Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg: Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather ShieldW
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg: Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather ShieldW
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
Common 8/10:
ReassessU
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.) "I think, therefore I'm Zig."
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg: Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather ShieldW
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
ReassessU
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.) "I think, therefore I'm Zig."
Turbo Slug Afterburner2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB Creature - Quack (C) T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life. Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck1WWW Instant(U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Uncommon 2/3 Ass Assassin1BB
Creature - Donkey Assassin T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg: Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather ShieldW
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
ReassessU
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.) "I think, therefore I'm Zig."
Turbo Slug Afterburner2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB Creature - Quack (C) T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life. Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck1WWW Instant(U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Ass Assassin1BB
Creature - Donkey Assassin T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
Uncommon 3/3
Shroedinger Award1UR
Instant- U
Choose a card from your hand and set it face down on the battlefield. Each opponent names a card. You may reveal the card at any time. If you reveal it, and the card shares a name with any of the named cards, exile it. If not, you may cast it without paying its mana cost.
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Common 2/10
Shimmering Shorewing1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Common 3/10
Rhave-Born InfantryWWW Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature. 2/3
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Common 3/10
Rhave-Born Infantry
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther -
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth until end of turn, where X is its converted mana cost.
2/1
Common 5/10
Stoneplated MollidRW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn. Brash, yet steadfast, at once.
3/2
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Rhave-Born Infantry
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther -
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth until end of turn, where X is its converted mana cost.
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn. Brash, yet steadfast, at once.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout
When ~ enters the battlefield it deals 2 damage to target creature.
2/1
Common 7/10
Shadow's Glade NecromancerBG Creature - Rat Shaman
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Shaman C
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Rhave-Born Infantry WWW
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther - 3BB
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth X until end of turn, where X is its converted mana cost.
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn. Brash, yet steadfast, at once.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout
When ~ enters the battlefield it deals 2 damage to target creature.
2/1
Shadow's Glade NecromancerBG Creature - Rat Shaman
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Funny how all the cards so far are creatures. Is this an all-creature set, like Legions?
Common 8/10
Amphin Sea-Mage3U
Creature - Salamander Wizard U,T: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step. "Your domain ends here, Viashino. Do not make us press our claim."
2/3
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Cleric C
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Rhave-Born Infantry WWW
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther - 3BB
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth X until end of turn, where X is its converted mana cost.
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn. Brash, yet steadfast, at once.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout
When ~ enters the battlefield it deals 2 damage to target creature.
2/1
Shadow's Glade NecromancerBG Creature - Rat Shaman
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage3U
Creature - Salamander Wizard U,T: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step. "Your domain ends here, Viashino. Do not make us press our claim."
2/3
Common 9/10
Sea God EmissaryUU Creature - Salamander Shaman
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Mechanics:
- Tribal, therefore Changeling
- Unearth and the graveyard
- Coloured mana
Cards so far:
Neswith PeacemakerGG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born InfantryWWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade NecromancerBG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage3U
Creature - Salamander Wizard (C) U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God EmissaryUU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard. 1B: Regenerate CARD.
2/2
Uncommon 1/3
Forest ChantG
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
I would propose standarized formatting for cards, a list of set mechanics started by the first poster, and a clearer appreciation of what cards are already in the booster. No pack is ever going to be 100% creatures, it's so unlikely as to stastically irrelevant. It is also important to consider rarity; triple white is not common.
This would've been my card until I realized this pack was all creatures.
Yulash ChangelingGU
Creature - Shapeshifter (U)
Changeling (This card is all creature types at all times.)
When CARD enters the battlefield, draw a card.
2/2
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith PeacemakerGG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born InfantryWWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade NecromancerBG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage3U
Creature - Salamander Wizard (C) U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God EmissaryUU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard. 1B: Regenerate CARD.
2/2
Forest ChantG
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Uncommon 2/3
Unholy Amalgamation4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard. Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith PeacemakerGG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born InfantryWWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade NecromancerBG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage3U
Creature - Salamander Wizard (C) U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God EmissaryUU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard. 1B: Regenerate CARD.
2/2
Forest ChantG
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Unholy Amalgamation4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard. Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
Uncommon 3/3 Pulsing Aquamarine3
Artifact
Whenever a player cast a blue spell, you may put a charge counter on Pulsing Aquamarine.
Remove 4 charge counters from Pulsing Aquamarine: Draw a card. A treasure of the deep, brighter than the sky.
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Common 1/10 Morning Thaw1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Morning Thaw 1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Common 2/10
Muckcrawler2B
Creature - Horror C Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
cards so far:
Morning Thaw
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Common 3/10
Frostglaze Dryad1G
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Common : 6/10
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Common 7/10
Dog Days2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Common 7/10
Dog Days2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Common 8/10:
Tidespeaker Shaman - U Creature - Human Wizard 4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U Creature - Human Wizard 4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg: Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Common 10/10
DaystrikeRW
Sorcery C
Creatures you control get +1/+0 until end of turn. Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Morning Thaw -
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit -
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman -
Creature - Human Wizard
,: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer -
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Uncommmon 1/3
Lucid Fruit
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U Creature - Human Wizard 4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg: Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
DaystrikeRW
Sorcery C
Creatures you control get +1/+0 until end of turn. Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Uncommon 2/3 Creeping Horror1B
Creature - Horror Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U Creature - Human Wizard 4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg: Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
DaystrikeRW
Sorcery C
Creatures you control get +1/+0 until end of turn. Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Creeping Horror1B
Creature - Horror Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
Uncommon 3 of 3
Respite of the Dusk2G
Instant (U)
It is night. (If it is day, it is no longer day.)
Prevent all combat damage that would be dealt this turn. You and permanents you control gain hexproof until end of turn.
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg:
Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather Shield W
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Common 6/10
Asswipe BW
Instant
Destroy target non-Ass creature.
Cluck of Doom 2W
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
[Clan Flamingo]
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg:
Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather Shield W
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Asswipe BW
Instant
Destroy target non-Ass creature.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
Reassess U
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.)
"I think, therefore I'm Zig."
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg:
Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather Shield W
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Asswipe BW
Instant
Destroy target non-Ass creature.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
Reassess U
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.)
"I think, therefore I'm Zig."
Turbo Slug Afterburner 2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB
Creature - Quack (C)
T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life.
Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck 1WWW
Instant (U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Uncommon 2/3
Ass Assassin 1BB
Creature - Donkey Assassin
T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg:
Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather Shield W
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Asswipe BW
Instant
Destroy target non-Ass creature.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
Reassess U
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.)
"I think, therefore I'm Zig."
Turbo Slug Afterburner 2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB
Creature - Quack (C)
T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life.
Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck 1WWW
Instant (U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Ass Assassin 1BB
Creature - Donkey Assassin
T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
Uncommon 3/3
Shroedinger Award 1UR
Instant- U
Choose a card from your hand and set it face down on the battlefield. Each opponent names a card. You may reveal the card at any time. If you reveal it, and the card shares a name with any of the named cards, exile it. If not, you may cast it without paying its mana cost.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Common 2/10
Shimmering Shorewing 1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
[Clan Flamingo]
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Common 3/10
Rhave-Born InfantryWWW
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Common 3/10
Rhave-Born Infantry
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther -
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth until end of turn, where X is its converted mana cost.
2/1
Common 5/10
Stoneplated Mollid RW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn.
Brash, yet steadfast, at once.
3/2
[Clan Flamingo]
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Rhave-Born Infantry
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther -
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth until end of turn, where X is its converted mana cost.
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn.
Brash, yet steadfast, at once.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout
When ~ enters the battlefield it deals 2 damage to target creature.
2/1
Common 7/10
Shadow's Glade Necromancer BG
Creature - Rat Shaman
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Shaman C
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Rhave-Born Infantry WWW
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther - 3BB
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth X until end of turn, where X is its converted mana cost.
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn.
Brash, yet steadfast, at once.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout
When ~ enters the battlefield it deals 2 damage to target creature.
2/1
Shadow's Glade Necromancer BG
Creature - Rat Shaman
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Common 8/10
Amphin Sea-Mage 3U
Creature - Salamander Wizard
U,T: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
"Your domain ends here, Viashino. Do not make us press our claim."
2/3
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Cleric C
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Rhave-Born Infantry WWW
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther - 3BB
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth X until end of turn, where X is its converted mana cost.
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn.
Brash, yet steadfast, at once.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout
When ~ enters the battlefield it deals 2 damage to target creature.
2/1
Shadow's Glade Necromancer BG
Creature - Rat Shaman
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage 3U
Creature - Salamander Wizard
U,T: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
"Your domain ends here, Viashino. Do not make us press our claim."
2/3
Common 9/10
Sea God Emissary UU
Creature - Salamander Shaman
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Mechanics:
- Tribal, therefore Changeling
- Unearth and the graveyard
- Coloured mana
Cards so far:
Neswith Peacemaker GG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born Infantry WWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther 3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade Necromancer BG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage 3U
Creature - Salamander Wizard (C)
U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God Emissary UU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane 1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard.
1B: Regenerate CARD.
2/2
Forest Chant G
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
I would propose standarized formatting for cards, a list of set mechanics started by the first poster, and a clearer appreciation of what cards are already in the booster. No pack is ever going to be 100% creatures, it's so unlikely as to stastically irrelevant. It is also important to consider rarity; triple white is not common.
This would've been my card until I realized this pack was all creatures.
Yulash Changeling GU
Creature - Shapeshifter (U)
Changeling (This card is all creature types at all times.)
When CARD enters the battlefield, draw a card.
2/2
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born Infantry WWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther 3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade Necromancer BG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage 3U
Creature - Salamander Wizard (C)
U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God Emissary UU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane 1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard.
1B: Regenerate CARD.
2/2
Forest Chant G
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Unholy Amalgamation 4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard.
Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born Infantry WWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther 3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade Necromancer BG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage 3U
Creature - Salamander Wizard (C)
U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God Emissary UU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane 1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard.
1B: Regenerate CARD.
2/2
Forest Chant G
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Unholy Amalgamation 4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard.
Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
Uncommon 3/3
Pulsing Aquamarine 3
Artifact
Whenever a player cast a blue spell, you may put a charge counter on Pulsing Aquamarine.
Remove 4 charge counters from Pulsing Aquamarine: Draw a card.
A treasure of the deep, brighter than the sky.
Common 1/10
Morning Thaw 1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Morning Thaw 1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler 2B
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
cards so far:
Morning Thaw
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Common 3/10
Frostglaze Dryad 1G
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
[Clan Flamingo]
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Common 7/10
Dog Days 2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Common 7/10
Dog Days 2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Common 8/10:
Tidespeaker Shaman - U
Creature - Human Wizard
4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days 2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U
Creature - Human Wizard
4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg:
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Common 10/10
Daystrike RW
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Morning Thaw -
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit -
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman -
Creature - Human Wizard
,: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer -
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Uncommmon 1/3
Lucid Fruit
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
[Clan Flamingo]
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days 2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U
Creature - Human Wizard
4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg:
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike RW
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Uncommon 2/3
Creeping Horror 1B
Creature - Horror
Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days 2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U
Creature - Human Wizard
4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg:
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike RW
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Creeping Horror 1B
Creature - Horror
Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
Respite of the Dusk 2G
Instant (U)
It is night. (If it is day, it is no longer day.)
Prevent all combat damage that would be dealt this turn. You and permanents you control gain hexproof until end of turn.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝