Boon of the Storm-Feather2R
Enchantment
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
Whenever a Griffin enters the under your control, it deals X damage to any target, where X is the number of Griffins you control.
Catcher Griffin4R
Creature - Griffin
Flying
When Catcher Griffin enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn
3/2
Corsair Ransacker3RR
Creature - Human Pirate Mercenary
Islandwalk.
When Corsair Ransacker enters, gain control of target artifact for as long as you control Corsair Ransacker.If you targeted a Fortication, you may attach it to target land you control.
4/2
Firecaster Novice1RR
Creture - Human Pirate Wizard
When Firecaster Novice enters, choose one at random. If you control another Wizard, choose two at random instead.
• Firecaster Novice deals 3 damage to target creature.
• Firecaster Novice deals 1 damage to each creature.
• Discard two cards, then draw that many cards.
2/1
Flames of DestinyXR
Sorcery
Each player chooses up to one creature. Then Flames of Destiny deals X damage to each creature not chosen this way and to each player who chose a creature this way.
Landslide Elemental5RR
Creature - Elemental
Haste
When Landslide Elemental enters, it deals damage equal to the number of lands you control to target creature.
5/4
Mineral RecyclerRR
Artifact Creature - Golem
At beginning of your precombat main phase, return target land card from your graveyard to the battlefield. Sacrifice it at the beginning of the next end step.
1/2
Mirage Matrix2R
Artifact - Fortification
At beginning of your precombat main phase, create a token that’s a copy of fortified land, except it’s a Desert in addition to its other types. Sacrifice it at the end of turn.
Fortify 2
Mirror-Spear Hunter1RR
Creature - Human Warrior Shaman
Heroic — Whenever you cast a spell that targets Mirror-Spear Mentor, exile the top card of your library. Until the end of your next turn, you may play that card.
At beginning of your precombat main phase, you may have target creature you control become a copy of Mirror-Spear Mentor until end of turn.
3/2
Oasis Treasure Coven2RR
Enchantment - Aura
Enchant land
Pirate creatures you control have haste.
Whenever enchanted land becomes tapped, create a 2/2 red Sand Pirate Mercenary creature token with first strike.
Spawn of Daruda1RR
Creature - Sand Elemental
Trample, Haste, myriad
Spawn of Daruda’s power is equal to the number of Deserts on the battlefield.
At the beginning of the end step, sacrifice Spawn of Daruda.
Escape— 4RR, Exile a Desert cards from your graveyard.
*/1
Titanic Walker5R
Artifact - Vehicle
Whenever you cast a Fortification spell, Titanic Walker becomes an artifact creature until end of turn.
Whenever Titanic Walker attacks, it deals 4 damage to each opponent.
Crew 4
7/5
Cultist of the Pitch Black3B
Creature - Cephalid Warlock
Ward—Pay 3 life.
Krakens, Leviathans, Octopuses, and Serpents spells you cast have delve.
3/3
Cursed Burial Site4U
Enchantment - Aura
Enchant land
Whenever enchanted land becomes tapped, create a 1/1 black Skeleton creature token with “B: Regenerate this creature.”
Cursed Relic1B
Artifact
When Cursed Relic enters, create a Treasure token.
At the beginning of your upkeep, put a drought counter on target non-Desert land you control.
Whenever an opponent deals combat damage to you, they gain control of Cursed Relic.
Dune Ambusher2B
Creature - Human Pirate
Haste, Menace
Whenever Dune Ambusher attacks, you may remove a drought counter from a land you control. If you do, it gains myriad until end of turn.
3/2
Essence of Famine2B
Enchantment Creature - Spirit
Lifelink
When Essence of Famine enters, each player sacrifices a creature.
2/2
Ferry to the Underworld2BB
Artifact - Vehicle
Whenever Ferry to the Underworld deals combat damage to a player, you may sacrifice a creature crewing it. If you do, return target creature card from your graveyard to the battlefield.
Crew 2
4/2
Floating Carcass3BB
Creature - Skeleton Leviathan
Menace
When Floating Carcass dies, create create three 0/1 green Plant creature tokens.
6/4
Plague of Sands1BB
Sorcery
All creatures get -2/-2 until end of turn. Each player puts a drought counter on a land they control.
Port Collector1BB
Creature - Human Pirate Mercenary
Menace
When Port Collector enters, each opponent discards a card. You create a treasure token for every land discarded this way
3/2
Priestess of the Forgotten1B
Creature - ZOmbie Shaman
Lifelink
Desert lands you control have “T, Pay 1 life: Add one mana of any color.”
2/2
Profane Outcast4BB
Creature - Elf Horror Warlock
Constellation — Whenever an enchantment enters under your control, each opponent loses life equal to the number of Elves you control.
Cycling 2B (2B, Discard this card: Draw a card.)
When you cycle Profane Outcast, create two 1/1 green Elf Warrior creature tokens.
4/6
Usurp Power2BB
Instant
Exile target creature or land. Move all counters from that permanent onto another target permanent of the same type.
Plague of Sands1BB
Sorcery
All creatures get -2/-2 until end of turn. Each player who had a creature die this way puts a stun counter on a land they control.
Deep Immersion1U
Instant
Target creature gains hexproof and gets +0/+X until end of turn, where X is the number of Islands on the battlefield. Until end of turn, you may have that creature assigns combat damage equal to its toughness rather than its power.
Flood of Ideas4U
Sorcery
Choose one:
• Draw a card for each Island you control.
• Draw a card for each Island you don’t control.
Fortress Mage2U
Creature - Human Wizard
When Fortress Mage enters, you may search your library for a Fortification card, reveal that card, put it into your hand, then shuffle.
2/2
Glittering Mirage1UU
Enchantment - Aura
Enchant land.
As Glittering Mirage enters the battlefield, choose a basic land type. Enchanted land is the chosen type and loses every other basic land type it has. Whenever enchanted land becomes tapped, you create a Treasure token.
Inundator Serpent3UU
Creature - Serpent
Flash
Landmass 7 — When Inundator Serpent enters, if you control seven or more lands, tap all other creatures.
4/4
Man-of-War Sacker2U
Creature - Merfolk Pirate
When Man-of-War Sacker enters, return target permanent to its owner’s hand. If that permanent was a land, its owner may put a land card from their hand onto the battlefield.
2/2
Manaponic Cultivator3U
Creature - Merfolk Druid Wizard
Whenever you cast a spell, create a 0/1 green Plant creature token.
2/4
Perilous Seas1U
Enchantment
Whenever you draw a card, put a foreshadow counter on Perilous Seas.
Remove four foreshadow counters from Perilous Seas: Put a flood counter on target land.
Remove eight foreshadow counters from Perilous Seas: Create an 9/9 blue Kraken creature token.
Progressborn6UU
Creature - Weird Incarnation
Improvise
Flying
Progressborn’s power and toughness are each equal to the number of Fortification you control plus the number of fortified lands you control.
*/*
River Hippocamp1UU
Creature - Horse Fish
Islandwalk
Whenever River Hippocamp attacks, another target attacking creature gains islandwalk until end of turn
2/2
Seize Properties3UU
Enchantment - Aura
Enchant permanent
Whenever Seize Properties enters the battlefield, enchanted permanent’s owner draws a card and create a Treasure token.
You control enchanted permanent.
Thwarting Will1UU
Instant
Counter target spell.
Landmass 7 — You may pay 0 instead of paying this spell’s mana cost if you control seven or more lands.
Banish the Invader3W
Instant
This spell costs 3 less to cast if it targets a creature attacking you.
Exile target creature.
Cover Watchpost 1WW
Artifact - Fortification
When Cover Watchpost enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, attach Cover Watchpost to it, then shuffle.
Fortified land has: “T: Target creature gets +X/+X until end of turn, where X is the number of Fortifications you control.”
Fortify 2W
Farseek Griffin2WW
Creature - Griffin
Flying
Whenever Farseek Griffin attacks, if defending player controls more lands than you, search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
2/2
Griffin Nest3W
Enchant land
Whenever enchanted land becomes tapped, create a 2/2 white Griffin creature token with flying.
Lifebringer Mystic1W
Creature - Human Shaman
Aura spells you cast cost 1 less to cast.
Whenever you enchant a permanent you control, proliferate.
1/2
Mantis-Strike Slayer2W
Creature - Human Warrior
Untainted (Spend only mana produced by basic lands to cast this spell.)
Vigilance W, T: Destroy target creature with power 4 or greater. If a creature is destroyed this way, create a Food token.
1/1
Perimeter Defender2W
Artifact Creature - Golem
You may cast Fortification spells as though they had flash.
Fortified lands you control have ward 1.
1/4
Predatory Supremacy3WW
Enchantment - Aura
Enchant creature
Enchanted creatures you control have melee. (Whenever that creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.)
Totem armor (If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.)
Puresouls Duelist1WW
Creature - Elf Warrior
Puresoul Duelist has double strike as long as it’s enchanted.
Constellation — Whenever an enchantment enters under your control, put a +1/+1 counter on Puresoul Duelist.
0/1
Venerable Lieutenant3W
Enchantment Creature - Elf Noble
Lifelink
Whenever you gain life, create a 1/1 green Elf Warrior creature token.
2/2
Windchaser Prodigy3W
Creature - Human Wizard Artificer
Flying T: Attach target Fortification you control to target land you control.
2/4
And for last, a weird and spicy new card subtype: an Incursions! Incursions are simple Battles made for multiplayer. You play them and give them to an opponenet exactly as Sieges, but every other player can attack them and gain a benefit. They also don't flip and don't give a bonus for being defeated, just for being damage.
Colonization of Umyuk Savannah5W
Battle - Incursion
(As an Incursion enters, choose an opponent to protect it. You and others can attack it.)
Whenever a creature deals combat damage to this Battle, that creature’s controller may search their library for a Fortification card, put it onto the battlefield, then shuffle.
4
Just a faster Estrid. I know nothing about Fallout outside of bottlecaps and 76 being atrocious, but having two abilities of a planeswalker without having to pick between them just seems a bit much.
This card is extremely fair. He is basically a glorified bear umbra
That's basically what I assumed until a Wizards employee outright said he's dead. Unfortunately I didn't bother keeping the source. Might have been a miscommunication either internally (not everyone will be kept updated on story plans) or by the employee at the time, but it wasn't a phrasing of the "looks like he's dead" kind.
As a "never found the body" situation the scene is far less awful, but as a final send-off it was severely lacking since Tibalt didn't even got to be a particular prominent Phyrexian 'walker throughout the rest of the final.
If he shows up here that will resolve one of the twenty things wrong with the MOM story.
Wizards employee writing Karlov Manor didn't know the existance of Amalia. I guess it's not to far fetched to think that miscommunication happened again and the guys making Thunder Junction didn't know Tibalt was dead.
Boon of the Storm-Feather 2R
Enchantment
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
Whenever a Griffin enters the under your control, it deals X damage to any target, where X is the number of Griffins you control.
Catcher Griffin 4R
Creature - Griffin
Flying
When Catcher Griffin enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn
3/2
Corsair Ransacker 3RR
Creature - Human Pirate Mercenary
Islandwalk.
When Corsair Ransacker enters, gain control of target artifact for as long as you control Corsair Ransacker.If you targeted a Fortication, you may attach it to target land you control.
4/2
Firecaster Novice 1RR
Creture - Human Pirate Wizard
When Firecaster Novice enters, choose one at random. If you control another Wizard, choose two at random instead.
• Firecaster Novice deals 3 damage to target creature.
• Firecaster Novice deals 1 damage to each creature.
• Discard two cards, then draw that many cards.
2/1
Flames of Destiny XR
Sorcery
Each player chooses up to one creature. Then Flames of Destiny deals X damage to each creature not chosen this way and to each player who chose a creature this way.
Landslide Elemental 5RR
Creature - Elemental
Haste
When Landslide Elemental enters, it deals damage equal to the number of lands you control to target creature.
5/4
Mineral Recycler RR
Artifact Creature - Golem
At beginning of your precombat main phase, return target land card from your graveyard to the battlefield. Sacrifice it at the beginning of the next end step.
1/2
Mirage Matrix 2R
Artifact - Fortification
At beginning of your precombat main phase, create a token that’s a copy of fortified land, except it’s a Desert in addition to its other types. Sacrifice it at the end of turn.
Fortify 2
Mirror-Spear Hunter 1RR
Creature - Human Warrior Shaman
Heroic — Whenever you cast a spell that targets Mirror-Spear Mentor, exile the top card of your library. Until the end of your next turn, you may play that card.
At beginning of your precombat main phase, you may have target creature you control become a copy of Mirror-Spear Mentor until end of turn.
3/2
Oasis Treasure Coven 2RR
Enchantment - Aura
Enchant land
Pirate creatures you control have haste.
Whenever enchanted land becomes tapped, create a 2/2 red Sand Pirate Mercenary creature token with first strike.
Spawn of Daruda 1RR
Creature - Sand Elemental
Trample, Haste, myriad
Spawn of Daruda’s power is equal to the number of Deserts on the battlefield.
At the beginning of the end step, sacrifice Spawn of Daruda.
Escape— 4RR, Exile a Desert cards from your graveyard.
*/1
Titanic Walker 5R
Artifact - Vehicle
Whenever you cast a Fortification spell, Titanic Walker becomes an artifact creature until end of turn.
Whenever Titanic Walker attacks, it deals 4 damage to each opponent.
Crew 4
7/5
Cultist of the Pitch Black 3B
Creature - Cephalid Warlock
Ward—Pay 3 life.
Krakens, Leviathans, Octopuses, and Serpents spells you cast have delve.
3/3
Cursed Burial Site 4U
Enchantment - Aura
Enchant land
Whenever enchanted land becomes tapped, create a 1/1 black Skeleton creature token with “B: Regenerate this creature.”
Cursed Relic 1B
Artifact
When Cursed Relic enters, create a Treasure token.
At the beginning of your upkeep, put a drought counter on target non-Desert land you control.
Whenever an opponent deals combat damage to you, they gain control of Cursed Relic.
Dune Ambusher 2B
Creature - Human Pirate
Haste, Menace
Whenever Dune Ambusher attacks, you may remove a drought counter from a land you control. If you do, it gains myriad until end of turn.
3/2
Essence of Famine 2B
Enchantment Creature - Spirit
Lifelink
When Essence of Famine enters, each player sacrifices a creature.
2/2
Ferry to the Underworld 2BB
Artifact - Vehicle
Whenever Ferry to the Underworld deals combat damage to a player, you may sacrifice a creature crewing it. If you do, return target creature card from your graveyard to the battlefield.
Crew 2
4/2
Floating Carcass 3BB
Creature - Skeleton Leviathan
Menace
When Floating Carcass dies, create create three 0/1 green Plant creature tokens.
6/4
Plague of Sands 1BB
Sorcery
All creatures get -2/-2 until end of turn. Each player puts a drought counter on a land they control.
Port Collector 1BB
Creature - Human Pirate Mercenary
Menace
When Port Collector enters, each opponent discards a card. You create a treasure token for every land discarded this way
3/2
Priestess of the Forgotten 1B
Creature - ZOmbie Shaman
Lifelink
Desert lands you control have “T, Pay 1 life: Add one mana of any color.”
2/2
Profane Outcast 4BB
Creature - Elf Horror Warlock
Constellation — Whenever an enchantment enters under your control, each opponent loses life equal to the number of Elves you control.
Cycling 2B (2B, Discard this card: Draw a card.)
When you cycle Profane Outcast, create two 1/1 green Elf Warrior creature tokens.
4/6
Usurp Power 2BB
Instant
Exile target creature or land. Move all counters from that permanent onto another target permanent of the same type.
It's the intended effect. You can get only 1 counter from this card and only if a creature you control died this way
Sorcery
All creatures get -2/-2 until end of turn. Each player who had a creature die this way puts a stun counter on a land they control.
Is this the correct wording?
Deep Immersion 1U
Instant
Target creature gains hexproof and gets +0/+X until end of turn, where X is the number of Islands on the battlefield. Until end of turn, you may have that creature assigns combat damage equal to its toughness rather than its power.
Flood of Ideas 4U
Sorcery
Choose one:
• Draw a card for each Island you control.
• Draw a card for each Island you don’t control.
Fortress Mage 2U
Creature - Human Wizard
When Fortress Mage enters, you may search your library for a Fortification card, reveal that card, put it into your hand, then shuffle.
2/2
Glittering Mirage 1UU
Enchantment - Aura
Enchant land.
As Glittering Mirage enters the battlefield, choose a basic land type. Enchanted land is the chosen type and loses every other basic land type it has. Whenever enchanted land becomes tapped, you create a Treasure token.
Inundator Serpent 3UU
Creature - Serpent
Flash
Landmass 7 — When Inundator Serpent enters, if you control seven or more lands, tap all other creatures.
4/4
Man-of-War Sacker 2U
Creature - Merfolk Pirate
When Man-of-War Sacker enters, return target permanent to its owner’s hand. If that permanent was a land, its owner may put a land card from their hand onto the battlefield.
2/2
Manaponic Cultivator 3U
Creature - Merfolk Druid Wizard
Whenever you cast a spell, create a 0/1 green Plant creature token.
2/4
Perilous Seas 1U
Enchantment
Whenever you draw a card, put a foreshadow counter on Perilous Seas.
Remove four foreshadow counters from Perilous Seas: Put a flood counter on target land.
Remove eight foreshadow counters from Perilous Seas: Create an 9/9 blue Kraken creature token.
Progressborn 6UU
Creature - Weird Incarnation
Improvise
Flying
Progressborn’s power and toughness are each equal to the number of Fortification you control plus the number of fortified lands you control.
*/*
River Hippocamp 1UU
Creature - Horse Fish
Islandwalk
Whenever River Hippocamp attacks, another target attacking creature gains islandwalk until end of turn
2/2
Seize Properties 3UU
Enchantment - Aura
Enchant permanent
Whenever Seize Properties enters the battlefield, enchanted permanent’s owner draws a card and create a Treasure token.
You control enchanted permanent.
Thwarting Will 1UU
Instant
Counter target spell.
Landmass 7 — You may pay 0 instead of paying this spell’s mana cost if you control seven or more lands.
Banish the Invader 3W
Instant
This spell costs 3 less to cast if it targets a creature attacking you.
Exile target creature.
Cover Watchpost 1WW
Artifact - Fortification
When Cover Watchpost enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, attach Cover Watchpost to it, then shuffle.
Fortified land has: “T: Target creature gets +X/+X until end of turn, where X is the number of Fortifications you control.”
Fortify 2W
Farseek Griffin 2WW
Creature - Griffin
Flying
Whenever Farseek Griffin attacks, if defending player controls more lands than you, search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
2/2
Griffin Nest 3W
Enchant land
Whenever enchanted land becomes tapped, create a 2/2 white Griffin creature token with flying.
Lifebringer Mystic 1W
Creature - Human Shaman
Aura spells you cast cost 1 less to cast.
Whenever you enchant a permanent you control, proliferate.
1/2
Mantis-Strike Slayer 2W
Creature - Human Warrior
Untainted (Spend only mana produced by basic lands to cast this spell.)
Vigilance
W, T: Destroy target creature with power 4 or greater. If a creature is destroyed this way, create a Food token.
1/1
Perimeter Defender 2W
Artifact Creature - Golem
You may cast Fortification spells as though they had flash.
Fortified lands you control have ward 1.
1/4
Predatory Supremacy 3WW
Enchantment - Aura
Enchant creature
Enchanted creatures you control have melee. (Whenever that creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.)
Totem armor (If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.)
Puresouls Duelist 1WW
Creature - Elf Warrior
Puresoul Duelist has double strike as long as it’s enchanted.
Constellation — Whenever an enchantment enters under your control, put a +1/+1 counter on Puresoul Duelist.
0/1
Venerable Lieutenant 3W
Enchantment Creature - Elf Noble
Lifelink
Whenever you gain life, create a 1/1 green Elf Warrior creature token.
2/2
Windchaser Prodigy 3W
Creature - Human Wizard Artificer
Flying
T: Attach target Fortification you control to target land you control.
2/4
And for last, a weird and spicy new card subtype: an Incursions! Incursions are simple Battles made for multiplayer. You play them and give them to an opponenet exactly as Sieges, but every other player can attack them and gain a benefit. They also don't flip and don't give a bonus for being defeated, just for being damage.
Colonization of Umyuk Savannah 5W
Battle - Incursion
(As an Incursion enters, choose an opponent to protect it. You and others can attack it.)
Whenever a creature deals combat damage to this Battle, that creature’s controller may search their library for a Fortification card, put it onto the battlefield, then shuffle.
4
This card is extremely fair. He is basically a glorified bear umbra
Lmao. Universe beyoooooooond.
But seriously we will return to Kaladesh in 2025/2026, right?
Wizards employee writing Karlov Manor didn't know the existance of Amalia. I guess it's not to far fetched to think that miscommunication happened again and the guys making Thunder Junction didn't know Tibalt was dead.