Hello. Ever since I stared playing Magic, I've felt a desire to make my own sets. The seeds of what would become Erparon were sown long ago, but only recently have they grown into full bloom. So I figured I'd share the set with you.
Bear in mind though that some things in my sets behave a bit differently than they do in real Magic. The game as it exists now is (more than ever) a completely different beast than what I'd like it to be. These cards are based on that hypothetical and ideal version of Magic. My set, my rules, you know? But I'll clarify the differences when I get to them in future updates. Right now I'd like to begin with the set's reprints, and I think you'll be able to see little bits of both my different approach and the set's themes shine through already.
White (50/50)
Abbess's Aide 2W
Creature - Human Cleric (C)
If Abbess’s Aide is in a graveyard, effects of spells named Soulshield count it as a card named Soulshield.
2/2
Air of Innocence W
Enchantment - Aura (C)
Enchant creature
When Air of Innocence enters the battlefield, draw a card.
Enchanted creature can’t have bounty counters placed on it.
Amnesty W
Sorcery (U)
Remove up to three bounty counters from any number of target creatures.
Armored Warhorse WW
Creature - Horse (C)
2/3
Ascetic Mentor 1WW
Creature - Human Monk (C)
Protection from artifacts and from lands Grandeur — Discard another card named Ascetic Mentor: Target creature gains protection from artifacts and from lands until end of turn.
1/1
August Templar 2WW
Creature - Human Knight (U)
First strike
Nonwhite dread (Nonwhite creatures can’t block this creature.)
2/2
Aven Spotter//Guardian of the Aerie: Aven Spotter 2W
Creature - Bird Soldier (C)
Flying
When a creature attacks you or a planeswalker you control, you may transform Aven Spotter.
2/2 Guardian of the Aerie
Creature - Bird Soldier
[Color Indicator: White]
Flying, first strike T: Target attacking or blocking creature gets +3/+3 until end of turn.
3/3
Banish 2WW
Sorcery (U)
Flash
Void target attacking creature.
Flow 5 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Blessed Cadence 3WW
Sorcery (R)
Flash
As an additional cost to cast Blessed Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Blessed Cadence into your hand as it resolves.
Any number of target permanents you control gain protection from artifacts or from the color of your choice until end of turn.
Concerned Citizens//Neighborhood Vigilantes: Concerned Citizens 2W
Creature - Human Citizen (C)
At the beginning of each upkeep, if four or more bounty counters were put onto permanents last turn, transform Concerned Citizens.
2/2 Neighborhood Vigilantes
Creature - Human Soldier
[Color Indicator: White]
Neighborhood Vigilantes can block any number of creatures with bounty counters on them.
4/5
Daupal Master 4WW
Creature - Human Monk (R)
Vigilance
Whenever a creature deals combat damage to Daupal Master, that creature deals 4 damage to itself.
4/5
Daupal Novice 1W
Creature - Human Monk (C)
Whenever a creature deals combat damage to Daupal Novice, that creature deals 1 damage to itself.
1/1
Daupal Veteran 2WW
Creature - Human Monk (U)
Whenever a creature deals combat damage to Daupal Veteran, that creature deals 2 damage to itself.
2/4
Daupal Wine 1W
Sorcery (C)
Flash
Target player gains 5 life.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Desert the Army W
Sorcery (U)
Flash
Remove target creature from combat. Put a bounty counter on that creature.
Echoing Calm 1W
Sorcery (C)
Flash
Destroy target enchantment and all other enchantments with the same name as that enchantment.
Esmerral Evangel 1W
Creature - Human Cleric (C)
You may choose any number of effects of spells you cast named Sainted Charm.
1/1
Esmerral Pontiff 2WW
Creature - Human Cleric (M) Grandeur — Discard another card named Esmerral Pontiff: Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
2/2
Forakki Bastion 1W
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks, it gets +0/+X until end of turn, where X is the number of creatures named Forakki Bastion on the battlefield.
0/3
Forakki Thoroughbred 1W
Creature - Horse (U)
Plainswalk 1WW: Target creature gains plainswalk until end of turn.
1/1
Forakki Vanguard 1W
Creature - Human Soldier (C) Grandeur — As Forakki Vanguard enters the battlefield, you may discard another card named Forakki Vanguard. If you do, Forakki Vanguard enters the battlefield with a +1/+1 counter on it and has vigilance.
1/1
General Suyari 2WW
Legendary Creature - Human Soldier (M)
Whenever General Suyari attacks, you may tap target creature. Grandeur — Discard another card named General Suyari: Untap all creatures you control that attacked this turn.
3/3
Hawkwind 2WW
Sorcery (U)
Put two 1/1 white Bird creature tokens with flying onto the battlefield.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Ineptitude 2W
Enchantment - Aura (U)
Enchant permanent
Enchanted permanent’s activated abilities can’t be activated. Grandeur — Discard another card with the same name as enchanted permanent: Destroy Ineptitude. Any player may activate this ability.
Lambent Embrace//Sunbeam Scion: Lambent Embrace 1W
Enchantment - Aura (U)
Enchant creature
Enchanted creature has “1W: This creature gets +1/+1 until end of turn.”
When enchanted creature’s combined power and toughness becomes 10 or greater, simultaneously unattach and transform Lambent Embrace. Sunbeam Scion
Creature - Spirit
[Color Indicator: White]
Flying, lifelink 2WW: Simultaneously transform Sunbeam Scion and attach it to target creature.
4/6
Manhunt 2WW
Sorcery (R) Grandeur — As an additional cost to cast Manhunt, you may discard another card named Manhunt. If you do, distribute three bounty counters among any number of target creatures.
Destroy all creatures with bounty counters on them.
Medic Accomplice 3W
Creature - Human Cleric Rogue (U)
When Medic Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Whenever a source would deal damage to a creature with a bounty counter on it, prevent 1 of that damage.
1/1
Parry W
Sorcery (C)
Flash
The next time an activated or triggered ability would deal damage to you or a creature you control, prevent that damage.
Draw a card.
Pay the Dues WW
Enchantment - Aura (U)
Enchant creature
At the beginning of the end step, if enchanted creature attacked this turn, put a bounty counter on it. Otherwise, remove a bounty counter from it.
Rebel Militia X2W
Sorcery (R)
Put X 1/1 white Rebel Soldier creature tokens onto the battlefield, then put a bounty counter on each creature you control.
Repair W
Sorcery (C)
Flash
Regenerate target artifact.
Draw a card.
Reverberation of Armaments X2WW
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Search your library for an Aura or Equipment card. Put that card onto the battlefield attached to a creature you control, then shuffle your library.
Rorefo Border-Guard 2W
Creature - Human Soldier (C)
First strike
Ripple 4
2/1
Sacred Knight 3W
Creature - Human Knight (C)
Black dread, red dread (Black and/or red creatures can’t block this creature.)
3/2
Safe//Sound: Safe 2W
Sorcery (U)
Flash
Remove all damage from target creature. Sound 1W
Sorcery
Flash
Target permanent or player gains protection from the color of your choice until end of turn.
Sainted Charm 1W
Sorcery (C)
Flash
Choose one -
Target creature gets +0/+3 until end of turn.
Target creature gains protection from the color of your choice until end of turn.
You gain 4 life.
Serene Wave 3W
Sorcery (C)
Destroy all enchantments.
Flow 5 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Shieldwall Tattoo 1W
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Enchanted creature gets +0/+4 until end of turn.
Enchanted creature can’t attack this turn.
Soul Connection 1W
Sorcery (U)
Flash
Target creature gains lifelink until end of turn.
As long as Soul Connection is in your graveyard and there are four or more cards named Soul Connection in all graveyards, creatures you control have lifelink.
Soulshield 1W
Sorcery (C)
Flash
Prevent the next X damage a source of your choice would deal this turn, where X is 2 plus the number of cards named Soulshield in all graveyards. You gain life equal to the number of damage prevented this way.
Stockade Turnkey 3W
Creature - Human Soldier (U)
When Stockade Turnkey enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Each creature with a bounty counter on it doesn’t untap during its controller’s untap step.
2/4
Strength in Solitude 2W
Enchantment (R)
Each creature you control gets +2/+2 as long as there are no other creatures on the battlefield with the same name as that creature.
Strip the Veneer W
Sorcery (C)
Flash
Destroy target enchantment. Put a bounty counter on a creature you control.
Tabernacle Gargoyle 4W
Creature - Gargoyle (R)
Flying, defender
When Tabernacle Gargoyle enters the battlefield, choose a color.
Other creatures you control have protection of the chosen color.
3/4
Taciturn Anomaly WW
Sorcery (R)
Flash
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, that opponent can’t cast spells this turn. Otherwise, draw a card.
Thane's Regalia 3W
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +0/+4 and has “Grandeur — Discard another card with the same name as this creature or Thane’s Regalia: This creature gains protection from the color of your choice until end of turn. This effect doesn’t remove Thane’s Regalia.”
Welkin Hawk 1W
Creature - Bird (C)
Flying
When Welkin Hawk is buried, you may search your library for a card named Welkin Hawk, reveal it, and put it into your hand. If you do, shuffle your library.
1/1
Blue (50/50)
Accumulated Knowledge 1U
Sorcery (C)
Flash
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
Æther Envoy 2UU
Creature - Illusion (U)
Ripple 3 (When you cast this spell, you may reveal the top three cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Shroud
Æther Envoy enters the battlefield with two +1/+1 counters on it if it was rippled.
2/2
Apprentice Nixmage 3U
Creature - Human Wizard (C) T: Counter target spell unless its controller pays 1 for each creature named Apprentice Nixmage on the battlefield.
1/1
Battle Lore//Brainchild: Battle Lore 2UU
Enchantment - Aura (U)
Enchant creature
Enchanted creature has “Whenever this creature deals damage to an opponent, you may draw a card”.
When you have ten or more cards in your hand, simultaneously unattach and transform Battle Lore. Brainchild
Creature - Illusion
[Color Indicator: Blue]
Brainchild’s power and toughness are each equal to the number of cards in your hand.
When Brainchild becomes the target of a spell or ability, sacrifice it.
*/*
Cloudwings 1U
Sorcery (U)
Flash
Target creature gains flying until end of turn.
As long as Cloudwings is in your graveyard and there are four or more cards named Cloudwings in all graveyards, creatures you control have flying.
Contraband Scrolls 2UU
Sorcery (R)
Flash
Draw three cards. Put a bounty counter on each creature you control.
Drone Expulsion 2UU
Sorcery (R)
Flash
Return target creature to its owner’s hand. Put X 1/1 blue Drone artifact creature tokens with flying onto the battlefield, where X is that creature’s mana sum.
Flow 7 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top seven cards of that library.)
Dronewright 3U
Creature - Human Artificer (C)
When Dronewright enters the battlefield, put a 1/1 blue Drone artifact creature token with flying onto the battlefield. Grandeur — Discard another card named Dronewright: Put a a 1/1 blue Drone artifact creature token with flying onto the battlefield.
1/1
Echoing Truth 1U
Sorcery (C)
Flash
Return target nonland permanent and all other permanents with the same name as that permanent to their owners’ hands.
Eyes of Leccado 2UU
Artifact Creature - Drone (R)
Flying
At the beginning of your upkeep, you may look at the top X cards of your library, where X is the number of creatures named Eyes of Leccado you control. Put any number of them on top of your library and the rest on the bottom in any order.
3/3
Fishermen of Nardaju 3U
Creature - Human (U)
Whenever a player flows a card, you may draw a card.
2/2
Flush 1UU
Sorcery (C)
Flash
Return target permanent to its owner’s hand.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Frame the Patsy U
Sorcery (U)
Flash Grandeur — As an additional cost to cast Frame the Patsy, you may discard another card named Frame the Patsy. If you do, put a bounty counter on target permanent.
Change a target of target spell or ability to a permanent with a bounty counter on it.
Frost Charm 1U
Sorcery (C)
Flash
Choose one -
Target creature gets -3/-0 until end of turn.
Tap target permanent. It doesn’t untap during its controller’s next untap step.
Target permanent gains shroud until end of turn.
Herald of Tides//Avatar of Ronugea: Herald of Tides 2UU
Creature - Spirit (C) T: Draw a card, then discard a card. Then, if ten or more cards are in your graveyard, transform Herald of Tides.
1/1 Avatar of Ronugea
Creature - Avatar
[Color Indicator: Blue]
When this creature transforms into Avatar of Ronugea, target player puts the top card of his or her library into his or her graveyard, then puts a card from his or her hand on top of his or her library.
4/4
Interrogate 3U
Sorcery (C)
Flash
Target player reveals his or her hand.
Leccadon Bastion 1UU
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks a creature, that creature gets -X/-0 until end of turn, where X is the number of creatures named Leccadon Bastion on the battlefield.
0/3
Leccadon Riftcaster 1U
Creature - Human Wizard (C) T: Target creature gains landwalk of the basic land types corresponding to its colors until end of turn.
1/1
Leccadon Scholar 2U
Creature - Human Wizard (C)
If Leccadon Scholar is in a graveyard, effects of spells named Accumulated Knowledge count it as a card named Accumulated Knowledge.
1/1
Lockpicker Accomplice 2UU
Creature - Human Rogue (U)
When Lockpicker Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures. T: Target creature with a bounty counter on it gains infiltrate until end of turn.
1/2
Mistswirl Tattoo 1U
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Enchanted creature gains infiltrate until end of turn.
Enchanted creature has base power 0 until end of turn.
Mystic Flotsam 3U
Enchantment (R)
At the beginning of the end step, if the top card of your graveyard is a sorcery, you may pay that card’s mana cost. If you do, put it into your library just beneath the top three cards of that library.
Nardaju Vanguard 1U
Creature - Human (C) Grandeur — As Nardaju Vanguard enters the battlefield, you may discard another card named Nardaju Vanguard. If you do, Nardaju Vanguard enters the battlefield with a +1/+1 counter on it and has infiltrate.
1/1
Perambulon 1U
Artifact Creature - Drone (U)
Islandwalk 1UU: Target creature gains islandwalk until end of turn.
1/1
Polar Homarid 2U
Creature - Homarid (C)
You may choose any number of effects of spells you cast named Frost Charm.
2/2
Predict 1U
Sorcery (U)
Flash
Name a card, then put the top card of target player’s library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card.
Private Investigator 3U
Creature - Human Rogue (U)
When Private Investigator enters the battlefield, name a creature.
Whenever Private Investigator blocks or becomes blocked by the named creature or a creature with a bounty counter on it, you may draw a card.
2/2
Recede into Æther XUU
Sorcery (C)
Flash
Put target nontoken creature an opponent controls into its owner’s library just beneath the top X cards of that library. X can’t be 0.
Reconnaissance Drone 4U
Artifact Creature - Drone (C)
Whenever Reconnaissance Drone deals combat damage to a player, you may look at that player’s hand. Grandeur — Discard another card named Reconnaissance Drone: Reconnaissance Drone gains infiltrate until end of turn.
1/3
Rector's Regalia 4U
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +1/+1 and has “Grandeur — T, Discard another card with the same name as this creature or Rector’s Regalia: Draw four cards and skip your next turn.”
Reverberation of Ideas XUU
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library. For those cards, X is 0.)
Draw a card.
Riptide Squid//Ronugean Kraken: Riptide Squid 2UU
Creature - Squid (C)
When Riptide Squid enters the battlefield, you may return target nonland permanent an opponent controls to its owner’s hand. If a permanent with mana sum 5 or greater is returned this way, transform Riptide Squid.
1/1 Ronugean Kraken
Creature - Kraken
[Color Indicator: Blue]
Trample
7/7
Ronugean Mistfolk 3UU
Creature - Illusion (U)
Red dread, green dread
3/3
Slumber Cadence 3UU
Sorcery (R)
As an additional cost to cast Slumber Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Slumber Cadence into your hand as it resolves.
Tap all creatures target player controls. Those creatures don’t untap during that player’s next untap step.
Solving the Enigma 3U
Enchantment (R)
If you would draw a card, you may put a study counter on Solving the Enigma instead.
Remove three study counters from Solving the Enigma, Sacrifice Solving the Enigma: Draw seven cards.
Stymie 2U
Enchantment (R)
As Stymie enters the battlefield, name an artifact, creature, or nonbasic land card.
Permanents with the chosen name don’t untap during their controller’s untap step.
Surveillance Eye 2UU
Artifact Creature - Drone (U)
Flying, defender
When Surveillance Eye enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
The power of each creature with a bounty counter on it becomes 0.
2/2
Syphon Mana 2UU
Sorcery (U)
Flash Grandeur — As an additional cost to cast Syphon Mana, you may discard another card named Syphon Mana.
Empty target player’s mana pool. If you discarded a card with Syphon Mana, add X to your mana pool, where X is the amount of mana emptied this way.
Temporal Anomaly 2UU
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, take an extra turn after this one. Otherwise, draw a card.
Thane's Mole 2U
Creature - Human Rogue (U)
As Thane’s Mole enters the battlefield, choose an opponent.
Thane’s Mole enters the battlefield under that player’s control with a bounty counter on it.
Play with your hand revealed and the top card of your library face up.
1/1
Thwart Plans 1UU
Sorcery (U)
Flash
Counter target spell. Put a bounty counter on a creature you control.
Tide Spirit 3U
Creature - Spirit (C)
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Flow 4 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
2/2
Time Gyre 1U
Sorcery (C)
Choose a card in your graveyard, shuffle your library and put the chosen card into it just beneath the top three cards of that library.
Flow 3 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Time Lapse UU
Sorcery (M)
Flash
Cast Time Lapse only during a player’s upkeep.
That player chooses draw step, main phase or combat phase and skips all instances of the chosen step or phase this turn.
Trespass U
Sorcery (C)
Flash
Target creature you control gains landwalk of the basic land type of your choice until end of turn. Put a bounty counter on that creature.
Wakecarver Pod 3UU
Creature - Whale (C)
Ripple 4
3/3
Warp In 3U
Sorcery (U)
Reveal your hand, then put all permanent cards with ripple revealed this way onto the battlefield.
Draw a card.
Watch//Learn: Watch 1U
Sorcery (U)
Look at each of your opponents’ hands. Learn 3U
Sorcery
Draw three cards, then discard a card.
Yoallon, Rector of Leccado 2UU
Legendary Creature - Human Wizard (M) T: Draw a card, then discard a card. Grandeur — Whenever an opponent casts a sorcery spell, you may discard another card named Yoallon, Rector of Leccado. If you do, draw cards equal to that sorcery’s mana sum.
1/3
Black (50/50)
Battlescarred Vampire 1BB
Creature - Vampire (U)
Battlescarred Vampire enters the battlefield with a +1/+1 counter on it.
Whenever a player casts a black spell, put a +1/+1 counter on Battlescarred Vampire.
Battlescarred Vampire can’t attack or block unless it has three or more +1/+1 counters on it.
0/0
Bearer of the Mark//Bloodbound One: Bearer of the Mark 2B
Creature - Human Vampire (C)
At the beginning of the end step, if an opponent lost life this turn and you gained life this turn, transform Bearer of the Mark.
1/1 Bloodbound One
Creature - Vampire
[Color Indicator: Black]
Flying, lifelink
3/3
Black-Market Trade 1BB
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
Put a bounty counter on each creature you control.
Bleeding Wounds 1B
Enchantment - Aura (U)
Enchant creature
Enchanted creature is dealt damage in the form of -1/-1 counters.
Bloodblight Vampire 2B
Creature - Vampire (C)
If Bloodblight Vampire is in a graveyard, effects of spells named Wilting Flesh count it as a card named Wilting Flesh.
2/2
Bounty Hunter 2BB
Creature - Human Archer Minion (R) T: Put a bounty counter on target nonblack creature. T: Destroy target creature with a bounty counter on it.
2/2
Cataclysm's Scar 3B
Enchantment - Aura (C)
Enchant land
Enchanted land can’t be tapped for mana.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
Cloud of Bats 6BBB
Creature - Bat (M)
Flying
Cloud of Bats has ripple X, where X is the number of cards in your library.
Cloud of Bats gets +1/+1 for each other Bat you control.
2/2
Concussion 2B
Sorcery (C)
Flash
Target player discards a card.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Corabi Silvermask 3BB
Legendary Creature - Gorgon Assassin (M) X, T: Put a bounty counter on each of X target creatures. Grandeur — Discard another card named Corabi Silvermask or B, T: Destroy target creature with a bounty counter on it. It can’t be regenerated.
3/3
Death Warrant 1B
Sorcery (C) Grandeur — As an additional cost to cast Death Warrant, you may discard another card named Death Warrant. If you do, put a bounty counter on target creature.
Destroy target creature with a bounty counter on it.
Debilitate 1B
Sorcery (U)
Target player reveals his or her hand and discards a card with the highest mana sum.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
Discordant Cadence 4BB
Sorcery (R)
As an additional cost to cast Discordant Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Discordant Cadence into your hand as it resolves.
Look at target player’s hand and choose up to two cards with different names from it. That player discards those cards.
Echoing Decay 1B
Sorcery (C)
Flash
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
Fell Bat 2B
Creature - Bat (C)
Flying
At the beginning of your upkeep, tap Fell Bat unless you pay 1 life.
1/1
Flower of Olomba//Daziqual's Favorite: Flower of Olomba 2B
Creature - Human (C) T, Tap an untapped Vampire you control: Transform Flower of Olomba.
2/2 Daziqual's Favorite
Creature - Vampire
[Color Indicator: Black]
4/4
Ghostgleam Lodestar 1B
Creature - Spirit (U)
Swampwalk 1BB: Target creature gains swampwalk until end of turn.
1/1
Gloomhunter 2B
Creature - Bat (C)
Flying
2/1
Grave Desecration B
Sorcery (C)
Flash
Void up to three target cards in a single graveyard. Put a bounty counter on a creature you control.
Gristle-Gnawer 3B
Creature - Werewolf (C)
You may choose any number of effects of spells you cast named Marrow Charm.
5/2
Ill Repute 2B
Enchantment - Aura (U)
Enchant player
Each creature that enters the battlefield under enchanted player’s control enters the battlefield with an additional bounty counter on it.
Leech Slug 3B
Creature - Slug (U)
Whenever Leech Slug deals damage to a creature or planeswalker, you may remove a counter from that permanent. If you do, you gain 1 life.
2/2
Looks Can Kill 1BB
Sorcery (U)
Target creature gains deathtouch until end of turn.
As long as Looks Can Kill is in your graveyard and there are four or more cards named Looks Can Kill in all graveyards, creatures you control have deathtouch.
Lycanthrope Outcast 1B
Creature - Human Nomad (C)
Lycanthrope Outcast enters the battlefield with a bounty counter on it.
When Lycanthrope Outcast becomes the target of a spell or ability, sacrifice it and put a 3/3 black Werewolf creature token onto the battlefield.
1/1
Lycanthropy//Werewolf Mongrel: Lycanthropy 2B
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +3/-2.
When enchanted creature is buried, you may return Lycanthropy to the battlefield transformed under your control. Werewolf Mongrel
Creature - Werewolf
[Color Indicator: Black]
Nonblack dread
When Werewolf Mongrel would be buried, instead you may simultaneously transform it and attach it to target creature.
4/4
Marrow Charm 1B
Sorcery (C)
Flash
Choose one -
Put a bounty counter on target creature.
Target creature gains nonblack dread until end of turn.
Target creature can’t be regenerated this turn.
Moonless Night 1BB
Sorcery (R)
Choose one —
Black creatures you control get +1/+1 until end of turn.
All nonblack creatures get -1/-1 until end of turn.
Flow 4 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
Mudalam Bastion 2B
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks a creature, that creature deals 1 damage to itself for each creature named Mudalam Bastion on the battlefield.
0/4
Mudalam Howler 2BB
Creature - Werewolf (C)
When Mudalam Howler is buried, put a 3/3 black Werewolf creature token onto the battlefield.
3/3
Mudalam Nosferatu 2BB
Creature - Vampire (M)
Whenever Mudalam Nosferatu deals damage to a creature, void that creature and its controller puts a token onto the battlefield that’s a copy of Mudalam Nosferatu.
3/3
Mudalam Sentry 2BB
Creature - Vampire Warrior (U)
Lifelink
Flow 2 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top two cards of that library.)
3/3
Mudalam Vanguard 1B
Creature - Vampire Warrior (C) Grandeur — As Mudalam Vanguard enters the battlefield, you may discard another card named Mudalam Vanguard. If you do, Mudalam Vanguard enters the battlefield with a +1/+1 counter on it and has lifelink.
1/1
Murder Most Foul 1B
Sorcery (U)
Destroy target nonblack creature. It can’t be regenerated. Put a bounty counter on a creature you control.
Nightglider 1BB
Creature - Bat (C)
Flying Grandeur — Discard another card named Nightglider: Regenerate Nightglider.
2/1
Nightlord's Regalia 3BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has nonblack dread and “Grandeur — Discard another card with the same name as this creature or Nightlord’s Regalia: Put three 1/1 black Bat creature tokens with flying onto the battlefield.”
Olid Kusite 3BB
Creature - Horror (U)
Green dread, white dread (Green and/or white creatures can’t block this creature.)
4/3
Olomban Nightwolf 2B
Creature - Werewolf (C)
3/2
Poisoner Accomplice 2B
Creature - Human Rogue (U)
When Poisoner Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Creatures with bounty counters on them deal damage in the form of -1/-1 counters.
1/2
Public Enemy 2B
Creature - Human Rogue (U)
As Public Enemy enters the battlefield, choose an opponent.
Public Enemy enters the battlefield under that player’s control with a bounty counter on it.
At the beginning of your upkeep, Public Enemy deals 2 damage to you.
2/2
Rack Lackies 3BB
Creature - Orc (U)
When Rack Lackies enters the battlefield, distribute three bounty counters among one, two, or three target creatures. X, T: Target creature with a bounty counter on it gets -X/-X until end of turn.
3/2
Reverberation of Doom X2B
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library. For those cards, X is 0.)
Target player sacrifices a creature.
Rorefo Executioner 2BB
Creature - Human Assassin (M)
At the beginning of each player’s upkeep, that player sacrifices a creature with a bounty counter on it. Grandeur — Discard another card named Rorefo Executioner: Put a bounty counter on target creature.
2/2
Skin//Bones: Skin 2B
Sorcery (U)
Put two -1/-1 counters on target creature and two +1/+1 counters on another target creature. Bones 1BB
Sorcery
Return target creature card from your graveyard to the battlefield tapped. It’s a black Skeleton in addition to its other colors and types.
Sludgesquirm 3B
Creature - Slug (C)
4/2
Spinecoil Tattoo 1B
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Enchanted creature gains dread in the colors it isn’t until end of turn.
Enchanted creature has base toughness 1 until end of turn.
Splitting Migraine 4BB
Sorcery (R) Grandeur — As an additional cost to cast Splitting Migraine, you may discard another card named Splitting Migraine.
Separate the cards from target opponent’s hand into two piles. That player discards the pile of his or her choice. Then, if you discarded a card with Splitting Migraine, choose a card from the other pile and the player discards that card.
Underworld Anomaly 2BB
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, return target creature card from your graveyard to your hand, then void target creature card from an opponent’s graveyard. Otherwise, draw a card.
Vampiric Siring 1BB
Sorcery (R)
Flash
Regenerate target creature. When it regenerates this way, put three +1/+1 counters on it and it gains flying and lifelink. It’s a black Vampire in addition to its other colors and types.
Wilting Flesh 1B
Sorcery (C)
Flash
Target creature gets -X/-X until end of turn, where X is 1 plus the number of cards named Wilting Flesh in all graveyards.
Red (50/50)
Agent Provocateur 3R
Creature - Human Rogue (U)
When Agent Provocateur enters the battlefield, distribute three bounty counters among one, two, or three target creatures. T: Target creature with a bounty counter on it attacks this turn if able.
2/1
Arms-Fencer Accomplice 1RR
Creature - Human Rogue (U)
When Arms-Fencer Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures. T: Attach target Equipment to target creature with a bounty counter on it. (Control of the Equipment doesn’t change.)
1/1
Arson Spree XR
Sorcery (R)
Arson Spree deals X damage to target player and each creature without flying he or she controls. Put a bounty counter on each creature you control.
Atharo, Forgemaster 4RR
Legendary Creature - Cyclops Shaman (M) T: Destroy target artifact, then add an amount of R to your mana pool equal to that artifact’s mana sum. Grandeur — X, Discard another card named Atharo, Forgemaster: Atharo deals X damage to target creature. Spend only red mana on X.
4/4
Avarax 3RR
Creature - Beast (U)
Haste
When Avarax enters the battlefield, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library. 1R: Avarax gets +1/+0 until end of turn.
3/3
Blazing Breath//Flameflailer: Blazing Breath RR
Enchantment - Aura (U)
Enchant creature
Enchanted creature has “R: This creature gets +1/+0 until end of turn.”
When enchanted creature deals 5 or more damage to a player, simultaneously unattach and transform Blazing Breath. Flameflailer
Creature - Elemental Berserker
[Color Indicator: Red]
You may divide Flameflailer’s combat damage as you choose among any number of target creatures and/or players.
4/1
Blue Flame Warlock//Red Flame Adept: Blue Flame Warlock 1R
Creature - Elemental Shaman (C)
When Blue Flame Warlock enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, transform Blue Flame Warlock.
4/4 Red Flame Adept
Creature - Elemental Shaman
[Color Indicator: Red]
1/1
Brazen Cyclops//Blinded Cyclops: Brazen Cyclops 3R
Creature - Cyclops Warrior (C)
Brazen Cyclops can only attack alone.
When Brazen Cyclops becomes blocked, transform it at end of combat.
4/2 Blinded Cyclops
Creature - Cyclops Warrior
[Color Indicator: Red]
Blinded Cyclops can’t attack alone.
When Blinded Cyclops attacks, it gets +3/+0 until end of turn for each other attacking creature.
0/2
Carnage Charm 3R
Sorcery (C)
Flash
Choose one -
Target creature attacks this turn if able.
Target creature fights another target creature.
Transform target double-faced permanent.
Causality Contortion 1R
Sorcery (R) Grandeur — As an additional cost to cast Causality Contortion, you may discard another card named Causality Contortion.
Transform up to one target double-faced permanent. Then, if you discarded a card with Causality Contortion, you may have double-faced permanents you play enter the battlefield transformed until end of turn.
Child of the Flame 2R
Creature - Elemental (C)
If Child of the Flame is in a graveyard, effects of spells named Kindle count it as a card named Kindle.
2/2
Citadel Flamekeeper 4RR
Creature - Elemental Shaman (R) X, T, Sacrifice Citadel Flamekeeper: Citadel Flamekeeper deals X damage to target creature or player.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
4/3
Criminal Temperament 1R
Sorcery (C)
Flash
Put a bounty counter on target creature, then that creature gets +2/+0 until end of turn for each bounty counter on it.
Desert Halurr 2RR
Creature - Beast (C)
4/3
Earthheart Gargoyle 4RR
Creature - Gargoyle (U)
Flash, flying
If three or more lands were buried this turn, you may cast Earthheart Gargoyle without paying its mana cost.
4/4
Echoing Ruin 1R
Sorcery (C)
Destroy target artifact and all other artifacts with the same name as that artifact.
Erratic Allegiance RR
Enchantment - Aura (C)
Enchant creature
Enchanted creature has haste.
At the beginning of each player’s upkeep, that player untaps enchanted creature and gains control of it.
Eternal Phoenix 4RR
Creature - Phoenix (U)
Flying
Flow 0 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card on top of your library.)
3/3
Fate Anomaly 4RR
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, each player discards his or her hand, then draws seven cards. Otherwise, draw a card.
Firing Squad 3R
Creature - Human Archer (R) T: Firing Squad deals to target creature with a bounty counter on it damage equal to that creature’s toughness.
2/2
Forgemaster's Regalia 3RR
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +4/+0 and has first strike and “Grandeur — Discard another card with the same name as this creature or Forgemaster’s Regalia: This creature deals 4 damage to target creature blocking or blocked by it.”
Frightflame Elemental 1RR
Creature - Elemental (U)
Nonred dread (Nonred creatures can’t block this creature.) R: Frightflame Elemental gets +1/+0 until end of turn.
2/2
Hepruk the Usurper 2RR
Legendary Creature - Human Advisor (M)
Whenever Hepruk the Usurper deals combat damage to a player, you may gain control of target artifact that player controls.
Tap an untapped creature you control: Put a bounty counter on target creature. Grandeur — Discard another card named Hepruk the Usurper: Creatures with bounty counters on them get +1/+0 until end of turn and can’t block this turn.
2/2
Hepruk's Hounds 3R
Creature - Human Rogue (U)
Whenever Hepruk’s Hounds blocks or becomes blocked by a creature, put a bounty counter on that creature. T: Hepruk’s Hounds deals X damage to target creature, where X is the number of bounty counters on that creature.
2/2
Hired Bruiser 2RR
Creature - Orc Rogue (U) T: Hired Bruiser fights target creature with a bounty counter on it. Put a bounty counter on Hired Bruiser.
3/3
Hot//Bothered: Hot 1R
Sorcery (U)
Target creature you control gains haste until end of turn and attacks this turn if able. Bothered 2RR
Sorcery
Target creature you control gets +2/+0 until end of turn and fights target creature you don’t control.
Kidnap 2R
Sorcery (C)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Put a bounty counter on another creature you control.
Kindle 1R
Sorcery (C)
Flash
Kindle deals damage to target creature or player equal to the number of cards named Kindle in all graveyards plus 2.
Kobold Vagabond 0
[Color Indicator: Red]
Creature - Kobold Nomad (U)
Kobold Vagabond gets +2/+0 as long as you control four or more creatures named Kobold Vagabond.
0/1
Oasis Raider 1RR
Creature - Orc Nomad Barbarian (C)
You may choose any number of effects of spells you cast named Carnage Charm.
2/2
Pyre Flames 2R
Sorcery (C)
Flash
Pyre Flames deals 3 damage to target creature. If that creature would be buried this turn, void it instead.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
Rageflame Tattoo 1R
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Enchanted creature gets +3/+0 until end of turn.
Enchanted creature can’t block this turn.
Ranuk Mount 1R
Creature - Beast (U)
Mountainwalk 1RR: Target creature gains mountainwalk until end of turn.
1/1
Ranuk Runner R
Creature - Beast (C)
Haste
1/1
Reverberation of Phlogiston X2RR
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may play any revealed cards with the same name as this card without paying their mana cost. Put the rest on the bottom of your library. For those cards, X is 0.)
Reverberation of Phlogiston deals 3 damage to each creature.
Rite of Flame R
Sorcery (C)
Add RR to your mana pool, then add R to your mana pool for each card named Rite of Flame in each graveyard.
Scaldcinder 3RR
Creature - Elemental (U)
White dread, blue dread (White and/or blue creatures can’t block this creature.)
4/2
Scorch 1R
Sorcery (C)
Flash
Scorch deals 2 damage to target creature or player.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Shoveltusk Halurr 4RR
Creature - Beast (U) Grandeur — Discard another card named Shoveltusk Halurr: Shoveltusk Halurr gains double strike until end of turn.
4/4
Speed Spurt 1R
Sorcery (U)
Target creature gains haste until end of turn.
As long as Speed Spurt is in your graveyard and there are four or more cards named Speed Spurt in all graveyards, creatures you control have haste.
Street Brawl 1RR
Sorcery (U)
Flash
Tap target creature you control. It fights target creature an opponent controls. Put a bounty counter on each of them.
Thunderflare 3R
Sorcery (U)
Flash
Choose three creatures with different names. Thunderflare deals 3 damage to each of those target creatures.
Flow 3 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Tremor Cadence 5R
Sorcery (R)
As an additional cost to cast Tremor Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Tremor Cadence into your hand as it resolves.
Destroy target land.
Uthroth, Lord of Exiles 3RR
Legendary Creature - Human Nomad (M)
At the beginning of your upkeep, put a bounty counter on a creature you control. Grandeur — T, Discard another card named Uthroth, Lord of Exiles or 6, T: Untap each other creature you control with a bounty counter on it. There is an additional combat phase after this phase.
3/3
Uthroth's Folk 1R
Creature - Human Nomad (C)
Uthroth’s Folk enters the battlefield with a bounty counter on it.
Uthroth’s Folk gets +2/+0 as long as it has no bounty counters on it.
1/2
Vabanhu Bastion 3R
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks, it gets +X/+0 until end of turn, where X is the number of creatures named Vabanhu Bastion on the battlefield.
1/2
Vabanhu Cyclops 3R
Creature - Cyclops Warrior (C)
Vabanhu Cyclops can’t be blocked by more than one creature.
Whenever Vabanhu Cyclops becomes blocked, it gets +2/+0 until end of turn.
3/2
Vabanhu Vanguard 1R
Creature - Orc Warrior (C) Grandeur — As Vabanhu Vanguard enters the battlefield, you may discard another card named Vabanhu Vanguard. If you do, Vabanhu Vanguard enters the battlefield with a +1/+1 counter on it and has first strike.
1/1
Wake of Destruction 3RRR
Sorcery (R)
Destroy target land and all other lands with the same name as that land.
Wanted Man 1R
Creature - Human Rogue (C)
Wanted Man enters the battlefield with a bounty counter on it.
2/1
Green (50/50)
Act of Vandalism G
Sorcery (C)
Flash
Destroy target artifact. Put a bounty counter on a creature you control.
Archdruid Haradil 4G
Legendary Creature - Human Druid (M) T: Add to your mana pool an amount of G equal to Archdruid Haradil’s power. Grandeur — T, Discard another card named Archdruid Haradil: The power and toughness of target creature you control becomes the number of lands you control.
2/2
Archdruid's Regalia 2GG
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has “Grandeur — X, T, Discard another card with the same name as this creature or Archdruid’s Regalia: Untap X target lands.”
Arm of the Law 2GG
Creature - Human Soldier (U)
When Arm of the Law enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Creatures with bounty counters on them block Arm of the Law if able.
Whenever Arm of the Law becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
2/2
Bösium Asp 2G
Creature - Snake (U)
Flow 1 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top card of that library.)
2/2
Brotudan Bastion 1GG
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks, you gain X life, where X is the number of creatures named Brotudan Bastion on the battlefield.
0/4
Brotudan Vanguard 1G
Creature - Human Warrior (C) Grandeur — As Brotudan Vanguard enters the battlefield, you may discard another card named Brotudan Vanguard. If you do, Brotudan Vanguard enters the battlefield with a +1/+1 counter on it and has reach.
1/1
Canopy Snipers 2GG
Creature - Human Archer (U)
Reach
When a creature with flying enters the battlefield under an opponent’s control, if Canopy Snipers is in your hand, you may put it onto the battlefield.
2/2
Cattle Theft 3GG
Sorcery (R)
Put three 3/3 green Beast creature tokens onto the battlefield.
Put a bounty counter on each creature you control.
Corrosion Cadence 1GG
Sorcery (R)
As an additional cost to cast Corrosion Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Corrosion Cadence into your hand as it resolves.
Destroy target artifact or enchantment.
Crescenthorn Herdcaller 2G
Creature - Antelope (C)
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
2/2
Deadly Insect 4G
Creature - Insect (C)
Shroud
6/1
Desperado//Crime Kingpin: Desperado 2G
Creature - Human Rogue (C)
Whenever Desperado deals combat damage to a player, you may put a bounty counter on it.
At the beginning of your upkeep, if there are three or more bounty counters on Desperado, you may transform it.
1/1 Crime Kingpin
Creature - Human Rogue
[Color Indicator: Green]
Each other creature you control with a bounty counter on it gets +1/+1 for each bounty counter on Crime Kingpin.
3/3
Echoing Courage 1G
Sorcery (C)
Flash
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
Evolutionary Anomaly 2GG
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, you may put a creature card from outside the game onto the battlefield under your control. Otherwise, draw a card.
Evolution's Reward 3G
Enchantment (R)
Whenever a permanent you control transforms into a creature, you may pay 2. If you do, put a +1/+1 counter on that creature.
Fall from the Sky 1G
Sorcery (U)
Flash Grandeur — As an additional cost to cast Fall from the Sky, you may discard another card named Fall from the Sky.
Target creature loses flying until end of turn. Tap that creature. If you discarded a card with Fall from the Sky, it doesn’t untap during its controller’s next untap step.
Family Reunion 2GG
Enchantment (R)
Whenever you cast a creature spell, you may pay X3. If you do, search your graveyard, hand, and/or library for up to X cards with the same name as that creature and put those cards onto the battlefield.
Foliage Charm 1G
Sorcery (C)
Flash
Choose one -
Add one mana of any color to your mana pool.
You may play an additional land this turn.
Target spell can’t be countered by spells or abilities.
Go Forth//Multiply: Go Forth 2G
Sorcery (U)
Search your library for a basic land card of a type you don’t control and put that card onto the battlefield tapped. Then shuffle your library. Multiply GG
Sorcery
Search your library for a permanent card with the same name as target nontoken creature and put that card into your hand. Then shuffle your library.
Hivekeeper 2G
Creature - Human Shaman (C)
If Hivekeeper is in a graveyard, effects of spells named Lunthax Brood effect count it as a card named Lunthax Brood.
2/2
Hope Sapling G
Creature - Plant (C)
You may choose any number of effects of spells you cast named Foliage Charm.
0/3
Jungle Bloom 1G
Enchantment (R)
At the beginning of each player’s precombat main phase, that player chooses a color from among the colors of mana that could be produced by lands his or her opponents control, then adds two mana of the chosen color to his or her mana pool.
Leaf-Mimic Lunthax G
Creature - Insect (C) T: Add G to your mana pool.
1/1
Lunthax Brood 3GG
Sorcery (C)
Put X 2/2 green Insect creature tokens onto the battlefield, where X is 1 plus the number of cards named Lunthax Brood in all graveyards.
Lunthax Honey 1G
Enchantment (R)
At the beginning of your upkeep, you may choose one —
Put a +1/+1 counter on target creature you control and an opponent puts a 2/2 green Insect creature token onto the battlefield.
Put a 2/2 green Insect creature token onto the battlefield and an opponent puts a +1/+1 counter on target creature of his or her choice.
Majestic Crescenthorn 3G
Creature - Antelope (U)
Blue dread, black dread (Blue and/or black creatures can’t block this creature.)
2/4
Mephitic Catoblepas 3GG
Creature - Beast (U)
Deathtouch Grandeur — G, Discard another card named Mephitic Catoblepas: All creatures able to block Mephitic Catoblepas this turn do so.
3/3
Mirrorskin GG
Sorcery (U)
Target permanent gains shroud until end of turn.
As long as Mirrorskin is in your graveyard and there are four or more cards named Mirrorskin in all graveyards, permanents you control have shroud.
Musclebind 2G
Sorcery (C)
Flash
Target creature gets +4/+4 until end of turn.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Nemesis Grudge 3GG
Enchantment - Aura (U)
Enchant creature
As Nemesis Grudge enters the battlefield, name a creature card.
Enchanted creature gets +4/+4 and has “All creatures with the chosen name able to block this creature do so.”
Primal Reserve 1G
Enchantment - Aura (C)
Enchant land
Enchanted land is a Forest.
Whenever a nonbasic land enters the battlefield, if Primal Reserve is in your hand or on the battlefield, you may attach it to that land.
Reverberation of Verdure X2G
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library. For those cards, X is 0.)
Put a Forest basic land token onto the battlefield.
Root Simulacrum 3GG
Sorcery (R)
Reveal a creature card from your hand, then put a token that’s a copy of the revealed card onto the battlefield. It’s a green Plant in addition to its other colors and types.
Flow 5 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Runt of the Litter//Master of the Pride: Runt of the Litter G
Creature - Cat (C)
At the beginning of your upkeep, if you control another creature and Runt of the Litter’s power is the greatest power among creatures you control, transform Runt of the Litter.
-1/2 Master of the Pride
Creature - Cat
[Color indicator: Green]
You may have Master of the Pride assign its combat damage as though it wasn’t blocked.
4/4
Safe-House Accomplice 2GG
Creature - Human Rogue (U)
When Safe-House Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Creatures with bounty counters on them have shroud.
2/2
Sentinels of the Hive 2GG
Creature - Insect (R)
Sentinels of the Hive’s power is equal to the greatest power among creatures on the battlefield and its toughness is equal to the greatest toughness among creatures on the battlefield. Grandeur — 1G, Discard another card named Sentinels of the Hive: Another target creature gets +4/+4 until end of turn.
*/*
Shield Scarab 2G
Creature - Insect (C)
When Shield Scarab is buried, put a +1/+1 counter on target creature.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
2/2
Sleuthhounds 3G
Creature - Hound (C) G: Target creature with a bounty counter on it blocks Sleuthhounds this turn if able.
3/3
Spike Feeder 1GG
Creature - Spike (u)
Spike Feeder enters the battlefield with two +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Feeder: You gain 2 life.
0/0
Spike Squirter 4G
Creature - Spike (U)
Spike Squirter enters the battlefield with four +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Squirter: Put a +1/+1 counter on target creature.
Sacrifice Spike Squirter: Choose a creature for each +1/+1 counter on Spike Squirter. Prevent all combat damage that would be dealt by those creatures.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
0/0
Spike Symbiont//Spike Swarm: Spike Symbiont 1G
Enchantment - Aura (U)
Enchant creature 1G: Put a +1/+1 counter on enchanted creature. X, Move X +1/+1 counters from enchanted creature onto Spike Symbiont: Simultaneously unattach and transform Spike Symbiont. Spike Swarm
Creature - Spike
[Color Indicator: Green]
Spike Swarm gets +1/+1 for each +1/+1 counter on it. 2, Remove a +1/+1 counter from Spike Swarm: Put a +1/+1 counter on target creature.
0/0
Spike Tick 1G
Creature - Spike (C)
Spike Tick enters the battlefield with a +1/+1 counter on it. 2, Remove a +1/+1 counter from Spike Tick: Put a +1/+1 counter on target creature. T, Remove a +1/+1 counter from target creature: Put a +1/+1 counter on Spike Tick.
0/0
Spike Worker 2G
Creature - Spike (C)
Spike Worker enters the battlefield with two +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature.
0/0
Tarassit, Archdruid Dowager 3GG
Legendary Creature - Human Druid (M)
You may play an additional land during your turn. Grandeur — 3GG, Discard another card named Tarassit, Archdruid Dowager: Your life total becomes the number of lands you control.
1/2
Terragnost 2G
Creature - Human Druid (C)
When Terragnost enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library.
1/1
Throttleroot 2G
Creature - Plant (U)
You may choose not to untap Throttleroot during your untap step. T: Tap target land. It doesn’t untap during its controller’s untap step for as long as Throttleroot remains tapped.
1/1
Unseen Walker 1G
Creature - Dryad (U)
Forestwalk 1GG: Target creature gains forestwalk until end of turn.
1/1
Vinewreath Tattoo 1G
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Regenerate enchanted creature.
Enchanted creature doesn’t untap during its controller’s next untap step.
Multicolored (10/10)
Bloodbond March 2BG
Enchantment (R)
Whenever a creature spell is cast, each player returns all cards with the same name as that spell from his or her graveyard to the battlefield.
Corrosive Ooze 3RG
Creature - Ooze (R)
Artifact dread (This creature can’t be blocked by artifact creatures.)
Whenever an opponent casts an artifact spell, you may put a +1/+1 counter on Corrosive Ooze.
Sacrifice Corrosive Ooze: Destroy up to X target artifacts, where X is the number of +1/+1 counters on Corrosive Ooze.
2/2
Kindred Spirit 2GW
Creature - Spirit (R) T: Target creature and each other creature with the same name as it gets +1/+1 until end of turn. Grandeur — X, T, Discard another card named Kindred Spirit: Target creature and each other creature with the same name as it gets +X/+X until end of turn.
3/3
Planar Erosion 2UB
Enchantment (R)
When another permanent becomes the target of a spell or ability, its controller sacrifices it.
Ronugean Leviathan 6GU
Creature - Leviathan (M)
Whenever Ronugean Leviathan attacks, you may have the flow ability of a card in your graveyard trigger.
Flow 8 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top eight cards of that library.)
8/8
Smoldering Husk 3BR
Creature - Elemental Skeleton (R)
Smoldering Husk can’t block.
Whenever you flow a card, you may have Smoldering Husk deal damage equal to that card’s flow value to target creature or player.
4/1
Starlight Spirit 1WU
Creature - Spirit (R)
Flying 0: Put Starlight Spirit into its owner’s library just beneath the top four cards of that library.
2/2
Thane Bargeli 1WB
Legendary Creature - Human Cleric (M)
Whenever a creature deals damage to you, put that many bounty counters on that creature. Grandeur — Discard another card named Thane Bargeli or 4, T: Each creature deals to itself damage equal to the number of bounty counters on it.
2/2
Utharill, Sirocco Mage 2RW
Legedary Creature - Human Nomad Shaman (M)
Each creature dealt damage by Utharill, Sirocco Mage this turn can’t attack or block until your next turn. Grandeur — T, Discard another card named Utharill, Sirocco Mage: Utharill, Sirocco Mage deals 3 damage divided as you choose among any number of target attacking and/or blocking creatures.
2/2
Artifact (21/21)
Alabaster Rosary 3
Artifact (U)
Whenever a player casts a white spell, you may put a charge counter on Alabaster Rosary. W, T, Remove X charge counters from Alabaster Rosary: Prevent the next X damage that would be dealt to target creature or player this turn.
Bösium Spiral 4
Artifact (R)
The top card of your graveyard has flow X, where X is its mana sum. (At the beginning of your upkeep, if that card is in your graveyard, you may put it into your library just beneath the top X cards of that library.)
Briar Circlet 1
Artifact - Equipment (U)
Equipped creature has “T: Add G to your mana pool.” and “T: Regenerate target creature.”
Equip 1
Buds of Hope//Utopian Blossom: Buds of Hope 3
Artifact (R) T: Add 1 to your mana pool. Put a charge counter on Buds of Hope. T, Pay 1 for each charge counter on Buds of Hope: Transform Buds of Hope. Utopian Blossom
Artifact T: Add X mana of any one color to your mana pool, where X is the number of charge counters on Utopian Blossom.
Crescenthorn Sickle 5
Artifact - Equipment (R)
Equipped creature gets +3/+3 and has “You may have this creature assign its combat damage as though it weren’t blocked”.
Equip 3
Crimechopper 3
Artifact - Equipment (R)
Equipped creature gets +3/+0.
Whenever equipped creature deals damage to a creature with a bounty counter on it, destroy that creature.
Equip 4
Dreadful Visage 2
Artifact - Equipment (U)
Equipped creature has dread in its colors. (Creatures of its colors can’t block it.)
Equip 3
Fortified Foundations 4
Artifact Creature - Wall (U)
Defender T: You may put a Wall creature card from your hand onto the battlefield.
0/5
Future's Epitaph 4
Artifact (R) T: Put the top two cards of target player’s library into his or her graveyard. If those cards have the same name or mana sum, untap Future’s Epitaph.
Jester's Abacus 5
Legendary Artifact (M) XX2, T: Change the text of target spell or permanent other than Jester’s Abacus by adding X to or subtracting X from all numbers in the text box of that card. This can’t reduce the number to less than 1. (This doesn’t affect number words and mana symbols. This effect lasts indefinitely.)
Mage's Manual 3
Artifact (U)
Whenever a player casts a blue spell, you may put a charge counter on Mage’s Manual. U, T, Remove X charge counters from Mage’s Manual: Draw X cards, then discard X cards.
Pheromone Gourd 3
Artifact (U)
Whenever a player casts a green spell, you may put a charge counter on Pheromone Gourd. G, T, Remove X charge counters from Pheromone Gourd: Target creature gets +X/+X until end of turn. All creatures able to block that creature this turn do so.
Phlogiston Vial 3
Artifact (U)
Whenever a player casts a red spell, you may put a charge counter on Phlogiston Vial. R, T, Remove X charge counters from Phlogiston Vial: Phlogiston Vial deals X damage to target player.
Resonator 5
Artifact (R)
Whenever you cast a sorcery spell, that spell can’t be countered by spells or abilities if a card with the same name as that spell is in your graveyard.
Sanctuary Stone 2
Artifact (U) T: Remove a bounty counter from target creature.
Scarab Carapace 3
Artifact - Equipment (U)
Equipped creature gets +2/+2 and has “Whenever this creature is dealt damage, put a +1/+1 counter on it.”
Equip 2
Sky Net 3
Artifact Creature - Wall (U)
Flying, defender
Sky Net gets +1/+1 for each other creature named Sky Net on the battlefield.
0/2
Vampire's Coffin 3
Artifact (U)
Whenever a player casts a black spell, you may put a charge counter on Vampire’s Coffin. B, T, Remove X charge counters from Vampire’s Coffin: Return target creature card with mana sum X from a graveyard to the battlefield under your control.
Land (14/14)
Brotuda Jungle
Land (C)
Brotuda Jungle enters the battlefield tapped. T: Add G to your mana pool.
Ripple 3
Earthvein Network
Land (R) T: Add 1 to your mana pool. 1, T: Starting with you, each player chooses a color. Each player then adds one mana of each chosen color to his or her mana pool.
Filth Lagoon
Land (R)
As Filth Lagoon enters the battlefield, choose Island or Swamp.
Filth Lagoon is the chosen type. 2, T, Sacrifice Filth Lagoon: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Forakki Heath
Land (C)
Forakki Heath enters the battlefield tapped. T: Add W to your mana pool.
Ripple 3
Monastic Orchard
Land (R)
As Monastic Orchard enters the battlefield, choose Forest or Plains.
Monastic Orchard is the chosen type. 2, T, Sacrifice Monastic Orchard: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Nacre Reef
Land (R)
As Nacre Reef enters the battlefield, choose Plains or Island.
Nacre Reef is the chosen type. 2, T, Sacrifice Nacre Reef: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Nardaju Shore
Land (C)
Nardaju Shore enters the battlefield tapped. T: Add U to your mana pool.
Ripple 3
Nomad's Bazaar
Land (R) T: Add 1 to your mana pool. X, T: Exchange control of Nomad’s Bazaar and target nonland permanent with mana sum X.
Olomba Marsh
Land (C)
Olomba Marsh enters the battlefield tapped. T: Add B to your mana pool.
Ripple 3
Pitchwater Seep
Land (R)
As Pitchwater Seep enters the battlefield, choose Swamp or Mountain.
Pitchwater Seep is the chosen type. 2, T, Sacrifice Pitchwater Seep: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Stoneroot Terrace
Land (R)
As Stoneroot Terrace enters the battlefield, choose Mountain or Forest.
Stoneroot Terrace is the chosen type. 2, T, Sacrifice Stoneroot Terrace: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Swallowing Sands
Land (R) T: Add 1 to your mana pool. 6, T, Sacrifice Swallowing Sands: Destroy target creature.
Flow 6 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Vabanhu Ridge
Land (C)
Vabanhu Ridge enters the battlefield tapped. T: Add R to your mana pool.
Ripple 3
Werewolves' Den
Land (R) T: Add 1 to your mana pool. 6: Werewolves’ Den becomes a 3/3 black Werewolf land creature until end of turn. This ability costs 1 less to activate for each 1 life you lost this turn.
Basic Land (15/15)
Come on...I don't have to spoil these, do I?
Enjoy. Or not.
17-4: You want some new cards, don't you? Of course you do. Manhunt, Temporal Anomaly, Vampiric Siring, Firing Squad, Family Reunion, Kindred Spirit, Resonator: One card each for each color, gold and artifact. Oh yeah, Grandeur's back. And not just legends get it this time. Did you also notice instants are gone, too, and that they're now sorceries with flash? 20-4: A few more grandeur cards, including some legends (General Suyari, Frame the Patsy, Nightglider, Atharo, Forgemaster, Sentinels of the Hive and Thane Bargeli). Not all cards with grandeur are legends, but all legendary creatures do have grandeur. Also, since I hadn't spoiled a land yet, here's Earthvein Network and Nomad's Bazaar too. You may have noticed how bounty counters are a thing now, but more on that in the next update. Oh yeah, "mana sum" replaces "converted mana cost", and "~ is buried" replaces "~ dies", except it's not restricted to just creatures anymore. 23-4: Bounty stuff as promised. There's a cycle for each rarity that has bounty counters as a drawback. You've already seen the blue uncommon (Frame the Patsy), and here's the common cycle (Strip the Veneer, Trespass, Grave Desecration, Kidnap, and Act of Vandalism). These cards are all crime-flavored, and the rare ones are so heinous that all your creatures get bounty counters as a consequence. Rorefo Executioner is one of many cards that shows why that's a bad thing. But there are ways of removing those bounty counters too - today's last spoiler is Sanctuary Stone, inspired by the medieval custom where criminals could find amnesty in churches. Up next: Accomplices to your crimes. 27-4: The Accomplices dish out three bounty counters and give bonuses to creatures with bounty counters on them. Decks that punish creatures with bounty counters on them can still use them if they want to, though. Note how the blue one gives a new keyword for an old ability: 'unblockable' is now 'infiltrate'. And as you may have noticed before on Deadly Insect, shroud is again the standard for untargetability. Hexproof will still show up in my sets occasionally, but mainly when the set's theme benefits more from having hexproof rather than shroud. Next up: dread! 3-5: Dread is a keyword that replaces fear and intimidate, plus ties in some abilities that were kinda-but-not-quite-like those abilities. Basically, 'X dread' means 'Creatures with characteristic X can't block this creature.' X can be color or type (so that Bog Rats would get Wall dread, for instance, or Deathcult Rogue non-Rogue dread). The set has, among others, two uncommon cycles of creatures with dread: one with dread in its enemy colors (like Sacred Knight), and one with dread in all colors but their own (intimidate but without the artifact part). Since I already posted Sacred Knight I'll finish that cycle first, along with a teaser of the other cycle and an Aura and Equipment that grant dread. Why does the Aura have shroud? Because it's a tattoo, silly! 9-5: Erparon is a bit of a name-matters set. Because of this, the set has more card names than a normal set its size would have. There are two ways of doing this; one is split cards. Both halves are the same color this time, and one does something no spell has ever done before. I'm sure you'll be able to guess what 'way two' is, but more on that later. 13-5: What if you took some one-off cards that already existed, then built cycles around those cards? You get Soulshield, Wilting Flesh and Lunthax Brood to complement Accumulated Knowledge and Kindle, and Forakki Thoroughbred, Perambulon, Ghostgleam Lodestar, and Ranuk Mount to join Unseen Walker. Special bonus card: Cloud of Bats brings back an old not-so-favorite that's a perfect fit for this block - and beefs it up more than a bit. Welcome back, ripple! Next time: Just one card and a very special origin story. 16-5: So you obviously guessed correctly that this set would have double-faced cards in it.
Anyway, let's tell a little in-depth story behind how a card became what it is.
Card concepts can come from the strangest places. Case in point: Battle Lore//Brainchild.
It was just one little word that popped up on some website I browsed.
"Brainchild."
That one word triggered a burst of inspiration. Immediately I thought "blue Maro-variant." And immediately I knew I wanted to put it into Erparon.
There was a problem, however. Maro-variants have been rares up to now, and all the blue rare slots were taken at that point. I thought of sacrificing a rare to make room for it, but I wanted to keep the cards I had unless there was no other way to put that blue Maro in.
The uncommon slots were all taken as well, but perhaps there was still room for it as the flipside of the blue entry in the uncommon aura-to-creature transformer cycle (which was still a flip card cycle, since this predated Innistrad) . I pencilled it in preliminarily but feared nothing would come of it. My inspiration petered out for a while and I started looking at the other sets I was working on.
One of them had a take on Curiosity that I’d honestly forgotten about, and when I saw the synergy that card had with the Brainchild concept I knew I had found the perfect match. All I had to do was add a transform trigger and I was done.
That still left the rarity problem. Once I’d figured out Brainchild’s type could be Illusion, I added a drawback that Illusions were famous for to make the card acceptable as an uncommon, and the final card was born.
The moral of the story? Don’t be afraid to let the most unexpected sources inspire you. 20-5: A combat-trick aven, a vampire that interacts with life drain, a new punisher creature, a cat with negative power and a Lotus variant: More double-faced cards for the colors that didn't have any spoiled yet. 25-5: With all the speculation about a Wall theme in Khans of Tarkir, it seems like a good time to show off the Wall subtheme in this set. There's a cycle of Walls (the Bastions) which I'll show off later, but there's more than that, including possibly the best Wall ever made: Diamond Wall. Fortified Foundations, Rising Wall, and Sky Net help fill up the artifact section some more. 28-5: Odyssey had a cycle of Bursts that improved with every other card with the same name in graveyards, and Dilligent Farmhand counted as the green one while in a graveyard. This set also has a cycle of cards that work like the Bursts, so why not let it have its Farmhands (Abbess's Aide, Leccadon Scholar, Bloodblight Vampire, Child of the Flame, Hivekeeper)?
[31-5: Ripple didn't use to work on lands. Now it's back and thanks to a reminder text modification, it does. If you're very, very lucky, you could net up to four Brotuda Jungles, Forakki Heaths, Nardaju Shores, Olomba Marshes or Vabanhu Ridges a turn.
[5-6: Storyline synopsis added (See next post. Apologies for double-posting by the way!). And, because they feature in the climax of the story, Archdruid Haradil and Corabi Silvermask.
[8-6: Introducing the last new keyword for this set: flow. Flow N: At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top N cards of that library.
Basically, delayed recursion. Good if you have a way to draw more than one card a turn. The common cycle posted here is actually part of a bigger block-wide cycle, but I can't say anything about that yet (although you may remember if you've seen some of my previous custom set threads). As a bonus, Smoldering Husk shows there's more to gain by using flow than just getting a card back into your hand a few turns from now. 11-6: Some more cards with flow: Hawkwind, Tide Spirit, Debilitate, Eternal Phoenix, and Bösium Asp. 20-6: On this special occasion (being my birthday), I'll reveal some special cards, the likes of which are among the cards that attract the most attention in sets these days. Are they dual lands? Not quite. Are they fetchlands? Not quite that either. Anyway, I hope you'll like Filth Lagoon, Monastic Orchard, Nacre Reef, Pitchwater Seep, and Stoneroot Terrace, as well as the enemy-colored cycle in the next set. Also, for being away longer than planned due to a computer virus, a bonus card that's simultaneously friend and enemy of many keywords. Apart from ripple and flow, scry, tribute, bloodthirst, graft, modular, bushido, annihilator, amplify, even absorb, fateseal, frenzy and poisonous like/hate having Jester's Abacus around. 24-6: Random cards: Daupal Novice, Syphon Mana, Leech Slug, Kobold Vagabond, and Primal Reserve. 27-6: The Accomplices gave out bounty counters and boosted creatures with bounty counters on them, but the 'mirror cycle' of Stockade Turnkey, Surveillance Eye, Rack Lackies, Agent Provocateur, and Arm of the Law affect creatures with a bounty negatively instead. Crime doesn't pay with one of these creatures on your side! 1-7: Werewolves in Innistrad were red or green; why are werewolves in this set black? Well, firstly, the idea of including werewolves in this set is much, much older than Innistrad, from back when all werewolves were black. Also, linking them to vampires (an idea very much inspired by the Castlevania games) is much easier if the wolves are the same color the vampires are. Third, these are different werewolves. Once they transform they're permanently locked into their wolf form, thanks to the spell that the vampires use to shroud Olomba in permanent darkness. These are no lap dogs, but mangy monsters of untold ferocity. Lycanthrope Outcast, Mudalam Howler, Olomban Nightwolf, and Werewolves' Den show off some of their power, but there's more still to come... 4-7: I heard today's a special day in some country, and that it's celebrated with fireworks. So why not have a fireworks display of our own? Arson Spree, Citadel Flamekeeper and Pyre Flames: Happy today! 7-7: I tried to be clever with the cards I'd post today, but things didn't work out. 7/7 creatures? Not in this set. Cards that cost 7 mana? Only one in this set is part of a cycle I want to post whole. Card number 7? Posted. Number 77? Posted. 177? Posted. 277? Posted. 377? Set isn't that big. So much for being clever then, random cards it is! Air of Innocence, Leccadon Riftcaster, Mudalam Nosferatu, Thunderflare, Leaf-Mimic Lunthax, and Core Chimera. 10-7: Some simple commons today: Repair, Wakecarver Pod, Sludgesquirm, Erratic Allegiance, and Spike Tick. 14-7: "Lucky charms" have appeared often in Magic's history, but their effects haven't exactly set the world on fire. This set's cycle (Alabaster Rosary, Mage's Manual, Pheromone Gourd, Phlogiston Vial and Vampire's Coffin) provides a bit more oomph. 18-7: Another round of bounty-related cards: Amnesty, Private Investigator, Murder Most Foul, Hired Bruiser, and Sleuthhounds. 25-7: I'll be on vacation for the next two weeks, so there'll be no updates until I return. It's time to reveal the full Tattoo cycle this time. They're pretty versatile Auras, in that they can be used both to help your creatures or hinder your opponents'. And once they're on there, they won't come off easily. Well, they are tattoos after all... 10-8: Back from vacation! Since I went to an island, and blue's falling behind in the cards spoiled department, today's cards are mono-blue, one for each rarity: Interrogate, Stymie, Thwart Plans and Yoallon, Rector of Leccado. 14-8: Q: What do you get when Cursed Scroll and buyback make babies? A: Cadences! 16-8: A while ago, there was a thread on these forums asking what cards you'd like to see color-shifted. Solving the Enigma and Throttleroot were my answers. And check below for a bonus art update! 19-8: The creatures in the first dread cycle couldn't be blocked by creatures of their enemy colors. August Templar, Homarid Reefwalker, Nightwolf Pack, Frightflame Elemental and Bellowing Barbcollar can't be blocked by creatures not of their own color. 22-8: The Regalia are Auras that give creatures a grandeur ability. Being able to also discard duplicate Regalia was a change I literally thought of just yesterday. 25-8: One more flow card of almost each color and, because all red flow cards have been spoiled, the final unrevealed land. 28-8: With modal spells apparently getting a new template and Charms heavily rumored for Khans, this is as good a time as any to reveal this set's Charms. Up next: cards that help you if you're playing with these Charms. 30-8: Esmerral Evangel, Polar Homarid, Gristle-Gnawer, Oasis Raider and Hope Sapling can make your Charms up to three times as useful. Note that they allow you to choose zero effects if for some reason you'd want to. 3-9: Some more bounty cards: Desert the Army, Thane's Mole, Death Warrant, Hepruk the Usurper, and Cattle Theft. 6-9: Not warlords but wall-lords *rimshot*: the Bastions. 9-9: Three more multicolored cards: Plasmatic Phantasm, Ronugean Leviathan, and Utharill, Sirocco Mage. 13-9: Corrosive Ooze, Planar Erosion and Starlight Spirit to complete the multicolored section. 17-9: More cards with grandeur: Ineptitude, Reconnaissance Drone, Splitting Migraine, Causality Contortion, and Mephitic Catoblepas. 21-9: Completing the double-faced cycle that started with Battle Lore: Lambent Embrace, Lycanthropy, Blazing Breath, and Spike Symbiont. 24-9: Disengage, Time Lapse, Battlescarred Vampire, Earthheart Gargoyle and Nemesis Grudge added. 1-10: I posted the Reverberation cycle last time, but apparently I didn't press 'save'. Oh well, here they are again. 4-10: The last of the double-faced cards are revealed. Two blue ones, for some reason. 9-10: Three more artifacts: Bösium Spiral, Briar Circlet, and Future's Epitaph. 12-10: Perpetual Daylight, Eyes of Leccado, Bleeding Wounds, Uthroth, Lord of Exiles, and Lunthax Honey added. 16-10: The Anomaly cycle gives you a powerful effect if you can outbluff your opponent in a Liar's Pendulum-type game (and a cantrip if you can't). The blue one was already posted but here's the rest. 21-10: Parry (obvious core set plant is obvious), Mystic Flotsam, Public Enemy, Wanted Man, and Evolution's Reward added. 26-10: I've been feeling a bit down for the last few days for a number of reasons (which include a work colleague getting hurt in a traffic accident and the leader of my MMO guild passing away), so I'll post some black cards to match my black mood - Fell Bat, Ill Repute and Mudalam Sentry. 4-11: *sigh* The colleague I mentioned in the previous update passed away in hospital this Sunday due to an infection, so I'm afraid I'm gonna have to post some more black cards (Black-Market Trade, Cataclysm's Scar, and Mudalam Vanguard). Sorry folks... 20-12: Apologies for my extended absence. Haven't really been feeling in the mood to post more cards lately, but let's see if we can't end this thing before the year ends. To balance out all the recent blackness, I guess I'll give white some loving. One for each rarity: Ascetic Mentor, Esmerral Pontiff, Pay the Dues, and Strength in Solitude. 21-12: Time for completing another cycle I've already posted one card of. The Vanguards are basic 1/1 creatures for two mana that can get a +1/+1 counter and a keyword through grandeur. 22-12: It's blue's time to shine today, with Apprentice Nixmage, Contraband Scrolls, Dronewright, Time Gyre, and Warp In. 23-12: No prizes for guessing red's next (Criminal Temperament, Shoveltusk Halurr, Street Brawl, Uthroth's Folk, and Vabanhu Cyclops). 24-12: Green. Don't act like you didn't see it coming. (Fall from the Sky, Jungle Bloom, Root Simulacrum, Tarassit, Archdruid Dowager, and Terragnost.) 25-12: Merry christmas! 26-12: Filling out the last few artifact slots with a bunch of Equipment(Crescenthorn Sickle, Crimechopper, Scarab Carapace). 27-12: This set has one last cycle: Spells that give a single target a keyworded ability, but once you (or other players) have played four or more of the spell, all targets you control get that ability. By the way, the third set of this block has a card that makes it a lot easier to get more than four of those cards in graveyards. But that's a story for another time... 28-12: Working backwards this time, the final 3 green cards (Canopy Snipers, Crescenthorn Herdcaller, Spike Squirter). 29-12: ...And the final three red ones (Desert Halurr, Hepruk's Hounds, and Ranuk Runner). And in case you're confused, Hepruk's Hounds are not literally, but figuratively hounds. 30-12: That takes care of blue. (Æther Envoy, Fishermen of Nardaju, and Whisk Away) At this rate, we'll finish this before year's end. 31-12: And the a few more white cards (Daupal Master, Daupal Veteran, Rebel Militia, Rorefo Border-Guard, Serene Wave and Tabernacle Gargoyle) complete the set. But it isn't the end yet; there's still a few art updates to show, and, of course, the rest of the block will be revealed eventually. Thank you for your attention and a happy new year to all of you! 9-1: Sometimes a new set brings along a card with a name that sounds familiar. Fate Reforged is one such set. The card formerly known as Whisk Away is now called Recede into Æther.
Thou shalt not have others of the same Legendary before me Thou shalt not frame images with the modern card face Thou shalt not change rules in vain Remember the Reserved List to keep it holy Honor thy Slivers and the symmetry of their abilities Thou shalt not kill mana burn Thou shalt not sacrifice depth for accessibility Thou shalt not steal combat damage from the stack Thou shalt tell a story through thy cards All must be one
Life is hard on Erparon, some five hundred years after a disaster called the Cataclysm destroyed the plane's moon and disrupted its mana streams. In the devastated forest of Brotuda, life is a struggle like anywhere else, a struggle that the forest's maro, Rohydov Thorncrest, fears he's losing. He is painfully reminded of that fact when the Brotudan tree-city Dar Afha falls victim to a phlogistic eruption, mana burn on a truly epic scale. Horrified, he sends Haradil, the Brotudan archdruid, on a hopeless mission to the disaster area to try and save all that can be saved.
Meanwhile, in the great desert that covers most of the continent, a group of refugees led by Uthroth and his sister Utharill are running for their lives. Once they ruled over the city of Kogaril, until a man named Hepruk seized the throne and exiled them. Now they're heading east to seek refuge with their allies in the Vabanhu mountains, followed by a band of bounty hunters hired by Hepruk, led by a silver-masked assassin named Corabi, famous for her sadistic way of killing. In the foothills of Vabanhu Ridge, Corabi catches up with the exiles, but her charge is cut short by iron walls that rise from the ground.
The cyclops smiths that built the rising walls chase away the bounty hunters and help the exiles gather and cremate their dead. Uthroth asks the cyclops leader, Atharo, if they can stay with the cyclopes and get their help to retake Kogaril, but Atharo says they needs permission from his boss, Ibucoth, the Clear Flame. (Vabanhu fire elemental society is divided into castes based on the heat of the elementals' fire and hence, the color that fire burns at. Red flames are the mark of commoners; clear flames signify the highest possible rank. -KM) As the cyclops prepares to talk to Ibucoth, Corabi and her gang make a camp in the hills. Corabi uses an artifact to report to Hepruk, who is annoyed at her failure but knows this is only a temporary setback. He orders the bounty hunters to cross the mountains at the next pass to catch the exiles on the other side. Hepruk ends the conversation and orders his men to prepare his fastest transport for a journey to Vabanhu.
Back in Brotuda, Haradil is preparing to depart for the disaster area. His wife Tarassit and daughter Makita say their goodbyes. Haradil realizes he isn't wearing his archdruid's amulet, a wooden leaf-shaped pendant cradling an orb grown from Rohydov's body. Tarassit fetches the amulet while Makita makes her father promise he'll come back soon so he won't miss her 13th birthday. Wearing the amulet, Haradil leaves the tree-city of Idon Lua and joins the regiment of Brotudans who volunteered for the rescue operation on a hill nearby. Rohydov appears and tells the group that while Brotuda is his realm and he can go anywhere in it, the disaster has cut off his ability to go there, and the group can't count on his help, at least initially. But, says Rohydov, he can also sense the hearts of all that live in Brotuda, and he senses that they're determined and strong enough to not let him down. Haradil discusses the route that will be taken to the disaster area, urges Rohydov to watch over his family, and the rescue party leaves.
Meanwhile, Atharo is on his way to meet with Ibucoth. Going through a tunnel in the side of Mount Vabanhu, he ends up in the Earthheart Citadel, a hanging city forged from iron, where the fire elementals live and refine raw metals from magma. It's at the heart of the Earthveins, a network of tunnels dug by the elementals and cyclopes, intended to channel magma to the factories of the Citadel and, more importantly, to connect Erparon's severed mana streams to one another. Atharo speaks with Ibucoth in the Citadel's maintower, telling the story of the exiles and asking if they have permission to stay in Vabanhu. Ibucoth says that won't be possible, since Hepruk has forced him to honor a deal Atharo's predecessor made with the rulers of Kogaril. Many years before, Ibucoth wanted to extend the Earthveins underneath Kogaril territory. Kogaril's ruler gave permission, but also requested a tribute of Vabanhu iron in return. When Hepruk took over, he started demanding more and more iron in exchange for not shutting down Vabanhu operations in Kogaril territory. Though Ibucoth resents Hepruk for what he did, he believes that what they're doing underneath Kogaril is too important. And since he believes Hepruk knows where the exiles are, he has no choice but to send them away.
Later, Atharo comes back to tell the exiles of Ibucoth's decision. He says they hate Hepruk too, but can't afford to openly do anything to antagonize him. However, he does have permission to help the exiles in another way: by equipping them with some of the best weapons and armor the cyclops smiths can produce. He quickly goes to work forging equipment.
Haradil's rescue party arrives in the disaster zone, only to find their worst fears realized: Dar Afha is reduced to a heap of charcoal, the soil has turned to glass and the entire area is covered in ash. It's clear that nothing survived the disaster. Communing with Rohydov, Haradil gets ordered to clean up the area so that life can return. The volunteers start clearing away the ash and chipping away at the thick layer of glass that covers the ground. Haradil realizes that progress is slow, and that he won't be able to celebrate Makita's birthday at home.
Corabi and the bounty hunters have had a hard time crossing the mountains. They've been forced to kill their mounts and eat them raw, and are now feeling hungry again, plus their water supplies are low. When they arrive in the plains of Forak, food and drink are the first things on their mind. However, once they reach a stream, they're spotted by Forakki soldiers. Too weak and tired to put up much of a fight, they surrender and are brought to the border-fortress of Rorefo.
The bounty hunters are taken before Rorefo's commander, a general named Suyari, and are accused of being infiltrators from the swamps of Olomba. Suyari doesn't believe that (their clothes aren't Olomban, they don't have the black scabs that people who live in the swamps tend to get on their skin due to exposure to pitchwater, plus they came from the wrong direction), but decides that they should be put in prison for trespassing anyway.
Just after the bounty hunters are jailed, a courier arrives in Rorefo with an urgent message for General Suyari. After reading the letter addressed to him, Suyari decides to put his second-in-command in charge of Rorefo, and that evening, while the bounty hunters enjoy their 'free' meals and rest, he gets onto his horse and rides east.
The new commander of Rorefo, who wasn't on best terms with Suyari, decides to ignore his orders and prepares the execution of the bounty hunters. In the morning, they're taken to the border with Olomba to be decapitated. An oddly confident real Olomban spy is sentenced to be killed with them (Suyari never sentenced any of his prisoners to death - KM), but he says not to worry, he knows of a way to escape.
On the way to the execution site, the spy starts coughing. Hidden by the coughs, he produces an ultrasonic sound that gets picked up by a few giant four-winged Nightglider bats far away in the perpetual darkness that covers Olomba.
As the executioners sharpen their knives, the bats attack them, as do the Olomban vampires that followed them. In the chaos, Corabi manages to free herself and the other bounty hunters. Once the executioners and guards are all dead, the vampires welcome the spy and decide to take him to their lord, Daziqual, to be richly rewarded. For their help dispatching the Forakki soldiers, the bounty hunters are invited to join the spy, and once they've stripped the soldiers' bodies of armor, weapons and meat, they set off into the swamps, on their way to Daziqual's castle of Mudalam.
In the cyclops village near Mount Vabanhu, Uthroth and his followers are awoken by the sound of metal wingflaps: an ornithopter approaches. They know that the only one that has access to such a flying machine is Hepruk, so in panic, they rush to talk to Atharo in his smithy. The cyclops offers them an escape route through a cavern system. It's not very safe, but it's the only way to escape without Hepruk noticing it. The exiles quickly take some of the equipment forged for them and exit through the caverns while Atharo goes to meet Hepruk.
Hepruk says nothing about the exiles, but instead asks the cyclopes for an additional shipment of iron since there's been an accident at the Treasury. Atharo says that they're not quite ready to give him the amount that he wants, but that he's free to take what he can. Hepruk suggests that they should work harder then, which makes Atharo angry.
After the iron supplies are loaded into the ornithopter, Hepruk leaves. In the air, he uses an artifact to try and contact Corabi, but doesn't get a reply (as Corabi's 'receiver' artifact is still locked up in a box in Rorefo -KM).
As Makita's birthday approaches, Haradil becomes ever more sure that he won't be making it home to celebrate that birthday. As much as he wants to go home, he feels the work he's doing is too important to quit, so he asks Rohydov to break the news and apologize on his behalf. Rohydov visits the archdruid's home in Idon Lua and makes a root simulacrum of him through which Tarassit and Makita can talk to Haradil. They talk for a while, and eventually Haradil says goodbye to his wife and daughter, who are just as relieved for being able to talk to him as they are disappointed he won't be back for a while. Rohydov promises that he'll return with the root simulacrum later.
Meanwhile, Suyari has reached the Daupal Hills and is riding toward the monastery situated in those hills. It turns out that the letter he got in Rorefo was to announce the death of the monastery's Abbess, an old woman named Taiph, who led the Daupal Order when Suyari left it for a girl and went to Forak. He is welcomed by a group of monks that greet him as a brother. He offers his condolences and asks after the new Abbess. They take him to see the new Abbess, and he's surprised to find that it's his niece Nalitti.
Suyari and Nalitti have dinner together, and they talk about what happened to them in the years since they last met, how Nalitti became the new Abbess, and about the growing tension between Forak and the Daupal. The next morning, Suyari pays his last respects to Taiph and later that day, attends her funeral. The next day, he gets on his horse again, returning to Forak. (By the way, this whole Suyari/Nalitti/Daupal thing might seem like a pontless loose end for now, but it will be revisited in the last set's storyline. - KM)
As Corabi and the bounty hunters get their first glimpse of Mudalam Keep, the demon-built fortress that's home to the vampiric ruler of Olomba, Uthroth and his exiles, tired by their quick escape through the caverns, finally see daylight again and end up on the edge of a big forest, in a place where the soil seems to have turned to glass...
The bounty hunters are taken into Mudalam, shaped like a giant disembodied claw, a place swarming with bats, werewolves (permanently in a transformed state due to the magical darkness that covers Olomba) and of course, vampires. In the Keep's main hall, they are invited to sit at the table of Daziqual, the ancient vampire lord that rules Olomba. Daziqual is happy to see his spy return and give him valuable info about what the Forakki are doing, and for that reason he organizes a huge feast to celebrate, with Corabi and the bounty hunters taking pride of place.
The great feast continued for a few days (vampires don't need sleep, so they can just keep partyin'), and as all the delicacies are eaten and all the bottles of bloodwine are empty (Hey, they're vampires, what'd you expect? -KM), Daziqual plans to give the spy and the bounty hunters their reward. The spy is first, and his reward is a bite in the neck! (the vampires believe life, with all its limitations, is like being imprisoned and turning undead is a liberation) To the horror of Corabi and the bounty hunters, he seemingly drops dead, and they decide they don't want the reward. Even after Daziqual explains what an honor it is to be bitten and that the spy will get up in a while as a vampire, the bounty hunters refuse their reward. A row starts and as Corabi grabs her daggers to attack Daziqual, the vampire's bodyguard, the gorgon Lathi, appears and attempts to use her stony gaze ability on Corabi, but that fails.
Corabi fights Lathi amid the empty plates while the other bounty hunters rumble with the vampires. Eventually Corabi gets Lathi in a headlock and threatens to slit her throat. Daziqual orders the fighting to stop and allows the bounty hunters to leave if Lathi is left alive. The bounty hunters leave but just before they leave the hall, Corabi slits Lathi's throat anyway. Daziqual orders Lathi's corpse to be taken to his crypt immediately, while Mudalam's most ferocious werewolves are ordered to hunt down the bounty hunters. The vampires leave Lathi's body in the crypt with Daziqual and close the doors. A few minutes later, Lathi walks out alive with stiches in her neck, accompanied by Daziqual, who now looks centuries older than before.
In the disaster area of Brotuda, Haradil's men notice movement near the base of the mountains, and go out to investigate. Instead of the survivors they hoped to find, however, they find a group of exhausted people in unfamiliar clothes.
Uthroth and his people are brought before Haradil, who decides to take them into the woods to have them meet Rohydov, who will decide what to do with them.
Uthroth tells Rohydov their story: that he is the descendant of the ruling family of the desert town of Kogaril, which houses the Treasury, which was said to be the workshop of the artificer planeswalker Huldryn, (a Kithkin born on Lorwyn -KM) who came to Erparon before the Cataclysm and worked to bring peace to the war-torn plane. But Huldryn was never heard of after the Cataclysm, and in his absence, the Custodians, spirits encased in metal suits that Huldryn made to supervise his workshop, asked the people of Kogaril for assistance. In that peroid, it became a place of pilgrimage. When Uthroth's father was king of Kogaril, a young man named Hepruk came to the Treasury to study Huldryn's writings. Eventually, he uncovered blueprints and prototypes for Chimeras, war machines Huldryn used to enforce the peace. He quickly realized that with such machines, he could conquer the world...
Eventually, Hepruk managed to convince the pilgrims and Custodians that the king of Kogaril was conspiring to destroy the Treasury, so they closed its doors to anyone connected to the royal household. Inside, Hepruk was arming himself and preparing for war.
When his father stepped down and Uthroth became the new king, Hepruk's lackeys blackmailed a royal courtier into planting a bomb in the Treasury. The man was caught and promptly executed, but everyone in the Treasury was now convinced of the king's intentions, and so the conflict started.
The Treasury forces attacked the town while Corabi and her bounty hunters infiltrated the palace and managed to kill Uthroth's father. The royal household fled and assembled in nearby caves. To distract the bounty hunters and the army, Uthroth's younger brother led a force back into Kogaril, to retake the palace. The entire force was killed, but the rest could get a head start on their journey to the other side of Vabanhu Ridge.
Intrigued by the exiles' story (and by the description of some of the artifacts in the Treasury), Rohydov decides to allow them to stay in Brotuda in exchange for help with the cleanup in the disaster zone. With Rohydov's blessing, Haradil goes back home for Makita's birthday and is welcomed with open arms.
Some time later, Corabi and her gang arrive at the border beteen Olomba and Brotuda to hunt. They come across another hunter, who they recognize as one of the Exiles. Trying to kill the hunter, they chase him back into the woods, but they're stopped by Brotudan guards. Before dying, the hunter warns that Corabi is still around and close to her goal again.
Rohydov decides to house the Exiles in a safe place, the tree-city Anol Mur. Haradil volunteers to help guard the city, and he moves there with his wife and daughter.
Corabi hatches a plan to assassinate Uthroth. Wrapped in the skin of one of the hunted animals, she'll sneak into Brotuda, while the other bounty hunters create a diversion to draw Rohydov's eye away from Corabi.
The following day, the Brotudan border-guards spot the bounty hunters and watch their moves. Corabi slips past the guards in her disguise and stumbles upon Anol Mur.
That night in Anol Mur, Utharill the bedroom she shares with her brother to go to the bathroom. Haradil, Tarassit and Makita are asleep in a nearby room.
When Utharill returns, she finds the bed covered in blood, Uthroth beheaded, and Corabi holding the head. Hearing Utharill scream, Haradil jumps out of bed and storms into Uthroth's bedroom. Corabi knocks out Utharill and jumps out the window, and Haradil goes back to his room to get dressed.
Rohydov, now engaged in battle with the bounty hunters, realizes what's happened. Beacuse he trusts that Haradil can handle Corabi, he decides not to go and help the archdruid.
Saying goodbye to his wife and daughter, Haradil storms out in pursuit of Corabi. When he's gone, Makita discovers his archdruid's amulet is still in the room.
Haradil chases Corabi and eventually catches up with her. They fight and eventually Haradil manages to knock Corabi's mask off. He realizes that Corabi is actually a Gorgon (Hence why Lathi couldn't kill her - KM) too late to avoid her petrifying gaze. The petrified Haradil crushes Corabi as Rohydov realizes his trust in his archdruid cost him his life.
A few days later, mourners of the Brotudans and the Exiles gather at Ahat Rina, the place where the old archdruids were laid to rest. The Exiles make a pyre for Uthroth, while Haradil's petrified body is carried to the edge of an acid pool. Corabi's body is put into a bag of rocks and cast into the sea. At the archdruids' memorial, Rohydov plants Haradil's staff in the ground, and grows another one that he gives to Tarassit. Slightly reluctantly, she agrees to follow up her husband as archdruid. Uthroth is cremated and Haradil's stone body is slid into the acid, where it dissolves. Utharill scoops up her brother's ashes while Rohydov makes a speech, saying that since both peoples suffered equally because of Corabi, the Brotudans will do everything to help the Exiles retake the Treasury and get revenge on Hepruk, especially since he believes the Treasury holds the answer to rejuvenating Erparon and ending the misery caused by the Cataclysm.
Thou shalt not have others of the same Legendary before me Thou shalt not frame images with the modern card face Thou shalt not change rules in vain Remember the Reserved List to keep it holy Honor thy Slivers and the symmetry of their abilities Thou shalt not kill mana burn Thou shalt not sacrifice depth for accessibility Thou shalt not steal combat damage from the stack Thou shalt tell a story through thy cards All must be one
Thou shalt not have others of the same Legendary before me Thou shalt not frame images with the modern card face Thou shalt not change rules in vain Remember the Reserved List to keep it holy Honor thy Slivers and the symmetry of their abilities Thou shalt not kill mana burn Thou shalt not sacrifice depth for accessibility Thou shalt not steal combat damage from the stack Thou shalt tell a story through thy cards All must be one
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Bear in mind though that some things in my sets behave a bit differently than they do in real Magic. The game as it exists now is (more than ever) a completely different beast than what I'd like it to be. These cards are based on that hypothetical and ideal version of Magic. My set, my rules, you know? But I'll clarify the differences when I get to them in future updates. Right now I'd like to begin with the set's reprints, and I think you'll be able to see little bits of both my different approach and the set's themes shine through already.
White (50/50)
2W
Creature - Human Cleric (C)
If Abbess’s Aide is in a graveyard, effects of spells named Soulshield count it as a card named Soulshield.
2/2
Air of Innocence
W
Enchantment - Aura (C)
Enchant creature
When Air of Innocence enters the battlefield, draw a card.
Enchanted creature can’t have bounty counters placed on it.
Amnesty
W
Sorcery (U)
Remove up to three bounty counters from any number of target creatures.
Armored Warhorse
WW
Creature - Horse (C)
2/3
Ascetic Mentor
1WW
Creature - Human Monk (C)
Protection from artifacts and from lands
Grandeur — Discard another card named Ascetic Mentor: Target creature gains protection from artifacts and from lands until end of turn.
1/1
August Templar
2WW
Creature - Human Knight (U)
First strike
Nonwhite dread (Nonwhite creatures can’t block this creature.)
2/2
Aven Spotter//Guardian of the Aerie:
Aven Spotter
2W
Creature - Bird Soldier (C)
Flying
When a creature attacks you or a planeswalker you control, you may transform Aven Spotter.
2/2
Guardian of the Aerie
Creature - Bird Soldier
[Color Indicator: White]
Flying, first strike
T: Target attacking or blocking creature gets +3/+3 until end of turn.
3/3
Banish
2WW
Sorcery (U)
Flash
Void target attacking creature.
Flow 5 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Blessed Cadence
3WW
Sorcery (R)
Flash
As an additional cost to cast Blessed Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Blessed Cadence into your hand as it resolves.
Any number of target permanents you control gain protection from artifacts or from the color of your choice until end of turn.
Concerned Citizens//Neighborhood Vigilantes:
Concerned Citizens
2W
Creature - Human Citizen (C)
At the beginning of each upkeep, if four or more bounty counters were put onto permanents last turn, transform Concerned Citizens.
2/2
Neighborhood Vigilantes
Creature - Human Soldier
[Color Indicator: White]
Neighborhood Vigilantes can block any number of creatures with bounty counters on them.
4/5
Daupal Master
4WW
Creature - Human Monk (R)
Vigilance
Whenever a creature deals combat damage to Daupal Master, that creature deals 4 damage to itself.
4/5
Daupal Novice
1W
Creature - Human Monk (C)
Whenever a creature deals combat damage to Daupal Novice, that creature deals 1 damage to itself.
1/1
Daupal Veteran
2WW
Creature - Human Monk (U)
Whenever a creature deals combat damage to Daupal Veteran, that creature deals 2 damage to itself.
2/4
Daupal Wine
1W
Sorcery (C)
Flash
Target player gains 5 life.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Desert the Army
W
Sorcery (U)
Flash
Remove target creature from combat. Put a bounty counter on that creature.
Diamond Wall
3W
Artifact Creature - Wall (U)
Defender
Protection from everything
0/1
Disengage
3W
Sorcery (U)
Flash
Choose one -
Echoing Calm
1W
Sorcery (C)
Flash
Destroy target enchantment and all other enchantments with the same name as that enchantment.
Esmerral Evangel
1W
Creature - Human Cleric (C)
You may choose any number of effects of spells you cast named Sainted Charm.
1/1
Esmerral Pontiff
2WW
Creature - Human Cleric (M)
Grandeur — Discard another card named Esmerral Pontiff: Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
2/2
Forakki Bastion
1W
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks, it gets +0/+X until end of turn, where X is the number of creatures named Forakki Bastion on the battlefield.
0/3
Forakki Thoroughbred
1W
Creature - Horse (U)
Plainswalk
1WW: Target creature gains plainswalk until end of turn.
1/1
Forakki Vanguard
1W
Creature - Human Soldier (C)
Grandeur — As Forakki Vanguard enters the battlefield, you may discard another card named Forakki Vanguard. If you do, Forakki Vanguard enters the battlefield with a +1/+1 counter on it and has vigilance.
1/1
General Suyari
2WW
Legendary Creature - Human Soldier (M)
Whenever General Suyari attacks, you may tap target creature.
Grandeur — Discard another card named General Suyari: Untap all creatures you control that attacked this turn.
3/3
Hawkwind
2WW
Sorcery (U)
Put two 1/1 white Bird creature tokens with flying onto the battlefield.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Ineptitude
2W
Enchantment - Aura (U)
Enchant permanent
Enchanted permanent’s activated abilities can’t be activated.
Grandeur — Discard another card with the same name as enchanted permanent: Destroy Ineptitude. Any player may activate this ability.
Lambent Embrace//Sunbeam Scion:
Lambent Embrace
1W
Enchantment - Aura (U)
Enchant creature
Enchanted creature has “1W: This creature gets +1/+1 until end of turn.”
When enchanted creature’s combined power and toughness becomes 10 or greater, simultaneously unattach and transform Lambent Embrace.
Sunbeam Scion
Creature - Spirit
[Color Indicator: White]
Flying, lifelink
2WW: Simultaneously transform Sunbeam Scion and attach it to target creature.
4/6
Manhunt
2WW
Sorcery (R)
Grandeur — As an additional cost to cast Manhunt, you may discard another card named Manhunt. If you do, distribute three bounty counters among any number of target creatures.
Destroy all creatures with bounty counters on them.
Medic Accomplice
3W
Creature - Human Cleric Rogue (U)
When Medic Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Whenever a source would deal damage to a creature with a bounty counter on it, prevent 1 of that damage.
1/1
Parry
W
Sorcery (C)
Flash
The next time an activated or triggered ability would deal damage to you or a creature you control, prevent that damage.
Draw a card.
Pay the Dues
WW
Enchantment - Aura (U)
Enchant creature
At the beginning of the end step, if enchanted creature attacked this turn, put a bounty counter on it. Otherwise, remove a bounty counter from it.
Perpetual Daylight
2WW
Enchantment (R)
Double-faced cards can’t transform.
Rebel Militia
X2W
Sorcery (R)
Put X 1/1 white Rebel Soldier creature tokens onto the battlefield, then put a bounty counter on each creature you control.
Repair
W
Sorcery (C)
Flash
Regenerate target artifact.
Draw a card.
Reverberation of Armaments
X2WW
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Search your library for an Aura or Equipment card. Put that card onto the battlefield attached to a creature you control, then shuffle your library.
Rorefo Border-Guard
2W
Creature - Human Soldier (C)
First strike
Ripple 4
2/1
Sacred Knight
3W
Creature - Human Knight (C)
Black dread, red dread (Black and/or red creatures can’t block this creature.)
3/2
Safe//Sound:
Safe
2W
Sorcery (U)
Flash
Remove all damage from target creature.
Sound
1W
Sorcery
Flash
Target permanent or player gains protection from the color of your choice until end of turn.
Sainted Charm
1W
Sorcery (C)
Flash
Choose one -
Serene Wave
3W
Sorcery (C)
Destroy all enchantments.
Flow 5 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Shieldwall Tattoo
1W
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Soul Connection
1W
Sorcery (U)
Flash
Target creature gains lifelink until end of turn.
As long as Soul Connection is in your graveyard and there are four or more cards named Soul Connection in all graveyards, creatures you control have lifelink.
Soulshield
1W
Sorcery (C)
Flash
Prevent the next X damage a source of your choice would deal this turn, where X is 2 plus the number of cards named Soulshield in all graveyards. You gain life equal to the number of damage prevented this way.
Stockade Turnkey
3W
Creature - Human Soldier (U)
When Stockade Turnkey enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Each creature with a bounty counter on it doesn’t untap during its controller’s untap step.
2/4
Strength in Solitude
2W
Enchantment (R)
Each creature you control gets +2/+2 as long as there are no other creatures on the battlefield with the same name as that creature.
Strip the Veneer
W
Sorcery (C)
Flash
Destroy target enchantment. Put a bounty counter on a creature you control.
Tabernacle Gargoyle
4W
Creature - Gargoyle (R)
Flying, defender
When Tabernacle Gargoyle enters the battlefield, choose a color.
Other creatures you control have protection of the chosen color.
3/4
Taciturn Anomaly
WW
Sorcery (R)
Flash
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, that opponent can’t cast spells this turn. Otherwise, draw a card.
Thane's Regalia
3W
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +0/+4 and has “Grandeur — Discard another card with the same name as this creature or Thane’s Regalia: This creature gains protection from the color of your choice until end of turn. This effect doesn’t remove Thane’s Regalia.”
Welkin Hawk
1W
Creature - Bird (C)
Flying
When Welkin Hawk is buried, you may search your library for a card named Welkin Hawk, reveal it, and put it into your hand. If you do, shuffle your library.
1/1
Blue (50/50)
Accumulated Knowledge
1U
Sorcery (C)
Flash
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
Æther Envoy
2UU
Creature - Illusion (U)
Ripple 3 (When you cast this spell, you may reveal the top three cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Shroud
Æther Envoy enters the battlefield with two +1/+1 counters on it if it was rippled.
2/2
Apprentice Nixmage
3U
Creature - Human Wizard (C)
T: Counter target spell unless its controller pays 1 for each creature named Apprentice Nixmage on the battlefield.
1/1
Battle Lore//Brainchild:
Battle Lore
2UU
Enchantment - Aura (U)
Enchant creature
Enchanted creature has “Whenever this creature deals damage to an opponent, you may draw a card”.
When you have ten or more cards in your hand, simultaneously unattach and transform Battle Lore.
Brainchild
Creature - Illusion
[Color Indicator: Blue]
Brainchild’s power and toughness are each equal to the number of cards in your hand.
When Brainchild becomes the target of a spell or ability, sacrifice it.
*/*
Cloudwings
1U
Sorcery (U)
Flash
Target creature gains flying until end of turn.
As long as Cloudwings is in your graveyard and there are four or more cards named Cloudwings in all graveyards, creatures you control have flying.
Contraband Scrolls
2UU
Sorcery (R)
Flash
Draw three cards. Put a bounty counter on each creature you control.
Drone Expulsion
2UU
Sorcery (R)
Flash
Return target creature to its owner’s hand. Put X 1/1 blue Drone artifact creature tokens with flying onto the battlefield, where X is that creature’s mana sum.
Flow 7 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top seven cards of that library.)
Dronewright
3U
Creature - Human Artificer (C)
When Dronewright enters the battlefield, put a 1/1 blue Drone artifact creature token with flying onto the battlefield.
Grandeur — Discard another card named Dronewright: Put a a 1/1 blue Drone artifact creature token with flying onto the battlefield.
1/1
Echoing Truth
1U
Sorcery (C)
Flash
Return target nonland permanent and all other permanents with the same name as that permanent to their owners’ hands.
Eyes of Leccado
2UU
Artifact Creature - Drone (R)
Flying
At the beginning of your upkeep, you may look at the top X cards of your library, where X is the number of creatures named Eyes of Leccado you control. Put any number of them on top of your library and the rest on the bottom in any order.
3/3
Fishermen of Nardaju
3U
Creature - Human (U)
Whenever a player flows a card, you may draw a card.
2/2
Flush
1UU
Sorcery (C)
Flash
Return target permanent to its owner’s hand.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Frame the Patsy
U
Sorcery (U)
Flash
Grandeur — As an additional cost to cast Frame the Patsy, you may discard another card named Frame the Patsy. If you do, put a bounty counter on target permanent.
Change a target of target spell or ability to a permanent with a bounty counter on it.
Frost Charm
1U
Sorcery (C)
Flash
Choose one -
Herald of Tides//Avatar of Ronugea:
Herald of Tides
2UU
Creature - Spirit (C)
T: Draw a card, then discard a card. Then, if ten or more cards are in your graveyard, transform Herald of Tides.
1/1
Avatar of Ronugea
Creature - Avatar
[Color Indicator: Blue]
When this creature transforms into Avatar of Ronugea, target player puts the top card of his or her library into his or her graveyard, then puts a card from his or her hand on top of his or her library.
4/4
Homarid Reefwalker
3UU
Creature - Homarid (U)
Nonblue dread (Nonblue creatures can’t block this creature.)
3/3
Interrogate
3U
Sorcery (C)
Flash
Target player reveals his or her hand.
Leccadon Bastion
1UU
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks a creature, that creature gets -X/-0 until end of turn, where X is the number of creatures named Leccadon Bastion on the battlefield.
0/3
Leccadon Riftcaster
1U
Creature - Human Wizard (C)
T: Target creature gains landwalk of the basic land types corresponding to its colors until end of turn.
1/1
Leccadon Scholar
2U
Creature - Human Wizard (C)
If Leccadon Scholar is in a graveyard, effects of spells named Accumulated Knowledge count it as a card named Accumulated Knowledge.
1/1
Lockpicker Accomplice
2UU
Creature - Human Rogue (U)
When Lockpicker Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
T: Target creature with a bounty counter on it gains infiltrate until end of turn.
1/2
Mistswirl Tattoo
1U
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Mystic Flotsam
3U
Enchantment (R)
At the beginning of the end step, if the top card of your graveyard is a sorcery, you may pay that card’s mana cost. If you do, put it into your library just beneath the top three cards of that library.
Nardaju Vanguard
1U
Creature - Human (C)
Grandeur — As Nardaju Vanguard enters the battlefield, you may discard another card named Nardaju Vanguard. If you do, Nardaju Vanguard enters the battlefield with a +1/+1 counter on it and has infiltrate.
1/1
Perambulon
1U
Artifact Creature - Drone (U)
Islandwalk
1UU: Target creature gains islandwalk until end of turn.
1/1
Polar Homarid
2U
Creature - Homarid (C)
You may choose any number of effects of spells you cast named Frost Charm.
2/2
Predict
1U
Sorcery (U)
Flash
Name a card, then put the top card of target player’s library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card.
Private Investigator
3U
Creature - Human Rogue (U)
When Private Investigator enters the battlefield, name a creature.
Whenever Private Investigator blocks or becomes blocked by the named creature or a creature with a bounty counter on it, you may draw a card.
2/2
Recede into Æther
XUU
Sorcery (C)
Flash
Put target nontoken creature an opponent controls into its owner’s library just beneath the top X cards of that library. X can’t be 0.
Reconnaissance Drone
4U
Artifact Creature - Drone (C)
Whenever Reconnaissance Drone deals combat damage to a player, you may look at that player’s hand.
Grandeur — Discard another card named Reconnaissance Drone: Reconnaissance Drone gains infiltrate until end of turn.
1/3
Rector's Regalia
4U
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +1/+1 and has “Grandeur — T, Discard another card with the same name as this creature or Rector’s Regalia: Draw four cards and skip your next turn.”
Reverberation of Ideas
XUU
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library. For those cards, X is 0.)
Draw a card.
Riptide Squid//Ronugean Kraken:
Riptide Squid
2UU
Creature - Squid (C)
When Riptide Squid enters the battlefield, you may return target nonland permanent an opponent controls to its owner’s hand. If a permanent with mana sum 5 or greater is returned this way, transform Riptide Squid.
1/1
Ronugean Kraken
Creature - Kraken
[Color Indicator: Blue]
Trample
7/7
Ronugean Mistfolk
3UU
Creature - Illusion (U)
Red dread, green dread
3/3
Slumber Cadence
3UU
Sorcery (R)
As an additional cost to cast Slumber Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Slumber Cadence into your hand as it resolves.
Tap all creatures target player controls. Those creatures don’t untap during that player’s next untap step.
Solving the Enigma
3U
Enchantment (R)
If you would draw a card, you may put a study counter on Solving the Enigma instead.
Remove three study counters from Solving the Enigma, Sacrifice Solving the Enigma: Draw seven cards.
Stymie
2U
Enchantment (R)
As Stymie enters the battlefield, name an artifact, creature, or nonbasic land card.
Permanents with the chosen name don’t untap during their controller’s untap step.
Surveillance Eye
2UU
Artifact Creature - Drone (U)
Flying, defender
When Surveillance Eye enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
The power of each creature with a bounty counter on it becomes 0.
2/2
Syphon Mana
2UU
Sorcery (U)
Flash
Grandeur — As an additional cost to cast Syphon Mana, you may discard another card named Syphon Mana.
Empty target player’s mana pool. If you discarded a card with Syphon Mana, add X to your mana pool, where X is the amount of mana emptied this way.
Temporal Anomaly
2UU
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, take an extra turn after this one. Otherwise, draw a card.
Thane's Mole
2U
Creature - Human Rogue (U)
As Thane’s Mole enters the battlefield, choose an opponent.
Thane’s Mole enters the battlefield under that player’s control with a bounty counter on it.
Play with your hand revealed and the top card of your library face up.
1/1
Thwart Plans
1UU
Sorcery (U)
Flash
Counter target spell. Put a bounty counter on a creature you control.
Tide Spirit
3U
Creature - Spirit (C)
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Flow 4 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
2/2
Time Gyre
1U
Sorcery (C)
Choose a card in your graveyard, shuffle your library and put the chosen card into it just beneath the top three cards of that library.
Flow 3 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Time Lapse
UU
Sorcery (M)
Flash
Cast Time Lapse only during a player’s upkeep.
That player chooses draw step, main phase or combat phase and skips all instances of the chosen step or phase this turn.
Trespass
U
Sorcery (C)
Flash
Target creature you control gains landwalk of the basic land type of your choice until end of turn. Put a bounty counter on that creature.
Wakecarver Pod
3UU
Creature - Whale (C)
Ripple 4
3/3
Warp In
3U
Sorcery (U)
Reveal your hand, then put all permanent cards with ripple revealed this way onto the battlefield.
Draw a card.
Watch//Learn:
Watch
1U
Sorcery (U)
Look at each of your opponents’ hands.
Learn
3U
Sorcery
Draw three cards, then discard a card.
Yoallon, Rector of Leccado
2UU
Legendary Creature - Human Wizard (M)
T: Draw a card, then discard a card.
Grandeur — Whenever an opponent casts a sorcery spell, you may discard another card named Yoallon, Rector of Leccado. If you do, draw cards equal to that sorcery’s mana sum.
1/3
Black (50/50)
Battlescarred Vampire
1BB
Creature - Vampire (U)
Battlescarred Vampire enters the battlefield with a +1/+1 counter on it.
Whenever a player casts a black spell, put a +1/+1 counter on Battlescarred Vampire.
Battlescarred Vampire can’t attack or block unless it has three or more +1/+1 counters on it.
0/0
Bearer of the Mark//Bloodbound One:
Bearer of the Mark
2B
Creature - Human Vampire (C)
At the beginning of the end step, if an opponent lost life this turn and you gained life this turn, transform Bearer of the Mark.
1/1
Bloodbound One
Creature - Vampire
[Color Indicator: Black]
Flying, lifelink
3/3
Black-Market Trade
1BB
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
Put a bounty counter on each creature you control.
Bleeding Wounds
1B
Enchantment - Aura (U)
Enchant creature
Enchanted creature is dealt damage in the form of -1/-1 counters.
Bloodblight Vampire
2B
Creature - Vampire (C)
If Bloodblight Vampire is in a graveyard, effects of spells named Wilting Flesh count it as a card named Wilting Flesh.
2/2
Bounty Hunter
2BB
Creature - Human Archer Minion (R)
T: Put a bounty counter on target nonblack creature.
T: Destroy target creature with a bounty counter on it.
2/2
Cataclysm's Scar
3B
Enchantment - Aura (C)
Enchant land
Enchanted land can’t be tapped for mana.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
Cloud of Bats
6BBB
Creature - Bat (M)
Flying
Cloud of Bats has ripple X, where X is the number of cards in your library.
Cloud of Bats gets +1/+1 for each other Bat you control.
2/2
Concussion
2B
Sorcery (C)
Flash
Target player discards a card.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Corabi Silvermask
3BB
Legendary Creature - Gorgon Assassin (M)
X, T: Put a bounty counter on each of X target creatures.
Grandeur — Discard another card named Corabi Silvermask or B, T: Destroy target creature with a bounty counter on it. It can’t be regenerated.
3/3
Death Warrant
1B
Sorcery (C)
Grandeur — As an additional cost to cast Death Warrant, you may discard another card named Death Warrant. If you do, put a bounty counter on target creature.
Destroy target creature with a bounty counter on it.
Debilitate
1B
Sorcery (U)
Target player reveals his or her hand and discards a card with the highest mana sum.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
Discordant Cadence
4BB
Sorcery (R)
As an additional cost to cast Discordant Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Discordant Cadence into your hand as it resolves.
Look at target player’s hand and choose up to two cards with different names from it. That player discards those cards.
Echoing Decay
1B
Sorcery (C)
Flash
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
Fell Bat
2B
Creature - Bat (C)
Flying
At the beginning of your upkeep, tap Fell Bat unless you pay 1 life.
1/1
Flower of Olomba//Daziqual's Favorite:
Flower of Olomba
2B
Creature - Human (C)
T, Tap an untapped Vampire you control: Transform Flower of Olomba.
2/2
Daziqual's Favorite
Creature - Vampire
[Color Indicator: Black]
4/4
Ghostgleam Lodestar
1B
Creature - Spirit (U)
Swampwalk
1BB: Target creature gains swampwalk until end of turn.
1/1
Gloomhunter
2B
Creature - Bat (C)
Flying
2/1
Grave Desecration
B
Sorcery (C)
Flash
Void up to three target cards in a single graveyard. Put a bounty counter on a creature you control.
Gristle-Gnawer
3B
Creature - Werewolf (C)
You may choose any number of effects of spells you cast named Marrow Charm.
5/2
Ill Repute
2B
Enchantment - Aura (U)
Enchant player
Each creature that enters the battlefield under enchanted player’s control enters the battlefield with an additional bounty counter on it.
Leech Slug
3B
Creature - Slug (U)
Whenever Leech Slug deals damage to a creature or planeswalker, you may remove a counter from that permanent. If you do, you gain 1 life.
2/2
Looks Can Kill
1BB
Sorcery (U)
Target creature gains deathtouch until end of turn.
As long as Looks Can Kill is in your graveyard and there are four or more cards named Looks Can Kill in all graveyards, creatures you control have deathtouch.
Lycanthrope Outcast
1B
Creature - Human Nomad (C)
Lycanthrope Outcast enters the battlefield with a bounty counter on it.
When Lycanthrope Outcast becomes the target of a spell or ability, sacrifice it and put a 3/3 black Werewolf creature token onto the battlefield.
1/1
Lycanthropy//Werewolf Mongrel:
Lycanthropy
2B
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +3/-2.
When enchanted creature is buried, you may return Lycanthropy to the battlefield transformed under your control.
Werewolf Mongrel
Creature - Werewolf
[Color Indicator: Black]
Nonblack dread
When Werewolf Mongrel would be buried, instead you may simultaneously transform it and attach it to target creature.
4/4
Marrow Charm
1B
Sorcery (C)
Flash
Choose one -
Moonless Night
1BB
Sorcery (R)
Choose one —
Mudalam Bastion
2B
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks a creature, that creature deals 1 damage to itself for each creature named Mudalam Bastion on the battlefield.
0/4
Mudalam Howler
2BB
Creature - Werewolf (C)
When Mudalam Howler is buried, put a 3/3 black Werewolf creature token onto the battlefield.
3/3
Mudalam Nosferatu
2BB
Creature - Vampire (M)
Whenever Mudalam Nosferatu deals damage to a creature, void that creature and its controller puts a token onto the battlefield that’s a copy of Mudalam Nosferatu.
3/3
Mudalam Sentry
2BB
Creature - Vampire Warrior (U)
Lifelink
Flow 2 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top two cards of that library.)
3/3
Mudalam Vanguard
1B
Creature - Vampire Warrior (C)
Grandeur — As Mudalam Vanguard enters the battlefield, you may discard another card named Mudalam Vanguard. If you do, Mudalam Vanguard enters the battlefield with a +1/+1 counter on it and has lifelink.
1/1
Murder Most Foul
1B
Sorcery (U)
Destroy target nonblack creature. It can’t be regenerated. Put a bounty counter on a creature you control.
Nightglider
1BB
Creature - Bat (C)
Flying
Grandeur — Discard another card named Nightglider: Regenerate Nightglider.
2/1
Nightlord's Regalia
3BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has nonblack dread and “Grandeur — Discard another card with the same name as this creature or Nightlord’s Regalia: Put three 1/1 black Bat creature tokens with flying onto the battlefield.”
Nightwolf Pack
3BB
Creature - Werewolf (U)
Nonblack dread (Nonblack creatures can’t block this creature.)
3/3
Olid Kusite
3BB
Creature - Horror (U)
Green dread, white dread (Green and/or white creatures can’t block this creature.)
4/3
Olomban Nightwolf
2B
Creature - Werewolf (C)
3/2
Poisoner Accomplice
2B
Creature - Human Rogue (U)
When Poisoner Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Creatures with bounty counters on them deal damage in the form of -1/-1 counters.
1/2
Public Enemy
2B
Creature - Human Rogue (U)
As Public Enemy enters the battlefield, choose an opponent.
Public Enemy enters the battlefield under that player’s control with a bounty counter on it.
At the beginning of your upkeep, Public Enemy deals 2 damage to you.
2/2
Rack Lackies
3BB
Creature - Orc (U)
When Rack Lackies enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
X, T: Target creature with a bounty counter on it gets -X/-X until end of turn.
3/2
Reverberation of Doom
X2B
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library. For those cards, X is 0.)
Target player sacrifices a creature.
Rorefo Executioner
2BB
Creature - Human Assassin (M)
At the beginning of each player’s upkeep, that player sacrifices a creature with a bounty counter on it.
Grandeur — Discard another card named Rorefo Executioner: Put a bounty counter on target creature.
2/2
Skin//Bones:
Skin
2B
Sorcery (U)
Put two -1/-1 counters on target creature and two +1/+1 counters on another target creature.
Bones
1BB
Sorcery
Return target creature card from your graveyard to the battlefield tapped. It’s a black Skeleton in addition to its other colors and types.
Sludgesquirm
3B
Creature - Slug (C)
4/2
Spinecoil Tattoo
1B
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Splitting Migraine
4BB
Sorcery (R)
Grandeur — As an additional cost to cast Splitting Migraine, you may discard another card named Splitting Migraine.
Separate the cards from target opponent’s hand into two piles. That player discards the pile of his or her choice. Then, if you discarded a card with Splitting Migraine, choose a card from the other pile and the player discards that card.
Underworld Anomaly
2BB
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, return target creature card from your graveyard to your hand, then void target creature card from an opponent’s graveyard. Otherwise, draw a card.
Vampiric Siring
1BB
Sorcery (R)
Flash
Regenerate target creature. When it regenerates this way, put three +1/+1 counters on it and it gains flying and lifelink. It’s a black Vampire in addition to its other colors and types.
Wilting Flesh
1B
Sorcery (C)
Flash
Target creature gets -X/-X until end of turn, where X is 1 plus the number of cards named Wilting Flesh in all graveyards.
Red (50/50)
3R
Creature - Human Rogue (U)
When Agent Provocateur enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
T: Target creature with a bounty counter on it attacks this turn if able.
2/1
Arms-Fencer Accomplice
1RR
Creature - Human Rogue (U)
When Arms-Fencer Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
T: Attach target Equipment to target creature with a bounty counter on it. (Control of the Equipment doesn’t change.)
1/1
Arson Spree
XR
Sorcery (R)
Arson Spree deals X damage to target player and each creature without flying he or she controls. Put a bounty counter on each creature you control.
Atharo, Forgemaster
4RR
Legendary Creature - Cyclops Shaman (M)
T: Destroy target artifact, then add an amount of R to your mana pool equal to that artifact’s mana sum.
Grandeur — X, Discard another card named Atharo, Forgemaster: Atharo deals X damage to target creature. Spend only red mana on X.
4/4
Avarax
3RR
Creature - Beast (U)
Haste
When Avarax enters the battlefield, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library.
1R: Avarax gets +1/+0 until end of turn.
3/3
Blazing Breath//Flameflailer:
Blazing Breath
RR
Enchantment - Aura (U)
Enchant creature
Enchanted creature has “R: This creature gets +1/+0 until end of turn.”
When enchanted creature deals 5 or more damage to a player, simultaneously unattach and transform Blazing Breath.
Flameflailer
Creature - Elemental Berserker
[Color Indicator: Red]
You may divide Flameflailer’s combat damage as you choose among any number of target creatures and/or players.
4/1
Blue Flame Warlock//Red Flame Adept:
Blue Flame Warlock
1R
Creature - Elemental Shaman (C)
When Blue Flame Warlock enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, transform Blue Flame Warlock.
4/4
Red Flame Adept
Creature - Elemental Shaman
[Color Indicator: Red]
1/1
Brazen Cyclops//Blinded Cyclops:
Brazen Cyclops
3R
Creature - Cyclops Warrior (C)
Brazen Cyclops can only attack alone.
When Brazen Cyclops becomes blocked, transform it at end of combat.
4/2
Blinded Cyclops
Creature - Cyclops Warrior
[Color Indicator: Red]
Blinded Cyclops can’t attack alone.
When Blinded Cyclops attacks, it gets +3/+0 until end of turn for each other attacking creature.
0/2
Carnage Charm
3R
Sorcery (C)
Flash
Choose one -
Causality Contortion
1R
Sorcery (R)
Grandeur — As an additional cost to cast Causality Contortion, you may discard another card named Causality Contortion.
Transform up to one target double-faced permanent. Then, if you discarded a card with Causality Contortion, you may have double-faced permanents you play enter the battlefield transformed until end of turn.
Child of the Flame
2R
Creature - Elemental (C)
If Child of the Flame is in a graveyard, effects of spells named Kindle count it as a card named Kindle.
2/2
Citadel Flamekeeper
4RR
Creature - Elemental Shaman (R)
X, T, Sacrifice Citadel Flamekeeper: Citadel Flamekeeper deals X damage to target creature or player.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
4/3
Criminal Temperament
1R
Sorcery (C)
Flash
Put a bounty counter on target creature, then that creature gets +2/+0 until end of turn for each bounty counter on it.
Desert Halurr
2RR
Creature - Beast (C)
4/3
Earthheart Gargoyle
4RR
Creature - Gargoyle (U)
Flash, flying
If three or more lands were buried this turn, you may cast Earthheart Gargoyle without paying its mana cost.
4/4
Echoing Ruin
1R
Sorcery (C)
Destroy target artifact and all other artifacts with the same name as that artifact.
Erratic Allegiance
RR
Enchantment - Aura (C)
Enchant creature
Enchanted creature has haste.
At the beginning of each player’s upkeep, that player untaps enchanted creature and gains control of it.
Eternal Phoenix
4RR
Creature - Phoenix (U)
Flying
Flow 0 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card on top of your library.)
3/3
Fate Anomaly
4RR
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, each player discards his or her hand, then draws seven cards. Otherwise, draw a card.
Firing Squad
3R
Creature - Human Archer (R)
T: Firing Squad deals to target creature with a bounty counter on it damage equal to that creature’s toughness.
2/2
Forgemaster's Regalia
3RR
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +4/+0 and has first strike and “Grandeur — Discard another card with the same name as this creature or Forgemaster’s Regalia: This creature deals 4 damage to target creature blocking or blocked by it.”
Frightflame Elemental
1RR
Creature - Elemental (U)
Nonred dread (Nonred creatures can’t block this creature.)
R: Frightflame Elemental gets +1/+0 until end of turn.
2/2
Hepruk the Usurper
2RR
Legendary Creature - Human Advisor (M)
Whenever Hepruk the Usurper deals combat damage to a player, you may gain control of target artifact that player controls.
Tap an untapped creature you control: Put a bounty counter on target creature.
Grandeur — Discard another card named Hepruk the Usurper: Creatures with bounty counters on them get +1/+0 until end of turn and can’t block this turn.
2/2
Hepruk's Hounds
3R
Creature - Human Rogue (U)
Whenever Hepruk’s Hounds blocks or becomes blocked by a creature, put a bounty counter on that creature.
T: Hepruk’s Hounds deals X damage to target creature, where X is the number of bounty counters on that creature.
2/2
Hired Bruiser
2RR
Creature - Orc Rogue (U)
T: Hired Bruiser fights target creature with a bounty counter on it. Put a bounty counter on Hired Bruiser.
3/3
Hot//Bothered:
Hot
1R
Sorcery (U)
Target creature you control gains haste until end of turn and attacks this turn if able.
Bothered
2RR
Sorcery
Target creature you control gets +2/+0 until end of turn and fights target creature you don’t control.
Kidnap
2R
Sorcery (C)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Put a bounty counter on another creature you control.
Kindle
1R
Sorcery (C)
Flash
Kindle deals damage to target creature or player equal to the number of cards named Kindle in all graveyards plus 2.
Kobold Vagabond
0
[Color Indicator: Red]
Creature - Kobold Nomad (U)
Kobold Vagabond gets +2/+0 as long as you control four or more creatures named Kobold Vagabond.
0/1
Oasis Raider
1RR
Creature - Orc Nomad Barbarian (C)
You may choose any number of effects of spells you cast named Carnage Charm.
2/2
Pyre Flames
2R
Sorcery (C)
Flash
Pyre Flames deals 3 damage to target creature. If that creature would be buried this turn, void it instead.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
Rageflame Tattoo
1R
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Ranuk Mount
1R
Creature - Beast (U)
Mountainwalk
1RR: Target creature gains mountainwalk until end of turn.
1/1
Ranuk Runner
R
Creature - Beast (C)
Haste
1/1
Reverberation of Phlogiston
X2RR
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may play any revealed cards with the same name as this card without paying their mana cost. Put the rest on the bottom of your library. For those cards, X is 0.)
Reverberation of Phlogiston deals 3 damage to each creature.
Rite of Flame
R
Sorcery (C)
Add RR to your mana pool, then add R to your mana pool for each card named Rite of Flame in each graveyard.
Scaldcinder
3RR
Creature - Elemental (U)
White dread, blue dread (White and/or blue creatures can’t block this creature.)
4/2
Scorch
1R
Sorcery (C)
Flash
Scorch deals 2 damage to target creature or player.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Shoveltusk Halurr
4RR
Creature - Beast (U)
Grandeur — Discard another card named Shoveltusk Halurr: Shoveltusk Halurr gains double strike until end of turn.
4/4
Speed Spurt
1R
Sorcery (U)
Target creature gains haste until end of turn.
As long as Speed Spurt is in your graveyard and there are four or more cards named Speed Spurt in all graveyards, creatures you control have haste.
Street Brawl
1RR
Sorcery (U)
Flash
Tap target creature you control. It fights target creature an opponent controls. Put a bounty counter on each of them.
Thunderflare
3R
Sorcery (U)
Flash
Choose three creatures with different names. Thunderflare deals 3 damage to each of those target creatures.
Flow 3 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Tremor Cadence
5R
Sorcery (R)
As an additional cost to cast Tremor Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Tremor Cadence into your hand as it resolves.
Destroy target land.
Uthroth, Lord of Exiles
3RR
Legendary Creature - Human Nomad (M)
At the beginning of your upkeep, put a bounty counter on a creature you control.
Grandeur — T, Discard another card named Uthroth, Lord of Exiles or 6, T: Untap each other creature you control with a bounty counter on it. There is an additional combat phase after this phase.
3/3
Uthroth's Folk
1R
Creature - Human Nomad (C)
Uthroth’s Folk enters the battlefield with a bounty counter on it.
Uthroth’s Folk gets +2/+0 as long as it has no bounty counters on it.
1/2
Vabanhu Bastion
3R
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks, it gets +X/+0 until end of turn, where X is the number of creatures named Vabanhu Bastion on the battlefield.
1/2
Vabanhu Cyclops
3R
Creature - Cyclops Warrior (C)
Vabanhu Cyclops can’t be blocked by more than one creature.
Whenever Vabanhu Cyclops becomes blocked, it gets +2/+0 until end of turn.
3/2
Vabanhu Vanguard
1R
Creature - Orc Warrior (C)
Grandeur — As Vabanhu Vanguard enters the battlefield, you may discard another card named Vabanhu Vanguard. If you do, Vabanhu Vanguard enters the battlefield with a +1/+1 counter on it and has first strike.
1/1
Wake of Destruction
3RRR
Sorcery (R)
Destroy target land and all other lands with the same name as that land.
Wanted Man
1R
Creature - Human Rogue (C)
Wanted Man enters the battlefield with a bounty counter on it.
2/1
Green (50/50)
G
Sorcery (C)
Flash
Destroy target artifact. Put a bounty counter on a creature you control.
Archdruid Haradil
4G
Legendary Creature - Human Druid (M)
T: Add to your mana pool an amount of G equal to Archdruid Haradil’s power.
Grandeur — T, Discard another card named Archdruid Haradil: The power and toughness of target creature you control becomes the number of lands you control.
2/2
Archdruid's Regalia
2GG
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has “Grandeur — X, T, Discard another card with the same name as this creature or Archdruid’s Regalia: Untap X target lands.”
Arm of the Law
2GG
Creature - Human Soldier (U)
When Arm of the Law enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Creatures with bounty counters on them block Arm of the Law if able.
Whenever Arm of the Law becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
2/2
Bellowing Barbcollar
5GG
Creature - Wurm (U)
Nongreen dread (Nongreen creatures can’t block this creature.)
5/5
Bösium Asp
2G
Creature - Snake (U)
Flow 1 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top card of that library.)
2/2
Brotudan Bastion
1GG
Artifact Creature - Wall (C)
Defender
Whenever a Wall blocks, you gain X life, where X is the number of creatures named Brotudan Bastion on the battlefield.
0/4
Brotudan Vanguard
1G
Creature - Human Warrior (C)
Grandeur — As Brotudan Vanguard enters the battlefield, you may discard another card named Brotudan Vanguard. If you do, Brotudan Vanguard enters the battlefield with a +1/+1 counter on it and has reach.
1/1
Canopy Snipers
2GG
Creature - Human Archer (U)
Reach
When a creature with flying enters the battlefield under an opponent’s control, if Canopy Snipers is in your hand, you may put it onto the battlefield.
2/2
Cattle Theft
3GG
Sorcery (R)
Put three 3/3 green Beast creature tokens onto the battlefield.
Put a bounty counter on each creature you control.
Corrosion Cadence
1GG
Sorcery (R)
As an additional cost to cast Corrosion Cadence, an opponent names a card. Reveal a card at random from your hand. If it’s the named card, put Corrosion Cadence into your hand as it resolves.
Destroy target artifact or enchantment.
Crescenthorn Herdcaller
2G
Creature - Antelope (C)
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
2/2
Deadly Insect
4G
Creature - Insect (C)
Shroud
6/1
Desperado//Crime Kingpin:
Desperado
2G
Creature - Human Rogue (C)
Whenever Desperado deals combat damage to a player, you may put a bounty counter on it.
At the beginning of your upkeep, if there are three or more bounty counters on Desperado, you may transform it.
1/1
Crime Kingpin
Creature - Human Rogue
[Color Indicator: Green]
Each other creature you control with a bounty counter on it gets +1/+1 for each bounty counter on Crime Kingpin.
3/3
Echoing Courage
1G
Sorcery (C)
Flash
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
Evolutionary Anomaly
2GG
Sorcery (R)
Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, you may put a creature card from outside the game onto the battlefield under your control. Otherwise, draw a card.
Evolution's Reward
3G
Enchantment (R)
Whenever a permanent you control transforms into a creature, you may pay 2. If you do, put a +1/+1 counter on that creature.
Fall from the Sky
1G
Sorcery (U)
Flash
Grandeur — As an additional cost to cast Fall from the Sky, you may discard another card named Fall from the Sky.
Target creature loses flying until end of turn. Tap that creature. If you discarded a card with Fall from the Sky, it doesn’t untap during its controller’s next untap step.
Family Reunion
2GG
Enchantment (R)
Whenever you cast a creature spell, you may pay X3. If you do, search your graveyard, hand, and/or library for up to X cards with the same name as that creature and put those cards onto the battlefield.
Foliage Charm
1G
Sorcery (C)
Flash
Choose one -
Go Forth//Multiply:
Go Forth
2G
Sorcery (U)
Search your library for a basic land card of a type you don’t control and put that card onto the battlefield tapped. Then shuffle your library.
Multiply
GG
Sorcery
Search your library for a permanent card with the same name as target nontoken creature and put that card into your hand. Then shuffle your library.
Hivekeeper
2G
Creature - Human Shaman (C)
If Hivekeeper is in a graveyard, effects of spells named Lunthax Brood effect count it as a card named Lunthax Brood.
2/2
Hope Sapling
G
Creature - Plant (C)
You may choose any number of effects of spells you cast named Foliage Charm.
0/3
Jungle Bloom
1G
Enchantment (R)
At the beginning of each player’s precombat main phase, that player chooses a color from among the colors of mana that could be produced by lands his or her opponents control, then adds two mana of the chosen color to his or her mana pool.
Leaf-Mimic Lunthax
G
Creature - Insect (C)
T: Add G to your mana pool.
1/1
Lunthax Brood
3GG
Sorcery (C)
Put X 2/2 green Insect creature tokens onto the battlefield, where X is 1 plus the number of cards named Lunthax Brood in all graveyards.
Lunthax Honey
1G
Enchantment (R)
At the beginning of your upkeep, you may choose one —
Majestic Crescenthorn
3G
Creature - Antelope (U)
Blue dread, black dread (Blue and/or black creatures can’t block this creature.)
2/4
Mephitic Catoblepas
3GG
Creature - Beast (U)
Deathtouch
Grandeur — G, Discard another card named Mephitic Catoblepas: All creatures able to block Mephitic Catoblepas this turn do so.
3/3
Mirrorskin
GG
Sorcery (U)
Target permanent gains shroud until end of turn.
As long as Mirrorskin is in your graveyard and there are four or more cards named Mirrorskin in all graveyards, permanents you control have shroud.
Musclebind
2G
Sorcery (C)
Flash
Target creature gets +4/+4 until end of turn.
Flow 3 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top three cards of that library.)
Nemesis Grudge
3GG
Enchantment - Aura (U)
Enchant creature
As Nemesis Grudge enters the battlefield, name a creature card.
Enchanted creature gets +4/+4 and has “All creatures with the chosen name able to block this creature do so.”
Primal Reserve
1G
Enchantment - Aura (C)
Enchant land
Enchanted land is a Forest.
Whenever a nonbasic land enters the battlefield, if Primal Reserve is in your hand or on the battlefield, you may attach it to that land.
Reverberation of Verdure
X2G
Sorcery (R)
Ripple X (When you cast this spell, you may reveal the top X cards of your library. You may cast any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library. For those cards, X is 0.)
Put a Forest basic land token onto the battlefield.
Root Simulacrum
3GG
Sorcery (R)
Reveal a creature card from your hand, then put a token that’s a copy of the revealed card onto the battlefield. It’s a green Plant in addition to its other colors and types.
Flow 5 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Runt of the Litter//Master of the Pride:
Runt of the Litter
G
Creature - Cat (C)
At the beginning of your upkeep, if you control another creature and Runt of the Litter’s power is the greatest power among creatures you control, transform Runt of the Litter.
-1/2
Master of the Pride
Creature - Cat
[Color indicator: Green]
You may have Master of the Pride assign its combat damage as though it wasn’t blocked.
4/4
Safe-House Accomplice
2GG
Creature - Human Rogue (U)
When Safe-House Accomplice enters the battlefield, distribute three bounty counters among one, two, or three target creatures.
Creatures with bounty counters on them have shroud.
2/2
Sentinels of the Hive
2GG
Creature - Insect (R)
Sentinels of the Hive’s power is equal to the greatest power among creatures on the battlefield and its toughness is equal to the greatest toughness among creatures on the battlefield.
Grandeur — 1G, Discard another card named Sentinels of the Hive: Another target creature gets +4/+4 until end of turn.
*/*
Shield Scarab
2G
Creature - Insect (C)
When Shield Scarab is buried, put a +1/+1 counter on target creature.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
2/2
Sleuthhounds
3G
Creature - Hound (C)
G: Target creature with a bounty counter on it blocks Sleuthhounds this turn if able.
3/3
Spike Feeder
1GG
Creature - Spike (u)
Spike Feeder enters the battlefield with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Feeder: You gain 2 life.
0/0
Spike Squirter
4G
Creature - Spike (U)
Spike Squirter enters the battlefield with four +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Squirter: Put a +1/+1 counter on target creature.
Sacrifice Spike Squirter: Choose a creature for each +1/+1 counter on Spike Squirter. Prevent all combat damage that would be dealt by those creatures.
Flow 4 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top four cards of that library.)
0/0
Spike Symbiont//Spike Swarm:
Spike Symbiont
1G
Enchantment - Aura (U)
Enchant creature
1G: Put a +1/+1 counter on enchanted creature.
X, Move X +1/+1 counters from enchanted creature onto Spike Symbiont: Simultaneously unattach and transform Spike Symbiont.
Spike Swarm
Creature - Spike
[Color Indicator: Green]
Spike Swarm gets +1/+1 for each +1/+1 counter on it.
2, Remove a +1/+1 counter from Spike Swarm: Put a +1/+1 counter on target creature.
0/0
Spike Tick
1G
Creature - Spike (C)
Spike Tick enters the battlefield with a +1/+1 counter on it.
2, Remove a +1/+1 counter from Spike Tick: Put a +1/+1 counter on target creature.
T, Remove a +1/+1 counter from target creature: Put a +1/+1 counter on Spike Tick.
0/0
Spike Worker
2G
Creature - Spike (C)
Spike Worker enters the battlefield with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature.
0/0
Tarassit, Archdruid Dowager
3GG
Legendary Creature - Human Druid (M)
You may play an additional land during your turn.
Grandeur — 3GG, Discard another card named Tarassit, Archdruid Dowager: Your life total becomes the number of lands you control.
1/2
Terragnost
2G
Creature - Human Druid (C)
When Terragnost enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library.
1/1
Throttleroot
2G
Creature - Plant (U)
You may choose not to untap Throttleroot during your untap step.
T: Tap target land. It doesn’t untap during its controller’s untap step for as long as Throttleroot remains tapped.
1/1
Unseen Walker
1G
Creature - Dryad (U)
Forestwalk
1GG: Target creature gains forestwalk until end of turn.
1/1
Vinewreath Tattoo
1G
Enchantment - Aura (U)
Enchant creature
Shroud
At the beginning of each player’s upkeep, you may choose one —
Multicolored (10/10)
2BG
Enchantment (R)
Whenever a creature spell is cast, each player returns all cards with the same name as that spell from his or her graveyard to the battlefield.
Corrosive Ooze
3RG
Creature - Ooze (R)
Artifact dread (This creature can’t be blocked by artifact creatures.)
Whenever an opponent casts an artifact spell, you may put a +1/+1 counter on Corrosive Ooze.
Sacrifice Corrosive Ooze: Destroy up to X target artifacts, where X is the number of +1/+1 counters on Corrosive Ooze.
2/2
Kindred Spirit
2GW
Creature - Spirit (R)
T: Target creature and each other creature with the same name as it gets +1/+1 until end of turn.
Grandeur — X, T, Discard another card named Kindred Spirit: Target creature and each other creature with the same name as it gets +X/+X until end of turn.
3/3
Planar Erosion
2UB
Enchantment (R)
When another permanent becomes the target of a spell or ability, its controller sacrifices it.
Plasmatic Phantasm
1UR
Creature - Elemental Spirit (R)
Haste, infiltrate, shroud
3/1
Ronugean Leviathan
6GU
Creature - Leviathan (M)
Whenever Ronugean Leviathan attacks, you may have the flow ability of a card in your graveyard trigger.
Flow 8 (At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top eight cards of that library.)
8/8
Smoldering Husk
3BR
Creature - Elemental Skeleton (R)
Smoldering Husk can’t block.
Whenever you flow a card, you may have Smoldering Husk deal damage equal to that card’s flow value to target creature or player.
4/1
Starlight Spirit
1WU
Creature - Spirit (R)
Flying
0: Put Starlight Spirit into its owner’s library just beneath the top four cards of that library.
2/2
Thane Bargeli
1WB
Legendary Creature - Human Cleric (M)
Whenever a creature deals damage to you, put that many bounty counters on that creature.
Grandeur — Discard another card named Thane Bargeli or 4, T: Each creature deals to itself damage equal to the number of bounty counters on it.
2/2
Utharill, Sirocco Mage
2RW
Legedary Creature - Human Nomad Shaman (M)
Each creature dealt damage by Utharill, Sirocco Mage this turn can’t attack or block until your next turn.
Grandeur — T, Discard another card named Utharill, Sirocco Mage: Utharill, Sirocco Mage deals 3 damage divided as you choose among any number of target attacking and/or blocking creatures.
2/2
Artifact (21/21)
3
Artifact (U)
Whenever a player casts a white spell, you may put a charge counter on Alabaster Rosary.
W, T, Remove X charge counters from Alabaster Rosary: Prevent the next X damage that would be dealt to target creature or player this turn.
Bösium Spiral
4
Artifact (R)
The top card of your graveyard has flow X, where X is its mana sum. (At the beginning of your upkeep, if that card is in your graveyard, you may put it into your library just beneath the top X cards of that library.)
Briar Circlet
1
Artifact - Equipment (U)
Equipped creature has “T: Add G to your mana pool.” and “T: Regenerate target creature.”
Equip 1
Buds of Hope//Utopian Blossom:
Buds of Hope
3
Artifact (R)
T: Add 1 to your mana pool. Put a charge counter on Buds of Hope.
T, Pay 1 for each charge counter on Buds of Hope: Transform Buds of Hope.
Utopian Blossom
Artifact
T: Add X mana of any one color to your mana pool, where X is the number of charge counters on Utopian Blossom.
Core Chimera
5
Artifact Creature - Chimera (U)
4/4
Crescenthorn Sickle
5
Artifact - Equipment (R)
Equipped creature gets +3/+3 and has “You may have this creature assign its combat damage as though it weren’t blocked”.
Equip 3
Crimechopper
3
Artifact - Equipment (R)
Equipped creature gets +3/+0.
Whenever equipped creature deals damage to a creature with a bounty counter on it, destroy that creature.
Equip 4
Dreadful Visage
2
Artifact - Equipment (U)
Equipped creature has dread in its colors. (Creatures of its colors can’t block it.)
Equip 3
Fortified Foundations
4
Artifact Creature - Wall (U)
Defender
T: You may put a Wall creature card from your hand onto the battlefield.
0/5
Future's Epitaph
4
Artifact (R)
T: Put the top two cards of target player’s library into his or her graveyard. If those cards have the same name or mana sum, untap Future’s Epitaph.
Jester's Abacus
5
Legendary Artifact (M)
XX2, T: Change the text of target spell or permanent other than Jester’s Abacus by adding X to or subtracting X from all numbers in the text box of that card. This can’t reduce the number to less than 1. (This doesn’t affect number words and mana symbols. This effect lasts indefinitely.)
Mage's Manual
3
Artifact (U)
Whenever a player casts a blue spell, you may put a charge counter on Mage’s Manual.
U, T, Remove X charge counters from Mage’s Manual: Draw X cards, then discard X cards.
Pheromone Gourd
3
Artifact (U)
Whenever a player casts a green spell, you may put a charge counter on Pheromone Gourd.
G, T, Remove X charge counters from Pheromone Gourd: Target creature gets +X/+X until end of turn. All creatures able to block that creature this turn do so.
Phlogiston Vial
3
Artifact (U)
Whenever a player casts a red spell, you may put a charge counter on Phlogiston Vial.
R, T, Remove X charge counters from Phlogiston Vial: Phlogiston Vial deals X damage to target player.
Resonator
5
Artifact (R)
Whenever you cast a sorcery spell, that spell can’t be countered by spells or abilities if a card with the same name as that spell is in your graveyard.
Rising Wall
3
Artifact Creature - Wall (U)
Flash
Defender
0/4
Sanctuary Stone
2
Artifact (U)
T: Remove a bounty counter from target creature.
Scarab Carapace
3
Artifact - Equipment (U)
Equipped creature gets +2/+2 and has “Whenever this creature is dealt damage, put a +1/+1 counter on it.”
Equip 2
Skulkin Sentinel
3
Artifact Creature - Scarecrow (U)
Nonartifact dread (Nonartifact creatures can’t block this creature.)
1/1
Sky Net
3
Artifact Creature - Wall (U)
Flying, defender
Sky Net gets +1/+1 for each other creature named Sky Net on the battlefield.
0/2
Vampire's Coffin
3
Artifact (U)
Whenever a player casts a black spell, you may put a charge counter on Vampire’s Coffin.
B, T, Remove X charge counters from Vampire’s Coffin: Return target creature card with mana sum X from a graveyard to the battlefield under your control.
Land (14/14)
Land (C)
Brotuda Jungle enters the battlefield tapped.
T: Add G to your mana pool.
Ripple 3
Earthvein Network
Land (R)
T: Add 1 to your mana pool.
1, T: Starting with you, each player chooses a color. Each player then adds one mana of each chosen color to his or her mana pool.
Filth Lagoon
Land (R)
As Filth Lagoon enters the battlefield, choose Island or Swamp.
Filth Lagoon is the chosen type.
2, T, Sacrifice Filth Lagoon: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Forakki Heath
Land (C)
Forakki Heath enters the battlefield tapped.
T: Add W to your mana pool.
Ripple 3
Monastic Orchard
Land (R)
As Monastic Orchard enters the battlefield, choose Forest or Plains.
Monastic Orchard is the chosen type.
2, T, Sacrifice Monastic Orchard: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Nacre Reef
Land (R)
As Nacre Reef enters the battlefield, choose Plains or Island.
Nacre Reef is the chosen type.
2, T, Sacrifice Nacre Reef: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Nardaju Shore
Land (C)
Nardaju Shore enters the battlefield tapped.
T: Add U to your mana pool.
Ripple 3
Nomad's Bazaar
Land (R)
T: Add 1 to your mana pool.
X, T: Exchange control of Nomad’s Bazaar and target nonland permanent with mana sum X.
Olomba Marsh
Land (C)
Olomba Marsh enters the battlefield tapped.
T: Add B to your mana pool.
Ripple 3
Pitchwater Seep
Land (R)
As Pitchwater Seep enters the battlefield, choose Swamp or Mountain.
Pitchwater Seep is the chosen type.
2, T, Sacrifice Pitchwater Seep: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Stoneroot Terrace
Land (R)
As Stoneroot Terrace enters the battlefield, choose Mountain or Forest.
Stoneroot Terrace is the chosen type.
2, T, Sacrifice Stoneroot Terrace: Search your library for a basic land card of the type not chosen and put it onto the battlefield tapped. Then shuffle your library.
Swallowing Sands
Land (R)
T: Add 1 to your mana pool.
6, T, Sacrifice Swallowing Sands: Destroy target creature.
Flow 6 (At the beginning of your upkeep, if this is in your graveyard, you may put this card into your library just beneath the top five cards of that library.)
Vabanhu Ridge
Land (C)
Vabanhu Ridge enters the battlefield tapped.
T: Add R to your mana pool.
Ripple 3
Werewolves' Den
Land (R)
T: Add 1 to your mana pool.
6: Werewolves’ Den becomes a 3/3 black Werewolf land creature until end of turn. This ability costs 1 less to activate for each 1 life you lost this turn.
Basic Land (15/15)
Come on...I don't have to spoil these, do I?
Enjoy. Or not.
17-4: You want some new cards, don't you? Of course you do. Manhunt, Temporal Anomaly, Vampiric Siring, Firing Squad, Family Reunion, Kindred Spirit, Resonator: One card each for each color, gold and artifact. Oh yeah, Grandeur's back. And not just legends get it this time. Did you also notice instants are gone, too, and that they're now sorceries with flash?
20-4: A few more grandeur cards, including some legends (General Suyari, Frame the Patsy, Nightglider, Atharo, Forgemaster, Sentinels of the Hive and Thane Bargeli). Not all cards with grandeur are legends, but all legendary creatures do have grandeur. Also, since I hadn't spoiled a land yet, here's Earthvein Network and Nomad's Bazaar too. You may have noticed how bounty counters are a thing now, but more on that in the next update. Oh yeah, "mana sum" replaces "converted mana cost", and "~ is buried" replaces "~ dies", except it's not restricted to just creatures anymore.
23-4: Bounty stuff as promised. There's a cycle for each rarity that has bounty counters as a drawback. You've already seen the blue uncommon (Frame the Patsy), and here's the common cycle (Strip the Veneer, Trespass, Grave Desecration, Kidnap, and Act of Vandalism). These cards are all crime-flavored, and the rare ones are so heinous that all your creatures get bounty counters as a consequence. Rorefo Executioner is one of many cards that shows why that's a bad thing. But there are ways of removing those bounty counters too - today's last spoiler is Sanctuary Stone, inspired by the medieval custom where criminals could find amnesty in churches. Up next: Accomplices to your crimes.
27-4: The Accomplices dish out three bounty counters and give bonuses to creatures with bounty counters on them. Decks that punish creatures with bounty counters on them can still use them if they want to, though. Note how the blue one gives a new keyword for an old ability: 'unblockable' is now 'infiltrate'. And as you may have noticed before on Deadly Insect, shroud is again the standard for untargetability. Hexproof will still show up in my sets occasionally, but mainly when the set's theme benefits more from having hexproof rather than shroud. Next up: dread!
3-5: Dread is a keyword that replaces fear and intimidate, plus ties in some abilities that were kinda-but-not-quite-like those abilities. Basically, 'X dread' means 'Creatures with characteristic X can't block this creature.' X can be color or type (so that Bog Rats would get Wall dread, for instance, or Deathcult Rogue non-Rogue dread). The set has, among others, two uncommon cycles of creatures with dread: one with dread in its enemy colors (like Sacred Knight), and one with dread in all colors but their own (intimidate but without the artifact part). Since I already posted Sacred Knight I'll finish that cycle first, along with a teaser of the other cycle and an Aura and Equipment that grant dread. Why does the Aura have shroud? Because it's a tattoo, silly!
9-5: Erparon is a bit of a name-matters set. Because of this, the set has more card names than a normal set its size would have. There are two ways of doing this; one is split cards. Both halves are the same color this time, and one does something no spell has ever done before. I'm sure you'll be able to guess what 'way two' is, but more on that later.
13-5: What if you took some one-off cards that already existed, then built cycles around those cards? You get Soulshield, Wilting Flesh and Lunthax Brood to complement Accumulated Knowledge and Kindle, and Forakki Thoroughbred, Perambulon, Ghostgleam Lodestar, and Ranuk Mount to join Unseen Walker. Special bonus card: Cloud of Bats brings back an old not-so-favorite that's a perfect fit for this block - and beefs it up more than a bit. Welcome back, ripple! Next time: Just one card and a very special origin story.
16-5: So you obviously guessed correctly that this set would have double-faced cards in it.
Anyway, let's tell a little in-depth story behind how a card became what it is.
It was just one little word that popped up on some website I browsed.
"Brainchild."
That one word triggered a burst of inspiration. Immediately I thought "blue Maro-variant." And immediately I knew I wanted to put it into Erparon.
There was a problem, however. Maro-variants have been rares up to now, and all the blue rare slots were taken at that point. I thought of sacrificing a rare to make room for it, but I wanted to keep the cards I had unless there was no other way to put that blue Maro in.
The uncommon slots were all taken as well, but perhaps there was still room for it as the flipside of the blue entry in the uncommon aura-to-creature transformer cycle (which was still a flip card cycle, since this predated Innistrad) . I pencilled it in preliminarily but feared nothing would come of it. My inspiration petered out for a while and I started looking at the other sets I was working on.
One of them had a take on Curiosity that I’d honestly forgotten about, and when I saw the synergy that card had with the Brainchild concept I knew I had found the perfect match. All I had to do was add a transform trigger and I was done.
That still left the rarity problem. Once I’d figured out Brainchild’s type could be Illusion, I added a drawback that Illusions were famous for to make the card acceptable as an uncommon, and the final card was born.
20-5: A combat-trick aven, a vampire that interacts with life drain, a new punisher creature, a cat with negative power and a Lotus variant: More double-faced cards for the colors that didn't have any spoiled yet.
25-5: With all the speculation about a Wall theme in Khans of Tarkir, it seems like a good time to show off the Wall subtheme in this set. There's a cycle of Walls (the Bastions) which I'll show off later, but there's more than that, including possibly the best Wall ever made: Diamond Wall. Fortified Foundations, Rising Wall, and Sky Net help fill up the artifact section some more.
28-5: Odyssey had a cycle of Bursts that improved with every other card with the same name in graveyards, and Dilligent Farmhand counted as the green one while in a graveyard. This set also has a cycle of cards that work like the Bursts, so why not let it have its Farmhands (Abbess's Aide, Leccadon Scholar, Bloodblight Vampire, Child of the Flame, Hivekeeper)?
[31-5: Ripple didn't use to work on lands. Now it's back and thanks to a reminder text modification, it does. If you're very, very lucky, you could net up to four Brotuda Jungles, Forakki Heaths, Nardaju Shores, Olomba Marshes or Vabanhu Ridges a turn.
[5-6: Storyline synopsis added (See next post. Apologies for double-posting by the way!). And, because they feature in the climax of the story, Archdruid Haradil and Corabi Silvermask.
[8-6: Introducing the last new keyword for this set: flow.
Flow N: At the beginning of your upkeep, if this card is in your graveyard, you may put this card into your library just beneath the top N cards of that library.
Basically, delayed recursion. Good if you have a way to draw more than one card a turn. The common cycle posted here is actually part of a bigger block-wide cycle, but I can't say anything about that yet (although you may remember if you've seen some of my previous custom set threads). As a bonus, Smoldering Husk shows there's more to gain by using flow than just getting a card back into your hand a few turns from now.
11-6: Some more cards with flow: Hawkwind, Tide Spirit, Debilitate, Eternal Phoenix, and Bösium Asp.
20-6: On this special occasion (being my birthday), I'll reveal some special cards, the likes of which are among the cards that attract the most attention in sets these days. Are they dual lands? Not quite. Are they fetchlands? Not quite that either. Anyway, I hope you'll like Filth Lagoon, Monastic Orchard, Nacre Reef, Pitchwater Seep, and Stoneroot Terrace, as well as the enemy-colored cycle in the next set. Also, for being away longer than planned due to a computer virus, a bonus card that's simultaneously friend and enemy of many keywords. Apart from ripple and flow, scry, tribute, bloodthirst, graft, modular, bushido, annihilator, amplify, even absorb, fateseal, frenzy and poisonous like/hate having Jester's Abacus around.
24-6: Random cards: Daupal Novice, Syphon Mana, Leech Slug, Kobold Vagabond, and Primal Reserve.
27-6: The Accomplices gave out bounty counters and boosted creatures with bounty counters on them, but the 'mirror cycle' of Stockade Turnkey, Surveillance Eye, Rack Lackies, Agent Provocateur, and Arm of the Law affect creatures with a bounty negatively instead. Crime doesn't pay with one of these creatures on your side!
1-7: Werewolves in Innistrad were red or green; why are werewolves in this set black? Well, firstly, the idea of including werewolves in this set is much, much older than Innistrad, from back when all werewolves were black. Also, linking them to vampires (an idea very much inspired by the Castlevania games) is much easier if the wolves are the same color the vampires are. Third, these are different werewolves. Once they transform they're permanently locked into their wolf form, thanks to the spell that the vampires use to shroud Olomba in permanent darkness. These are no lap dogs, but mangy monsters of untold ferocity. Lycanthrope Outcast, Mudalam Howler, Olomban Nightwolf, and Werewolves' Den show off some of their power, but there's more still to come...
4-7: I heard today's a special day in some country, and that it's celebrated with fireworks. So why not have a fireworks display of our own? Arson Spree, Citadel Flamekeeper and Pyre Flames: Happy today!
7-7: I tried to be clever with the cards I'd post today, but things didn't work out. 7/7 creatures? Not in this set. Cards that cost 7 mana? Only one in this set is part of a cycle I want to post whole. Card number 7? Posted. Number 77? Posted. 177? Posted. 277? Posted. 377? Set isn't that big. So much for being clever then, random cards it is! Air of Innocence, Leccadon Riftcaster, Mudalam Nosferatu, Thunderflare, Leaf-Mimic Lunthax, and Core Chimera.
10-7: Some simple commons today: Repair, Wakecarver Pod, Sludgesquirm, Erratic Allegiance, and Spike Tick.
14-7: "Lucky charms" have appeared often in Magic's history, but their effects haven't exactly set the world on fire. This set's cycle (Alabaster Rosary, Mage's Manual, Pheromone Gourd, Phlogiston Vial and Vampire's Coffin) provides a bit more oomph.
18-7: Another round of bounty-related cards: Amnesty, Private Investigator, Murder Most Foul, Hired Bruiser, and Sleuthhounds.
25-7: I'll be on vacation for the next two weeks, so there'll be no updates until I return. It's time to reveal the full Tattoo cycle this time. They're pretty versatile Auras, in that they can be used both to help your creatures or hinder your opponents'. And once they're on there, they won't come off easily. Well, they are tattoos after all...
10-8: Back from vacation! Since I went to an island, and blue's falling behind in the cards spoiled department, today's cards are mono-blue, one for each rarity: Interrogate, Stymie, Thwart Plans and Yoallon, Rector of Leccado.
14-8: Q: What do you get when Cursed Scroll and buyback make babies? A: Cadences!
16-8: A while ago, there was a thread on these forums asking what cards you'd like to see color-shifted. Solving the Enigma and Throttleroot were my answers. And check below for a bonus art update!
19-8: The creatures in the first dread cycle couldn't be blocked by creatures of their enemy colors. August Templar, Homarid Reefwalker, Nightwolf Pack, Frightflame Elemental and Bellowing Barbcollar can't be blocked by creatures not of their own color.
22-8: The Regalia are Auras that give creatures a grandeur ability. Being able to also discard duplicate Regalia was a change I literally thought of just yesterday.
25-8: One more flow card of almost each color and, because all red flow cards have been spoiled, the final unrevealed land.
28-8: With modal spells apparently getting a new template and Charms heavily rumored for Khans, this is as good a time as any to reveal this set's Charms. Up next: cards that help you if you're playing with these Charms.
30-8: Esmerral Evangel, Polar Homarid, Gristle-Gnawer, Oasis Raider and Hope Sapling can make your Charms up to three times as useful. Note that they allow you to choose zero effects if for some reason you'd want to.
3-9: Some more bounty cards: Desert the Army, Thane's Mole, Death Warrant, Hepruk the Usurper, and Cattle Theft.
6-9: Not warlords but wall-lords *rimshot*: the Bastions.
9-9: Three more multicolored cards: Plasmatic Phantasm, Ronugean Leviathan, and Utharill, Sirocco Mage.
13-9: Corrosive Ooze, Planar Erosion and Starlight Spirit to complete the multicolored section.
17-9: More cards with grandeur: Ineptitude, Reconnaissance Drone, Splitting Migraine, Causality Contortion, and Mephitic Catoblepas.
21-9: Completing the double-faced cycle that started with Battle Lore: Lambent Embrace, Lycanthropy, Blazing Breath, and Spike Symbiont.
24-9: Disengage, Time Lapse, Battlescarred Vampire, Earthheart Gargoyle and Nemesis Grudge added.
1-10: I posted the Reverberation cycle last time, but apparently I didn't press 'save'. Oh well, here they are again.
4-10: The last of the double-faced cards are revealed. Two blue ones, for some reason.
9-10: Three more artifacts: Bösium Spiral, Briar Circlet, and Future's Epitaph.
12-10: Perpetual Daylight, Eyes of Leccado, Bleeding Wounds, Uthroth, Lord of Exiles, and Lunthax Honey added.
16-10: The Anomaly cycle gives you a powerful effect if you can outbluff your opponent in a Liar's Pendulum-type game (and a cantrip if you can't). The blue one was already posted but here's the rest.
21-10: Parry (obvious core set plant is obvious), Mystic Flotsam, Public Enemy, Wanted Man, and Evolution's Reward added.
26-10: I've been feeling a bit down for the last few days for a number of reasons (which include a work colleague getting hurt in a traffic accident and the leader of my MMO guild passing away), so I'll post some black cards to match my black mood - Fell Bat, Ill Repute and Mudalam Sentry.
4-11: *sigh* The colleague I mentioned in the previous update passed away in hospital this Sunday due to an infection, so I'm afraid I'm gonna have to post some more black cards (Black-Market Trade, Cataclysm's Scar, and Mudalam Vanguard). Sorry folks...
20-12: Apologies for my extended absence. Haven't really been feeling in the mood to post more cards lately, but let's see if we can't end this thing before the year ends. To balance out all the recent blackness, I guess I'll give white some loving. One for each rarity: Ascetic Mentor, Esmerral Pontiff, Pay the Dues, and Strength in Solitude.
21-12: Time for completing another cycle I've already posted one card of. The Vanguards are basic 1/1 creatures for two mana that can get a +1/+1 counter and a keyword through grandeur.
22-12: It's blue's time to shine today, with Apprentice Nixmage, Contraband Scrolls, Dronewright, Time Gyre, and Warp In.
23-12: No prizes for guessing red's next (Criminal Temperament, Shoveltusk Halurr, Street Brawl, Uthroth's Folk, and Vabanhu Cyclops).
24-12: Green. Don't act like you didn't see it coming. (Fall from the Sky, Jungle Bloom, Root Simulacrum, Tarassit, Archdruid Dowager, and Terragnost.)
25-12: Merry christmas!
26-12: Filling out the last few artifact slots with a bunch of Equipment(Crescenthorn Sickle, Crimechopper, Scarab Carapace).
27-12: This set has one last cycle: Spells that give a single target a keyworded ability, but once you (or other players) have played four or more of the spell, all targets you control get that ability. By the way, the third set of this block has a card that makes it a lot easier to get more than four of those cards in graveyards. But that's a story for another time...
28-12: Working backwards this time, the final 3 green cards (Canopy Snipers, Crescenthorn Herdcaller, Spike Squirter).
29-12: ...And the final three red ones (Desert Halurr, Hepruk's Hounds, and Ranuk Runner). And in case you're confused, Hepruk's Hounds are not literally, but figuratively hounds.
30-12: That takes care of blue. (Æther Envoy, Fishermen of Nardaju, and Whisk Away) At this rate, we'll finish this before year's end.
31-12: And the a few more white cards (Daupal Master, Daupal Veteran, Rebel Militia, Rorefo Border-Guard, Serene Wave and Tabernacle Gargoyle) complete the set. But it isn't the end yet; there's still a few art updates to show, and, of course, the rest of the block will be revealed eventually. Thank you for your attention and a happy new year to all of you!
9-1: Sometimes a new set brings along a card with a name that sounds familiar. Fate Reforged is one such set. The card formerly known as Whisk Away is now called Recede into Æther.
Thou shalt not frame images with the modern card face
Thou shalt not change rules in vain
Remember the Reserved List to keep it holy
Honor thy Slivers and the symmetry of their abilities
Thou shalt not kill mana burn
Thou shalt not sacrifice depth for accessibility
Thou shalt not steal combat damage from the stack
Thou shalt tell a story through thy cards
All must be one
Life is hard on Erparon, some five hundred years after a disaster called the Cataclysm destroyed the plane's moon and disrupted its mana streams. In the devastated forest of Brotuda, life is a struggle like anywhere else, a struggle that the forest's maro, Rohydov Thorncrest, fears he's losing. He is painfully reminded of that fact when the Brotudan tree-city Dar Afha falls victim to a phlogistic eruption, mana burn on a truly epic scale. Horrified, he sends Haradil, the Brotudan archdruid, on a hopeless mission to the disaster area to try and save all that can be saved.
Meanwhile, in the great desert that covers most of the continent, a group of refugees led by Uthroth and his sister Utharill are running for their lives. Once they ruled over the city of Kogaril, until a man named Hepruk seized the throne and exiled them. Now they're heading east to seek refuge with their allies in the Vabanhu mountains, followed by a band of bounty hunters hired by Hepruk, led by a silver-masked assassin named Corabi, famous for her sadistic way of killing. In the foothills of Vabanhu Ridge, Corabi catches up with the exiles, but her charge is cut short by iron walls that rise from the ground.
The cyclops smiths that built the rising walls chase away the bounty hunters and help the exiles gather and cremate their dead. Uthroth asks the cyclops leader, Atharo, if they can stay with the cyclopes and get their help to retake Kogaril, but Atharo says they needs permission from his boss, Ibucoth, the Clear Flame. (Vabanhu fire elemental society is divided into castes based on the heat of the elementals' fire and hence, the color that fire burns at. Red flames are the mark of commoners; clear flames signify the highest possible rank. -KM) As the cyclops prepares to talk to Ibucoth, Corabi and her gang make a camp in the hills. Corabi uses an artifact to report to Hepruk, who is annoyed at her failure but knows this is only a temporary setback. He orders the bounty hunters to cross the mountains at the next pass to catch the exiles on the other side. Hepruk ends the conversation and orders his men to prepare his fastest transport for a journey to Vabanhu.
Back in Brotuda, Haradil is preparing to depart for the disaster area. His wife Tarassit and daughter Makita say their goodbyes. Haradil realizes he isn't wearing his archdruid's amulet, a wooden leaf-shaped pendant cradling an orb grown from Rohydov's body. Tarassit fetches the amulet while Makita makes her father promise he'll come back soon so he won't miss her 13th birthday. Wearing the amulet, Haradil leaves the tree-city of Idon Lua and joins the regiment of Brotudans who volunteered for the rescue operation on a hill nearby. Rohydov appears and tells the group that while Brotuda is his realm and he can go anywhere in it, the disaster has cut off his ability to go there, and the group can't count on his help, at least initially. But, says Rohydov, he can also sense the hearts of all that live in Brotuda, and he senses that they're determined and strong enough to not let him down. Haradil discusses the route that will be taken to the disaster area, urges Rohydov to watch over his family, and the rescue party leaves.
Meanwhile, Atharo is on his way to meet with Ibucoth. Going through a tunnel in the side of Mount Vabanhu, he ends up in the Earthheart Citadel, a hanging city forged from iron, where the fire elementals live and refine raw metals from magma. It's at the heart of the Earthveins, a network of tunnels dug by the elementals and cyclopes, intended to channel magma to the factories of the Citadel and, more importantly, to connect Erparon's severed mana streams to one another. Atharo speaks with Ibucoth in the Citadel's maintower, telling the story of the exiles and asking if they have permission to stay in Vabanhu. Ibucoth says that won't be possible, since Hepruk has forced him to honor a deal Atharo's predecessor made with the rulers of Kogaril. Many years before, Ibucoth wanted to extend the Earthveins underneath Kogaril territory. Kogaril's ruler gave permission, but also requested a tribute of Vabanhu iron in return. When Hepruk took over, he started demanding more and more iron in exchange for not shutting down Vabanhu operations in Kogaril territory. Though Ibucoth resents Hepruk for what he did, he believes that what they're doing underneath Kogaril is too important. And since he believes Hepruk knows where the exiles are, he has no choice but to send them away.
Later, Atharo comes back to tell the exiles of Ibucoth's decision. He says they hate Hepruk too, but can't afford to openly do anything to antagonize him. However, he does have permission to help the exiles in another way: by equipping them with some of the best weapons and armor the cyclops smiths can produce. He quickly goes to work forging equipment.
Haradil's rescue party arrives in the disaster zone, only to find their worst fears realized: Dar Afha is reduced to a heap of charcoal, the soil has turned to glass and the entire area is covered in ash. It's clear that nothing survived the disaster. Communing with Rohydov, Haradil gets ordered to clean up the area so that life can return. The volunteers start clearing away the ash and chipping away at the thick layer of glass that covers the ground. Haradil realizes that progress is slow, and that he won't be able to celebrate Makita's birthday at home.
Corabi and the bounty hunters have had a hard time crossing the mountains. They've been forced to kill their mounts and eat them raw, and are now feeling hungry again, plus their water supplies are low. When they arrive in the plains of Forak, food and drink are the first things on their mind. However, once they reach a stream, they're spotted by Forakki soldiers. Too weak and tired to put up much of a fight, they surrender and are brought to the border-fortress of Rorefo.
The bounty hunters are taken before Rorefo's commander, a general named Suyari, and are accused of being infiltrators from the swamps of Olomba. Suyari doesn't believe that (their clothes aren't Olomban, they don't have the black scabs that people who live in the swamps tend to get on their skin due to exposure to pitchwater, plus they came from the wrong direction), but decides that they should be put in prison for trespassing anyway.
Just after the bounty hunters are jailed, a courier arrives in Rorefo with an urgent message for General Suyari. After reading the letter addressed to him, Suyari decides to put his second-in-command in charge of Rorefo, and that evening, while the bounty hunters enjoy their 'free' meals and rest, he gets onto his horse and rides east.
The new commander of Rorefo, who wasn't on best terms with Suyari, decides to ignore his orders and prepares the execution of the bounty hunters. In the morning, they're taken to the border with Olomba to be decapitated. An oddly confident real Olomban spy is sentenced to be killed with them (Suyari never sentenced any of his prisoners to death - KM), but he says not to worry, he knows of a way to escape.
On the way to the execution site, the spy starts coughing. Hidden by the coughs, he produces an ultrasonic sound that gets picked up by a few giant four-winged Nightglider bats far away in the perpetual darkness that covers Olomba.
As the executioners sharpen their knives, the bats attack them, as do the Olomban vampires that followed them. In the chaos, Corabi manages to free herself and the other bounty hunters. Once the executioners and guards are all dead, the vampires welcome the spy and decide to take him to their lord, Daziqual, to be richly rewarded. For their help dispatching the Forakki soldiers, the bounty hunters are invited to join the spy, and once they've stripped the soldiers' bodies of armor, weapons and meat, they set off into the swamps, on their way to Daziqual's castle of Mudalam.
In the cyclops village near Mount Vabanhu, Uthroth and his followers are awoken by the sound of metal wingflaps: an ornithopter approaches. They know that the only one that has access to such a flying machine is Hepruk, so in panic, they rush to talk to Atharo in his smithy. The cyclops offers them an escape route through a cavern system. It's not very safe, but it's the only way to escape without Hepruk noticing it. The exiles quickly take some of the equipment forged for them and exit through the caverns while Atharo goes to meet Hepruk.
Hepruk says nothing about the exiles, but instead asks the cyclopes for an additional shipment of iron since there's been an accident at the Treasury. Atharo says that they're not quite ready to give him the amount that he wants, but that he's free to take what he can. Hepruk suggests that they should work harder then, which makes Atharo angry.
After the iron supplies are loaded into the ornithopter, Hepruk leaves. In the air, he uses an artifact to try and contact Corabi, but doesn't get a reply (as Corabi's 'receiver' artifact is still locked up in a box in Rorefo -KM).
As Makita's birthday approaches, Haradil becomes ever more sure that he won't be making it home to celebrate that birthday. As much as he wants to go home, he feels the work he's doing is too important to quit, so he asks Rohydov to break the news and apologize on his behalf. Rohydov visits the archdruid's home in Idon Lua and makes a root simulacrum of him through which Tarassit and Makita can talk to Haradil. They talk for a while, and eventually Haradil says goodbye to his wife and daughter, who are just as relieved for being able to talk to him as they are disappointed he won't be back for a while. Rohydov promises that he'll return with the root simulacrum later.
Meanwhile, Suyari has reached the Daupal Hills and is riding toward the monastery situated in those hills. It turns out that the letter he got in Rorefo was to announce the death of the monastery's Abbess, an old woman named Taiph, who led the Daupal Order when Suyari left it for a girl and went to Forak. He is welcomed by a group of monks that greet him as a brother. He offers his condolences and asks after the new Abbess. They take him to see the new Abbess, and he's surprised to find that it's his niece Nalitti.
Suyari and Nalitti have dinner together, and they talk about what happened to them in the years since they last met, how Nalitti became the new Abbess, and about the growing tension between Forak and the Daupal. The next morning, Suyari pays his last respects to Taiph and later that day, attends her funeral. The next day, he gets on his horse again, returning to Forak.
(By the way, this whole Suyari/Nalitti/Daupal thing might seem like a pontless loose end for now, but it will be revisited in the last set's storyline. - KM)
As Corabi and the bounty hunters get their first glimpse of Mudalam Keep, the demon-built fortress that's home to the vampiric ruler of Olomba, Uthroth and his exiles, tired by their quick escape through the caverns, finally see daylight again and end up on the edge of a big forest, in a place where the soil seems to have turned to glass...
The bounty hunters are taken into Mudalam, shaped like a giant disembodied claw, a place swarming with bats, werewolves (permanently in a transformed state due to the magical darkness that covers Olomba) and of course, vampires. In the Keep's main hall, they are invited to sit at the table of Daziqual, the ancient vampire lord that rules Olomba. Daziqual is happy to see his spy return and give him valuable info about what the Forakki are doing, and for that reason he organizes a huge feast to celebrate, with Corabi and the bounty hunters taking pride of place.
The great feast continued for a few days (vampires don't need sleep, so they can just keep partyin'), and as all the delicacies are eaten and all the bottles of bloodwine are empty (Hey, they're vampires, what'd you expect? -KM), Daziqual plans to give the spy and the bounty hunters their reward. The spy is first, and his reward is a bite in the neck! (the vampires believe life, with all its limitations, is like being imprisoned and turning undead is a liberation) To the horror of Corabi and the bounty hunters, he seemingly drops dead, and they decide they don't want the reward. Even after Daziqual explains what an honor it is to be bitten and that the spy will get up in a while as a vampire, the bounty hunters refuse their reward. A row starts and as Corabi grabs her daggers to attack Daziqual, the vampire's bodyguard, the gorgon Lathi, appears and attempts to use her stony gaze ability on Corabi, but that fails.
Corabi fights Lathi amid the empty plates while the other bounty hunters rumble with the vampires. Eventually Corabi gets Lathi in a headlock and threatens to slit her throat. Daziqual orders the fighting to stop and allows the bounty hunters to leave if Lathi is left alive. The bounty hunters leave but just before they leave the hall, Corabi slits Lathi's throat anyway. Daziqual orders Lathi's corpse to be taken to his crypt immediately, while Mudalam's most ferocious werewolves are ordered to hunt down the bounty hunters. The vampires leave Lathi's body in the crypt with Daziqual and close the doors. A few minutes later, Lathi walks out alive with stiches in her neck, accompanied by Daziqual, who now looks centuries older than before.
In the disaster area of Brotuda, Haradil's men notice movement near the base of the mountains, and go out to investigate. Instead of the survivors they hoped to find, however, they find a group of exhausted people in unfamiliar clothes.
Uthroth and his people are brought before Haradil, who decides to take them into the woods to have them meet Rohydov, who will decide what to do with them.
Uthroth tells Rohydov their story: that he is the descendant of the ruling family of the desert town of Kogaril, which houses the Treasury, which was said to be the workshop of the artificer planeswalker Huldryn, (a Kithkin born on Lorwyn -KM) who came to Erparon before the Cataclysm and worked to bring peace to the war-torn plane. But Huldryn was never heard of after the Cataclysm, and in his absence, the Custodians, spirits encased in metal suits that Huldryn made to supervise his workshop, asked the people of Kogaril for assistance. In that peroid, it became a place of pilgrimage. When Uthroth's father was king of Kogaril, a young man named Hepruk came to the Treasury to study Huldryn's writings. Eventually, he uncovered blueprints and prototypes for Chimeras, war machines Huldryn used to enforce the peace. He quickly realized that with such machines, he could conquer the world...
Eventually, Hepruk managed to convince the pilgrims and Custodians that the king of Kogaril was conspiring to destroy the Treasury, so they closed its doors to anyone connected to the royal household. Inside, Hepruk was arming himself and preparing for war.
When his father stepped down and Uthroth became the new king, Hepruk's lackeys blackmailed a royal courtier into planting a bomb in the Treasury. The man was caught and promptly executed, but everyone in the Treasury was now convinced of the king's intentions, and so the conflict started.
The Treasury forces attacked the town while Corabi and her bounty hunters infiltrated the palace and managed to kill Uthroth's father. The royal household fled and assembled in nearby caves. To distract the bounty hunters and the army, Uthroth's younger brother led a force back into Kogaril, to retake the palace. The entire force was killed, but the rest could get a head start on their journey to the other side of Vabanhu Ridge.
Intrigued by the exiles' story (and by the description of some of the artifacts in the Treasury), Rohydov decides to allow them to stay in Brotuda in exchange for help with the cleanup in the disaster zone. With Rohydov's blessing, Haradil goes back home for Makita's birthday and is welcomed with open arms.
Some time later, Corabi and her gang arrive at the border beteen Olomba and Brotuda to hunt. They come across another hunter, who they recognize as one of the Exiles. Trying to kill the hunter, they chase him back into the woods, but they're stopped by Brotudan guards. Before dying, the hunter warns that Corabi is still around and close to her goal again.
Rohydov decides to house the Exiles in a safe place, the tree-city Anol Mur. Haradil volunteers to help guard the city, and he moves there with his wife and daughter.
Corabi hatches a plan to assassinate Uthroth. Wrapped in the skin of one of the hunted animals, she'll sneak into Brotuda, while the other bounty hunters create a diversion to draw Rohydov's eye away from Corabi.
The following day, the Brotudan border-guards spot the bounty hunters and watch their moves. Corabi slips past the guards in her disguise and stumbles upon Anol Mur.
That night in Anol Mur, Utharill the bedroom she shares with her brother to go to the bathroom. Haradil, Tarassit and Makita are asleep in a nearby room.
When Utharill returns, she finds the bed covered in blood, Uthroth beheaded, and Corabi holding the head. Hearing Utharill scream, Haradil jumps out of bed and storms into Uthroth's bedroom. Corabi knocks out Utharill and jumps out the window, and Haradil goes back to his room to get dressed.
Rohydov, now engaged in battle with the bounty hunters, realizes what's happened. Beacuse he trusts that Haradil can handle Corabi, he decides not to go and help the archdruid.
Saying goodbye to his wife and daughter, Haradil storms out in pursuit of Corabi. When he's gone, Makita discovers his archdruid's amulet is still in the room.
Haradil chases Corabi and eventually catches up with her. They fight and eventually Haradil manages to knock Corabi's mask off. He realizes that Corabi is actually a Gorgon (Hence why Lathi couldn't kill her - KM) too late to avoid her petrifying gaze. The petrified Haradil crushes Corabi as Rohydov realizes his trust in his archdruid cost him his life.
A few days later, mourners of the Brotudans and the Exiles gather at Ahat Rina, the place where the old archdruids were laid to rest. The Exiles make a pyre for Uthroth, while Haradil's petrified body is carried to the edge of an acid pool. Corabi's body is put into a bag of rocks and cast into the sea. At the archdruids' memorial, Rohydov plants Haradil's staff in the ground, and grows another one that he gives to Tarassit. Slightly reluctantly, she agrees to follow up her husband as archdruid. Uthroth is cremated and Haradil's stone body is slid into the acid, where it dissolves. Utharill scoops up her brother's ashes while Rohydov makes a speech, saying that since both peoples suffered equally because of Corabi, the Brotudans will do everything to help the Exiles retake the Treasury and get revenge on Hepruk, especially since he believes the Treasury holds the answer to rejuvenating Erparon and ending the misery caused by the Cataclysm.
- To be continued in Secrets of the Treasury
Thou shalt not frame images with the modern card face
Thou shalt not change rules in vain
Remember the Reserved List to keep it holy
Honor thy Slivers and the symmetry of their abilities
Thou shalt not kill mana burn
Thou shalt not sacrifice depth for accessibility
Thou shalt not steal combat damage from the stack
Thou shalt tell a story through thy cards
All must be one
Thou shalt not frame images with the modern card face
Thou shalt not change rules in vain
Remember the Reserved List to keep it holy
Honor thy Slivers and the symmetry of their abilities
Thou shalt not kill mana burn
Thou shalt not sacrifice depth for accessibility
Thou shalt not steal combat damage from the stack
Thou shalt tell a story through thy cards
All must be one