Wizards of the Coast made the Dominaria release notes public (in English) after a Chinese copy became widely leaked. Rarities are absent, but these are the simpler (i.e. non-legendary) cards that will likely be either common or uncommon.
Spoilers will begin next week March 21, and I'll remove any of the cards listed here that end up at rare.
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Academy Journeymage 4U
Creature — Human Wizard
3/2
This spell costs 1 less to cast if you control a Wizard.
When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
Ancient Animus 1G
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Baloth Gorger 2GG
Creature — Beast
4/4
Kicker 4(You may pay an additional 4 as you cast this spell.)
If Baloth Gorger was kicked, it enters the battlefield with three +1/+1 counters on it.
Befuddle 2U
Instant
Target creature gets -4/-0 until end of turn.
Draw a card.
Benalish Marshal WWW
Creature — Human Knight
3/3
Other creatures you control get +1/+1.
Blink of an Eye 1U
Instant
Kicker 1U(You may pay an additional 1U as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Bloodstone Goblin 1R
Creature — Goblin Warrior
2/2
Whenever you cast a spell, if that spell was kicked, Bloodstone Goblin gets +1/+1 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Broken Bond 1G
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Charge W
Instant
Creatures you control get +1/+1 until end of turn.
Corrosive Ooze 1G
Creature — Ooze
2/2
Whenever Corrosive Ooze blocks or becomes blocked by an equipped creature, destroy all Equipment attached to that creature at end of combat.
Curator's Ward 2U
Enchantment — Aura
Enchant permanent
Enchanted permanent has hexproof.
When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
Dark Bargain 3B
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Dauntless Bodyguard W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
Deep Freeze 2U
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
Demonic Vigor B
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.
Drudge Sentinel 2B
Creature — Skeleton Warrior
2/1 3: Tap Drudge Sentinel. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Dub 2W
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types.
Fight with Fire 2R
Sorcery
Kicker 5R(You may pay an additional 5R as you cast this spell.)
Fight with Fire deals 5 damage to target creature. If this spell was kicked, it deals 10 damage divided as you choose among any number of targets instead. (Those targets can include players and planeswalkers.)
Firefist Adept 4R
Creature — Human Wizard
3/3
When Firefist Adept enters the battlefield, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
Fungal Infection B
Instant
Target creature gets -1/-1 until end of turn. Create a 1/1 green Saproling creature token.
Gaea's Protector 3G
Creature — Elemental Warrior
4/2
Gaea's Protector must be blocked if able.
Ghitu Lavarunner R
Creature — Human Wizard
1/2
As long as there are two or more instant and/or sorcery cards in your graveyard, Ghitu Lavarunner gets +1/+0 and has haste.
Gift of Growth 1G
Instant
Kicker 2(You may pay an additional 2 as you cast this spell.)
Untap target creature. It gets +2/+2 until end of turn. If this spell was kicked, that creature gets +4/+4 until end of turn instead.
Goblin Barrage 3R
Sorcery
Kicker—Sacrifice an artifact or Goblin. (You may sacrifice an artifact or Goblin in addition to any other costs as you cast this spell.)
Goblin Barrage deals 4 damage to target creature. If this spell was kicked, it also deals 4 damage to target player or planeswalker.
Goblin Chainwhirler RRR
Creature — Goblin Warrior
3/3
First strike
When Goblin Chainwhirler enters the battlefield, it deals 1 damage to each opponent and each creature and planeswalker they control.
Haphazard Bombardment 5R
Enchantment
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them.
At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Healing Grace W
Instant
Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life.
Homarid Explorer 3U (c)
Creature — Homarid Scout
3/3
When Homarid Explorer enters the battlefield, target player puts the top four cards of their library into their graveyard.
Howling Golem 3
Artifact Creature — Golem
2/3
Whenever Howling Golem attacks or blocks, each player draws a card.
Invoke the Divine 2W
Instant
Destroy target artifact or enchantment. You gain 4 life.
Jhoira's Familiar 4
Artifact Creature — Bird
2/2
Flying
Historic spells you cast cost 1 less to cast. (Artifacts, legendaries, and Sagas are historic.)
Keldon Overseer 2R C
Creature — Human Warrior
3/1
Kicker 3R(You may pay an additional 3R as you cast this spell.)
Haste
When Keldon Overseer enters the battlefield, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Keldon Warcaller 1R
Creature — Human Warrior
2/2
Whenever Keldon Warcaller attacks, put a lore counter on target Saga you control.
Knight of Grace 1W U
Creature — Human Knight
2/2
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
Knight of Malice 1B U
Creature — Human Knight
2/2
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
Llanowar Scout 1G
Creature — Elf Scout
1/3 T: You may put a land card from your hand onto the battlefield.
Merfolk Trickster UU
Creature — Merfolk Wizard
2/2
Flash
When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.
Mishra's Self-Replicator 5
Artifact Creature — Assembly-Worker
2/2
Whenever you cast a historic spell, you may pay 1. If you do, create a token that's a copy of Mishra's Self-Replicator. (Artifacts, legendaries, and Sagas are historic.)
Navigator's Compass 1
Artifact
When Navigator's Compass enters the battlefield, you gain 3 life. T: Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types.
Powerstone Shard 3
Artifact T: Add C for each artifact you control named Powerstone Shard.
Precognition Field 3U
Enchantment
You may look at the top card of your library. (You may do this at any time.)
You may cast the top card of your library if it's an instant or sorcery card. 3: Exile the top card of your library.
Radiating Lightning 3R
Instant
Radiating Lightning deals 3 damage to target player and 1 damage to each creature that player controls.
Rampaging Cyclops 3R
Creature — Cyclops
4/4
Rampaging Cyclops gets -2/-0 as long as two or more creatures are blocking it.
Rat Colony 1B
Creature — Rat
2/1
Rat Colony gets +1/+0 for each other Rat you control.
A deck can have any number of cards named Rat Colony.
Seal Away 1W
Enchantment
Flash
When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
Sentinel of the Pearl Trident 4U
Creature — Merfolk Soldier
3/3
Flash
When Sentinel of the Pearl Trident enters the battlefield, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
Settle the Score 2BB
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
Shield of the Realm 2
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage.
Equip 1
Sorcerer's Wand 1
Artifact — Equipment
Equipped creature has "T: This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage to that player or planeswalker instead."
Equip 3
Sparring Construct 1
Artifact Creature — Construct
1/1
When Sparring Construct dies, put a +1/+1 counter on target creature you control.
Sporecrown Thallid 1G
Creature — Fungus
2/2
Each other creature you control that's a Fungus or Saproling gets +1/+1.
Sylvan Awakening 2G
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Tempest Djinn UUU
Creature — Djinn
0/4
Flying
Tempest Djinn gets +1/+0 for each basic Island you control.
Temporal Machinations 2U
Sorcery
Return target creature to its owner's hand. If you control an artifact, draw a card.
Territorial Allosaurus 2GG
Creature — Dinosaur
5/5
Kicker 2G(You may pay an additional 2G as you cast this spell.)
When Territorial Allosaurus enters the battlefield, if it was kicked, it fights another target creature.
Thallid Soothsayer 3B
Creature — Fungus
2/3 2, Sacrifice a creature: Draw a card.
Urza's Tome 2
Artifact 3, T: Draw a card. Then discard a card unless you exile a historic card from your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Voltaic Servant 2
Artifact Creature — Construct
1/3
At the beginning of your end step, untap target artifact.
Warlord's Fury R
Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
Wizard's Lightning 2R
Instant
This spell costs 2 less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
Wizard's Retort 1UU
Instant
This spell costs 1 less to cast if you control a Wizard.
Counter target spell.
History of Benalia 1WW
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.
The Antiquities War 3U
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Chainer's Torment 3B
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Chainer's Torment deals 2 damage to each opponent and you gain 2 life.
III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
The Eldest Reborn 4B
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Fall of the Thran 5W
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.
The First Eruption 2R
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The First Eruption deals 1 damage to each creature without flying.
II — Add RR.
III — Sacrifice a Mountain. If you do, The First Eruption deals 3 damage to each creature.
The Flame of Keld 1R U
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
The Mirari Conjecture 4U
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
Song of Freyalise 1G
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain "T: Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Time of Ice 3U
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.
III — Return all tapped creatures to their owners' hands.
Triumph of Gerrard 1W
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
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Phyrexian Scriptures 2BB M
Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all cards from all opponents' graveyards.
Steel Leaf Champion GGG R
Creature — Elf Knight
5/4
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
Some interesting cards, but I like Knight of Grace and Knight of Worship. I suspect it is an 'acceptable' amount of hosing for 2/2 first strikers that don't cost double black / white. You can still deal with them in combat which seems fine.
Dauntless Bodyguard W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
Knight of Grace 1W
Creature — Human Knight
2/2
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
Seal Away 1W
Enchantment
Flash
When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
Knight of Malice 1B
Creature — Human Knight
2/2
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
Demonic Vigor B
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.
Dark Bargain 3B
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Ghitu Lavarunner R
Creature — Human Wizard
1/2
As long as there are two or more instant and/or sorcery cards in your graveyard, Ghitu Lavarunner gets +1/+0 and has haste.
Keldon Overseer 2R
Creature — Human Warrior
3/1
Kicker 3R (You may pay an additional 3R as you cast this spell.)
Haste
When Keldon Overseer enters the battlefield, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Llanowar Scout 1G
Creature — Elf Scout
1/3
T: You may put a land card from your hand onto the battlefield.
As a note, since the set is Legendary-matters to some degree, I would be very surprised if every single legend was at rare or higher. I know they're doing that weird thing seeding one into every pack to fix the asfan issue, so there's a chance that they are, but having looked at the release notes many seem so incredibly simple that I would be floored to see them at rare.
I wouldn't discount them right off the bat is all I'm saying.
I'm interested in
Dauntless Bodyguard (13)
Fight with Fire (18)
Fungal Infection (20)
Keldon Overseer (32)
Knight of Grace (34)
Knight of Malice (35)
Territorial Allosaurus (57)
The Knights having additional synergy in BW makes them feel a bit less like hosers, and hex-colour is way better than protection in that regard. They also have random synergy with Haunted Dead and Belfry Spirit when not in BW.
I like the cut of Merfolk Trickster’s jib. Mostly it’s just a fine tempo play that can buy you time, push through damage, or dodge countermagic, but sometimes you’ll get to punish greedy attacks with a Ruthless Ripper or trade cleanly with a Kitchen Finks. It’s also particuarly good in the blink archetype, especially in combination with Ninja of the Deep Hours.
This is a weird spoiler, since we know no rarities. Looking at Vraska's Contempt, I wouldnt be surprised if Settle the Score was a rare, for example. Fight Fire with Fire also looks rare. There is already another burn spell with Radiant Lightning too. Potentially doing 10 to the face on turn 6 doesn't seem like it will play fun in retail limited as an uncommon. Can you imagine a deck with multiples?
Is Dark Bargain the black instant draw spell we want?
Dark Bargain seems ok, but might get in thanks to reanimator being such a potent archetype in peasant cube. Seeing the extra card probably makes it comparable to Glimmer of Genius in a vacuum, with the graveyard synergy being a fair trade-off for 2 life in the right deck.
Also a big fan of Keldon Overseer, which looks like an Eldrazi Obligator for the rest of us. In a set as complex as this, I’d be surprised to see it at rare.
Some of the listed cards such as Settle the Score and Dauntless Bodyguard are almost certainly rare unless WotC is planning to change its design principles (given Garfield's involvement, that seems at least possible). However, some of the legendaries are almost certainly non-rares and that has be excited since many of them are interesting even when they might be too niche.
However, we are almost certainly getting a Skizzik downgrade. Yay?
These are confirmed uncommons? If not, I would put money on Bodyguard being a rare. Seems to go against a lot of their 1 drop design i.e. a one drop with upside that is consistently useful. It's also a lot like Selfless Spirit except appropriately statted for a one drop.
Also, Vraska's Contempt was just rare, one that adds loyalty counters will probably be rare too. I don't see wizards adding the loyalty counter line to a 4 mana removal spell if it was less than rare, it's a 'rare boon' effect.
Some of these dreams might be better served on the backburner.
Thinking more about it, I think Dauntless Bodyguard could be uncommon. I would say it teeters on implausible but considering Skymarcher Aspirant and Kessig Prowler, it would not be out of the ordinary. Specifically, you have to specify the target for its ability when it is played rather than when you need the ability. I think that makes a world of difference: you cannot play the Bodyguard on T1 and have it be anything more than a 2/1 for 1. If you play it on turn 2 or 3, it will at most protect a 1-drop or 2-drop, and those would mostly be on par with the 2/1 itself. It does get better later in the game but only to an extent. I kind of like the design specifically because of the way in which it makes the card viable as an uncommon rather than a rare.
interesting, as i see the bodyguard could easily be a common lol. basically a modern Benevolent Bodyguard
The difference between a 2/1 and 1/1 at w is huge. One is a legitimate threat for the cost, the other is equivalent to a token. As much as I would bet this being rare, I would double down on it being at minimum uncommon.
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Kessig Prowler is def more of an argument, but at the same time both of those cards require a late game to be useful beyond their original body. All I need is another creature with this guy. It could be uncommon, but I'm really doubtful since both at the baseline it's strong and you don't need an additional investment, though if it is then it's another sign of creatures still increasing in power. The timing aspect of it is a bit off, sure, but at the same time it's still a pretty legitimate play in conjunction with so many other creatures.
white has gotten 2/1 at common lately. Savannah Lions and even Elite Vanguard (relevant creature types)
the new bodyguard is worse than the old one since he can only target creatures already on the battlefield. so early game he is just a vanilla 2/1
white has gotten 2/1 at common lately. Savannah Lions and even Elite Vanguard (relevant creature types)
the new bodyguard is worse than the old one since he can only target creatures already on the battlefield. so early game he is just a vanilla 2/1
One of those is in a masters set and not indicative of what wizards is willing to print for new cards, the other is strictly worse in a real way.
Literally only t1 is he 100% a vanilla 2/1, on any other turn he is potentially a 2/1 with pure upside. The body is enough better than the old bodyguard to completely outclass it, yes the old one will protect things more but on the other hand the old one isn't a 2/1. The difference is massive at this cost.
On the other hand we have Skymarcher Aspirant, so there is still hope.
This is probably the closest (along with Kessig Prowler) to a legit argument for this being uncommon, and even then it pales in comparison. There will probably be way more games you're playing Bodyguard t2 or later and therefore protecting your other creature vs getting to City's Blessing in a deck running 2/1s for w.
I think these are legitimate arguments, but having a relevant ability for almost every turn in the game that shouldn't be a problem hitting outside of your creatures dying or playing this t1 pushes it to that rare space for me.
There's zero chance we don't have uncommon legends in this set. There are cards that straight up cant be cast without them in play.
Also, I'm sad that "legendary" sorceries aren't more like "you can only cast this if there are no copies in your graveyard". It would have been interesting to see how many copies people played with that restriction.
I like this implementation, personally. It’s more restrictive, but makes a lot of sense in terms of gameplay and flavor while allowing development to power them up a bit. The “no copies in your graveyard” idea seems a bit dodgy when the restriction is so easily cheated and doesn’t really change the play pattern all that much.
My general rule of thumb for these cards is the think about what they would be like cast on turn 5, when the mana is a bit more reasonable to have. Given that restriction, I think I would play Benalish Marshal. It is basically a larger Kongming, "Sleeping Dragon", which a few of us are going to CUbe after Master 25. I can see a case for Steel-Leaf Champion, since mana elves give us a better chance to cast this by turn 3. I think I would decline since it is not a great creature on turn 5 if you cannot hit a mana elf or similar effect to play with it. Any other thoughts?
Goblin Chainwhirler seems awesome, it'll be a plague wind on a lot of boards, but the thing with all of these is that even depending on them for t5 with suboptimal fixing is tough. I don't see them cracking many cubes for that reason.
I would probably consider the white one, since white is a colour that tends to play mono or almost mono coloured. Mono-white aggro is very viable, and a curve of 1-drop, Consul's Lieutenant, this guy and then Kongming, "Sleeping Dragon" would be devastating. I hope it's an unc, but the red one makes me doubt it. That seems like a rare card to me.
Spoilers will begin
next weekMarch 21, and I'll remove any of the cards listed here that end up at rare.-----------------------------------------------
Academy Journeymage
4U
Creature — Human Wizard
3/2
This spell costs 1 less to cast if you control a Wizard.
When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
Ancient Animus
1G
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Baloth Gorger
2GG
Creature — Beast
4/4
Kicker 4 (You may pay an additional 4 as you cast this spell.)
If Baloth Gorger was kicked, it enters the battlefield with three +1/+1 counters on it.
Befuddle
2U
Instant
Target creature gets -4/-0 until end of turn.
Draw a card.
Benalish Marshal
WWW
Creature — Human Knight
3/3
Other creatures you control get +1/+1.
Blink of an Eye
1U
Instant
Kicker 1U (You may pay an additional 1U as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Bloodstone Goblin
1R
Creature — Goblin Warrior
2/2
Whenever you cast a spell, if that spell was kicked, Bloodstone Goblin gets +1/+1 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Broken Bond
1G
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Charge
W
Instant
Creatures you control get +1/+1 until end of turn.
Corrosive Ooze
1G
Creature — Ooze
2/2
Whenever Corrosive Ooze blocks or becomes blocked by an equipped creature, destroy all Equipment attached to that creature at end of combat.
Curator's Ward
2U
Enchantment — Aura
Enchant permanent
Enchanted permanent has hexproof.
When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
Dark Bargain
3B
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Dauntless Bodyguard
W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
Deep Freeze
2U
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
Demonic Vigor
B
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.
Drudge Sentinel
2B
Creature — Skeleton Warrior
2/1
3: Tap Drudge Sentinel. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Dub
2W
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types.
Fight with Fire
2R
Sorcery
Kicker 5R (You may pay an additional 5R as you cast this spell.)
Fight with Fire deals 5 damage to target creature. If this spell was kicked, it deals 10 damage divided as you choose among any number of targets instead. (Those targets can include players and planeswalkers.)
Firefist Adept
4R
Creature — Human Wizard
3/3
When Firefist Adept enters the battlefield, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
Fungal Infection
B
Instant
Target creature gets -1/-1 until end of turn. Create a 1/1 green Saproling creature token.
Gaea's Protector
3G
Creature — Elemental Warrior
4/2
Gaea's Protector must be blocked if able.
Ghitu Lavarunner
R
Creature — Human Wizard
1/2
As long as there are two or more instant and/or sorcery cards in your graveyard, Ghitu Lavarunner gets +1/+0 and has haste.
Gift of Growth
1G
Instant
Kicker 2 (You may pay an additional 2 as you cast this spell.)
Untap target creature. It gets +2/+2 until end of turn. If this spell was kicked, that creature gets +4/+4 until end of turn instead.
Goblin Barrage
3R
Sorcery
Kicker—Sacrifice an artifact or Goblin. (You may sacrifice an artifact or Goblin in addition to any other costs as you cast this spell.)
Goblin Barrage deals 4 damage to target creature. If this spell was kicked, it also deals 4 damage to target player or planeswalker.
Goblin Chainwhirler
RRR
Creature — Goblin Warrior
3/3
First strike
When Goblin Chainwhirler enters the battlefield, it deals 1 damage to each opponent and each creature and planeswalker they control.
Haphazard Bombardment
5R
Enchantment
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them.
At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Healing Grace
W
Instant
Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life.
Homarid Explorer
3U (c)
Creature — Homarid Scout
3/3
When Homarid Explorer enters the battlefield, target player puts the top four cards of their library into their graveyard.
Howling Golem
3
Artifact Creature — Golem
2/3
Whenever Howling Golem attacks or blocks, each player draws a card.
Invoke the Divine
2W
Instant
Destroy target artifact or enchantment. You gain 4 life.
Jhoira's Familiar
4
Artifact Creature — Bird
2/2
Flying
Historic spells you cast cost 1 less to cast. (Artifacts, legendaries, and Sagas are historic.)
Keldon Overseer
2R C
Creature — Human Warrior
3/1
Kicker 3R (You may pay an additional 3R as you cast this spell.)
Haste
When Keldon Overseer enters the battlefield, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Keldon Warcaller
1R
Creature — Human Warrior
2/2
Whenever Keldon Warcaller attacks, put a lore counter on target Saga you control.
Knight of Grace
1W U
Creature — Human Knight
2/2
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
Knight of Malice
1B U
Creature — Human Knight
2/2
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
Llanowar Scout
1G
Creature — Elf Scout
1/3
T: You may put a land card from your hand onto the battlefield.
Merfolk Trickster
UU
Creature — Merfolk Wizard
2/2
Flash
When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.
Mishra's Self-Replicator
5
Artifact Creature — Assembly-Worker
2/2
Whenever you cast a historic spell, you may pay 1. If you do, create a token that's a copy of Mishra's Self-Replicator. (Artifacts, legendaries, and Sagas are historic.)
Navigator's Compass
1
Artifact
When Navigator's Compass enters the battlefield, you gain 3 life.
T: Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types.
Powerstone Shard
3
Artifact
T: Add C for each artifact you control named Powerstone Shard.
Precognition Field
3U
Enchantment
You may look at the top card of your library. (You may do this at any time.)
You may cast the top card of your library if it's an instant or sorcery card.
3: Exile the top card of your library.
Radiating Lightning
3R
Instant
Radiating Lightning deals 3 damage to target player and 1 damage to each creature that player controls.
Rampaging Cyclops
3R
Creature — Cyclops
4/4
Rampaging Cyclops gets -2/-0 as long as two or more creatures are blocking it.
Rat Colony
1B
Creature — Rat
2/1
Rat Colony gets +1/+0 for each other Rat you control.
A deck can have any number of cards named Rat Colony.
Seal Away
1W
Enchantment
Flash
When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
Sentinel of the Pearl Trident
4U
Creature — Merfolk Soldier
3/3
Flash
When Sentinel of the Pearl Trident enters the battlefield, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
Settle the Score
2BB
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
Shield of the Realm
2
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage.
Equip 1
Sorcerer's Wand
1
Artifact — Equipment
Equipped creature has "T: This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage to that player or planeswalker instead."
Equip 3
Sparring Construct
1
Artifact Creature — Construct
1/1
When Sparring Construct dies, put a +1/+1 counter on target creature you control.
Sporecrown Thallid
1G
Creature — Fungus
2/2
Each other creature you control that's a Fungus or Saproling gets +1/+1.
Sylvan Awakening
2G
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Tempest Djinn
UUU
Creature — Djinn
0/4
Flying
Tempest Djinn gets +1/+0 for each basic Island you control.
Temporal Machinations
2U
Sorcery
Return target creature to its owner's hand. If you control an artifact, draw a card.
Territorial Allosaurus
2GG
Creature — Dinosaur
5/5
Kicker 2G (You may pay an additional 2G as you cast this spell.)
When Territorial Allosaurus enters the battlefield, if it was kicked, it fights another target creature.
Thallid Soothsayer
3B
Creature — Fungus
2/3
2, Sacrifice a creature: Draw a card.
Urza's Tome
2
Artifact
3, T: Draw a card. Then discard a card unless you exile a historic card from your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Voltaic Servant
2
Artifact Creature — Construct
1/3
At the beginning of your end step, untap target artifact.
Warlord's Fury
R
Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
Wizard's Lightning
2R
Instant
This spell costs 2 less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
Wizard's Retort
1UU
Instant
This spell costs 1 less to cast if you control a Wizard.
Counter target spell.
History of Benalia
1WW
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.
The Antiquities War
3U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Chainer's Torment
3B
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Chainer's Torment deals 2 damage to each opponent and you gain 2 life.
III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
The Eldest Reborn
4B
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Fall of the Thran
5W
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.
The First Eruption
2R
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The First Eruption deals 1 damage to each creature without flying.
II — Add RR.
III — Sacrifice a Mountain. If you do, The First Eruption deals 3 damage to each creature.
The Flame of Keld
1R U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
The Mirari Conjecture
4U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
Song of Freyalise
1G
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain "T: Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Time of Ice
3U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.
III — Return all tapped creatures to their owners' hands.
Triumph of Gerrard
1W
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
Phyrexian Scriptures
2BB M
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all cards from all opponents' graveyards.
Steel Leaf Champion
GGG R
Creature — Elf Knight
5/4
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
Dauntless Bodyguard
W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
Knight of Grace
1W
Creature — Human Knight
2/2
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
Seal Away
1W
Enchantment
Flash
When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
Knight of Malice
1B
Creature — Human Knight
2/2
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
Demonic Vigor
B
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.
Dark Bargain
3B
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Ghitu Lavarunner
R
Creature — Human Wizard
1/2
As long as there are two or more instant and/or sorcery cards in your graveyard, Ghitu Lavarunner gets +1/+0 and has haste.
Keldon Overseer
2R
Creature — Human Warrior
3/1
Kicker 3R (You may pay an additional 3R as you cast this spell.)
Haste
When Keldon Overseer enters the battlefield, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Llanowar Scout
1G
Creature — Elf Scout
1/3
T: You may put a land card from your hand onto the battlefield.
I wouldn't discount them right off the bat is all I'm saying.
Draft my Peasant Cube.
Dauntless Bodyguard (13)
Fight with Fire (18)
Fungal Infection (20)
Keldon Overseer (32)
Knight of Grace (34)
Knight of Malice (35)
Territorial Allosaurus (57)
The Knights having additional synergy in BW makes them feel a bit less like hosers, and hex-colour is way better than protection in that regard. They also have random synergy with Haunted Dead and Belfry Spirit when not in BW.
Cubetutor Link
Is Dark Bargain the black instant draw spell we want?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Also a big fan of Keldon Overseer, which looks like an Eldrazi Obligator for the rest of us. In a set as complex as this, I’d be surprised to see it at rare.
Cubetutor Link
However, we are almost certainly getting a Skizzik downgrade. Yay?
Also, Vraska's Contempt was just rare, one that adds loyalty counters will probably be rare too. I don't see wizards adding the loyalty counter line to a 4 mana removal spell if it was less than rare, it's a 'rare boon' effect.
Some of these dreams might be better served on the backburner.
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Precognition Field seems to be a rare though
T2 powpercube Value https://cubecobra.com/cube/list/37t
The difference between a 2/1 and 1/1 at w is huge. One is a legitimate threat for the cost, the other is equivalent to a token. As much as I would bet this being rare, I would double down on it being at minimum uncommon.
----
Kessig Prowler is def more of an argument, but at the same time both of those cards require a late game to be useful beyond their original body. All I need is another creature with this guy. It could be uncommon, but I'm really doubtful since both at the baseline it's strong and you don't need an additional investment, though if it is then it's another sign of creatures still increasing in power. The timing aspect of it is a bit off, sure, but at the same time it's still a pretty legitimate play in conjunction with so many other creatures.
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the new bodyguard is worse than the old one since he can only target creatures already on the battlefield. so early game he is just a vanilla 2/1
T2 powpercube Value https://cubecobra.com/cube/list/37t
One of those is in a masters set and not indicative of what wizards is willing to print for new cards, the other is strictly worse in a real way.
Literally only t1 is he 100% a vanilla 2/1, on any other turn he is potentially a 2/1 with pure upside. The body is enough better than the old bodyguard to completely outclass it, yes the old one will protect things more but on the other hand the old one isn't a 2/1. The difference is massive at this cost.
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This is probably the closest (along with Kessig Prowler) to a legit argument for this being uncommon, and even then it pales in comparison. There will probably be way more games you're playing Bodyguard t2 or later and therefore protecting your other creature vs getting to City's Blessing in a deck running 2/1s for w.
I think these are legitimate arguments, but having a relevant ability for almost every turn in the game that shouldn't be a problem hitting outside of your creatures dying or playing this t1 pushes it to that rare space for me.
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Also, I'm sad that "legendary" sorceries aren't more like "you can only cast this if there are no copies in your graveyard". It would have been interesting to see how many copies people played with that restriction.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
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Cubetutor Link
Benalish Marshal
Tempest Djinn
Goblin Chainwhirler
Steel Leaf Champion
My general rule of thumb for these cards is the think about what they would be like cast on turn 5, when the mana is a bit more reasonable to have. Given that restriction, I think I would play Benalish Marshal. It is basically a larger Kongming, "Sleeping Dragon", which a few of us are going to CUbe after Master 25. I can see a case for Steel-Leaf Champion, since mana elves give us a better chance to cast this by turn 3. I think I would decline since it is not a great creature on turn 5 if you cannot hit a mana elf or similar effect to play with it. Any other thoughts?
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Outlaws of Thunder Junction
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
Also, follow us on twitter! @TurnOneMagic
WiJ
Peasant 540 Cube