm admittedly a bit of an obsessed wonk XD).
The cards actually work together quite well - well enough for the archetypes to function surprisingly well. In fact, I was genuinely surprised at how well they worked! Haha. Keep in mind that the guild mechanics are deliberately "non-meshing" too, but also "non-contradicting". Please keep critiquing. It's extremely helpful. I'm not exactly revamping the set, just giving the skeleton a "spine". That is again.
THE GUILDS
WB Orzhov
Mechanic: Reap — Whenever a creature dealt damage by [Card Name] dies, [effect].
Archetype Elements: Reap, Auras, Life Gain/Drain/Loss
Flavor: Gothic, Religious, Nihilistic
UB Dimir
Mechanic: Sabotage target opponent's library. (Look at its top two cards and exile one of them.)
Archetype Elements: Sabotage, Discard, Mill
Flavor: Subtle, Manipulative, Resourceful
RW Boros
Mechanic: Marshal — (R/W), Discard [Card Name]: Creatures you control get +N/+N [and gain ability] until end of turn.
Archetype Elements: Marshal, Big Flyers, Weenie Aggro
Flavor: Militant, Angelic, Imperious
RG Gruul
Mechanic: Target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Archetype Elements: Erupt, Fatty Ramp, Combat Control
Flavor: Wild, Elemental, Barbaric
GU Simic
Mechanic: Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Archetype Elements: Mutate, Growth, Fatties & Flyers
Flavor: Biotic/Aquatic, Experimental, Evolutionary
Apostate Healer (Common)
3W
Creature — Human Cleric
3/3
Reap — Whenever a creature dealt damage by Apostate Healer this turn dies, you gain 3 life.
Archer’s Tower (Common)
W
Creature — Wall
0/4
Defender
3R: Archer’s Tower deals 1 damage to target opponent.
Banish (Common)
3WW
Sorcery
Put target nonland permanent on the bottom of its owner’s library.
Basilica Ghost (Common)
2W
Creature — Spirit
2/1
Flying
Lifelink
Combat Veteran (Common)
4W
Creature — Giant Warrior
4/5
Vigilance
Daybreak Defender (Common)
2WW
Creature — Human Scout
2/4
Flying
As Daybreak Defender enters the battlefield, it gains indestructible until your next turn.
Angelic Spirit (Common)
1W
Creature — Angel Spirit
1/1
Flying
Reap — Whenever a creature dealt damage by Angelic Spirit this turn dies, you may pay B. If you do, create a 1/1 white Spirit creature token with flying.
Help from Above (Common)
W
Instant
Target creature gains indestructible until end of turn.
Marshal — 2W, Discard Help from Above: Creatures you control gain indestructible until end of turn.
Leap into Battle (Common)
2W
Instant
Target creature gets +1/+1 and gains flying until end of turn.
Marshal — 4W, Discard Leap into Battle: Creatures you control get +1/+1 and gain flying until end of turn.
Life After Death (Common)
1W
Sorcery
You gain 5 life. If a creature died this turn, you gain 10 life instead.
Light of Revelation (Common)
1W
Instant
Put a +1/+1 counter on target creature. Untap it.
Marshal — 5WW, Discard Light of Revelation: Put a +1/+1 counter on each creature you control. Untap them.
Moral Fortitude (Common)
2W
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it can’t attack.
Skull Collecter (Common)
2W
Creature — Vampire
3/2
Reap — Whenever a creature dealt damage by Skull Collecter this turn dies, put a +1/+1 counter on Skull Collector.
Temple Guard (Common)
1W
Creature — Human Knight
1/3
First strike
Wary Cadet (Common)
W
Creature — Human Soldier
2/2
Wary Cadet can’t attack alone.
Answer to Prayer (Uncommon)
4W
Sorcery
Choose one —
• Create a 4/4 white Angel creature token with flying.
• Create four 1/1 white Spirit creature tokens with flying.
Archer Squad (Uncommon)
3W
Creature — Human Archer
0/5
Defender
2B: Target blocking creature gets -3/-3 until end of turn.
Card Name (Uncommon)
2W
Creature — Type
3/3
Reap — Whenever a creature dealt damage by Card Name this turn dies, create a colorless artifact token named Gold. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
False Humility (Uncommon)
1W
Enchantment - Aura
Enchant creature
Enchanted creature has base power and toughness 1/1.
W: Enchanted creature gets +1/+1 until end of turn.
Glaring Truth (Uncommon)
W
Enchantment
Whenever Glaring Truth or another enchantment enters the battlefield under your control, you may tap or untap target creature.
Truth never blinks.
Knight of the Paruns (Uncommon)
WW
Creature — Human Knight
2/2
First strike
Protection from multicolored
Shield Bash (Uncommon)
W
Instant
Target creature you control assigns combat damage equal to its toughness rather than its power this turn.
Marshal — 3W, Discard Shield Tactics: Each creature you control assigns combat damage equal to its toughness rather than its power this turn.
Spirit of Serenity (Uncommon)
2W
Creature — Spirit
1/1
Flying
When Spirit of Serenity enters the battlefield, exile target creature from the battlefield or target creature card from a graveyard.
When Spirit of Serenity leaves the battlefield, return the exiled card to its owner’s hand.
Treasury Guard (Uncommon)
5WW
Creature — Giant Soldier
4/8
Vigilance
Treasury Guard can block an additional creature each combat.
Aegis Knight (Rare)
2WW
Creature — Human Knight
3/3
Flash
Indestructible
When Aegis Knight enters the battlefield, another target permanent you control gains indestructible for as long as you control Aegis Knight.
Angelic Ascension (Rare)
1WW
Instant
Target creature becomes a 4/4 white Angel and gains flying.
Marshal — 6WW, Discard Angelic Ascension: Each creature you control becomes a 4/4 white Angel and gains flying.
Angelic Tutor (Rare)
W
Instant
Each player may search his or her library for a card, put that card into his or her hand, then shuffle his or her library.
Soul Reaper (Rare)
5W
Creature — Spirit Horror
5/5
Reap — Whenever a creature dealt damage by Soul Reaper dies, exile it.
As long as a card exiled with Soul Reaper has flying, Soul Reaper has flying. The same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Arcane Saboteur (Common)
2U
Creature — Human Rogue
1/4
Whenever you cast an instant or sorcery spell, Arcane Saboteur gets +2/+0 until end of turn.
Artificial Adaptation (Common)
2U
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it has base power and toughness 2/2.
Coral Cladewall (Common)
4UU
Creature — Wall
4/4
Defender
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Coral Cladewall mutates, it loses defender and gains trample until end of turn.
Dumbfound (Common)
1U
Instant
Counter target spell if its controller has fewer cards in hand than you.
Evil Eye (Common)
1U
Creature — Homunculus
2/1
When Evil Eye enters the battlefield, sabotage target opponent’s library. (Look at its top two cards and exile one of them.)
Exotic Species (Common)
2UU
Creature — Jellyfish
1/1
Exotic Species enters the battlefield with two +1/+1 counters on it.
Spells that target Exotic Species cost 1 more to cast for each +1/+1 counter on it.
Flying Fish (Common)
1U
Creature — Fish Mutant
0/1
Flying
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Gather Intelligence (Common)
3U
Sorcery
Sabotage target opponent’s library. (Look at its top two cards and exile one of them.)
Draw two cards.
Lidless Watcher (Common)
3U
Creature — Vedalken Wizard
2/2
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Lidless Watcher mutates, scry 2.
Sap Artist (Common)
2U
Creature — Vedalken Rogue
2/3
Whenever Sap Artist deals damage to a creature, tap that creature. It doesn’t untap during its controller’s next untap step unless its controller pays 2.
Scare to Death (Common)
1U
Instant
Target creature gets -3/-0 until end of turn. If B was spent to cast Scare to Death, it gets -3/-3 until end of turn instead.
Surveillance Orb (Common)
2U
Enchantment — Aura
Enchant land an opponent controls
Whenever enchanted land becomes tapped, sabotage its controller’s library. (Look at its top two cards and exile one of them.)
Terrain Shaper (Common)
U
Creature — Merfolk Wizard
1/2
1G, Sacrifice Terrain Shaper: Search your library for a basic land card, put it onto the battlefield, then shuffle your library.
Spellbound (Common)
U
Enchantment — Aura
Enchant permanent
Whenever you cast an instant or sorcery spell, you may tap or untap enchanted permanent.
Undercity Looter (Common)
1U
Creature — Human Rogue
1/2
T: Put target instant or sorcery card in an opponent's graveyard on the bottom of its owner's library. Draw a card.
Aether Serpent (Uncommon)
4UU
Creature — Serpent
0/0
Flying
Aether Serpent enters the battlefield with a +1/+1 counter on it for each card in your hand.
Counter Espionage (Uncommon)
1UU
Instant
Counter target spell. Sabotage its controller’s library. (Look at its top two cards and exile one of them.)
Hydroponic Tank (Uncommon)
2U
Creature — Wall
0/2
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Defender
Whenever Hydroponic Tank mutates, create a 1/1 blue Fish Mutant creature token.
Mortificator (Uncommon)
1U
Creature — Zombie Wizard
2/1
B: When target creature dies this turn, put its +1/+1 counters on Mortificator.
Phantasmal Strangler (Uncommon)
3U
Creature — Illusion
1/5
1U: Switch target creature’s power and toughness until end of turn.
Respeciation (Uncommon)
2UU
Sorcery
Return up to two target tapped creatures to their owners’ hands.
School of Fish (Uncommon)
3UU
Sorcery
Create three 1/1 blue Fish creature tokens. Then draw a card for each Fish you control.
Talking Fish (Uncommon)
U
Creature — Fish
0/3
U, Put Talking Fish on the top or bottom of its owner’s library: Scry 3.
If you catch one, it will set you free.
Turn to Fish (Uncommon)
U
Instant
Exile target creature. Its controller creates three 1/1 blue Fish creature tokens.
Double Agent (Rare)
5UU
Creature — Shapeshifter
0/0
You may have Double Agent enter the battlefield as a copy of any creature on the battlefield. If you do, gain control of that creature.
Helical Eel (Rare)
5U
Creature — Fish
5/5
Flash
Helical Eel can’t be countered.
Hexproof
When Helical Eel dies, its owner shuffles it into his or her library and draws a card.
Simic Biomancer (Rare)
2U
Creature — Human Mutant Wizard
1/4
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever one or more counters is put on a creature you control, draw a card.
Terramorph (Rare)
U
Instant
Exile target land. Its controller exiles cards from the top of his or her library until he or she exiles a land card. The player puts that card onto the battlefield tapped.
Assassin’s Familiar (Common)
2B
Creature — Scorpion
2/1
Menace
Deathtouch
Belfry Bats (Common)
2B
Creature — Bat
2/3
Flying
Reap — Whenever a creature dealt damage by Belfry Bats this turn dies, its controller discards a card.
Betrayer’s Oath (Common)
1B
Enchantment - Aura
Enchant creature an opponent controls
Whenever enchanted creature becomes untapped, you may sabotage its controller’s library. (Look at its top two cards and exile one of them.)
Bleak Knight (Common)
4BB
Creature — Spirit Knight
6/4
Reap — Whenever a creature dealt damage by Bleak Knight this turn dies, that creature’s controller loses 3 life.
Bone Thrull (Common)
1B
Creature — Thrull
0/0
Bone Thrull enters the battlefield with three +1/+1 counters on it.
Reap — Whenever a creature dealt damage by Bone Thrull this turn dies, remove a +1/+1 counter from Bone Thrull at end of combat.
Con-Artist (Common)
B
Creature — Human Rogue
1/2
Whenever Con Artist becomes blocked, sabotage defending player’s library. (Look at its top two cards and exile one of them.)
Confession Collector (Common)
4B
Creature — Spirit Cleric
3/5
When Confession Collector enters the battlefield, target player discards a card. You gain life equal to that card’s converted mana cost.
Deadeye Spy (Common)
1B
Creature — Homunculus Zombie
2/2
B, Exile Deadeye Spy from your graveyard: Sabotage target opponent’s library. Activate this ability only at any time you could cast a sorcery. (Look at its top two cards and exile one of them.)
Decapitate (Common)
3B
Sorcery
Exile target creature and the top card of its controller’s library.
The only thing worse than losing your head is losing your mind.
Grim Undertaking (Common)
1B
Sorcery
Return target creature card from your graveyard to your hand. If a creature died this turn, return that card to the battlefield instead.
Mixed Blessing (Common)
2B
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it gets -2/-2.
Rat Swarm (Common)
2BB
Sorcery
Create three 1/1 black Rat creature tokens.
Scathing Invocation (Common)
B
Sorcery
Each opponent exiles a card from his or her hand, from the top of his or her library, and from his or her graveyard.
Skeletal Soldier (Common)
3B
Creature — Skeleton Soldier
2/4
W: Skeletal Soldier can block an additional creature this combat.
Vampire Bite (Common)
B
Instant
Target creature gets +2/+0 and gains lifelink until end of turn.
Ogre Assassin (Uncommon)
3BB
Creature — Ogre Assassin
4/5
Reap — Whenever a creature dealt damage by Ogre Assassin this turn dies, create a colorless artifact token named Gold. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
Dark Blessing (Uncommon)
2B
Enchantment
B: Target creature gets +1/+1 until end of turn.
Extort (Uncommon)
B
Sorcery
Target player reveals his or her hand. You choose a card from it. That player exiles that card unless he or she pays life equal to its converted mana cost.
Frightmare (Uncommon)
3BB
Creature — Nightmare
5/2
Menace
Whenever Frightmare attacks, each other attacking creature gains menace until end of turn.
Mentacles (Uncommon)
3B
Creature — Horror
3/4
Whenever an opponent casts a spell, that player discards a card unless he or she pays 1.
Phantasm (Uncommon)
BB
Creature — Illusion Spirit
3/3
Flying
Whenever Phantasm becomes the target of a spell or ability, sacrifice a creature.
Rat’s Nest (Uncommon)
1BB
Enchantment — Aura
Enchant land
Enchanted land has “T: Create a 1/1 black Rat creature token. Activate this ability only at any time you could cast a sorcery.”
Thoughtsieve (Uncommon)
1B
Sorcery
Sabotage target opponent’s library. (Look at its top two cards and exile one of them.)
Scry 2.
Deathmatch (Rare)
2BB
Enchantment
All creatures have deathtouch.
Flesh Reaper (Rare)
1BB
Creature — Zombie Horror
4/2
Flesh Reaper has first strike as long as it’s attacking.
Reap — Whenever a creature dealt damage by Flesh Reaper this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Information Leak (Rare)
B
Enchantment
If an opponent would draw a card except the first one he or she draws in his or her draw step, sabotage his or her library. (Look at its top two cards and exile one of them.)
B, Sacrifice Information Leak: Exile the top card of each opponent’s library.
Sewers of Ravnica (Rare)
1B
Enchantment
Whenever a nonbasic land enters the battlefield, create a 1/1 black Rat creature token.
Adrenaline Rush (Common)
R
Instant
Target creature gains haste and trample until end of turn.
Marshal — 1R, Discard Adrenaline Rush: Creatures you control gain haste and trample until end of turn.
Canyon Skrag (Common)
1R
Creature — Beast
2/1
Reach (This creature can block creatures with flying.)
Cautery Cleric (Common)
2R
Creature — Human Cleric
4/1
When Cautery Cleric enters the battlefield, if W was spent to cast it, you gain 4 life.
Conflicting Orders (Common)
2R
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it can’t block.
Adrenaline Rush (Common)
R
Instant
Target creature gets +1/+0 and gains first strike until end of turn.
Marshal — 3R, Discard Courageous Strike: Creatures you control get +1/+0 and gain first strike until end of turn.
Elemental Fury (Common)
2R
Sorcery
Elemental Fury deals 3 damage to target creature or player.
Target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Flamehorn Minotaur (Common)
3R
Creature — Minotaur
1/4
Menace
1R: Flamehorn Minotaur gets +2/+0 until end of turn.
Goblin Gangleader (Common)
1R
Creature — Goblin Mercenary
2/3
Goblin Gangleader can’t block alone.
Magma Hounds (Common)
3R
Creature — Hound
3/3
Whenever Magma Hounds becomes untapped, target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Pit Rogue (Common)
2R
Creature — Orc Rogue
3/2
When Pit Rogue enters the battlefield, target creature can’t block this turn
Rockbelly Ogre (Common)
4R
Creature — Ogre Warrior
4/5
Whenever a land enters the battlefield under your control, Rockbelly Ogre deals 1 damage to each opponent.
Rubble Bolt (Common)
R
Instant
Put a +1/+1 counter on target land you control. That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Shockwave Elemental (Common)
4RR
Creature — Elemental
6/4
Trample
Land creatures you control have trample.
Tavern Brawl (Common)
2R
Instant
Target creature gets +3/+1 until end of turn.
Marshal — 7R, Discard Tavern Brawl: Creatures you control get +3/+1 until end of turn.
Viashino Vanguard (Common)
R
Creature — Viashino Scout
1/2
Haste
Arena Brawler (Uncommon)
4R
Creature — Human Barbarian
4/4
When Arena Brawler enters the battlefield, target creature attacks you next turn if able.
Barbarism (Uncommon)
3R
Enchantment — Aura
Enchant creature
Enchanted creature gets +5/+5.
Blade Storm (Rare)
2R
Instant
Target attacking creature gains double strike until end of turn.
Marshal — 5RR, Discard Blade Storm: Attacking creatures gain double strike until end of turn.
Glamer Banner (Uncommon)
5R
Enchantment — Aura
Enchant player
Attacking creatures you control get +1/+0 for each Aura enchanted player controls.
Ground Forces (Uncommon)
2RR
Creature — Human Soldier
3/4
Trample
Whenever Ground Forces deals combat damage to a player, tap target land that player controls. That land doesn’t untap during its controller’s next untap step.
Primodon (Uncommon)
1R
Creature — Lizard
*/3
Primodon’s power is equal to the greatest base power among creatures you control.
Relentless Orc (Uncommon)
2R
Creature — Orc Warrior
3/2
Relentless Ogre attacks each turn if able.
G: Regenerate Relentless Orc.
Rubble-Rouser (Uncommon)
1R
Creature — Goblin Shaman
1/1
T: Target land you control erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Stonekin Javelineer (Uncommon)
R
Creature — Elemental Soldier
0/1
Stonekin Javelineer enters the battlefield with a +1/+1 counter on it.
Remove a +1/+1 counter from Stonekin Javelineer: Stonekin Javelineer deals 1 damage to target creature or player.
Deathblow (Rare)
R
Instant
When target creature you control dies this turn, it deals damage equal to its power to target player.
Marshal — 2RR, Discard Deathblow: Whenever a creature you control dies this turn, it deals damage equal to its power to target player.
Elemental Upheaval (Rare)
xR
Sorcery
X target lands you control erupt. (Each becomes a 3/3 Elemental land creature with haste until end of turn.)
Roving Manticore (Rare)
3R
Creature — Manticore
3/3
Flying
5R, T: Gain control of target non-Wall creature without flying until end of turn. Untap that creature. It gets +3/+3 and gains haste and flying until end of turn. Activate this ability only at any time you could cast a sorcery.
Siege Commander Valnus (Rare)
2R
Legendary Creature — Human Warrior
4/2
All creatures attack each turn if able.
W: Target creature loses defender and gains vigilance until end of turn.
Brain Stem (Common)
2G
Creature — Plant
1/2
When Brain Stem enters the battlefield, draw a card.
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Deadly Strike (Common)
G
Instant
Target creature gains deathtouch until end of turn. Scry 1.
Lock Horns (Common)
3G
Instant
Prevent all combat damage that would be dealt this turn. Lock Horns can’t be countered if R was spent to cast it.
Magmamancer (Common)
1G
Creature — Human Shaman
2/2
5G: Put a +1/+1 counter on target land you control. That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Mana Weaver (Common)
1G
Creature — Spider
0/4
Reach
T: Untap target land.
Mosshide Ox (Common)
2G
Creature — Fungus Ox
5/3
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Mosshide Ox mutates, it gains indestructible until end of turn.
Pit Fighter (Common)
2G
Creature — Human Warrior
2/3
When Pit Fighter enters the battlefield, target creature blocks this turn if able.
Rejuvenation (Common)
4GG
Sorcery
Untap all creatures you control.
You gain 6 life.
Draw a card.
Take Flight (Common)
1G
Instant
Target creature loses flying until end of turn. If U was spent to cast Take Flight, you may have another target creature gain flying until end of turn.
Turf Augur (Common)
G
Creature — Elf Druid
1/1
T: Sacrifice Turf Augur: You may put a land card from your hand onto the battlefield. If you do, that land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Valley Giant (Common)
3G
Creature — Giant
3/3
Vigilance
Land creatures you control have vigilance.
Vigean Elk (Common)
1G
Creature — Elk
2/1
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Vigean Elk mutates, if it's untapped, tap it.
Violent Expanse (Common)
2G
Sorcery
Search your library for a basic land card, put that card onto the battlefield, then shuffle your library. That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Warpath Wurm (Common)
6GG
Creature — Wurm
7/7
Sacrifice a land: Warpath Wurm gains trample until end of turn.
Wild Ways (Common)
2G
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it blocks each turn if able.
Envenom (Uncommon)
G
Enchantment — Aura
Enchant creature
Enchanted creature deals combat damage to players in the form of poison counters.
Escaped Primix (Uncommon)
3G
Creature — Beast Plant
3/2
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Escaped Primix mutates, you gain life equal to its toughness.
Giant Stomp (Uncommon)
2G
Sorcery
Target creature you control deals damage equal to its power or toughness to target creature an opponent controls.
Mutapede (Uncommon)
G
Creature — Insect
1/1
Whenever one or more +1/+1 counters are put on another creature, you may put a +1/+1 counter on Mutapede.
Replicator Ooze (Uncommon)
1GG
Creature — Ooze Plant
3/3
Whenever an opponent casts a spell during your turn, put a token that’s a copy of Replicator Ooze onto the battlefield.
Spirit Wolf (Uncommon)
1G
Creature — Spirit Wolf
2/2
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
You may cast Spirit Wolf from exile.
Tarmovore (Uncommon)
4G
Creature — Lhurgoyf
*/*
Tarmovore’s power is equal to the greatest power among cards in your graveyard and its toughness is equal to the greatest toughness among cards in your graveyard.
Wild Resurgence (Uncommon)
3G
Sorcery
Return up to two target land cards from your graveyard to the battlefield. Those lands erupt. (They become 3/3 Elemental land creatures with haste until end of turn.)
Wolf Den (Uncommon)
4GG
Enchantment
At the beginning of your upkeep, you may create a 2/2 green Wolf creature token.
Apex Kraj (Rare)
2GG
Creature — Beast Mutant
5/5
Mutate (Pay mana equal to this creature’s toughness: Put a +1/+1 counter on this creature. Mutate only as a sorcery.)
Whenever Apex Kraj mutates, put a +1/+1 counter on each other creature you control.
Duplicitous Nature (Rare)
3G
Enchantment
At the beginning of combat on your turn, Duplicitous Nature becomes a copy of target creature you control and gains haste until end of turn. It’s still an enchantment.
Magus of Flourishing (Rare)
2G
Creature — Human Wizard
4/4
At the beginning of each player’s draw step, that player draws an additional card.
Each player may play an additional land on each of his or her turns.
Reforester Druid (Rare)
3GG
Creature — Elf Druid
3/3
Whenever Reforester Druid becomes untapped, create a colorless land token with “T: Add 1 to your mana pool.” That land erupts. (It becomes a 3/3 Elemental land creature with haste until end of turn.)
Primal Chieftain (Mythic)
3GG
Creature — Centaur Warrior
5/5
Protection from colorless
At the beginning of your upkeep, choose a color. Primal Chieftain gains protection from that color. (This effect last indefinitely.)
Eavesdrop (Common)
UB
Sorcery
Target player discards a card.
Draw a card.
Messenger Crow (Common)
2UB
Creature — Bird
2/2
Flying
When Messenger Crow enters the battlefield, choose one —
• Target player draws a card.
• Target player discards a card.
Necromorph (Uncommon)
1UB
Instant
Exile target creature card from a graveyard. Until end of turn, target creature becomes a copy of the exiled card.
Reeducation (Rare)
XUB
Sorcery
Choose one or both —
• Target player draws X cards.
• Target player discards X cards.
Stroke of Midnight (Uncommon)
4UB
Sorcery
Create these creature tokens —
• A 3/3 blue Illusion
• A 2/2 black Vampire
• A 1/1 blue and black Horror
They have flying.
Wailing Banshee (Rare)
3UB
Creature — Spirit
3/1
Flying
T: Each player draws a card, then discards a card.
Dimir Guildpact (Rare)
0
Instant
Dimir Guildpact is blue and black.
Each player draws two cards then discards four cards.
At the beginning of your next upkeep, pay UB. If you don’t, you lose the game.
CARD (Rare)
(U/B)
TYPE —
0/0
EFFECT
Autopsy (Uncommon)
(U/B)
Sorcery
Search target player’s library for a card and exile it. Then that player shuffles his or her library.
Cause of death — autopsy.
Dimir Ancient (Common)
4(U/B)
Creature — Spirit
2/6
Evanesce (Rare)
3(U/B)
Instant
Choose one —
• Remove all counters from all permanents.
• Return all tokens to their owners’ hands.
Illegal Divination (Common)
1(U/B)
Sorcery
Target player reveals his or her hand, then puts that many cards from the top of his or her library into his or her graveyard.
Wall of Nightmares (Uncommon)
(U/B)
Creature — Wall
0/6
Defender
Whenever a creature deals combat damage to Wall of Nightmares, its controller puts that many cards from the top of his or her library into his or her graveyard.
Cease (Uncommon)
1BB
Instant
Until end of turn, target creature has base power and toughness 0/0.
///
Desist
1UU
Instant
Counter target activated or triggered ability. (Mana abilities can’t be targeted.)
Cloak (Rare)
1U
Instant
You gain hexproof until your next turn.
Draw a card.
///
Dagger
1B
Instant
Target creature gains deathtouch and first strike until end of turn.
Feral Watchwolf (Uncommon)
RG
Creature — Wolf
3/3
Flash
You may sacrifice a creature rather than pay Feral Watchwolf’s mana cost.
Firebreathing Hydra (Rare)
XRG
Creature — Hydra
0/0
Firebreathing Hydra enters the battlefield with X +1/+1 counters on it.
When Firebreathing Hydra enters the battlefield, it deals damage equal to its power to target creature or player.
Giant Size (Common)
RG
Instant
Target creature gets +3/+3 and gains reach and trample until end of turn.
Natural Disaster (Rare)
2RG
Sorcery
Natural Disaster can't be countered.
Destroy all artifacts and enchantments.
Trial by Fire (Uncommon)
2RG
Sorcery
Trial by Fire deals 4 damage to target creature. Put four +1/+1 counters on that creature at the beginning of the next end step.
Valley Dasher (Common)
RG
Creature — Minotaur
2/3
Valley Dasher can’t be blocked by creatures with flying.
Gruul Guildpact (Rare)
0
Instant
Gruul Guildpact is red and green.
Each player may put a creature card from his or her hand onto the battlefield.
At the beginning of your next upkeep, pay 2RG. If you don’t, you lose the game.
Bloodfire Shaman (Uncommon)
3(R/G)
Creature — Human Shaman
3/2
Whenever Bloodfire Shaman attacks, you may discard a creature card. If you do, Bloodfire Shaman gets +X/+Y until end of turn, where X is the discarded card’s power and Y is its toughness.
CARD (Common)
3(R/G)
Sorcery
Destroy target artifact or land.
Goblin Rager (Rare)
1(R/G)
Creature — Goblin Berserker
4/1
Haste
Trample
At the beginning of the end step, return Goblin Rager to its owner’s hand.
Gruul Cootie (Common)
4(R/G)
Creature — Insect
6/2
Territorial Instinct (Rare)
4(R/G)
Enchantment — Aura
Enchant creature you control
Enchanted creature gets +2/+2.
Whenever a land enters the battlefield under your control, you may have enchanted creature fight target creature an opponent controls.
Vantage Point (Uncommon)
(R/G)
Sorcery
Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield tapped. Until end of turn, you may play cards exiled this way.
Crash (Uncommon)
1G
Instant
Destroy target artifact or enchantment.
///
Burn
1R
Instant
Burn deals 2 damage to target creature or player.
Thunder (Rare)
3G
Instant
Thunder deals 3 damage to each creature with flying.
///
Lightning
3R
Instant
Lightning deals 3 damage to each creature without flying.
Catharsisist (Common)
WB
Creature — Human Wizard
2/2
(W/B), Sacrifice an Aura: Draw a card.
Disillusion (Common)
2WB
Sorcery
Target player exiles two cards from his or her hand.
Gloom Reaper (Uncommon)
1WB
Creature — Horror
3/3
Damage dealt to Gloom Reaper also causes your opponents to lose that much life.
Grand Exorcism (Rare)
2WWBB
Sorcery
Exile all creatures and all creature cards from all graveyards. For each card exiled this way, its owner creates a 1/1 white Spirit creature token with flying.
Nightfall (Uncommon)
WB
Instant
Target player sacrifices a creature. You gain life equal to that creature’s toughness.
Syndicate Assassin (Rare)
3WB
Creature — Vampire Assassin
3/2
2W, T: Exile target creature an opponent controls, then return it to the battlefield tapped under its owner’s control.
2B, T: Exile target tapped creature an opponent controls.
Orzhov Guildpact (Rare)
0
Instant
Orzhov Guildpact is white and black.
Exile target permanent.
At the beginning of your next upkeep, pay 3WB. If you don’t, you lose the game.
Death Tax (Uncommon)
1(W/B)
Enchantment
Whenever a creature dies, you may create a colorless artifact token named Gold. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
Epitaph (Common)
(W/B)
Instant
Exile target card from a graveyard.
Draw a card.
Minister of Materialism (Rare)
5(W/B)
Creature — Human Cleric
2/6
T: Target player's life total becomes equal to the number of permanents he or she controls.
Mortification (Rare)
4(W/B)
Enchantment — Aura
Enchant creature
All damage that would be dealt to you and other creatures you control is dealt to enchanted creature instead.
Mortuary Thrull (Uncommon)
(W/B)
Creature — Thrull
1/1
Whenever a creature dies, you gain 1 life.
Orzhov Bodyguard (Common)
3(W/B)
Creature — Zombie
4/2
Live Long (Rare)
2WW
Sorcery
Return target creature card from your graveyard to the battlefield.
///
Prosper
2BB
Sorcery
Search your library for a card and put that card into your hand. Then shuffle your library.
Trials (Rare)
4BB
Instant/Sorcery
EFFECT
///
Tribulations
4WW
Instant/Sorcery
EFFECT
Angelfire (Uncommon)
XRW
Instant
Choose one or two —
• Angelfire deals X damage to target creature.
• Prevent the next X damage that would be dealt to target creature this turn.
Blademaster (Uncommon)
RW
Creature — Human Soldier
1/1
Double strike
Call of Duty (Common)
RW
Sorcery
Create two 1/1 red and white Soldier creature tokens with haste.
Crimson Savior (Common)
3RW
Creature — Angel
4/2
Flying
Eternal Conflict (Rare)
4RW
Sorcery
Return to the battlefield all creature cards in your graveyard that died during combat this turn.
Untap all creatures you control. They gain haste until end of turn. There is an additional combat phase after this one followed by an additional main phase.
Lieutenant Artak (Rare)
3RRWW
Legendary Creature — Giant Warrior
5/7
Lieutenant Artak attacks and blocks each turn if able.
Vigilance, Menace
Lieutenant Artak can block an additional creature each combat.
Boros Guildpact (Rare)
0
Instant
Boros Guildpact is red and white.
The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to target creature.
At the beginning of your next upkeep, pay 1RW. If you don’t, you lose the game.
Avenge (Common)
(R/W)
Instant
Avenge deals an amount of damage to target creature equal to the amount of damage that creature dealt this turn.
Boros Mercenary (Common)
1(R/W)
Creature — Human Mercenary
3/1
Golem Forger (Uncommon)
2(R/W)
Creature — Human Artificer
2/3
3, T, Sacrifice a nontoken artifact: Create a 3/3 Golem artifact creature token.
Heroic Inspiration (Uncommon)
2(R/W)
Instant
Creatures you control get +2/+0 until end of turn.
Lord Sundar (Rare)
1(R/W)(R/W)
Legendary Creature — Human Soldier
1/2
Whenever Lord Sundar deals combat damage to a player, create that many 1/1 white Soldier creature tokens.
War Rations (Rare)
1(R/W)
Enchantment
1(R/W): Put a +1/+1 counter on target creature that doesn’t have a +1/+1 counter on it. Activate this ability only at any time you could cast a sorcery.
Friend (Uncommon)
3RR
Sorcery
Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
///
Foe
3WW
Sorcery
Create a 5/5 white Giant Warrior creature token
War (Rare)
2RR
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
///
Peace
2WW
Sorcery
Destroy all creatures.
Biomorph (Common)
GU
Instant
Target creature or land becomes a 4/4 green and blue Mutant creature and gains flying until end of turn.
Giant Leech (Common)
1GU
Creature — Leech
3/3
When Giant Leech enters the battlefield, you may move a +1/+1 counter from another target creature onto Giant Leech.
Inexorable Ooze (Rare)
GGUU
Creature — Ooze
3/3
When Inexorable Ooze dies, create a 6/6 green Ooze creature token with “When this creature dies, create a 9/9 green Ooze creature token.”
Plaxwake Drake (Uncommon)
3GU
Creature — Drake
2/3
Flying
Whenever Plaxwake Drake deals combat damage to a player, put a +1/+1 counter on each creature you control that has a +1/+1 counter on it.
Proliferate (Uncommon)
1GU
Sorcery
Double the number of each kind of counter on target permanent.
Protomancy (RARITY)
GU
Enchantment
2GU, Sacrifice a creature: Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Simic Guildpact (Rare)
0
Instant
Simic Guildpact is green and blue.
Create a token that’s a copy of target creature or land an opponent controls.
At the beginning of your next upkeep, pay 2GU. If you don’t, you lose the game.
Closed Experiment (Common)
(G/U)
Instant
Counter target spell if it’s your turn.
Cytosculpt (Rare)
7(G/U)
Sorcery
Separate ten +1/+1 counters into piles. For each pile, create a 0/0 green and blue Ooze creature token and put that pile on it.
Primordic Infusion (Rare)
x(G/U)
Sorcery
Lands you control become X/X green and blue Ooze creatures until end of turn. They’re still lands.
Salamancer (Uncommon)
2(G/U)
Creature — Salamander Wizard
1/3
Whenever Salamancer deals combat damage to a player, draw a card.
Simic Mutant (Common)
4(G/U)
Creature — Mutant
4/4
True to Form (Uncommon)
1(G/U)
Instant
Target creature’s base power and toughness each become equal to its converted mana cost until end of turn.
Lost (Uncommon)
2UU
Sorcery
Target player puts the top nine cards of his or her library into his or her graveyard.
///
Found
2GG
Sorcery
Return target card from your graveyard to your hand.
Nature (Rare)
XG
Sorcery
Put X +1/+1 counters on target land you control and it becomes a 0/0 Elemental land creature.
///
Nurture
XU
Sorcery
Choose a counter on target permanent. Put X of those counters on it.
Boros Keep (Common)
Land
Boros Keep enters the battlefield tapped.
When Boros Keep enters the battlefield, add 1 to your mana pool.
T: Add R or W to your mana pool.
Breeding Pool (Rare)
Land — Forest Island
(T: Add G or U to your mana pool.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Dimir Culvert (Common)
Land
Dimir Culvert enters the battlefield tapped.
When Dimir Culvert enters the battlefield, add 1 to your mana pool.
T: Add U or B to your mana pool.
Godless Shrine (Rare)
Land — Plains Swamp
(T: Add W or B to your mana pool.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Gruul Arena (Common)
Land
Gruul Arena enters the battlefield tapped.
When Gruul Arena enters the battlefield, add 1 to your mana pool.
T: Add R or G to your mana pool.
Orzhov Catacomb (Common)
Land
Orzhov Catacomb enters the battlefield tapped.
When Orzhov Catacomb enters the battlefield, add 1 to your mana pool.
T: Add W or B to your mana pool.
Sacred Foundry (Rare)
Land — Mountain Plains
(T: Add R or W to your mana pool.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Simic Boskage (Common)
Land
Simic Boskage enters the battlefield tapped.
When Simic Boskage enters the battlefield, add 1 to your mana pool.
T: Add G or U to your mana pool.
Stomping Ground (Rare)
Land — Mountain Forest
(T: Add R or G to your mana pool.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Watery Grave (Rare)
Land — Island Swamp
(T: Add U or B to your mana pool.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Breeding Pool enters the battlefield tapped.
Boros Powerstone (Uncommon)
4
Artifact
T: Add RW to your mana pool.
Boros Runestone (Common)
1
Artifact
When Boros Runestone enters the battlefield, scry 1.
1, T: Add R or W to your mana pool.
Dimir Powerstone (Uncommon)
4
Artifact
T: Add UB to your mana pool.
Dimir Runestone (Common)
1
Artifact
When Dimir Runestone enters the battlefield, scry 1.
1, T: Add U or B to your mana pool.
Orzhov Powerstone (Uncommon)
4
Artifact
T: Add WB to your mana pool.
Orzhov Runestone (Common)
1
Artifact
When Orzhov Runestone enters the battlefield, scry 1.
1, T: Add W or B to your mana pool.
Gruul Powerstone (Uncommon)
4
Artifact
T: Add RG to your mana pool.
Gruul Runestone (Common)
1
Artifact
When Gruul Runestone enters the battlefield, scry 1.
1, T: Add R or G to your mana pool.
Guild Construct (Uncommon)
2
Artifact Creature - Construct
1/1
Guild Construct has indestructible as long as there’s exactly two colors among permanents you control.
Guild Gargoyle (Uncommon)
3
Artifact Creature - Gargoyle
2/2
Guild Gargoyle has flying as long as there’s exactly two colors among permanents you control.
Guild Golem (Uncommon)
5
Artifact Creature - Golem
3/3
Guild Golem gets +3/+3 as long as there’s exactly two colors among permanents you control.
Guild Juggernaut (Uncommon)
6
Artifact Creature - Juggernaut
5/5
Guild Juggernaut costs 2 less to cast as long as there’s exactly two colors among permanents you control.
Guild Wall (Uncommon)
4
Artifact Creature - Wall
4/4
Defender
As long as there’s exactly two colors among permanents you control, Guild Wall can attack as though it didn’t have defender.
Simic Powerstone (Uncommon)
4
Artifact
T: Add GU to your mana pool.
Simic Runestone (Common)
1
Artifact
When Simic Runestone enters the battlefield, scry 1.
1, T: Add G or U to your mana pool.
Erupt, Pernicious, Inform are all fine.
Obstruct is concerning however in how punishing it can be. I like where you were going with Revoke though, but just not focused on enchantments.
Sprout could be a little more different than Fabricate. Depends on how much you care.
Perhaps Sprout N-[cost] ([cost], discard this card: Put N 1/1 green saproling creature tokens onto the battlefield. Sprout only as a sorcery.)
or Vitality (Your vitality is equal to the number of creatures your control.) (devotion style)
The choose a guild mechanic is a perfect way to add something broadly new to the set while preserving the guild structure, I love it.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
The set is 97% filled in (just one uncommon and a couple of rares and mythics to go). Already did lots of live two person play testing to prepare for full drafts. So far have had two live 8 person drafts. Both were extremely fun and educational. Invaluable to development.
Many changes made throughout the set. Guild archetypes explained in op. So far still only have commons posted due to limited time. (I can type very fast, but entering ~140 cards from MSE to text format here is still tedious and time consuming.)
Speaking of time consuming. Printing, cutting, and sleeving enough custom cards for a 8-16 players is very time consuming.
Changes of note:
1. In the first draft, the "manlands" (sac to create a creature token) were just vanilla creatures that nobody played. For the second draft, I changed them to the lands that make vanilla creatures and everyone was playing them.
2. Even experienced players were confused by the guild charms until I added "You may choose different targets." to the reminder text. (The charms have also been simplified in general.)
3. Originally, all of the common Obstruct cards were Obstruct 1, but it was too weak so some of them have been increased to Obstruct 2.
4. For both drafts, I accidentally made 16 card boosters. A seemingly innocuous detail that warped deck building.
QUESTIONS: Should the enemy color pairs/guilds have archetypes in a set focusing on ally color pairs/guilds? Why or why not? (Note that the second set of the block will focus on enemy color pairs/guilds.)
I highly doubt someone will aim for an enemy guild deck in such a set. It could be devised in tarkir, but tarkir had broader color fixing than a guild set will. Making sure three colors deck (which have usually been the default for ravnica) are possible--i.e. you don't have guilds that clash together when in the same deck--, you'll be fine.
EDIT:
The more I think about marshall, the less I like it:
Blue
[Coming soon!]
Thank you Circeus! Everything considered. I've been in the background making changes. Waiting until they're done to post, but wanted to make known I'm not afk.