Hey everyone! This is a set of 80 cards that I had lying around. I picked them up and tweaked them a but today. Please, tell me what you think and wetehr or not you think I can go anywhere with them!
P.S. I do know a few of the cards are staples, and not my own creation.
Cleric of Mastan 1WW
Creature — Human Cleric (C)
Lifelink Only those who have been to the city of Mastan understand the power that clerics have over the people.
2/2
Clerical Mastiff WW
Creature — Hound (C)
As long as you control a Cleric, Clerical Mastiff has Lifelink.
2/2
Clerical Sceptor 12/W
Artifact (C)
2/W, T: You gain 1 life. If you control a cleric, creatures you control get +1/+1 until end of turn. Cleric weapons of old will never have their original power again.
Departed Druid WW
Creature — Elf Druid Spirit (C)
When Departed Druid enters the battlefield, creatures you control get +2/+2 if you control a green permanent.
2/1
Glory of Light 1W
Sorcery (C)
Cleric Spellcasting W (Whenever you cast a Cleric creature spell you may cast this spell as an instant for W.)
Target player gains one life for each cleric on the battlefield. “And Ianfire called out ‘Darkness cannot block out the light!’, and the soldiers felt rejuvenated, as if they where in the presence of a god.”
— Chronicles of Mastan, Vol. III
Glorybrand Initiate 1W
Creature — Human Cleric (C)
When Glorybrand Initiate dies, you gain two life. Some of those who fall still help their comrades.
1/2
Glorybrand Paladin 2WW
Creature — Human Knight (C)
Whenever a cleric enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
4/4
Ianfire Disciple 1W
Creature — Human Cleric (C)
Cleric Bond (You may pair this creature with another Cleric creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Ianfire Disciple is paired with another creature, it has “1W: This creature gains lifelink until end of turn. If you control five or more Clerics, This creature also gets +3/+3 until end of turn.” Creatures paired with it also have this ability.
2/2
Light of Ianfire 1W
Sorcery (C)
Creatures your opponents control cannot block this turn. Ianfire Marx was said to shine, much like a star, or a flashbomb.
Mastan Guard W
Creature — Human Soldier (C) Some of the best in the world. if only they weren’t corrupt.
2/2
Mastan Reveler WW
Creature — Human Cleric (C)
Whenever you gain life, Mastan Reveler gets +1/+1 until end of turn. “Do you see it now, my people? The Glorybrand Order is the path to light! To salvation!”
Pacifism 1W
Enchantment — Aura (C)
Enchant creature.
Enchanted creature can’t attack or block. “Forceful peace is the best offense. And the best defense for that matter.”
— Ianfire Marx, Master Cleric
Persecuting Trial 1W
Instant (C)
Cleric Spellcasting W (Whenever you cast a Cleric creature spell you may cast this spell as an instant for W.)
Exile target creature an opponent controls. If you control a Cleric, exile target Cleric you control then return it to the battlefield under your control.
Sun Caracal WW
Creature — Cat (C) The Glorybrand’s pets are some of the most ferocious, cuddly, and well trained animals around.
3/1
Woodland Scout W
Creature — Human Scout (C)
When Woodland Scout enters the battlefield, if there is a forest on the battlefield, you gain 2 life. Some of those who left the Glorybrand in order to get out of the strict covenant found their peace in the forest, with the elves and druids.
2/1
Ambition 2UU
Enchantment (C)
Tap two wizards you control: Add U to your mana pool or draw a card. “The most studious of our order are the most successful.”
— Cane Spellweaver, Master Wizard.
Apprentice Electromancer 1UU
Creature — Human Wizard (C)
Wizard Bond (You may pair this creature with another Wizard creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Apprentice Electromancer is paired with another creature, those creatures have “Instant and sorcery spells you cast cost 1 less to cast.” “What does this lever do?”
2/2
Cancel 1UU
Instant (C)
Counter target spell. The moon sees all. And it does not like all it sees.
Energy Sap 1UU
Instant (C)
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell as an instant for 1U.)
Tap target creature, untap target creature you control.
Flight of Clouds 1UU
Sorcery (C)
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell as an instant for 1U.)
Creatures you control have flying until end of turn.
Merfolk Moon Worshiper 1UU
Creature — Merfolk Wizard (C)
When a Wizard creature enters the battlefield, you may tap that creature.
UU: Untap target creature tapped by Merfolk Moon Worshiper.
1/3
Moon Bird UUU
Creature — Bird (C)
Whenever you cast a Wizard spell, Moon Bird is unblockable this turn.
Flying “Soar high, soar like a bird, soar as high as the moon.”
— Sung by Merfolk of the Moonbane Prophets
2/2
Moon Song 1U
Sorcery (C)
Wizard Spellcasting U (Whenever you cast a Wizard creature spell you may cast this spell as an instant for U.)
Whenever you cast a Wizard spell this turn, tap target creature.
Moonbane Blade 2UU
Creature — Human Ninja (C)
Ninjutsu BB
Ninja Bond (You may pair this creature with another Ninja creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Moonbane Blade is paired with another creature, you may pay U/B to return Moonbane Blade or a creature paired with it to your hand. The wizards knew they would need more than just their spells in this conflict.
3/3
Moonbane Brainstorm UUU
Sorcery (C)
As an addition cost to Moonbane Brainstorm, tap a Wizard you control. Draw a card, then Scry 1
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Moonbane Magician U
Creature — Human Wizard (C)
2U, T: Tap target creature. Tricks of the trade can be useful, especially when having to deal with citizenry.
1/1
Ocul Sphere 12/U
Artifact (C)
Tap target wizard you control, T: Draw a card. Merfolk wizards have delved deep, and found artifacts no mortals should have ever learned of.
Tide Turner 2U
Creature — Merfolk Wizard (C)
Whenever a wizard you control becomes tapped, add 1 to your mana pool. Merfolk of the Moonbane Prophets often pray to their moon goddess.
1/2
Wizard of the Tides UU
Creature — Merfolk Wizard (C)
Whenever it is your turn, Wizards you control have “T: Tap target creature, it does not untap during it’s controller’s next untap step.” The Merfolk of the Moonbane may be less inclined to share knowledge with humans, but they know when it would benefit them to do so.
2/2
Wizarding Apprentice 1UU
Creature — Human Wizard (C)
When Wizarding Apprentice comes into play, you may return an instant or sorcery card from your graveyard to your hand. One of the first things Moonbane apprentices learn is how to control the basic elements.
2/2
Wizarding Scholar 1U
Creature — Human Wizard (C)
Whenever a Wizard becomes tapped, draw a card.
You may only attack with one wizard per turn. “If you never take risks, you will never make any advances.”
— Cane Spellweaver, Wizarding Master
1/1
Blackhand Merc BB
Creature — Goblin Mercenary (C)
When Blackhand Merc enters the battlefield, you may search your library for another mercenary card, reveal it, and put it into your hand.
2/1
Blackhand Vampire BB
Creature — Vampire Rogue (C)
Whenever Blackhand Vampire deals damage to a player, you may untap it.
Whenever Blackhand Vampire becomes untapped except during your untap phase, you gain 2 life.
2/2
Coercion 2B
Sorcery (C)
Target player reveals their hand. Choose a card from it. That player discards that card. Not all from the Nighthood gang are assassins. Many are bureaucrats or royals, all able to influence the populace.
Cutthroat Mercenary 1BB
Creature — Human Mercenary (C)
Sacrifice a creature: Put a +1/+1 counter on Cutthroat Mercenary. The sacrificed creature deals damage equal it it’s power to Cutthroat Mercenary.
2/2
Dark Confrontation BBB
Sorcery (C)
Search your library for an Assassin or Ninja creature and put it onto the battlefield tapped. Target creature gets -0/-2 until end of turn. Shuffle your library. The feud between the Nighthoods and the Darkcloaks is not ending any time soon.
Deepworld Bat BB
Creature — Bat (C)
Flying.
Deepworld Bat gets +1/+0 for each Assassin you control.
1/1
Determined Philosopher 1BB
Creature — Human Wizard (C)
Whenever a creature dies, you may untap Determined Philosopher. He is willing to do anything to make his next discovery.
2/2
Feral Assassin BBB
Creature — Vampire Assassin (C)
Lifelink
BB: Exile Feral Assassin. Return it to the battlefield under its owners control during the next battle phase. Any player may play this ability. “Vanishing act? Whatever do you mean?”
2/1
Gravestone 1BB
Tribal Artifact — Assassin (C)
Whenever a creature dies, put a Gravestone counter on Gravestone.
Remove a gravestone counter: Assassin creatures you control get +1/+0 until end of turn. It says
“The inscription is too faded to read.”
Knife BBB
Instant (C)
Assassin Spellcasting 1B (Whenever you cast an Assassin creature spell you may cast this spell as an instant for 1B.)
Tap target creature, untap target creature you control. “You know... It’s not the killing I like... It’s the warmth of the blood flowing out of the wound.”
— Aravan Moss, leader of the Nighthood vampire clan
Nighthood Poisoner 1B
Creature — Human Assassin (C)
Pay two life, T: Target creature cannot attack or block this turn. The Nighthoods have poisons that can make you bedridden in less than a minuet, and dead in less than two.
1/1
Nighthood Watcher 2B
Creature — Vampire Assassin (C)
Deathtouch
Whenever a creature damaged by Nighthood Watcher dies, you gain 2 life. The Darkcloaks don’t have the supernatural edge the Nighthood do, and that just may be the deciding factor.
1/2
Quiet Kill 1BB
Instant (C)
Assassin Spellcasting B (Whenever you cast an Assassin creature spell you may cast this spell as an instant for B.)
If you control an assassin creature, destroy target creature. It can’t be regenerated. Otherwise, target creature gets -0/-3 until end of turn. The best blade is the one that’s never noticed.
Rotting Mercenary BBB
Creature — Zombie Mercenary (C)
When Rotting Mercenary is put into the graveyard from play, you may search your library for a Mercenary card and put it onto the battlefield tapped. Shuffle your library.
3/3
Axe Fighter 2R
Creature — Human Warrior (C) “Axe this
Axe that
Axe kick
Axe slash”
— Gram Dane, poet of the Shattermight clan.
2/2
Chop 1RRR
Instant (C)
Warrior Spellcasting 1R (Whenever you cast a Warrior creature spell you may cast this spell as an instant for 1R.)
Deal 4 damage to target creature or player.
Clanmate Sellsword RR
Creature — Human Mercenary Warrior (C) “All this conflict, all this war... It’s good money.”
3/2
Redrage Berserker 2R
Creature — Human Warrior (C)
Haste Those infected with the Redrage virus are impossible to calm.
3/1
Rocktusk Boar 1RRR
Creature — Boar (C)
Trample The Shattermight Clan’s Shamans have perfected infusing creatures with nature.
5/3
Shatter 1R
Instant (C)
Destroy target artifact. “These barbarians have absolutely no respect for the arts!”
— Theesa, Moonbane Wizard
Shattermight Clanmate 2R
Creature — Human Warrior (C)
Warrior Bond (You may pair this creature with another Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Shattermight Clanmate is paired with another creature, whenever you cast a warrior spell, Shattermight Clanmate or any creature paired with it gets +1/+0 until end of turn.
1/2
Talented Youth RR
Creature — Human Warrior (C)
First strike The Shattermight clan recruits young, and only the most promising make it past initiation.
3/1
War Colors 1RR
Instant (C)
Creatures you control get +2/+0 until end of turn. If they are red, they get an additional +1/+0. If they are warriors, they get an additional +1/+0 The most ferocious of the Shattermight warriors wouldn’t even think of going into battle in any other color than the blood of their enemies.
Warrior’s Motto RRR
Enchantment (C)
Warriors you control get +1/+0 for each other warrior you control. “Band together, and you shall never fall apart.”
— Traditional Shattermight motto.
Wood Cutting Axeman 2R
Creature — Human Warrior (C)
Sacrifice a forest, T: Put a +1/+1 counter on Wood Cutting Axeman. The Shattermight Clan needs a good supply of wood in order to combat the Glorybrand successfully.
2/2
Blackweed Mulch 1GG
Sorcery (C)
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell as an instant for G.)
The next time you tap a Forest for mana, add G to your mana pool for each Druid you control. Blackweed is quite the herb if you know how to use it correctly.
Call to Adventure 1G
Sorcery (C)
Look at the top three cards of your library. You may reveal up to one land and up to one Warrior card from among them and put them into your hand. Put the rest onto the bottom of your library in any order. When the youth of the Shattermight Clan are grown, many journey to find another calling.
Giant Growth G
Instant (C)
Target creature gets +3/+3 until end of turn. When the druids first found their magic, squirrels became a bit more problematic for a while.
Glade Shaman GG
Creature — Elf Shaman Warrior (C)
1G: Glade Shaman gets +2/+2 until end of turn. Activate this ability only once per turn if you don’t control another Shaman.
2/2
Greenblade Elf GG
Creature — Elf Warrior Druid (C)
G, T: Add one mana of any color to your mana pool. While not many of the Ironclaw are fighters themselves, even those who are know more than just war.
2/2
Ironclaw Bear GGG
Creature — Bear (C) Ironclaw isn’t just an epic name.
3/4
Ironclaw Evoker 1GG
Creature — Elf Druid (C)
GG, T: Put a 2/2 green bear creature token onto the battlefield. Put a -0/-1 counter on Ironclaw Evoker.
1/2
Law of the Ironclaw GGG
Tribal Enchantment — Druid (C)
Whenever a non-druid spell is cast, the player who casted that spell loses 2 life. Druids aren’t fond of much. They like to be alone, even if it isn’t in their best interest.
Mortal Strike 3G
Sorcery (C)
Warrior Spellcasting 1R/G (Whenever you cast a Warrior creature spell you may cast this spell as an instant for 1R/G.)
Target creature or warrior spell you control deals damage equal to it’s power plus one to target creature an opponent controls.
Oak-heart Guardian G
Creature — Elf Druid (C)
Defender
If you control another druid, whenever Oak-heart Guardian blocks, it gets +2/+2 until end of turn. The Druids tell of a spirit guardian of the forest, one made of wood as hard as steel. Those who worship this spirit are known as the Oak-hearts.
0/3
Oak-heart Invocation 2GG
Sorcery (C)
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. If you control a Druid, you may untap up to two lands. “And into the ground he poured his roots, revitalizing the soil and creating the first life.”
— Tales of Prehistory Vol. II, Theories of Creation
Prayer to the Oaken Spirit 1G
Instant (C)
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell as an instant for G.)
Put a +1/+1 counter on target creature. Regenerate that creature. (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
Rootweaver Druid G
Creature — Human Druid (C)
G, T: Untap target land. The Ironclaw tribe will never surrender to nature.
1/1
Shattermight Shaman 1GG
Creature — Human Shaman Warrior (C)
T: Add G or R to your mana pool. If this creature is paired with a Warrior, deal 1 damage to target creature or player.
2/1
Tree Snake 1G
Creature — Snake (C)
Whenever you cast a Druid spell, Tree Snake gets +2/+2 and gains Wither until end of turn. Some of the deadliest inhabitants of the forest are not the Druids, but the wildlife that lives there.
1/1
War Torn Ironclaw G
Creature — Elf Druid (C)
Defender
Sacrifice War Torn Ironclaw: Prevent all combat damage this turn. Not everyone wants this conflict.
1/2
Rumbleglade Chant 1RG
Enchantment — Aura (C)
Enchant creature.
Enchanted creature has trample. If you control a shaman enchanted creature also gets +2/+2
Battlefield Lookout 1GW
Creature — Elf Scout (C)
At the end of your turn, if you have cast a druid spell this turn, you may search your library for a basic land card and put it into your hand. Shuffle your library. The elves of Myristan Wood rarely leave the forest, but when they do, it is usually to search for a new one.
1/1
Jaded Medic 1GW
Creature — Human Scout (C)
When Jaded Medic enters the battlefield, choose one— You gain 3 life or target creature gets +0/+3 until end of turn. The Ironclaw’s connections to the rest of the world are the only way the druids learn more advanced healing techniques.
Smokeblast Thief UR
Creature — Human Rogue (C)
Smokeblast Thief is unblockable if your opponent controls no Rogues. While not as powerful as the assassins, the thieves that make up the Nighthoods are some of the best in the world.
1/2
Masterful Stealth 2U/B
Sorcery (C)
Ninja Spellcasting U/B (Whenever you cast a Ninja creature spell you may cast this spell as an instant for U/B.)
Target creature is unblockable this turn, tap target creature. The abilities given by a darkcloak are something worthy of myth. It is said that only the gods can see you once you put it on.
Firespit Shaman 1R/GR/G
Creature — Human Shaman (C)
1R: Firespit Shaman gets +1/+0 until end of turn.
1G: Firespit shaman gets +0/+1 until end of turn. “The Druids may be dangerous, but at least they’re predictable. We don’t have that luxury here.”
— Deryk Blackstar, commander of the knights of the Glorybrand Order.
2/2
Priest of Marx W/BW/B
Creature — Human Cleric (C)
T: Add W or B to your mana pool.
1/2
Smokebomb 12/U2/R
Artifact — Rogue Equipment (C)
Equipped creature gets +0/+2 has “T: Target creature cannot block this turn.”
Whenever a Rogue creature enters the battlefield, you may attach Smokebomb to it.
Equip 2/U2/R
I'm a hundred percent certain you can go places with these cards. Well from a story perspective I see that there are the Moonbane blue mana wizards, Ironclaw green mana warriors and druids, Lanfire white mana clerics, knights and soldiers, and finally Nighthood black mana assassins, ninjas, mercinaries and rogues. Also one final thing who are the Darkcloaks. This is good so far keep putting good work and effort into this.
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P.S. I do know a few of the cards are staples, and not my own creation.
Creature — Human Cleric (C)
Lifelink
Only those who have been to the city of Mastan understand the power that clerics have over the people.
2/2
Clerical Mastiff WW
Creature — Hound (C)
As long as you control a Cleric, Clerical Mastiff has Lifelink.
2/2
Clerical Sceptor 12/W
Artifact (C)
2/W, T: You gain 1 life. If you control a cleric, creatures you control get +1/+1 until end of turn.
Cleric weapons of old will never have their original power again.
Departed Druid WW
Creature — Elf Druid Spirit (C)
When Departed Druid enters the battlefield, creatures you control get +2/+2 if you control a green permanent.
2/1
Glory of Light 1W
Sorcery (C)
Cleric Spellcasting W (Whenever you cast a Cleric creature spell you may cast this spell as an instant for W.)
Target player gains one life for each cleric on the battlefield.
“And Ianfire called out ‘Darkness cannot block out the light!’, and the soldiers felt rejuvenated, as if they where in the presence of a god.”
— Chronicles of Mastan, Vol. III
Glorybrand Initiate 1W
Creature — Human Cleric (C)
When Glorybrand Initiate dies, you gain two life.
Some of those who fall still help their comrades.
1/2
Glorybrand Paladin 2WW
Creature — Human Knight (C)
Whenever a cleric enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
4/4
Ianfire Disciple 1W
Creature — Human Cleric (C)
Cleric Bond (You may pair this creature with another Cleric creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Ianfire Disciple is paired with another creature, it has “1W: This creature gains lifelink until end of turn. If you control five or more Clerics, This creature also gets +3/+3 until end of turn.” Creatures paired with it also have this ability.
2/2
Light of Ianfire 1W
Sorcery (C)
Creatures your opponents control cannot block this turn.
Ianfire Marx was said to shine, much like a star, or a flashbomb.
Mastan Guard W
Creature — Human Soldier (C)
Some of the best in the world. if only they weren’t corrupt.
2/2
Mastan Reveler WW
Creature — Human Cleric (C)
Whenever you gain life, Mastan Reveler gets +1/+1 until end of turn.
“Do you see it now, my people? The Glorybrand Order is the path to light! To salvation!”
Pacifism 1W
Enchantment — Aura (C)
Enchant creature.
Enchanted creature can’t attack or block.
“Forceful peace is the best offense. And the best defense for that matter.”
— Ianfire Marx, Master Cleric
Persecuting Trial 1W
Instant (C)
Cleric Spellcasting W (Whenever you cast a Cleric creature spell you may cast this spell as an instant for W.)
Exile target creature an opponent controls. If you control a Cleric, exile target Cleric you control then return it to the battlefield under your control.
Sun Caracal WW
Creature — Cat (C)
The Glorybrand’s pets are some of the most ferocious, cuddly, and well trained animals around.
3/1
Woodland Scout W
Creature — Human Scout (C)
When Woodland Scout enters the battlefield, if there is a forest on the battlefield, you gain 2 life.
Some of those who left the Glorybrand in order to get out of the strict covenant found their peace in the forest, with the elves and druids.
2/1
Enchantment (C)
Tap two wizards you control: Add U to your mana pool or draw a card.
“The most studious of our order are the most successful.”
— Cane Spellweaver, Master Wizard.
Apprentice Electromancer 1UU
Creature — Human Wizard (C)
Wizard Bond (You may pair this creature with another Wizard creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Apprentice Electromancer is paired with another creature, those creatures have “Instant and sorcery spells you cast cost 1 less to cast.”
“What does this lever do?”
2/2
Cancel 1UU
Instant (C)
Counter target spell.
The moon sees all. And it does not like all it sees.
Energy Sap 1UU
Instant (C)
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell as an instant for 1U.)
Tap target creature, untap target creature you control.
Flight of Clouds 1UU
Sorcery (C)
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell as an instant for 1U.)
Creatures you control have flying until end of turn.
Merfolk Moon Worshiper 1UU
Creature — Merfolk Wizard (C)
When a Wizard creature enters the battlefield, you may tap that creature.
UU: Untap target creature tapped by Merfolk Moon Worshiper.
1/3
Moon Bird UUU
Creature — Bird (C)
Whenever you cast a Wizard spell, Moon Bird is unblockable this turn.
Flying
“Soar high, soar like a bird, soar as high as the moon.”
— Sung by Merfolk of the Moonbane Prophets
2/2
Moon Song 1U
Sorcery (C)
Wizard Spellcasting U (Whenever you cast a Wizard creature spell you may cast this spell as an instant for U.)
Whenever you cast a Wizard spell this turn, tap target creature.
Moonbane Blade 2UU
Creature — Human Ninja (C)
Ninjutsu BB
Ninja Bond (You may pair this creature with another Ninja creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Moonbane Blade is paired with another creature, you may pay U/B to return Moonbane Blade or a creature paired with it to your hand.
The wizards knew they would need more than just their spells in this conflict.
3/3
Moonbane Brainstorm UUU
Sorcery (C)
As an addition cost to Moonbane Brainstorm, tap a Wizard you control. Draw a card, then Scry 1
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Moonbane Magician U
Creature — Human Wizard (C)
2U, T: Tap target creature.
Tricks of the trade can be useful, especially when having to deal with citizenry.
1/1
Ocul Sphere 12/U
Artifact (C)
Tap target wizard you control, T: Draw a card.
Merfolk wizards have delved deep, and found artifacts no mortals should have ever learned of.
Tide Turner 2U
Creature — Merfolk Wizard (C)
Whenever a wizard you control becomes tapped, add 1 to your mana pool.
Merfolk of the Moonbane Prophets often pray to their moon goddess.
1/2
Wizard of the Tides UU
Creature — Merfolk Wizard (C)
Whenever it is your turn, Wizards you control have “T: Tap target creature, it does not untap during it’s controller’s next untap step.”
The Merfolk of the Moonbane may be less inclined to share knowledge with humans, but they know when it would benefit them to do so.
2/2
Wizarding Apprentice 1UU
Creature — Human Wizard (C)
When Wizarding Apprentice comes into play, you may return an instant or sorcery card from your graveyard to your hand.
One of the first things Moonbane apprentices learn is how to control the basic elements.
2/2
Wizarding Scholar 1U
Creature — Human Wizard (C)
Whenever a Wizard becomes tapped, draw a card.
You may only attack with one wizard per turn.
“If you never take risks, you will never make any advances.”
— Cane Spellweaver, Wizarding Master
1/1
Creature — Goblin Mercenary (C)
When Blackhand Merc enters the battlefield, you may search your library for another mercenary card, reveal it, and put it into your hand.
2/1
Blackhand Vampire BB
Creature — Vampire Rogue (C)
Whenever Blackhand Vampire deals damage to a player, you may untap it.
Whenever Blackhand Vampire becomes untapped except during your untap phase, you gain 2 life.
2/2
Coercion 2B
Sorcery (C)
Target player reveals their hand. Choose a card from it. That player discards that card.
Not all from the Nighthood gang are assassins. Many are bureaucrats or royals, all able to influence the populace.
Cutthroat Mercenary 1BB
Creature — Human Mercenary (C)
Sacrifice a creature: Put a +1/+1 counter on Cutthroat Mercenary. The sacrificed creature deals damage equal it it’s power to Cutthroat Mercenary.
2/2
Dark Confrontation BBB
Sorcery (C)
Search your library for an Assassin or Ninja creature and put it onto the battlefield tapped. Target creature gets -0/-2 until end of turn. Shuffle your library.
The feud between the Nighthoods and the Darkcloaks is not ending any time soon.
Deepworld Bat BB
Creature — Bat (C)
Flying.
Deepworld Bat gets +1/+0 for each Assassin you control.
1/1
Determined Philosopher 1BB
Creature — Human Wizard (C)
Whenever a creature dies, you may untap Determined Philosopher.
He is willing to do anything to make his next discovery.
2/2
Feral Assassin BBB
Creature — Vampire Assassin (C)
Lifelink
BB: Exile Feral Assassin. Return it to the battlefield under its owners control during the next battle phase. Any player may play this ability.
“Vanishing act? Whatever do you mean?”
2/1
Gravestone 1BB
Tribal Artifact — Assassin (C)
Whenever a creature dies, put a Gravestone counter on Gravestone.
Remove a gravestone counter: Assassin creatures you control get +1/+0 until end of turn.
It says
“The inscription is too faded to read.”
Knife BBB
Instant (C)
Assassin Spellcasting 1B (Whenever you cast an Assassin creature spell you may cast this spell as an instant for 1B.)
Tap target creature, untap target creature you control.
“You know... It’s not the killing I like... It’s the warmth of the blood flowing out of the wound.”
— Aravan Moss, leader of the Nighthood vampire clan
Nighthood Poisoner 1B
Creature — Human Assassin (C)
Pay two life, T: Target creature cannot attack or block this turn.
The Nighthoods have poisons that can make you bedridden in less than a minuet, and dead in less than two.
1/1
Nighthood Watcher 2B
Creature — Vampire Assassin (C)
Deathtouch
Whenever a creature damaged by Nighthood Watcher dies, you gain 2 life.
The Darkcloaks don’t have the supernatural edge the Nighthood do, and that just may be the deciding factor.
1/2
Quiet Kill 1BB
Instant (C)
Assassin Spellcasting B (Whenever you cast an Assassin creature spell you may cast this spell as an instant for B.)
If you control an assassin creature, destroy target creature. It can’t be regenerated. Otherwise, target creature gets -0/-3 until end of turn.
The best blade is the one that’s never noticed.
Rotting Mercenary BBB
Creature — Zombie Mercenary (C)
When Rotting Mercenary is put into the graveyard from play, you may search your library for a Mercenary card and put it onto the battlefield tapped. Shuffle your library.
3/3
Creature — Human Warrior (C)
“Axe this
Axe that
Axe kick
Axe slash”
— Gram Dane, poet of the Shattermight clan.
2/2
Chop 1RRR
Instant (C)
Warrior Spellcasting 1R (Whenever you cast a Warrior creature spell you may cast this spell as an instant for 1R.)
Deal 4 damage to target creature or player.
Clanmate Sellsword RR
Creature — Human Mercenary Warrior (C)
“All this conflict, all this war... It’s good money.”
3/2
Redrage Berserker 2R
Creature — Human Warrior (C)
Haste
Those infected with the Redrage virus are impossible to calm.
3/1
Rocktusk Boar 1RRR
Creature — Boar (C)
Trample
The Shattermight Clan’s Shamans have perfected infusing creatures with nature.
5/3
Shatter 1R
Instant (C)
Destroy target artifact.
“These barbarians have absolutely no respect for the arts!”
— Theesa, Moonbane Wizard
Shattermight Clanmate 2R
Creature — Human Warrior (C)
Warrior Bond (You may pair this creature with another Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Shattermight Clanmate is paired with another creature, whenever you cast a warrior spell, Shattermight Clanmate or any creature paired with it gets +1/+0 until end of turn.
1/2
Talented Youth RR
Creature — Human Warrior (C)
First strike
The Shattermight clan recruits young, and only the most promising make it past initiation.
3/1
War Colors 1RR
Instant (C)
Creatures you control get +2/+0 until end of turn. If they are red, they get an additional +1/+0. If they are warriors, they get an additional +1/+0
The most ferocious of the Shattermight warriors wouldn’t even think of going into battle in any other color than the blood of their enemies.
Warrior’s Motto RRR
Enchantment (C)
Warriors you control get +1/+0 for each other warrior you control.
“Band together, and you shall never fall apart.”
— Traditional Shattermight motto.
Wood Cutting Axeman 2R
Creature — Human Warrior (C)
Sacrifice a forest, T: Put a +1/+1 counter on Wood Cutting Axeman.
The Shattermight Clan needs a good supply of wood in order to combat the Glorybrand successfully.
2/2
Sorcery (C)
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell as an instant for G.)
The next time you tap a Forest for mana, add G to your mana pool for each Druid you control.
Blackweed is quite the herb if you know how to use it correctly.
Call to Adventure 1G
Sorcery (C)
Look at the top three cards of your library. You may reveal up to one land and up to one Warrior card from among them and put them into your hand. Put the rest onto the bottom of your library in any order.
When the youth of the Shattermight Clan are grown, many journey to find another calling.
Giant Growth G
Instant (C)
Target creature gets +3/+3 until end of turn.
When the druids first found their magic, squirrels became a bit more problematic for a while.
Glade Shaman GG
Creature — Elf Shaman Warrior (C)
1G: Glade Shaman gets +2/+2 until end of turn. Activate this ability only once per turn if you don’t control another Shaman.
2/2
Greenblade Elf GG
Creature — Elf Warrior Druid (C)
G, T: Add one mana of any color to your mana pool.
While not many of the Ironclaw are fighters themselves, even those who are know more than just war.
2/2
Ironclaw Bear GGG
Creature — Bear (C)
Ironclaw isn’t just an epic name.
3/4
Ironclaw Evoker 1GG
Creature — Elf Druid (C)
GG, T: Put a 2/2 green bear creature token onto the battlefield. Put a -0/-1 counter on Ironclaw Evoker.
1/2
Law of the Ironclaw GGG
Tribal Enchantment — Druid (C)
Whenever a non-druid spell is cast, the player who casted that spell loses 2 life.
Druids aren’t fond of much. They like to be alone, even if it isn’t in their best interest.
Mortal Strike 3G
Sorcery (C)
Warrior Spellcasting 1R/G (Whenever you cast a Warrior creature spell you may cast this spell as an instant for 1R/G.)
Target creature or warrior spell you control deals damage equal to it’s power plus one to target creature an opponent controls.
Oak-heart Guardian G
Creature — Elf Druid (C)
Defender
If you control another druid, whenever Oak-heart Guardian blocks, it gets +2/+2 until end of turn.
The Druids tell of a spirit guardian of the forest, one made of wood as hard as steel. Those who worship this spirit are known as the Oak-hearts.
0/3
Oak-heart Invocation 2GG
Sorcery (C)
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. If you control a Druid, you may untap up to two lands.
“And into the ground he poured his roots, revitalizing the soil and creating the first life.”
— Tales of Prehistory Vol. II, Theories of Creation
Prayer to the Oaken Spirit 1G
Instant (C)
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell as an instant for G.)
Put a +1/+1 counter on target creature. Regenerate that creature. (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
Rootweaver Druid G
Creature — Human Druid (C)
G, T: Untap target land.
The Ironclaw tribe will never surrender to nature.
1/1
Shattermight Shaman 1GG
Creature — Human Shaman Warrior (C)
T: Add G or R to your mana pool. If this creature is paired with a Warrior, deal 1 damage to target creature or player.
2/1
Tree Snake 1G
Creature — Snake (C)
Whenever you cast a Druid spell, Tree Snake gets +2/+2 and gains Wither until end of turn.
Some of the deadliest inhabitants of the forest are not the Druids, but the wildlife that lives there.
1/1
War Torn Ironclaw G
Creature — Elf Druid (C)
Defender
Sacrifice War Torn Ironclaw: Prevent all combat damage this turn.
Not everyone wants this conflict.
1/2
Enchantment — Aura (C)
Enchant creature.
Enchanted creature has trample. If you control a shaman enchanted creature also gets +2/+2
Battlefield Lookout 1GW
Creature — Elf Scout (C)
At the end of your turn, if you have cast a druid spell this turn, you may search your library for a basic land card and put it into your hand. Shuffle your library.
The elves of Myristan Wood rarely leave the forest, but when they do, it is usually to search for a new one.
1/1
Jaded Medic 1GW
Creature — Human Scout (C)
When Jaded Medic enters the battlefield, choose one— You gain 3 life or target creature gets +0/+3 until end of turn.
The Ironclaw’s connections to the rest of the world are the only way the druids learn more advanced healing techniques.
Smokeblast Thief UR
Creature — Human Rogue (C)
Smokeblast Thief is unblockable if your opponent controls no Rogues.
While not as powerful as the assassins, the thieves that make up the Nighthoods are some of the best in the world.
1/2
Masterful Stealth 2U/B
Sorcery (C)
Ninja Spellcasting U/B (Whenever you cast a Ninja creature spell you may cast this spell as an instant for U/B.)
Target creature is unblockable this turn, tap target creature.
The abilities given by a darkcloak are something worthy of myth. It is said that only the gods can see you once you put it on.
Firespit Shaman 1R/GR/G
Creature — Human Shaman (C)
1R: Firespit Shaman gets +1/+0 until end of turn.
1G: Firespit shaman gets +0/+1 until end of turn.
“The Druids may be dangerous, but at least they’re predictable. We don’t have that luxury here.”
— Deryk Blackstar, commander of the knights of the Glorybrand Order.
2/2
Priest of Marx W/BW/B
Creature — Human Cleric (C)
T: Add W or B to your mana pool.
1/2
Smokebomb 12/U2/R
Artifact — Rogue Equipment (C)
Equipped creature gets +0/+2 has “T: Target creature cannot block this turn.”
Whenever a Rogue creature enters the battlefield, you may attach Smokebomb to it.
Equip 2/U2/R