Rotspeaker1B
Creature - Elf Druid T: Target creature gets -1/-1 until end of turn.
Whenever a creature an opponent controls dies, add G to your mana pool. 1/1
Matron of MetalRW
Creature - Human Cleric t: Add R or W to your mana pool. Metalcraft - Artifacts and creatures your opponents control enter the battlefield tapped as long as you control three or more artifacts.
1/1
Etherium MasterWUB Artifact Creature - Human Artificer T: Add W, U, or B to your mana pool. Spend this mana only to cast an artifact spell or activate the abilities of an artifact you control. WUB: Exile the top card of your library.
You may play cards exiled with ~.
Archangel of the Steel2WUUB
Artifact Creature - Angel
Flying
All damage dealt to you is dealt to ~ instead. 3T: Exile the top card of your library. If it's a nonartifact card, artifact creatures you control gain shroud until end of turn. Otherwise, add X mana of any color to your mana pool where X is the CMC of the exiled card.
4/7
Angelic Protector Creature-Angel
Flying.
All damage that would be dealt to you is dealt to Angelic Protector instead.
Pay 3 life: Prevent the next 3 damage that would be dealt to ~ It protects you and feeds off you.
Porcelain lands3W
Enchantment
Lands you control are 0/3 creatures in addition to their other types.
Whenever damage would be dealt to a you, prevent that damage. For each damage prevented this way, put a -1/-1 counter on a land you control.
Protector of the Gardens4GW
Creature - Centaur Warrior
Flash
When ~ enters the battlefield, prevent all damage that would be dealt to you this turn. Put +1/+1 counter on ~ for each 1 damage prevented this way. 2/2
Graypelt Gardens
Land
Graypelt Gardens enters the battlefield tapped.
When ~ enters the battlefield, prevent all damage that would be dealt to you this turn. For each damage prevented this way, you may put a +1/+1 counter on target creature. t: add G or W to your mana pool.
Grisly Tailor2BB
Creature - Zombie T: Exile target not-artifact, non-black creature from a graveyard: Put a +1/+1 counter on target non-Zombie creature, then choose a creature type that exiled creature had. That creature becomes black, is a Zombie and is the chosen creature type instead of its original creature type(s) for as long as it has a +1/+1 counter on it. "Once he stitched up fabric into exquisite clothing for nobility but now he stitches flesh into horribly unliving costumes."
1/3
Break the IllusionsWG
Instant
Target creature gets +3/+3 and gains trample until end of turn. If that creature deals combat damage to a player this turn, you may destroy target enchantment that player controls.
Abomination Tamer4WG
Creature - Human Knight (R)
Infect, Trample
Whenever ~ attacks, it gains +1/+1 for each -1/-1 counter on the battlefield.
Whenever ~ deals combat damage to a player, proliferate, then proliferate again.
2/2
Goblin CliffjumperR
Creature - Goblin Scout
Mountainwalk
Sacrifice Goblin Cliffjumper: Target attacking creature gets -2/-0 until the end of the turn.
1/1 Its hard to fight with goblin cheek in your way
Scholar of Silence + Blloodrock Cyclops
Rage Kindlier1R
Creature - Elemental Wizard Shaman
At the beginning of each combat, if no spells were cast last turn, Rage Kindlier must attack or block this turn if able.
3/1
Mask of TerrorBR
Artifact - Equipment
Equipped creature has intimidate.
At the beginning of each combat, if no spells were cast last turn, equipped creature must attack or block this turn if able.
Equip 2
Flaming Pinions2
Artifact - Equipment
Equipped creature has flying and attacks each turn if able. R: Equipped creature gets +1/+0 until end of turn.
Equip 1
Flaming Pinions + Fire Servant
Dragonclaw4
Artifact - Equipment
Equipped creature has flying. R: Equipped creature gets +1/+0 until end of the turn
Whenever equipped creature or a red source you control would deal damage, its deals double that damage instead.
Equip - Sacrifice a red Dragon with power 5 or more.
Bringer of Floods3U
Enchantment - Aura
Equipped creature has flying.
Whenever Enchanted creature would deal damage, target land controlled by the player who was dealt damage or controlled the damaged pemanent becomes an island.
Seabind -- 1U
Enchantment -- Aura
Enchant creature or land
Enchanted permanent is an Island. (It loses all abilities and has "T: Add U to your mana pool." If it was a creature, it's a land that's no longer a creature.)
Nature's Resurgence1G
Enchantment - Aura
Enchant land
When ~ enters the battlefield, search your for a basic land card, reveal it, put it into your hand, then shuffle your library.
Enchanted land is a forest.
Vigor of the Primordials3G
Enchantment - Aura
Flash
Enchant permanent
When Vigor of the Primordials enters the battlefield, untap enchanted permanent, search yor library for a basic land card, reveal it, put it into your hand, then shuffle your library. 1G: Untap enchanted creature.
Six-Foot Prison -- 1BG
Enchantment
When Six-Foot Prison enters the battlefield, search your library for a Forest or Swamp card and put it onto the battlefield tapped, then shuffle your library. Then, exile target nonland permanent until Six-Foot Prison leaves the battlefield.
When Six-Foot Prison leaves the battlefield, sacrifice a land.
Fortress of Ivory 1WG
Enchantment
When ~ enters the battlefield, search your library for a Plains or Forest card and put it onto the battlefield tapped, then shuffle your library. When ~ leaves the battlefield, sacrifice a land.
Creatures you control get +1/+1 and Vigilance.
Creature - Elf Druid
T: Target creature gets -1/-1 until end of turn.
Whenever a creature an opponent controls dies, add G to your mana pool.
1/1
Matron of Metal RW
Creature - Human Cleric
t: Add R or W to your mana pool.
Metalcraft - Artifacts and creatures your opponents control enter the battlefield tapped as long as you control three or more artifacts.
1/1
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Etherium Master WUB
Artifact Creature - Human Artificer
T: Add W, U, or B to your mana pool. Spend this mana only to cast an artifact spell or activate the abilities of an artifact you control.
WUB: Exile the top card of your library.
You may play cards exiled with ~.
Archangel of the Steel 2WUUB
Artifact Creature - Angel
Flying
All damage dealt to you is dealt to ~ instead.
3T: Exile the top card of your library. If it's a nonartifact card, artifact creatures you control gain shroud until end of turn. Otherwise, add X mana of any color to your mana pool where X is the CMC of the exiled card.
4/7
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Angelic Protector
Creature-Angel
Flying.
All damage that would be dealt to you is dealt to Angelic Protector instead.
Pay 3 life: Prevent the next 3 damage that would be dealt to ~
It protects you and feeds off you.
Porcelain lands 3W
Enchantment
Lands you control are 0/3 creatures in addition to their other types.
Whenever damage would be dealt to a you, prevent that damage. For each damage prevented this way, put a -1/-1 counter on a land you control.
Random Card Link
Creature - Centaur Warrior
Flash
When ~ enters the battlefield, prevent all damage that would be dealt to you this turn. Put +1/+1 counter on ~ for each 1 damage prevented this way.
2/2
Graypelt Gardens
Land
Graypelt Gardens enters the battlefield tapped.
When ~ enters the battlefield, prevent all damage that would be dealt to you this turn. For each damage prevented this way, you may put a +1/+1 counter on target creature.
t: add G or W to your mana pool.
Warchief's Graveyard
Land
Warchief's Graveyard enters the battlefield tapped.
Zombie spells you cast cost 1 less to cast.
T: Add B to your mana pool.
Grisly Tailor 2BB
Creature - Zombie
T: Exile target not-artifact, non-black creature from a graveyard: Put a +1/+1 counter on target non-Zombie creature, then choose a creature type that exiled creature had. That creature becomes black, is a Zombie and is the chosen creature type instead of its original creature type(s) for as long as it has a +1/+1 counter on it.
"Once he stitched up fabric into exquisite clothing for nobility but now he stitches flesh into horribly unliving costumes."
1/3
Instant
Target creature gets +3/+3 and gains trample until end of turn. If that creature deals combat damage to a player this turn, you may destroy target enchantment that player controls.
Abomination Tamer 4WG
Creature - Human Knight (R)
Infect, Trample
Whenever ~ attacks, it gains +1/+1 for each -1/-1 counter on the battlefield.
Whenever ~ deals combat damage to a player, proliferate, then proliferate again.
2/2
Instant
Attacking creatures get -3/-0 until end of turn. Proliferate.
Goblin Cliffjumper R
Creature - Goblin Scout
Mountainwalk
Sacrifice Goblin Cliffjumper: Target attacking creature gets -2/-0 until the end of the turn.
1/1
Its hard to fight with goblin cheek in your way
Creature - Vedalken Wizard
At the beginning of each upkeep, if no spells were cast last turn, draw a card.
1/3
Rage Kindlier 1R
Creature - Elemental Wizard Shaman
At the beginning of each combat, if no spells were cast last turn, Rage Kindlier must attack or block this turn if able.
3/1
Mask of Terror BR
Artifact - Equipment
Equipped creature has intimidate.
At the beginning of each combat, if no spells were cast last turn, equipped creature must attack or block this turn if able.
Equip 2
Artifact - Equipment
Equipped creature has flying and attacks each turn if able.
R: Equipped creature gets +1/+0 until end of turn.
Equip 1
Dragonclaw 4
Artifact - Equipment
Equipped creature has flying.
R: Equipped creature gets +1/+0 until end of the turn
Whenever equipped creature or a red source you control would deal damage, its deals double that damage instead.
Equip - Sacrifice a red Dragon with power 5 or more.
Bringer of Floods 3U
Enchantment - Aura
Equipped creature has flying.
Whenever Enchanted creature would deal damage, target land controlled by the player who was dealt damage or controlled the damaged pemanent becomes an island.
Seabind -- 1U
Enchantment -- Aura
Enchant creature or land
Enchanted permanent is an Island. (It loses all abilities and has "T: Add U to your mana pool." If it was a creature, it's a land that's no longer a creature.)
Enchantment - Aura
Enchant land
When ~ enters the battlefield, search your for a basic land card, reveal it, put it into your hand, then shuffle your library.
Enchanted land is a forest.
Nature's Resurgence + Instill Energy
Vigor of the Primordials 3G
Enchantment - Aura
Flash
Enchant permanent
When Vigor of the Primordials enters the battlefield, untap enchanted permanent, search yor library for a basic land card, reveal it, put it into your hand, then shuffle your library.
1G: Untap enchanted creature.
Six-Foot Prison -- 1BG
Enchantment
When Six-Foot Prison enters the battlefield, search your library for a Forest or Swamp card and put it onto the battlefield tapped, then shuffle your library. Then, exile target nonland permanent until Six-Foot Prison leaves the battlefield.
When Six-Foot Prison leaves the battlefield, sacrifice a land.
Fortress of Ivory 1WG
Enchantment
When ~ enters the battlefield, search your library for a Plains or Forest card and put it onto the battlefield tapped, then shuffle your library. When ~ leaves the battlefield, sacrifice a land.
Creatures you control get +1/+1 and Vigilance.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.