This is the thread for my new set, Scepter's Eclipse. It's going to be the first set of the Eclipse block.
The Themes:
Eklyptos' main theme is the library, with sub themes being "anti-graveyard" and Auras.
The Mechanics:
Returning mechanics deal with the library theme. These are clash, scry, and ripple.
I made two new mechanics for this set, Epiphany and Mettle; and a pseudo-keyword, Zealotry.
Epiphany [cost] (You may pay [cost] as you discard this card.)
When CARDNAME's epiphany cost is paid, [effect].
Mettle [cost] (You may play this Aura for its mettle cost when it's put into a graveyard from play.)
Zealotry -- [effect] as long as white is the most common color among permanents or is tied for most common.
[B]Scepter's Eclipse [SEC][/B]
Codename: "Blood"
Set 1 of 3 in Eclipse Block
Set Breakdown (Color): 51 W/U/B/R/G, 13 A, 5 M, 20 BL, 10 NBL
Set Breakdown (Rarity): 110 C, 86 U, 86 R
White (50/51) -- Missing planeswalker
Blue (50/51) -- Missing planeswalker
Black (50/51) -- Missing planeswalker
Red (50/51) -- Missing planeswalker
Green (50/51) -- Missing planeswalker
Artifacts (12/13) -- Missing planeswalker (!)
Multicolor (5/5)
Basic Land (20/20)
Nonbasic Land (10/10)
Abbot Lamarck 2WWW
Legendary Creature -- Human Cleric (R)
2/4
Lifelink, protection from nonwhite
3, T: Abbot Lamarck deals 3 damage to target nonwhite creature.
Abbot's Benediction 1WW
Sorcery (C)
Choose one — White creatures you control get +1/+1 until end of turn; or nonwhite creatures get -2/-0 until end of turn.
Epiphany 0 (You may pay 0 as you discard this card.)
When Abbot’s Benediction’s epiphany cost is paid, creatures you control become white until end of turn.
Abbot's Champion WW
Creature -- Human Knight (U)
2/2
As an additional cost to play Abbot’s Champion, pay 2 or reveal a white card in your hand.
First strike, protection from black and from red
Abbot's Vengeance WW
Instant (R)
As an additional cost to play Abbot’s Vengeance, pay X or reveal X white cards in your hand.
Remove X target attacking creatures from the game.
Aerythesian Crusaders WW
Creature -- Human Knight (U)
2/2
Protection from black Zealotry — Aerythesian Crusaders has lifelink as long as white is the most common color among permanents or is tied for the most common. (Whenever it deals damage, you gain that much life.)
Anointed Headsman 2WW
Creature -- Human Soldier (U)
3/2
First strike
Prevent all damage that Anointed Headsman would deal to white sources.
W: Prevent the next 1 damage that would be dealt to Anointed Headsman this turn.
Banish from the Fold 1W
Instant (R)
As an additional cost to play Banish From the Fold, pay 2 or reveal a white card in your hand.
Remove target attacking creature from the game. You gain life equal to its toughness.
Blessing of Communion 2W
Enchantment (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
You may have Blessing of Communion come into play under target other player’s control.
At the beginning of your upkeep, you gain 1 life.
Blessing of Sanctity 1W
Enchantment (U)
Ripple 3 (When you play this spell, you may reveal the top three cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Enchant creature
Enchanted creature gets +1/+2 for each Aura named Blessing of Sanctuary you control.
Confessor W
Creature -- Human Cleric (C)
1/1
Whenever a player discards a card, you may gain 1 life.
Conviction 1W
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +1/+3.
W: Return Conviction to its owner’s hand.
Coruscate 1W
Instant (C)
As an additional cost to play Coruscate, reveal a white card in your hand.
Prevent the next X damage that would be dealt to you this turn and you gain X life, where X is the revealed card’s converted mana cost.
Don't Fear the Reaper 2W
Enchantment (U)
Whenever an enchantment you control is put into a graveyard from play, you may gain 3 life.
Ephemeral Spellslayer 3WW
Creature -- Spirit (U)
3/3
Whenever Ephemeral Spellslayer becomes the target of an activated ability, you may change the target of that activated ability to its source. (The ability’s source must be a legal target.)
Exalted Soul 4WWW
Creature -- Spirit (R)
5/7
Flying, lifelink, vigilance
W: Regenerate Exalted Soul. Zealotry — When Exalted Soul comes into play, sacrifice it unless white is the most common color among permanents or is tied for most common.
Exorcist WW
Creature -- Human Cleric (C)
1/1
1W, T: Destroy target black creature. The Scepter of Chthos spread its taint across the world, even into the world of men. There it corrupted the hearts of many who had no armor of faith to defend against the darkness. It is our solemn duty to absolve these unfortunates of their unknowing sins, before the Scepter claims them. — The Scrolls of Aerythais
Faithful Militia 1W
Creature -- Human Soldier (C)
2/2 Zealotry — Faithful Militia has lifelink as long as white is the most common color among permanents or is tied for most common.
Flames of Zealotry 2WW
Enchantment -- Aura (R)
Enchant you
Creatures you control have lifelink.
Pay 2 life: Flames of Zealotry deals 1 damage to target attacking or blocking creature.
Mettle 4W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Furious Retribution 3W
Instant (C)
Destroy target attacking or blocking creature. Zealotry — Remove that creature from the game instead if white is the most common color among permanents or is tied for most common.
Gentle Benediction W
Instant (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Choose one — Prevent the next 2 damage that would be dealt to target creature or player this turn; or you gain 2 life.
Grand Inquisition 1WW
Sorcery (R)
Choose a number. Destroy all creatures with converted mana cost equal to that number, then clash with an opponent. If you win, copy Grand Inquisition. You may choose a new number for the copy. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Heaven's Gate W
Instant (C)
Any number of target creatures become white until end of turn.
Inquisitor's Wrath 1W
Instant (R)
As an additional cost to play Inquisitor’s Wrath, pay W or reveal a white card in your hand.
The next time target creature would be dealt damage this turn, that damage is dealt to another target creature instead.
Draw a card.
Inspired Sublimation W
Enchantment -- Aura (U)
Enchant creature or enchantment
When Inspired Sublimation becomes attached to a creature, that creature becomes a white enchantment as long as Inspired Sublimation remains attached to it. (It’s no longer a creature.)
Mettle W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Ithecrene Cavaliers 1WW
Creature -- Human Knight (C)
2/2
First strike Zealotry — Ithecrene Cavaliers has lifelink as long as white is the most common color among permanents or is tied for most common. (Whenever it deals damage, you gain that much life.)
Ithecrene Soothsayer 4W
Creature -- Human Cleric Mystic (R)
3/3
Flash
Lifelink
When Ithecrene Soothsayer comes into play, each player gains life equal to the total converted mana cost of enchantments he or she controls.
Ithecrene Witch-Hunters 2WW
Creature -- Human Cleric (C)
1/4
WW, T: Ithecrene Witchhunters deals 3 damage to target nonwhite creature. Zealotry — Ithecrene Witchhunters has lifelink as long as white is the most common color among permanents or is tied for most common. (Whenever it deals damage, you gain that much life.)
Mark of the Heretic 2WW
Enchantment -- Aura (C)
Enchant nonwhite permanent
Enchanted permanent’s activated abilities can’t be played unless they’re mana abilties. If enchanted permanent is a creature, it can’t attack or block.
W: Return Mark of the Heretic to its owner’s hand. “Which do you think burns them more—the realization of their guilt, or the shame in being discovered?”
— Abbot Lamarck
Mystic Salvation 1W
Enchantment -- Aura (C)
Enchant creature
When Mystic Salvation comes into play, remove it and enchanted creature from the game, then return enchanted creature to play under its owner’s control and attach Mystic Salvation to it.
Enchanted creature gets +1/+1.
Peasant Crusaders W
Creature -- Human Warrior (C)
2/1
Ripple 6 (When you play this spell, you may reveal the top six cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Zealotry — Peasant Crusaders gets -1/-0 as long as white is the most common color among permanents or is tied for most common.
Penitent Mourners W
Creature -- Human Mystic (U)
0/3
Whenever a nontoken creature you control is put into a graveyard from play, put a 1/1 white Spirit creature token with flying into play.
Epiphany W (You may pay W as you discard this card.)
When Penitent Mourners’s epiphany cost is paid, you gain 3 life.
Penitent Soul W
Creature -- Spirit Mystic (C)
0/2
Epiphany W (You may pay W as you discard this card.)
When Penitent Soul is put into a graveyard from play or when its epiphany cost is paid, you gain 2 life.
Press Into Service 1WW
Sorcery (R)
As an additional cost to play Press Into Service, pay W or reveal a white card in your hand.
Gain control of target nonwhite creature. It becomes a white Soldier in addition to its other colors and creature types. (This effect doesn’t end at end of turn.)
Proof of Heresy 1W
Sorcery (U)
You and target opponent reveal your hands. Then if that player has more nonwhite cards in hand than you, prevent all damage that would be dealt to creatures you control this turn. Lymarc thrust the skull pendant into the air. “This village practices evil deeds,” he shouted to his troops. “They sacrifice to the northern demons in the night! Show them no mercy!”
Question of Faith 1WW
Enchantment (R)
Nonwhite spells cost 1 more to play. Zealotry — Nonwhite spells cost 3 more to play as long as white is the most common color among permanents or is tied for most common.
Retether 3W
Sorcery (R)
Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can’t enchant a creature in play remain in your graveyard.)
Scrutinize 1W
Instant (C)
Destroy target enchantment. Clash with an opponent. If you win, return Scrutinize to its owner’s hand. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
“The one stone you leave unturned is the one under which agents of the Dark lie waiting.”
Shades of the Fallen W
Creature -- Spirit (C)
0/3
Defender, lifelink “They were cut down without mercy, without pity. They were cut down only because their slayers relish the sight of innocent blood. They remained because the injustice of their passing will not allow them a peaceful rest in the Halls of Light. Let us now avenge their unquiet deaths!”
— Abbot Lamarck
Shield of Sanctity W
Enchantment -- Aura (R)
Enchant creature
At the beginning of your upkeep, scry 2, then reveal the top card of your library. Enchanted creature gets +0/+X until end of turn, where X is the revealed card’s converted mana cost. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Spiraling Glory 3WW
Instant (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Search your library for an Aura card that could enchant target permanent you control and attach that Aura card to it. Then shuffle your library.
Stoic Inquisitor 3W
Creature -- Human Cleric Soldier (U)
2/2
Flash
When Stoic Inquisitor comes into play, put target attacking creature on the bottom of its owner’s library. Its controller gains life equal to its toughness.
Strength of Order 1W
Enchantment -- Aura (U)
Enchant creature
Enchanted creature has protection from red. Zealotry — Enchanted creature gets +3/+3 as long as white is the most common color among permanents or is tied for most common.
Mettle 4W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
True Believer WW
Creature -- Human Cleric (R)
2/2
You have shroud. (You can't be the target of spells or abilities.)
A few renegades preferred a faith different from the Abbot’s and closer to the truth of things. The Abbot, of course, could not suffer them to live, and they were hunted as ruthlessly as what crawled out of Jhorn or the Nightweb Glens.
Vengeful Scout 1W
Creature -- Human Soldier Scout (C)
1/1
When Vengeful Scout is put into a graveyard from play, you gain 2 life for each nonwhite creature target opponent controls. “The heretics we die for, they live as though the Scepter does not sit pulsing in the West, a cancer that actively seeks fallible hearts to infect—as though their hearts aren’t fallible.”
— Abbot Lamarck
Voluntary Convalescence 1W
Instant (C)
Each player gains 2 life. Clash with an opponent. If you win, you gain an additional 4 life. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Wall of Hope 3W
Creature -- Spirit Wall (R)
*/*
Wall of Hope’s power and toughness are each equal to the number of white permanents you control.
Sacrifice a creature: Wall of Hope gains protection from that creature’s colors until end of turn.
Witch-Hammer Blast W
Instant (U)
As an additional cost to play Witch-Hammer Blast, pay 2 or reveal a white card in your hand.
Choose one — Witch-Hammer Blast deals 2 damage to target creature for each of its activated abilities; or Witch-Hammer Blast deals 2 damage to target player for each activated ability he or she played this turn.
Witch-Hammer Decree W
Enchantment (C)
As an additional cost to play Witch-Hammer Decree, pay W or reveal a white card in your hand.
Activated abilities of creatures cost 2 more to play unless they’re mana abilities.
Xenophobia 1WW
Enchantment -- Aura (U)
Enchant permanent
Enchanted permanent has protection from the colors of permanents you don’t control. This effect doesn’t remove Xenophobia.
Mettle 4W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Academy Researchers 2UU
Creature -- Human Wizard (U)
2/2
When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers.
Adumbrate 1U
Instant (C)
Scry 5, then an opponent chooses a number and you reveal the top card of your library. If that card’s converted mana cost is equal to the chosen number, remove it from the game. Otherwise, put it into your hand. (To scry 5, look at the top five cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Æther Globule UU
Instant (R)
Æther Globule costs 1 more to play for each spell on the stack.
As you play Æther Globule, add the effects of each other spell on the stack to it.
Æther Maelstrom 5U
Sorcery (R)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Choose a permanent type. Return all permanents of that type to their owners’ hands. (The permanent types are artifact, creature, enchantment, land, and planeswalker.)
Arcane Thesis 2U
Sorcery (U)
Choose enchantment, instant, or sorcery. Scry 2, then reveal the top card of your library. You may play the revealed card without paying its mana cost if it’s the chosen type. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Astral Blockade 1UU
Enchantment (R)
Whenever a player reveals a card from his or her hand or library, remove that card from the game unless that player pays 1.
Astral Caravans 1UU
Enchantment (R)
You can’t tap lands for mana.
At end of turn, return each land card removed from the game with Astral Caravans to your hand.
Remove a land card in your hand from the game: Add to your mana pool one mana of any color that that land card could produce.
Astral Slaver 1UUU
Creature -- Spirit Pirate (C)
1/2
When Astral Slaver deals combat damage to an opponent, you may pay XU. If you do, untap target creature that player controls with converted mana cost X and gain control of it as long as Astral Slaver remains in play.
Astral Tariffs 2U
Enchantment (C)
Enchant opponent
Spells enchanted opponent plays during your turn cost 2 more to play.
Mettle 4U (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Befuddling Visions 3U
Instant (C)
Choose target spell. Scry 3, then reveal the top card of your library. Counter that spell if it has the same converted mana cost as the revealed card. Put the revealed card on the bottom of your library. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Belligerent Sciolist 2U
Creature -- Human Advisor (U)
2/2
Whenever you clash, you may scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order. This ability triggers after the clash ends.)
But I knew that already!
— Beric Renlais, Zahadeen scholar
Bulkhead Snapper 5UUU
Creature -- Turtle Beast (R)
8/8
Islandwalk
When Bulkhead Snapper comes into play, for each land, return that land to its owner’s hand unless its controller pays 1.
Careless Assistant U
Creature -- Human Wizard (C)
1/1
T: Scry 1, then remove the top card of your library from the game. Until end of turn, spells with the same name as the removed card cost 1 less to play. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
“At least it’ll work better next time...?”
Cloak of Silence U
Enchantment -- Aura (R)
Enchant creature
1UU, Sacrifice Cloak of Silence: Counter target spell or ability. (Mana abilities can’t be targeted.)
When Cloak of Silence is put into a graveyard from play, draw a card.
Confounding Riddle 3U
Sorcery (C)
Choose target player. Scry 3, then reveal the top card of your library. That player reveals his or her hand and discards each card with the same converted mana cost as the revealed card. Then you put the revealed card on the bottom of your library. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Crisis of Mind U
Sorcery (C)
Put the top three cards of target player’s library into his or her graveyard.
Epiphany 2U (You may pay 2U as you discard this card.)
When Crisis of Mind’s epiphany cost is paid, you may shuffle your graveyard into your library.
Ephemeral Meddler 3UU
Creature -- Spirit Wizard Rogue (R)
1/4
Flash
When Ephemeral Meddler comes into play, counter target spell. If that spell is countered in this way, you may scry X, where X is that card’s converted mana cost. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Excise 1UU
Instant (C)
Return target permanent to its owner’s hand. Clash with an opponent. If you win, return Excise to its owner’s hand. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Flaunted Wealth U
Enchantment -- Aura (C)
Enchant permanent
Enchanted permanent has shroud. (It can’t be the target of spells or abilities.)
Mettle—1U, Discard a card. (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Geyr, Zahadeen Exchequer 3UU
Legendary Creature -- Human Advisor (R)
1/4
If a player would reveal cards from his or her hand or library, that player reveals five cards instead.
If a player would choose a number for X in a spell or ability’s cost, that player chooses 5 instead. “We have rules and regulations to prevent someone from doing something that stupid.”
Haggling Match U
Instant (R)
The next spell you play this turn costs 2 less to play. Clash with an opponent. If you win, copy Haggling Match. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Lost in Thought 2U
Sorcery (U)
Scry 2, then reveal the top card of your library. Target creature with power equal to the revealed card’s converted mana cost is unblockable this turn. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Mindsquelch 4U
Sorcery (C)
Choose a number, then target player reveals his or her hand and discards a card with converted mana cost equal to that number.
Epiphany 2U (You may pay 2U as you discard this card.)
When Mindsquelch’s epiphany cost is paid, you may draw two cards.
Mystic Inviolability 1U
Enchantment -- Aura (U)
Enchant creature
Play with the top card of your library revealed.
Enchanted creature is unblockable as long as it has the same converted mana cost as the revealed card.
1: Remove the top card of your library from the game.
Noble Skytracer 2U
Creature -- Human Pirate (C)
Flying
W, Sacrifice Noble Skytracer: Search your library for an Aura card and put that card into play. Then shuffle your library. (If the Aura has nothing to enchant, it remains in your library.)
Ominous Winds 3U
Enchantment -- Aura (R)
Enchant creature
At the beginning of your upkeep, return enchanted creature to its owner’s hand and that player discards two cards.
Mettle—Discard two cards. (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Oscillating Familiar UUU
Creature -- Homunculus (C)
1/2
Instant or sorcery spells you control have ripple 1. (Whenever you play an instant or sorcery spell, you may reveal the top card of your library. You may play any revealed cards with the same name as the spell without paying their mana costs. Put the rest on the bottom of your library.)
Overbearing Censorship 2U
Enchantment -- Aura (R)
Enchant player
At the beginning of each player’s upkeep, reveal the top card of your library. Enchanted player can’t play cards with the revealed card’s converted mana cost this turn.
Phrenophage 3U
Creature -- Spirit Beast (C)
4/4
At the beginning of your upkeep, sacrifice Phrenophage unless you discard a card.
Epiphany—Discard a card. (You may discard a card as you discard this card.)
When Phrenophage’s ephipany cost is paid, draw two cards, then discard a card.
Port Inspector 1U
Creature -- Human Soldier (C)
1/2
Whenever Port Inspector becomes blocked, you may look at defending player’s hand.
Proof of Poverty 3U
Sorcery (U)
You and target opponent each reveal your hands. Then if the total converted mana cost of cards in that player’s hand is less than the total converted mana cost of cards in your hand, you draw four cards.
Recalculations 2U
Enchantment (U)
Whenever an enchantment you control is put into a graveyard from play, you may scry 3. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
“On to plan B.”
Seer Owl 2U
Creature -- Bird (U)
1/1
Flying
When Seer Owl comes into play, scry 4. (To scry 4, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Shimmering Wings U
Enchantment -- Aura (C)
Enchant creature
Enchanted creature has flying.
U: Return Shimmering Wings to its owner’s hand.
Shrewdness 2UU
Enchantment (C)
At the beginning of your upkeep, scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
2, Sacrifice Shrewdness: Draw a card. “Are you thinking what I’m thinking? I didn’t think so.”
Sibilant Stranger 5U
Creature -- Spirit (R)
5/5
Flying
Whenever Sibilant Stranger attacks, clash with defending player. The winning player draws a card. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Sneaking Suspicions 2U
Enchantment -- Aura (U)
Enchant creature
Enchanted creature is unblockable.
Epiphany 1U (You may pay 1U as you discard this card.)
When Sneaking Suspicions’s epiphany cost is paid, target creature is unblockable this turn.
Spiraling Visions 3UU
Sorcery (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Each player draws four cards.
Spirit Shackles 3UU
Enchantment -- Aura (U)
Enchant creature
When Spirit Shackles comes into play, draw a card.
Enchanted creature doesn’t untap during its controller’s untap step.
Surge of Entropy 3U
Sorcery (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Put target creature on top of its owner’s library. Swept away on a dream
— Zahadeen expression meaning “hating the world”
Surging Hallucinations U
Instant (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
You may tap or untap target creature.
Take the Initiative U
Instant (R)
The next time you’re searching your library for a nonland card this turn, you may play that card from your library. (You still pay any costs for it.)
Taskmage Enforcer 3U
Creature -- Human Wizard Mercenary (U)
0/3
Flash
When Taskmage Enforcer comes into play, return target creature you control to its owner’s hand.
Players may play spells only any time they could play a sorcery.
Trade Routes 1U
Enchantment (R)
1: Return target land you control to its owner’s hand.
1, Discard a land card: Draw a card.
Truckle 1UU
Instant (U)
Choose target creature. Scry 1, then reveal the top card of your library. Untap that creature and gain control of it until end of turn if it shares a converted mana cost with the revealed card. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Voluntary Amnesia 1U
Sorcery (C)
Put the top two cards of your library into your graveyard. Clash with an opponent. If you win, put the top four cards of that player’s library into that player’s graveyard. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Waking Dreams 2U
Enchantment (C)
Whenever you scry, you may pay 1. If you do, draw a card. (Draw the card after you scry.)
Wall of Visions 2U
Creature -- Spirit Wall (C)
0/2
Defender, flying
When Wall of Visions comes into play or is put into a graveyard from play, scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Weightless Euphoria XU
Instant (C)
Up to X target creatures gain flying until end of turn.
Acolyte of the Scepter B
Creature -- Human Wizard (C)
1/1
As an additional cost to play Acolyte of the Scepter, discard a card.
B, Discard a card: Acolyte of the Scepter gets +1/+1 until end of turn. The heart of all evil festers inside his soul. He likes the tingly feeling.
Alley Grifters 1BB
Creature -- Human Mercenary (C)
2/2
Whenever Alley Grifters becomes blocked, defending player discards a card.
Amused to Death 2BB
Enchantment (U)
Whenever you clash, you may have the winning player lose 2 life. (This ability triggers after the clash ends.)
Aura Bane 1BB
Enchantment -- Aura (R)
Enchant enchantment
Enchanted enchantment has “At the beginning of your upkeep, you lose 2 life.”
Blackfeather Rotter 1BB
Creature -- Harpy Zombie (R)
3/1
Flying
1B, T: Target creature gets -2/-2 until end of turn. Clash with an opponent. If you win, untap Blackfeather Rotter. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Bloodbeak Reaper 1B
Creature -- Harpy Mercenary (R)
Flying, deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
At the beginning of your upkeep, sacrifice Bloodbeak Reaper unless you pay 2.
Bloodbeak Slave-driver 3B
Creature -- Harpy Mercenary (U)
2/1
Flying
Whenever a creature comes into play under your control, target player discards a card.
4, T: Search your library for a Mercenary permanent card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
Brutal Recruiter 4B
Creature -- Horror Mercenary (R)
5/3
Whenever a creature comes into play under your control, Brutal Recruiter deals 2 damage to it.
5, T: Search your library for a Mercenary permanent card with converted mana cost 5 or less and put that card into play. Then shuffle your library.
Cackling Phantasm B
Creature -- Spirit (U)
1/1
Whenever Cackling Phantasm deals combat damage to a player, that player discards a card.
Epiphany 3B (You may pay 3B as you discard this card.)
When Cackling Phantasm’s epiphany cost is paid, each player discards three cards.
Cancerous Ghoul B
Creature -- Zombie (R)
1/0
Deathtouch
As Cancerous Ghoul comes into play, scry 1, then remove the top card of your library from the game. Cancerous Ghoul comes into play with a number of +1/+1 counters on it equal to the removed card’s converted mana cost.
Whenever Cancerous Ghoul deals combat damage, you lose that much life.
Chain of Insanity 1B
Sorcery (R)
Target player discards two cards. Then that player may copy this spell and may choose a new target for that copy.
Epiphany B
When Chain of Insanity’s epiphany cost is paid, each player loses 1 life for each card he or she discarded this turn.
Crypt Dowsing 4BB
Sorcery (R)
Each player draws a card for each creature card in his or her graveyard.
Epiphany XB
When Crypt Dowsing’s epiphany cost is paid, Put target creature card with converted mana cost X or less in a graveyard into play under your control.
Demand Payment 1B
Tribal Instant -- Mercenary (U)
Target creature’s controller sacrifices it unless that player pays 3.
Faceless Inquisitor 2B
Creature -- Human Wizard (C)
2/2
2B, T, Remove three cards in your graveyard from the game: Each player discards three cards. Play this ability only any time you could play a sorcery.
Finish Him! Scepter's Malice 5BB
Sorcery (R)
As an additional cost to play Finish Him! Scepter's Malice, pay half your life, rounded up.
If you have more life than target player, clash with that player. If you win, that player loses the game. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Fire-Eye Skeleton BB
Creature -- Skeleton Warrior (C)
When Fire-Eye Skeleton comes into play, clash with an opponent. If you win, put a +1/+1 counter on Fire-Eye Skeleton. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
B: Regenerate Fire-Eye Skeleton.
Greytalon Fledgling 2B
Creature -- Harpy Warrior (C)
1/1
Flying
When Greytalon Fledgling comes into play, target player discards a card.
Greytalon Marauder 2BB
Creature -- Harpy Warrior (U)
Flying
Greytalon Marauder can’t block.
Epiphany 4B (You may pay 4B as you discard this card.)
When Greytalon Marauder’s epiphany cost is paid, you may have each other player discard two cards.
Greytalon Screecher 1B
Creature -- Harpy Warrior (C)
1/1
Flying
Whenever Greytalon Screecher deals combat damage to an opponent, clash with that player. If you win, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Hired Arms 1B
Tribal Enchantment -- Mercenary Aura (C)
Enchant creature
At the beginning of your upkeep, sacrifice Hired Arms unless you pay 2.
Enchanted creature gets +3/+3.
Mettle 1BB (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Inject Venom* 1B
Tribal Instant -- Spider (C)
Target creature gets -3/-3 until end of turn.
Jhornish Grave-Scorner 2B
Creature -- Zombie Mercenary (R)
4/1
You may play Jhornish Grave-Scorner from your graveyard if you pay :2 mana: more to play it.
Jhornish Grave-Scorner gets +1/+0 for each Mercenary card in your graveyard.
Jhornish Sorcerer BB
Creature -- Human Spellshaper (C)
1/1
BB, T, Discard a card: Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. Play this ability only any time you could play a sorcery.
Jhornish Twilight 4BB
Sorcery (R)
Each player returns all creature cards from his or her graveyard to play.
Epiphany 2B
When Jhornish Twilight’s epiphany cost is paid, you may return target creature card from your graveyard to play.
Molting Harpy B
Creature -- Harpy Mercenary (C)
2/1
Flying
At the beginning of your upkeep, sacrifice Molting Harpy unless you pay 2.
Mourning B
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets -2/-0.
B: Return Mourning to its owner’s hand.
Nauseating Imagination 2B
Enchantment -- Aura (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Enchant creature
Whenever enchanted creature becomes the target of a spell or ability, it gets -1/-1 until end of turn.
Nightshrieker 4B
Creature -- Horror (U)
5/3
Nightshrieker can’t attack if defending player controls an enchantment.
Epiphany 1W (You may pay 1W as you discard this card.)
When Nightshrieker’s epiphany cost is paid, you may destroy target enchantment.
Otherwordly Contract 2B
Tribal Sorcery -- Mercenary (C)
Put target creature card in a graveyard into play under your control with a +1/+1 counter on it. It has “At the beginning of your upkeep, sacrifice this creature unless you pay 2.” (This effect doesn’t end at end of turn.)
Poisoned Conscience 2B
Enchantment (U)
Whenever an enchantment is put into a graveyard from play, you may have target player discard a card.
Primeval Shambler 3B
Creature -- Horor Mercenary (U)
3/3
B: Primeval Shambler gets +1/+1 until end of turn.
Proof of Madness 3B
Sorcery (U)
You and target opponent each reveal your hands. Then if you have more cards in hand than that player, you choose up to three cards in that player's hand and that player discards them.
Sagacious Necromancer 1B
Creature -- Human Wizard (U)
B, T, Sacrifice a creature: Scry 2, then reveal the top card of your library. Put target creature card in a graveyard into play under your control if has the same converted mana cost as the revealed card. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Salt-Marsh Harridan 1BB
Creature -- Harpy Shaman (U)
2/2
Flying
When Salt-Marsh Harridan comes into play, clash with an opponent. Each clashing player loses life equal to the converted mana cost of the card he or she revealed this way. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom.)
Scepter's Blight 5B
Instant (C)
Target creature gets -5/-5 until end of turn.
Epiphany 1B (You may pay 1B as you discard this card.)
When Scepter’s Blight’s epiphany cost is paid, you may have target creature get -2/-2 until end of turn.
Sellsword Quartermaster B
Creature -- Human Mercenary (C)
1/1
At the beginning of your upkeep, sacrifice Sellsword Quartermaster unless you pay 2.
4, T: Search your library for a Mercenary card, reveal it, and put that card into your hand. Then shuffle your library.
Shards of Regret 2B
Sorcery (U)
Shards of Regret deals 2 damage to target player for each card in his or her graveyard.
Epiphany XB (You may pay XB as you discard this card.)
When Shards of Regret’s epiphany cost is paid, you may remove X cards in target player’s graveyard from the game.
Skulking Bandit B
Creature -- Human Mercenary (C)
2/2
When Skulking Bandit becomes the target of a spell or ability, sacrifice it.
Epiphany XB (You may pay XB as you discard this card.)
When Skulking Bandit’s epiphany cost is paid, you may destroy target creature with converted mana cost X.
Skulking Fugitive 2B
Creature -- Horror Mercenary (C)
3/4
Whenever Skulking Fugitive becomes the target of a spell or ability, sacrifice it.
Skulking Leper B
Creature -- Human Mercenary (C)
2/1
When Skulking Leper comes into play or is put into a graveyard from play, target creature gets -1/-1 until end of turn.
When Skulking Leper becomes the target of a spell or ability, sacrifice it.
Sons of Jhorn 1BB
Creature -- Human Mercenary (C)
First strike
When Sons of Jhorn comes into play, clash with an opponent. If you win, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Spiraling Syphon 3BB
Sorcery (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Each player loses 2 life and you gain life equal to the total amount lost this way.
Syndicated Assassination 1B
Tribal Instant -- Mercenary (R)
As an additional cost to play Syndicated Assassination, pay 3 or reveal a Mercenary card in your hand.
Destroy target creature. It can’t be regenerated.
Syndicated Extortion 2BB
Tribal Sorcery -- Mercenary (R)
Target player discards a card for each Mercenary permanent you control.
Epiphany 4
When Syndicated Extortion’s epiphany cost is paid, you may put a Mercenary permanent card with converted mana cost 5 or less into play from your hand.
Syndicated Racketeering 2B
Tribal Enchantment -- Mercenary (R)
As an additional cost to play Syndicated Racketeering, pay 3 or reveal a Mercenary card in your hand.
Whenever a Mercenary permanent comes into play under your control, target player loses 2 life and you gain 2 life.
Syphon Mind 3B
Sorcery (C)
Each other player discards a card. You draw a card for each card discarded this way.
Tenacious Anxiety 2B
Sorcery (C)
Target opponent discards two cards. Clash with that player. If you win, return Tenacious Anxiety to its owner’s hand. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Voluntary Bloodletting 1B
Instant (C)
Each player sacrifices a creature. Clash with an opponent. If you win, that player sacrifices a creature. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Will of the Scepter 3B
Sorcery (U)
Each player removes the top ten cards of his or her library from the game.
Epiphany 5BB (You may pay 5BB as you discard this card.)
When Will of the Scepter’s epiphany cost is paid, you may have target player discard his or her hand.
Zo'Haral, Duke of Jhorn 4BB
Legendary Creature -- Human Mercenary (R)
3/3
Deathtouch, haste
At the beginning of your upkeep, you may discard four cards. If you do, return Zo’Haral, Duke of Jhorn from your graveyard to play.
BB, Discard a card: Return target Mercenary card from your graveyard to play. Play this ability only any time you could play a sorcery.
Aftershock Riders 2RR
Creature -- Viashino Nomad (U)
2/2
Haste
When Aftershock Riders comes into play, clash with an opponent. If you win, destroy target land that player controls. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Ashen Monstrosity 5RR
Creature -- Spirit (U)
7/4
Haste
Ashen Monstrosity attacks each turn if able.
Blazing Caprice 1RR
Instant (R)
Change the target of a spell or ability with a single target. Clash with an opponent. If you win, copy that spell or ability and you may choose new targets for the copy. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Burning-Scale Fury X1RRR
Instant (R)
Clash with an opponent. If you win, all creatures get +X/+0 until end of turn. Otherwise, they get +X/-X until end of turn. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Burning-Scale Viashino 2RR
Creature -- Viashino Warrior (C)
3/2
Whenever Burning-Scale Viashino becomes blocked, it deals 2 damage to each blocking creature.
R: Burning-Scale Viashino gets +1/+0 until end of turn.
Cinder Shambler R
Creature -- Spirit (C)
3/3
When Cinder Shambler attacks or blocks, destroy it at end of combat.
Epiphany R (You may pay R as you discard this card.)
When you pay Cinder Shambler’s epiphany cost, Cinder Shambler deals 2 damage to each creature that was dealt damage this turn.
Crown of Flames R
Enchantment -- Aura (C)
Enchant creature
R: Enchanted creature gets +1/+0 until end of turn.
R: Return Crown of Flames to its owner’s hand.
Crumbling Aftershocks 3RR
Sorcery (U)
Clash with an opponent. If you win, that player sacrifices three lands. Otherwise, that player sacrifices two lands. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Draconian Pyromancer 4RR
Creature -- Dragon Wizard (R)
5/3
Flying
3, Discard a card at random: Draconian Pyromancer deals damage to target creature or player equal to the converted mana cost of the discarded card. The lords of the Nyrn know well the dangers of fire magic—on the edge of the caldera, you’re always one step away from oblivion.
Draconian Scalecrafter 3RR
Creature -- Dragon Mercenary (R)
3/3
Flying
1RR, T: Search your library for a Dragon or Mercenary permanent card and put that card into play. Then shuffle your library. That permanent gains haste until end of turn. At end of turn, remove it from the game.
Draconian Sell-Sword 3R
Creature -- Dragon Mercenary (R)
5/3
Flying, haste
At end of turn, clash with an opponent. Sacrifice Draconian Sell-Sword if you didn’t win. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Erratic Might 2R
Instant (U)
Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/+X until end of turn, where X is that card’s converted mana cost. Put the revealed cards on the bottom of your library in any order.
Explosive Conclusion 1R
Instant (C)
As an additional cost to play Explosive Conclusion, discard a card at random.
Explosive Conclusion deals 5 damage to target creature.
Fiery Cataclysm 3RR
Sorcery (R)
Reveal cards from the top of your library until you reveal a nonred card. Each player sacrifices X lands, where X is the number of red cards revealed this way. Put the revealed cards on the bottom of your library in any order.
Fiery Gaze 1RR
Sorcery (C)
Reveal cards from the top of your library until you reveal a nonred card. Fiery Gaze deals damage to target creature or player equal to the number of red cards revealed this way. Put the revealed cards on the bottom of your library in any order.
Fiery Upwelling 2RR
Sorcery (U)
Reveal cards from your library until you reveal a nonred card. Add an amount of R to your mana pool equal to the number of red cards revealed this way. Put the revealed cards on the bottom of your library in any order.
Fire of Unknown Origin 2R
Enchantment (U)
Whenever an enchantment is put into a graveyard from play, Fire of Unknown Origin deals 3 damage to target creature or player. Most of the Nyrn’s tremors and rumblings are perfectly natural. Some aren’t.
Flamespittle Raptor 2R
Creature -- Lizard (C)
2/2
When Flamespittle Raptor comes into play, clash with an opponent. If you win, Flamespittle Raptor deals 2 damage to that player. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Fleeting Fury RR
Enchantment -- Aura (C)
Flash
Enchant creature
Enchanted creature gets +2/+2 and can’t block.
At end of turn, return Fleeting Fury to its owner’s hand.
Frenetic Stormscale RR
Creature -- Viashino Berserker (C)
2/1
Haste
When Frenetic Stormscale comes into play, each player discards a card at random, then you clash with an opponent. If you win, draw a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Hulking Dragon 3RR
Creature -- Dragon (U)
4/4
Hulking Dragon can’t block.
1R: Hulking Dragon gets +1/+0 and gains flying until end of turn.
Impulsive Eidolon 2RR
Creature -- Spirit (R)
2/1
Whenever you clash, you may play the revealed card from your library.
Inevitable Stormscale 3R
Creature -- Viashino Mercenary (U)
2/2
As an additional cost to play Inevitable Stormscale, discard a card at random.
Inevitable Stormscale can’t be countered.
Inevitable Stormscale comes into play with X +1/+1 counters on it, where X is the discarded card’s converted mana cost.
Lava Geyser* R
Sorcery (C)
Lava Geyser deals 3 damage to target player.
Magmatic Musings 1R
Instant (C)
Add RRR to your mana pool.
Epiphany 1R (You may pay 1R as you discard this card.)
When Magmatic Musings’s epiphany cost is paid, return target sorcery card from your graveyard to your hand.
Mark of Thunder 1R
Enchantment -- Aura (U)
Flash
Enchant creature
Enchanted creature has haste.
Sacrifice Mark of Thunder: Enchanted creature gets +3/-1 and gains trample until end of turn.
Mettle 4R (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Mental Melee 1RR
Enchantment (R)
Skip your draw step.
At the beginning of each other player’s upkeep, clash with that player. If you win, draw a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Molten Rain 1RR
Sorcery (C)
Destroy target land. If that land is nonbasic, Molten Rain deals 2 damage to the land’s controller. “Now you know, softskins, why we viashino build our homes inside the mountain.”
— Viashino warrior, to human refugees
[Placeholder] No Peeking! 2R
Enchantment (R)
Whenever an opponent searches a library, No Peeking! deals 2 damage to that player.
Nyrnish Forge-Tender 1R
Creature -- Viashino Artificer (C)
2/1
1, T, Sacrifice a Mountain: Clash with an opponent. If you win, add RRRR to your mana pool. Otherwise, add RR to your mana pool. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Ominous Rumblings 3R
Enchantment -- Aura (R)
Enchant land
At the beginning of your upkeep, destroy enchanted land and Ominous Rumblings deals 2 damage to that land’s controller.
Mettle—Sacrifice a land (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Proof of Decadence 3R
Sorcery (U)
You and target opponent each reveal your hands. Then if that player has more land cards in hand than you, Proof of Decadence deals 7 damage to him or her.
Reckless Fury R
Instant (C)
Target creature gains haste until end of turn. Clash with an opponent. If you win, that creature gets +3/+0 until end of turn. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Rhezarion, Lord of the Nyrn 6RR
Legendary Creature -- Dragon (R)
5/5
Defender, flying, trample
Whenever you clash, put a +1/+1 counter on Rhezarion, Lord of the Nyrn and it loses defender.
When Rhezarion is put into a graveyard from play, sacrifice all lands and creatures you control. Rhezarion deals 2 damage to each creature and each player for each permanent sacrificed this way.
Sparkscatter 2R
Instant (C)
Sparkscatter deals 3 damage divided as you choose among any number of target players.
Epiphany R (You may pay R as you discard this card.)
When Sparkscatter’s epiphany cost is paid, Sparkscatter deals 1 damage to target player.
Spiraling Embers 3RR
Sorcery (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Spiraling Embers deals 5 damage to target creature or player.
Steamscour 1R
Sorcery (C)
Steamscour deals 3 damage to target creature or player.
Epiphany 0 (You may pay 0 as you discard this card.)
When Steamscour’s epiphany’s cost is paid, Steamscour deals 3 damage to each player.
Storm of Ashes 6R
Sorcery (U)
Storm of Ashes deals 7 damage to target creature or player.
Epiphany 1RR (You may pay 1RR as you discard this card.)
When Storm of Ashes’s epiphany cost is paid, Storm of Ashes deals 3 damage to target creature or player and the damage can’t be prevented.
Stormscale Dervish R
Creature -- Viashino Mercenary (C)
0/2
Haste
Stormscale Dervish gets +1/+0 for each card in your hand fewer than three.
Stormscale Iconoclast 2RR
Creature -- Viashino Shaman (R)
2/2
2R, Discard a card: Stormscale Iconoclast deals 2 damage to target creature or player. If the discarded card was an enchantment, Stormscale Iconoclast deals 4 damage to that creature or player instead.
Taskmage Journeyman R
Creature -- Human Wizard Mercenary (U)
2/2
At the beginning of your upkeep, sacrifice Taskmage Journeyman unless you pay 2
T: Taskmage Journeyman deals 2 damage to target creature or player.
Tectonic Break XRR
Sorcery (R)
Each player sacrifices X lands.
Thoughtscatter 2R
Enchantment -- Aura (R)
Enchant player
If enchanted player would discard a card, that player discards a card at random instead.
Mettle 4B (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Threat of Ruin* R
Sorcery (C)
Each player sacrifices a permanent.
Viashino Freeriders 1RR
Creature -- Viashino Mercenary (C)
4/3
At the beginning of your upkeep, sacrifice Viashino Freeriders unless you pay 2.
Viashino Sandscout 1R
Creature -- Viashino Warrior (C)
2/1
Haste
At end of turn, return Viashino Sandscout to its owner's hand.
Viashino Taskmage 2R
Creature -- Viashino Wizard Mercenary (C)
2/1
R: Target creature gains protection from red until end of turn.
3R, Discard a card at random: Viashino Taskmage deals 3 damage to each creature.
Volcanic Raptor 2R
Creature -- Lizard (U)
3/2
First strike
When Volcanic Raptor comes into play, clash with an opponent. If you win, Volcanic Raptor gains haste until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Wreathed in Flame R
Enchantment -- Aura (C)
Enchant creature
When Wreathed in Flame comes into play, it deals 2 damage to enchanted creature.
Enchanted creature gets +2/+0.
Mettle 1R (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Abundance 2GG
Enchantment (R)
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Aggressive Bushwhacking 1GG
Sorcery (U)
Clash with an opponent. If you win, search your library for two basic land cards and put them into play tapped. Otherwise, search your library for a basic land card and put that card into play tapped. Then shuffle your library if you searched it this way. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Bane of the Eight-Eyed 5G
Creature -- Human Warrior (U)
5/5
1W: Target attacking creature gets -1/-0 until end of turn. If it’s a Spider, that creature gets -3/-0 until end of turn instead.
1R: Bane of the Eight-Eyed deals 1 damage to target blocking creature. If it’s Spider, Bane of the Eight-Eyed deals 3 damage to that creature instead.
Branchlash 2G
Sorcery (U)
Branchlash deals 2 damage to each creature with flying for each enchantment you control.
Commune with Nature G
Sorcery (C)
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Coursing Venom G
Tribal Instant -- Spider (C)
Target creature gains deathtouch until end of turn. If it’s a Spider, regenerate that creature.
Crushing Apostasy 1G
Instant (C)
Clash with an opponent. If you win, destroy two target artifacts. Otherwise, destroy target artifact. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Dreamflower Cultivator 2G
Creature -- Human Druid (C)
2/2
When Dreamflower Cultivator comes into play, you may search your library for a land card and put that card into play. If you do, tap Dreamflower Cultivator and it doesn’t untap during your next untap step.
Dreamflower Idealist 1GG
Creature -- Human Druid (U)
2/2
When Dreamflower Idealist comes into play, look at the top five cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Dreamflower Protector 1G
Creature -- Human Warrior (C)
3/2
At end of turn, if Dreamflower Protector didn’t come into play or attack this turn, tap Dreamflower Protector and it doesn’t untap during your next untap step.
Earth-Mother's Boon G
Instant (R)
Counter target spell or activated ability that targets a creature or enchantment you control.
Enduring Fertility 2G
Enchantment -- Aura (C)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
Mettle 3G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Feral Tenacity 1G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +3/+3.
Mettle 1G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Fight Through the Pain 3G
Enchantment (C)
Whenever a creature you control would be dealt combat damage by a source another player controls, clash with that player. If you win, prevent that damage. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if her card had a higher converted mana cost.)
Floral Powder 1G
Instant (C)
Regenerate target creature. You gain life equal to its converted mana cost.
Epiphany G (You may pay G as you discard this card.)
When Floral Powder’s epiphany cost is paid, you may gain 3 life.
Force of Predation 2GGG
Creature -- Beast (R)
4/4
Trample
2G: Clash with an opponent. If you win, put two +1/+1 counters on Force of Predation. Otherwise, put a +1/+1 counter on Force of Predation. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if her card had a higher converted mana cost.)
Graveblossom Gardener 3G
Creature -- Human Druid (U)
1/2
When Graveblossom Gardener comes into play, you may return target card in your graveyard to your hand. If you do, sacrifice Graveblossom Gardener unless you sacrifice a land.
Honor of the Mighty G
Instant (U)
Target creature gets +1/+1 until end of turn. Clash with each other player. That creature gets an additional +2/+2 until end of turn for each clash you won. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Ichor Feast 1G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +1/+1 for each Swamp card in your graveyard.
Mettle 1BB (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Inevitable Guerillas 1G
Creature -- Human Warrior (C)
2/1
Flash
Inevitable Guerillas can’t be countered.
Inevitable Wurm 6G
Creature -- Wurm (R)
7/7
Inevitable Wurm can’t be countered.
Epiphany 2G (You may pay 2G as you discard this card.)
When Inevitable Wurm’s epiphany cost is paid, you may put it on top of your library.
Lessons from the Past 1G
Sorcery (C)
Return up to three target enchantment cards from your graveyard to your hand.
Epiphany 2G (You may pay 2G as you discard this card.)
When Lessons from the Past’ epiphany cost is paid, return target card from your graveyard to your hand.
Militant Gardener 1G
Creature -- Human Warrior (R)
1/1
Militant Gardener gets +1/+1 for each land card in your graveyard.
Whenever a land you control is put into a graveyard from play, untap Militant Gardener.
Nightweb Broodling 1G
Creature -- Spider (C)
1/2
Flash
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Nightweb Hatchery 2G
Enchantment (U)
Whenever an enchantment you control is put into a graveyard from play, put a 1/1 green Spider creature token with reach into play.
Nightweb Hunter 2G
Creature -- Spider (U)
2/2
Flash
Reach (This creature can block creatures with flying.)
When Nightweb Hunter comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nightweb Hunter. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Nightweb Shadowspinner 5G
Creature -- Spider Shaman (R)
4/4
Flash
Reach (This creature can block creatures with flying.)
1B: Target creature gains deathtouch until end of turn. (Whenever a creature with deathtouch deals damage to another creature, destroy that creature.)
Ominous Chitterings 3G
Enchantment -- Aura (R)
Enchant creature
At the beginning of your upkeep, destroy enchanted creature. You and that creature’s controller each put a 3/3 green Spider creature token into play.
Mettle—Sacrifice a creature. (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Primordial Charge 4GGG
Sorcery (R)
Creatures you control gain trample until end of turn. Clash with an opponent. If you win, put three +1/+1 counters on each creature you control. Otherwise, creatures you control get +3/+3 until end of turn. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Proof of Weakness 3G
Sorcery (U)
You and target opponent each reveal your hands. Then if that player has fewer creature cards in hand than you, you may put a creature card from your hand into play.
Roaming Loam 4G
Creature -- Plant (C)
4/4
Roaming Loam doesn’t untap during your untap step.
1, Sacrifice a land: Untap Roaming Loam and put a +1/+1 counter on it.
1, Remove a +1/+1 counter from Roaming Loam: Return target land card from your graveyard to your hand.
Rusting Aura 2G
Enchantment -- Aura (C)
Enchant artifact
Whenever an activated ability of enchanted artifact is played, destroy enchanted artifact. If you do, you gain life equal to its converted mana cost.
Mettle 2G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Sidewinder Vine 1G
Creature -- Plant (U)
3/1
Whenever Sidewinder Vine becomes the target of a spell or ability, if Sidewinder Vine is the only target and that spell or ability could target another permanent you control, change that spell or ability’s target to that permanent. Its leaves may be broad, but don’t think about hiding behind them.
Silkspinner Sage 2GG
Creature -- Spider Shaman (R)
2/3
When Silkspinner Sage comes into play, draw a card.
2B, T, Sacrifice a creature: Draw cards equal to the sacrificed creature’s power. You lose life equal to its toughness.
Sluggish Devourer 4GG
Creature -- Fungus Beast (R)
4/6
At the beginning of each player’s upkeep, that player sacrifices an enchantment.
Spirit of Ironwood 3G
Enchantment (U)
At the beginning of your upkeep, sacrifice Spirit of Ironwood unless you pay 1 for each creature and/or enchantment you control.
Creatures and other enchantments you control have shroud.
Sporeback Snuffler 1GGG
Creature -- Fungus Beast (U)
4/4
Whenever Sporeback Snuffler becomes the target of a spell or ability, put a 1/1 green Saproling creature token into play.
G: Put a 1/1 green Saproling creature token into play. Play this ability only if Sporeback Snuffler is enchanted.
Strangling Strands 2G
Tribal Enchantment -- Spider Aura (U)
Flash
Enchant creature with flying
When Strangling Strands comes into play, it deals 3 damage to enchanted creature.
Enchanted creature can’t attack or block.
Mettle 1G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Tchyss, Nightweb Matriarch 6GG
Legendary Creature -- Spider Shaman (R)
5/5
Flash
Deathtouch, reach
Spider spells you play cost 2 less to play.
Aura spells you play targeting a Spider you control cost 2 less to play. She is both mother and goddess to the swarms of the Nightweb Glens, fueling their lust for destruction.
Usotl Flower-Tender G
Creature -- Human Druid (C)
1/1
Whenever Usotl Flower-Tender becomes tapped, you may gain 2 life. If you do, Usotl Flower-Tender doesn’t untap during your next untap step.
T: Add G to your mana pool. Flower-tenders often become lost in their work, as they quickly succumb to their crop’s potent scent.
Usotl Silk-Weaver 1G
Creature -- Human Druid (C)
G, T, Remove a Spider card or enchantment card in your graveyard from the game: Target creature gets +X/+X until end of turn, where X is the removed card’s converted mana cost.
Utopia Vow 1G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature can’t attack or block.
Enchanted creature has “T: Add one mana of any color to your mana pool.”
Vine Trellis 1G
Creature -- Plant Wall (C)
0/4
Defender
T: Add G to your mana pool.
Vinelasher Kudzu 1G
Creature -- Plant (R)
1/1
Whenever a land comes into play under your control, put a +1/+1 counter on Vinelasher Kudzu.
Violent Flowering 1G
Enchantment -- Aura (R)
Enchant land
Whenever enchanted land is tapped for mana, clash with an opponent. If you win, add double that amount of mana to your mana pool instead. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Whip Silk G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature has reach. (It can block creatures with flying.)
G: Return Whip Silk to its owner’s hand.
Wild Hardiness GG
Enchantment (R)
Whenever you play a creature spell, clash with an opponent. If you win, that creature comes into play with an additional +1/+1 counter on it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Graveblossom Infusion GB
Enchantment -- Aura (R)
Enchant creature card in a graveyard
At the beginning of your upkeep, put a token into play that’s a copy of enchanted creature card. It has haste. At end of turn or when Graveblossom Infusion leaves play, remove that token from the game.
Idyllic Philosopher WU
Creature -- Human Cleric Wizard (U)
1/1
When Idyllic Philosopher comes into play, reveal the top card of your library. If it’s an enchantment card, put it into play. Otherwise, put that card into your hand.
Jovial Champion 2GW
Creature -- Human Warrior (U)
Cowards can’t block Jovial Champion.
Whenever Jovial Champion becomes blocked by a creature with power less than its own, remove that creature from combat and it becomes a Coward in addition to its other types. (It deals and receives no combat damage. This effect doesn’t end at end of turn.)
Mindmelt 1UB
Sorcery (R)
Target player puts the top three cards of his or her library into his or her graveyard.
Target player puts the top three cards of his or her library into his or her graveyard.
Target player puts the top three cards of his or her library into his or her graveyard.
Viashino Hellraiser 1BR
Creature -- Viashino Shaman (U)
3/1
3R, T: Viashino Hellraiser deals 5 damage to each player, then sacrifice Viashino Hellraiser.
3B, T: Return target creature card from your graveyard to play, then sacrifice Viashino Hellraiser.
Amber Amulet 1
Artifact (C)
T: Add R to your mana pool. Play this ability only if you control a Mountain.
T, Sacrifice Amber Amulet: Add one mana of any color to your mana pool.
Brass Secretary 3
Artifact Creature -- Construct (U)
2/1
2, Sacrifice Brass Secretary: Draw a card. The wealthier merchants of Zahad quickly became too busy for menial bookkeeping duties. Clockwork automatons provided an elegant answer to that simple problem: They never embezzeled or took bribes, and they could just as easily become file cabinets themselves.
Cerulean Amulet 1
Artifact (C)
T: Add U to your mana pool. Play this ability only if you control an Island.
T, Sacrifice Cerulean Amulet: Add one mana of any color to your mana pool.
Crumbling Sanctuary 5
Artifact (R)
For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead.
Crystal Chimes 3
Artifact (U)
3, T, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.
Diamond Amulet 1
Artifact (C)
T: Add W to your mana pool. Play this ability only if you control a Plains.
T, Sacrifice Diamond Amulet: Add one mana of any color to your mana pool.
Dragon Blood 3
Artifact (U)
3, T: Put a +1/+1 counter on target creature.
Ebon Amulet 1
Artifact (C)
T: Add B to your mana pool. Play this ability only if you control a Swamp.
T, Sacrifice Ebon Amulet: Add one mana of any color to your mana pool.
Geyr's Palimpsest 4
Legendary Artifact (R)
Whenever you play a nonpermanent spell, remove it from the game with an archive counter on it as it resolves.
4, T: Search your library for a card with the same name as a card that’s removed from the game with an archive counter on it and put it into your hand. Then shuffle your library.
Nemesis Mask 3
Artifact -- Equipment (U)
All creatures able to block enchanted creature do so.
Equip 3
Pearl Shard 3
Artifact (U)
3, T or W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
Viridian Amulet 1
Artifact (C)
T: Add G to your mana pool. Play this ability only if you control a Forest.
T, Sacrifice Viridian Amulet: Add one mana of any color to your mana pool.
A'te Usotl, the Sleeping Jungle
Legendary Land (R)
When A’te Usotl, the Sleeping Jungle is put into a graveyard from play, you may search your library for a basic Forest card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add G this way, sacrifice A’te Usotl unless you have an opponent put a 2/2 green Spider creature token with reach into play.
Aerythais, Jewel of the Alliance
Legendary Land (R)
When Aerythais, Jewel of the Alliance is put into a graveyard from play, you may search your library for a basic Plains card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add W this way, sacrifice Aerythais unless you sacrifice a white permanent.
Battle-Scarred Field
Land (U)
T: Add W to your mana pool. If you control a Plains, add R to your mana pool instead.
Ghost-Lit Moor
Land (U)
T: Add B to your mana pool. If you control a Swamp, add W to your mana pool instead.
Ice-Limned Spire
Land (U)
T: Add R to your mana pool. If you control a Mountain, add U to your mana pool instead.
Jhorn, the Darkened North
Legendary Land (R)
When Jhorn, the Darkened North is put into a graveyard from play, you may search your library for a basic Swamp card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add B this way, sacrifice Jhorn unless you pay 3 life.
Kelp-Choked Shallows
Land (U)
T: Add U to your mana pool. If you control an Island, add G to your mana pool instead.
Nightweb Glen
Land (U)
T: Add G to your mana pool. If you control a Forest, add B to your mana pool instead.
The Nyrn, Inferno's Heart
Legendary Land (R)
When The Nyrn, Inferno’s Heart is put into a graveyard from play, you may search your library for a basic Mountain card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add R this way, sacrifice The Nyrn unless you discard a card at random.
Zahad, the Thousand Markets
Legendary Land (R)
When Zahad, the Thousand Markets is put into a graveyard from play, you may search your library for a basic Island card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add U this way, sacrifice Zahad unless you have an opponent gain control of it.
I can't look through all of these right now, but I will. I'm supposed to be in bed and awake in five hours. Anyway, I just want to laud your Masques remakes. Yay, Masques! I'll comment on these more later, but one that popped out at me, Finish Him!, come on, really? That's Un, right?
That's a placeholder name, but I "kept" it because I found it funny. Unless you meant the card design... in which case I'm willing to debate the point.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
I disagree with the name Abbott. Way too similar to Abbot, don't you think?
Abbott's Benediction: Lessening toughness doesn't seem particularly white. Green, I can see, and cats seem to agree that blue can do it, but white doing it doesn't feel right.
Abbotts's Vengance: Probably too similar to Vengeful Dreams, and arguably better for the same cost.
Don't Fear the Reaper: Ha, BOC jokes. You could probably make it a gain of four life, or reduce the cost to 1W, although I don't advise the latter because you already have plenty of 2cc white cards.
Ephemeral Spellslayer: The ability seems green to me. White loves to redirect, but generally damage. Ideally this card would be (R/G) or (U/G), I think. Also, and this is the language Torquemada coming out in me, I tend to think the word ephemeral is overused by CCDs.
Inspired Sublimation: Why would you enchant an enchantment with that? Just say, this effect does not remove blah blah.
Give me some more time. There are many cards here and I'll look through most of them. Oh, and I wasn't saying that Finish Him! is an Un-card, I just meant that the name was.
I disagree with the name Abbott. Way too similar to Abbot, don't you think?
Abbott's Benediction: Lessening toughness doesn't seem particularly white. Green, I can see, and cats seem to agree that blue can do it, but white doing it doesn't feel right.
Abbotts's Vengance: Probably too similar to Vengeful Dreams, and arguably better for the same cost.
Don't Fear the Reaper: Ha, BOC jokes. You could probably make it a gain of four life, or reduce the cost to 1W, although I don't advise the latter because you already have plenty of 2cc white cards.
Ephemeral Spellslayer: The ability seems green to me. White loves to redirect, but generally damage. Ideally this card would be (R/G) or (U/G), I think. Also, and this is the language Torquemada coming out in me, I tend to think the word ephemeral is overused by CCDs.
Inspired Sublimation: Why would you enchant an enchantment with that? Just say, this effect does not remove blah blah.
Give me some more time. There are many cards here and I'll look through most of them. Oh, and I wasn't saying that Finish Him! is an Un-card, I just meant that the name was.
Abbott = Abbot. That's me refusing to look up words I think I know. He's an abbot. His name is Lamarck. (Like Lamarckian evolution... but not really.)
Lessening power, I think you meant. White can do it, but it is mostly blue. Green can do it to flying creatures. Note that white in this block is a little Planar Chaos-style vengeance based, and very slight colorshifting is necessary IMO because I'm encouraging white to be monocolor.
Abbott's (sic) Vengeance is probably about the same as Vengeful Dreams, since discard is probably balanced by the requirement of a fistful of white cards (or mana).
I wonder about Inspired Sublimation. Could I just do it like Blue Ward or something? Hmmm... Custom Rulings, away!
I'm gonna argue that Ephemeral Spellslayer is white's version of Retromancer. It's like Mirror Strike for spells. (It's probably a little Planar Chaos-y.)
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
The Themes:
Eklyptos' main theme is the library, with sub themes being "anti-graveyard" and Auras.
The Mechanics:
Returning mechanics deal with the library theme. These are clash, scry, and ripple.
I made two new mechanics for this set, Epiphany and Mettle; and a pseudo-keyword, Zealotry.
Epiphany [cost] (You may pay [cost] as you discard this card.)
When CARDNAME's epiphany cost is paid, [effect].
Mettle [cost] (You may play this Aura for its mettle cost when it's put into a graveyard from play.)
Zealotry -- [effect] as long as white is the most common color among permanents or is tied for most common.
Legendary Creature -- Human Cleric (R)
2/4
Lifelink, protection from nonwhite
3, T: Abbot Lamarck deals 3 damage to target nonwhite creature.
Abbot's Benediction 1WW
Sorcery (C)
Choose one — White creatures you control get +1/+1 until end of turn; or nonwhite creatures get -2/-0 until end of turn.
Epiphany 0 (You may pay 0 as you discard this card.)
When Abbot’s Benediction’s epiphany cost is paid, creatures you control become white until end of turn.
Abbot's Champion WW
Creature -- Human Knight (U)
2/2
As an additional cost to play Abbot’s Champion, pay 2 or reveal a white card in your hand.
First strike, protection from black and from red
Abbot's Vengeance WW
Instant (R)
As an additional cost to play Abbot’s Vengeance, pay X or reveal X white cards in your hand.
Remove X target attacking creatures from the game.
Aerythesian Crusaders WW
Creature -- Human Knight (U)
2/2
Protection from black
Zealotry — Aerythesian Crusaders has lifelink as long as white is the most common color among permanents or is tied for the most common. (Whenever it deals damage, you gain that much life.)
Anointed Headsman 2WW
Creature -- Human Soldier (U)
3/2
First strike
Prevent all damage that Anointed Headsman would deal to white sources.
W: Prevent the next 1 damage that would be dealt to Anointed Headsman this turn.
Banish from the Fold 1W
Instant (R)
As an additional cost to play Banish From the Fold, pay 2 or reveal a white card in your hand.
Remove target attacking creature from the game. You gain life equal to its toughness.
Blessing of Communion 2W
Enchantment (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
You may have Blessing of Communion come into play under target other player’s control.
At the beginning of your upkeep, you gain 1 life.
Blessing of Sanctity 1W
Enchantment (U)
Ripple 3 (When you play this spell, you may reveal the top three cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Enchant creature
Enchanted creature gets +1/+2 for each Aura named Blessing of Sanctuary you control.
Confessor W
Creature -- Human Cleric (C)
1/1
Whenever a player discards a card, you may gain 1 life.
Conviction 1W
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +1/+3.
W: Return Conviction to its owner’s hand.
Coruscate 1W
Instant (C)
As an additional cost to play Coruscate, reveal a white card in your hand.
Prevent the next X damage that would be dealt to you this turn and you gain X life, where X is the revealed card’s converted mana cost.
Don't Fear the Reaper 2W
Enchantment (U)
Whenever an enchantment you control is put into a graveyard from play, you may gain 3 life.
Ephemeral Spellslayer 3WW
Creature -- Spirit (U)
3/3
Whenever Ephemeral Spellslayer becomes the target of an activated ability, you may change the target of that activated ability to its source. (The ability’s source must be a legal target.)
Exalted Soul 4WWW
Creature -- Spirit (R)
5/7
Flying, lifelink, vigilance
W: Regenerate Exalted Soul.
Zealotry — When Exalted Soul comes into play, sacrifice it unless white is the most common color among permanents or is tied for most common.
Exorcist WW
Creature -- Human Cleric (C)
1/1
1W, T: Destroy target black creature.
The Scepter of Chthos spread its taint across the world, even into the world of men. There it corrupted the hearts of many who had no armor of faith to defend against the darkness. It is our solemn duty to absolve these unfortunates of their unknowing sins, before the Scepter claims them.
— The Scrolls of Aerythais
Faithful Militia 1W
Creature -- Human Soldier (C)
2/2
Zealotry — Faithful Militia has lifelink as long as white is the most common color among permanents or is tied for most common.
Flames of Zealotry 2WW
Enchantment -- Aura (R)
Enchant you
Creatures you control have lifelink.
Pay 2 life: Flames of Zealotry deals 1 damage to target attacking or blocking creature.
Mettle 4W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Furious Retribution 3W
Instant (C)
Destroy target attacking or blocking creature.
Zealotry — Remove that creature from the game instead if white is the most common color among permanents or is tied for most common.
Gentle Benediction W
Instant (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Choose one — Prevent the next 2 damage that would be dealt to target creature or player this turn; or you gain 2 life.
Grand Inquisition 1WW
Sorcery (R)
Choose a number. Destroy all creatures with converted mana cost equal to that number, then clash with an opponent. If you win, copy Grand Inquisition. You may choose a new number for the copy. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Heaven's Gate W
Instant (C)
Any number of target creatures become white until end of turn.
Inquisitor's Wrath 1W
Instant (R)
As an additional cost to play Inquisitor’s Wrath, pay W or reveal a white card in your hand.
The next time target creature would be dealt damage this turn, that damage is dealt to another target creature instead.
Draw a card.
Inspired Sublimation W
Enchantment -- Aura (U)
Enchant creature or enchantment
When Inspired Sublimation becomes attached to a creature, that creature becomes a white enchantment as long as Inspired Sublimation remains attached to it. (It’s no longer a creature.)
Mettle W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Ithecrene Cavaliers 1WW
Creature -- Human Knight (C)
2/2
First strike
Zealotry — Ithecrene Cavaliers has lifelink as long as white is the most common color among permanents or is tied for most common. (Whenever it deals damage, you gain that much life.)
Ithecrene Soothsayer 4W
Creature -- Human Cleric Mystic (R)
3/3
Flash
Lifelink
When Ithecrene Soothsayer comes into play, each player gains life equal to the total converted mana cost of enchantments he or she controls.
Ithecrene Witch-Hunters 2WW
Creature -- Human Cleric (C)
1/4
WW, T: Ithecrene Witchhunters deals 3 damage to target nonwhite creature.
Zealotry — Ithecrene Witchhunters has lifelink as long as white is the most common color among permanents or is tied for most common. (Whenever it deals damage, you gain that much life.)
Mark of the Heretic 2WW
Enchantment -- Aura (C)
Enchant nonwhite permanent
Enchanted permanent’s activated abilities can’t be played unless they’re mana abilties. If enchanted permanent is a creature, it can’t attack or block.
W: Return Mark of the Heretic to its owner’s hand.
“Which do you think burns them more—the realization of their guilt, or the shame in being discovered?”
— Abbot Lamarck
Mystic Salvation 1W
Enchantment -- Aura (C)
Enchant creature
When Mystic Salvation comes into play, remove it and enchanted creature from the game, then return enchanted creature to play under its owner’s control and attach Mystic Salvation to it.
Enchanted creature gets +1/+1.
Peasant Crusaders W
Creature -- Human Warrior (C)
2/1
Ripple 6 (When you play this spell, you may reveal the top six cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Zealotry — Peasant Crusaders gets -1/-0 as long as white is the most common color among permanents or is tied for most common.
Penitent Mourners W
Creature -- Human Mystic (U)
0/3
Whenever a nontoken creature you control is put into a graveyard from play, put a 1/1 white Spirit creature token with flying into play.
Epiphany W (You may pay W as you discard this card.)
When Penitent Mourners’s epiphany cost is paid, you gain 3 life.
Penitent Soul W
Creature -- Spirit Mystic (C)
0/2
Epiphany W (You may pay W as you discard this card.)
When Penitent Soul is put into a graveyard from play or when its epiphany cost is paid, you gain 2 life.
Press Into Service 1WW
Sorcery (R)
As an additional cost to play Press Into Service, pay W or reveal a white card in your hand.
Gain control of target nonwhite creature. It becomes a white Soldier in addition to its other colors and creature types. (This effect doesn’t end at end of turn.)
Proof of Heresy 1W
Sorcery (U)
You and target opponent reveal your hands. Then if that player has more nonwhite cards in hand than you, prevent all damage that would be dealt to creatures you control this turn.
Lymarc thrust the skull pendant into the air. “This village practices evil deeds,” he shouted to his troops. “They sacrifice to the northern demons in the night! Show them no mercy!”
Question of Faith 1WW
Enchantment (R)
Nonwhite spells cost 1 more to play.
Zealotry — Nonwhite spells cost 3 more to play as long as white is the most common color among permanents or is tied for most common.
Retether 3W
Sorcery (R)
Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can’t enchant a creature in play remain in your graveyard.)
Scrutinize 1W
Instant (C)
Destroy target enchantment. Clash with an opponent. If you win, return Scrutinize to its owner’s hand. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
“The one stone you leave unturned is the one under which agents of the Dark lie waiting.”
Shades of the Fallen W
Creature -- Spirit (C)
0/3
Defender, lifelink
“They were cut down without mercy, without pity. They were cut down only because their slayers relish the sight of innocent blood. They remained because the injustice of their passing will not allow them a peaceful rest in the Halls of Light. Let us now avenge their unquiet deaths!”
— Abbot Lamarck
Shield of Sanctity W
Enchantment -- Aura (R)
Enchant creature
At the beginning of your upkeep, scry 2, then reveal the top card of your library. Enchanted creature gets +0/+X until end of turn, where X is the revealed card’s converted mana cost. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Spiraling Glory 3WW
Instant (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Search your library for an Aura card that could enchant target permanent you control and attach that Aura card to it. Then shuffle your library.
Stoic Inquisitor 3W
Creature -- Human Cleric Soldier (U)
2/2
Flash
When Stoic Inquisitor comes into play, put target attacking creature on the bottom of its owner’s library. Its controller gains life equal to its toughness.
Strength of Order 1W
Enchantment -- Aura (U)
Enchant creature
Enchanted creature has protection from red.
Zealotry — Enchanted creature gets +3/+3 as long as white is the most common color among permanents or is tied for most common.
Mettle 4W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
True Believer WW
Creature -- Human Cleric (R)
2/2
You have shroud. (You can't be the target of spells or abilities.)
A few renegades preferred a faith different from the Abbot’s and closer to the truth of things. The Abbot, of course, could not suffer them to live, and they were hunted as ruthlessly as what crawled out of Jhorn or the Nightweb Glens.
Vengeful Scout 1W
Creature -- Human Soldier Scout (C)
1/1
When Vengeful Scout is put into a graveyard from play, you gain 2 life for each nonwhite creature target opponent controls.
“The heretics we die for, they live as though the Scepter does not sit pulsing in the West, a cancer that actively seeks fallible hearts to infect—as though their hearts aren’t fallible.”
— Abbot Lamarck
Voluntary Convalescence 1W
Instant (C)
Each player gains 2 life. Clash with an opponent. If you win, you gain an additional 4 life. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Wall of Hope 3W
Creature -- Spirit Wall (R)
*/*
Wall of Hope’s power and toughness are each equal to the number of white permanents you control.
Sacrifice a creature: Wall of Hope gains protection from that creature’s colors until end of turn.
Witch-Hammer Blast W
Instant (U)
As an additional cost to play Witch-Hammer Blast, pay 2 or reveal a white card in your hand.
Choose one — Witch-Hammer Blast deals 2 damage to target creature for each of its activated abilities; or Witch-Hammer Blast deals 2 damage to target player for each activated ability he or she played this turn.
Witch-Hammer Decree W
Enchantment (C)
As an additional cost to play Witch-Hammer Decree, pay W or reveal a white card in your hand.
Activated abilities of creatures cost 2 more to play unless they’re mana abilities.
Xenophobia 1WW
Enchantment -- Aura (U)
Enchant permanent
Enchanted permanent has protection from the colors of permanents you don’t control. This effect doesn’t remove Xenophobia.
Mettle 4W (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Creature -- Human Wizard (U)
2/2
When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers.
Adumbrate 1U
Instant (C)
Scry 5, then an opponent chooses a number and you reveal the top card of your library. If that card’s converted mana cost is equal to the chosen number, remove it from the game. Otherwise, put it into your hand. (To scry 5, look at the top five cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Æther Globule UU
Instant (R)
Æther Globule costs 1 more to play for each spell on the stack.
As you play Æther Globule, add the effects of each other spell on the stack to it.
Æther Maelstrom 5U
Sorcery (R)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Choose a permanent type. Return all permanents of that type to their owners’ hands. (The permanent types are artifact, creature, enchantment, land, and planeswalker.)
Arcane Thesis 2U
Sorcery (U)
Choose enchantment, instant, or sorcery. Scry 2, then reveal the top card of your library. You may play the revealed card without paying its mana cost if it’s the chosen type. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Astral Blockade 1UU
Enchantment (R)
Whenever a player reveals a card from his or her hand or library, remove that card from the game unless that player pays 1.
Astral Caravans 1UU
Enchantment (R)
You can’t tap lands for mana.
At end of turn, return each land card removed from the game with Astral Caravans to your hand.
Remove a land card in your hand from the game: Add to your mana pool one mana of any color that that land card could produce.
Astral Slaver 1UUU
Creature -- Spirit Pirate (C)
1/2
When Astral Slaver deals combat damage to an opponent, you may pay XU. If you do, untap target creature that player controls with converted mana cost X and gain control of it as long as Astral Slaver remains in play.
Astral Tariffs 2U
Enchantment (C)
Enchant opponent
Spells enchanted opponent plays during your turn cost 2 more to play.
Mettle 4U (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Befuddling Visions 3U
Instant (C)
Choose target spell. Scry 3, then reveal the top card of your library. Counter that spell if it has the same converted mana cost as the revealed card. Put the revealed card on the bottom of your library. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Belligerent Sciolist 2U
Creature -- Human Advisor (U)
2/2
Whenever you clash, you may scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order. This ability triggers after the clash ends.)
But I knew that already!
— Beric Renlais, Zahadeen scholar
Bulkhead Snapper 5UUU
Creature -- Turtle Beast (R)
8/8
Islandwalk
When Bulkhead Snapper comes into play, for each land, return that land to its owner’s hand unless its controller pays 1.
Careless Assistant U
Creature -- Human Wizard (C)
1/1
T: Scry 1, then remove the top card of your library from the game. Until end of turn, spells with the same name as the removed card cost 1 less to play. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
“At least it’ll work better next time...?”
Cloak of Silence U
Enchantment -- Aura (R)
Enchant creature
1UU, Sacrifice Cloak of Silence: Counter target spell or ability. (Mana abilities can’t be targeted.)
When Cloak of Silence is put into a graveyard from play, draw a card.
Confounding Riddle 3U
Sorcery (C)
Choose target player. Scry 3, then reveal the top card of your library. That player reveals his or her hand and discards each card with the same converted mana cost as the revealed card. Then you put the revealed card on the bottom of your library. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Crisis of Mind U
Sorcery (C)
Put the top three cards of target player’s library into his or her graveyard.
Epiphany 2U (You may pay 2U as you discard this card.)
When Crisis of Mind’s epiphany cost is paid, you may shuffle your graveyard into your library.
Ephemeral Meddler 3UU
Creature -- Spirit Wizard Rogue (R)
1/4
Flash
When Ephemeral Meddler comes into play, counter target spell. If that spell is countered in this way, you may scry X, where X is that card’s converted mana cost. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Excise 1UU
Instant (C)
Return target permanent to its owner’s hand. Clash with an opponent. If you win, return Excise to its owner’s hand. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Flaunted Wealth U
Enchantment -- Aura (C)
Enchant permanent
Enchanted permanent has shroud. (It can’t be the target of spells or abilities.)
Mettle—1U, Discard a card. (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Geyr, Zahadeen Exchequer 3UU
Legendary Creature -- Human Advisor (R)
1/4
If a player would reveal cards from his or her hand or library, that player reveals five cards instead.
If a player would choose a number for X in a spell or ability’s cost, that player chooses 5 instead.
“We have rules and regulations to prevent someone from doing something that stupid.”
Haggling Match U
Instant (R)
The next spell you play this turn costs 2 less to play. Clash with an opponent. If you win, copy Haggling Match. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Lost in Thought 2U
Sorcery (U)
Scry 2, then reveal the top card of your library. Target creature with power equal to the revealed card’s converted mana cost is unblockable this turn. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Mindsquelch 4U
Sorcery (C)
Choose a number, then target player reveals his or her hand and discards a card with converted mana cost equal to that number.
Epiphany 2U (You may pay 2U as you discard this card.)
When Mindsquelch’s epiphany cost is paid, you may draw two cards.
Mystic Inviolability 1U
Enchantment -- Aura (U)
Enchant creature
Play with the top card of your library revealed.
Enchanted creature is unblockable as long as it has the same converted mana cost as the revealed card.
1: Remove the top card of your library from the game.
Noble Skytracer 2U
Creature -- Human Pirate (C)
Flying
W, Sacrifice Noble Skytracer: Search your library for an Aura card and put that card into play. Then shuffle your library. (If the Aura has nothing to enchant, it remains in your library.)
Ominous Winds 3U
Enchantment -- Aura (R)
Enchant creature
At the beginning of your upkeep, return enchanted creature to its owner’s hand and that player discards two cards.
Mettle—Discard two cards. (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Oscillating Familiar UUU
Creature -- Homunculus (C)
1/2
Instant or sorcery spells you control have ripple 1. (Whenever you play an instant or sorcery spell, you may reveal the top card of your library. You may play any revealed cards with the same name as the spell without paying their mana costs. Put the rest on the bottom of your library.)
Overbearing Censorship 2U
Enchantment -- Aura (R)
Enchant player
At the beginning of each player’s upkeep, reveal the top card of your library. Enchanted player can’t play cards with the revealed card’s converted mana cost this turn.
Phrenophage 3U
Creature -- Spirit Beast (C)
4/4
At the beginning of your upkeep, sacrifice Phrenophage unless you discard a card.
Epiphany—Discard a card. (You may discard a card as you discard this card.)
When Phrenophage’s ephipany cost is paid, draw two cards, then discard a card.
Port Inspector 1U
Creature -- Human Soldier (C)
1/2
Whenever Port Inspector becomes blocked, you may look at defending player’s hand.
Proof of Poverty 3U
Sorcery (U)
You and target opponent each reveal your hands. Then if the total converted mana cost of cards in that player’s hand is less than the total converted mana cost of cards in your hand, you draw four cards.
Recalculations 2U
Enchantment (U)
Whenever an enchantment you control is put into a graveyard from play, you may scry 3. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
“On to plan B.”
Seer Owl 2U
Creature -- Bird (U)
1/1
Flying
When Seer Owl comes into play, scry 4. (To scry 4, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Shimmering Wings U
Enchantment -- Aura (C)
Enchant creature
Enchanted creature has flying.
U: Return Shimmering Wings to its owner’s hand.
Shrewdness 2UU
Enchantment (C)
At the beginning of your upkeep, scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
2, Sacrifice Shrewdness: Draw a card.
“Are you thinking what I’m thinking? I didn’t think so.”
Sibilant Stranger 5U
Creature -- Spirit (R)
5/5
Flying
Whenever Sibilant Stranger attacks, clash with defending player. The winning player draws a card. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Sneaking Suspicions 2U
Enchantment -- Aura (U)
Enchant creature
Enchanted creature is unblockable.
Epiphany 1U (You may pay 1U as you discard this card.)
When Sneaking Suspicions’s epiphany cost is paid, target creature is unblockable this turn.
Spiraling Visions 3UU
Sorcery (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Each player draws four cards.
Spirit Shackles 3UU
Enchantment -- Aura (U)
Enchant creature
When Spirit Shackles comes into play, draw a card.
Enchanted creature doesn’t untap during its controller’s untap step.
Surge of Entropy 3U
Sorcery (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Put target creature on top of its owner’s library.
Swept away on a dream
— Zahadeen expression meaning “hating the world”
Surging Hallucinations U
Instant (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
You may tap or untap target creature.
Take the Initiative U
Instant (R)
The next time you’re searching your library for a nonland card this turn, you may play that card from your library. (You still pay any costs for it.)
Taskmage Enforcer 3U
Creature -- Human Wizard Mercenary (U)
0/3
Flash
When Taskmage Enforcer comes into play, return target creature you control to its owner’s hand.
Players may play spells only any time they could play a sorcery.
Trade Routes 1U
Enchantment (R)
1: Return target land you control to its owner’s hand.
1, Discard a land card: Draw a card.
Truckle 1UU
Instant (U)
Choose target creature. Scry 1, then reveal the top card of your library. Untap that creature and gain control of it until end of turn if it shares a converted mana cost with the revealed card. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Voluntary Amnesia 1U
Sorcery (C)
Put the top two cards of your library into your graveyard. Clash with an opponent. If you win, put the top four cards of that player’s library into that player’s graveyard. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Waking Dreams 2U
Enchantment (C)
Whenever you scry, you may pay 1. If you do, draw a card. (Draw the card after you scry.)
Wall of Visions 2U
Creature -- Spirit Wall (C)
0/2
Defender, flying
When Wall of Visions comes into play or is put into a graveyard from play, scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Weightless Euphoria XU
Instant (C)
Up to X target creatures gain flying until end of turn.
Creature -- Human Wizard (C)
1/1
As an additional cost to play Acolyte of the Scepter, discard a card.
B, Discard a card: Acolyte of the Scepter gets +1/+1 until end of turn.
The heart of all evil festers inside his soul. He likes the tingly feeling.
Alley Grifters 1BB
Creature -- Human Mercenary (C)
2/2
Whenever Alley Grifters becomes blocked, defending player discards a card.
Amused to Death 2BB
Enchantment (U)
Whenever you clash, you may have the winning player lose 2 life. (This ability triggers after the clash ends.)
Aura Bane 1BB
Enchantment -- Aura (R)
Enchant enchantment
Enchanted enchantment has “At the beginning of your upkeep, you lose 2 life.”
Blackfeather Rotter 1BB
Creature -- Harpy Zombie (R)
3/1
Flying
1B, T: Target creature gets -2/-2 until end of turn. Clash with an opponent. If you win, untap Blackfeather Rotter. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Bloodbeak Reaper 1B
Creature -- Harpy Mercenary (R)
Flying, deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
At the beginning of your upkeep, sacrifice Bloodbeak Reaper unless you pay 2.
Bloodbeak Slave-driver 3B
Creature -- Harpy Mercenary (U)
2/1
Flying
Whenever a creature comes into play under your control, target player discards a card.
4, T: Search your library for a Mercenary permanent card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
Brutal Recruiter 4B
Creature -- Horror Mercenary (R)
5/3
Whenever a creature comes into play under your control, Brutal Recruiter deals 2 damage to it.
5, T: Search your library for a Mercenary permanent card with converted mana cost 5 or less and put that card into play. Then shuffle your library.
Cackling Phantasm B
Creature -- Spirit (U)
1/1
Whenever Cackling Phantasm deals combat damage to a player, that player discards a card.
Epiphany 3B (You may pay 3B as you discard this card.)
When Cackling Phantasm’s epiphany cost is paid, each player discards three cards.
Cancerous Ghoul B
Creature -- Zombie (R)
1/0
Deathtouch
As Cancerous Ghoul comes into play, scry 1, then remove the top card of your library from the game. Cancerous Ghoul comes into play with a number of +1/+1 counters on it equal to the removed card’s converted mana cost.
Whenever Cancerous Ghoul deals combat damage, you lose that much life.
Chain of Insanity 1B
Sorcery (R)
Target player discards two cards. Then that player may copy this spell and may choose a new target for that copy.
Epiphany B
When Chain of Insanity’s epiphany cost is paid, each player loses 1 life for each card he or she discarded this turn.
Crypt Dowsing 4BB
Sorcery (R)
Each player draws a card for each creature card in his or her graveyard.
Epiphany XB
When Crypt Dowsing’s epiphany cost is paid, Put target creature card with converted mana cost X or less in a graveyard into play under your control.
Demand Payment 1B
Tribal Instant -- Mercenary (U)
Target creature’s controller sacrifices it unless that player pays 3.
Faceless Inquisitor 2B
Creature -- Human Wizard (C)
2/2
2B, T, Remove three cards in your graveyard from the game: Each player discards three cards. Play this ability only any time you could play a sorcery.
Finish Him!Scepter's Malice 5BBSorcery (R)
As an additional cost to play
Finish Him!Scepter's Malice, pay half your life, rounded up.If you have more life than target player, clash with that player. If you win, that player loses the game. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Fire-Eye Skeleton BB
Creature -- Skeleton Warrior (C)
When Fire-Eye Skeleton comes into play, clash with an opponent. If you win, put a +1/+1 counter on Fire-Eye Skeleton. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
B: Regenerate Fire-Eye Skeleton.
Greytalon Fledgling 2B
Creature -- Harpy Warrior (C)
1/1
Flying
When Greytalon Fledgling comes into play, target player discards a card.
Greytalon Marauder 2BB
Creature -- Harpy Warrior (U)
Flying
Greytalon Marauder can’t block.
Epiphany 4B (You may pay 4B as you discard this card.)
When Greytalon Marauder’s epiphany cost is paid, you may have each other player discard two cards.
Greytalon Screecher 1B
Creature -- Harpy Warrior (C)
1/1
Flying
Whenever Greytalon Screecher deals combat damage to an opponent, clash with that player. If you win, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Hired Arms 1B
Tribal Enchantment -- Mercenary Aura (C)
Enchant creature
At the beginning of your upkeep, sacrifice Hired Arms unless you pay 2.
Enchanted creature gets +3/+3.
Mettle 1BB (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Inject Venom* 1B
Tribal Instant -- Spider (C)
Target creature gets -3/-3 until end of turn.
Jhornish Grave-Scorner 2B
Creature -- Zombie Mercenary (R)
4/1
You may play Jhornish Grave-Scorner from your graveyard if you pay :2 mana: more to play it.
Jhornish Grave-Scorner gets +1/+0 for each Mercenary card in your graveyard.
Jhornish Sorcerer BB
Creature -- Human Spellshaper (C)
1/1
BB, T, Discard a card: Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. Play this ability only any time you could play a sorcery.
Jhornish Twilight 4BB
Sorcery (R)
Each player returns all creature cards from his or her graveyard to play.
Epiphany 2B
When Jhornish Twilight’s epiphany cost is paid, you may return target creature card from your graveyard to play.
Molting Harpy B
Creature -- Harpy Mercenary (C)
2/1
Flying
At the beginning of your upkeep, sacrifice Molting Harpy unless you pay 2.
Mourning B
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets -2/-0.
B: Return Mourning to its owner’s hand.
Nauseating Imagination 2B
Enchantment -- Aura (C)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Enchant creature
Whenever enchanted creature becomes the target of a spell or ability, it gets -1/-1 until end of turn.
Nightshrieker 4B
Creature -- Horror (U)
5/3
Nightshrieker can’t attack if defending player controls an enchantment.
Epiphany 1W (You may pay 1W as you discard this card.)
When Nightshrieker’s epiphany cost is paid, you may destroy target enchantment.
Otherwordly Contract 2B
Tribal Sorcery -- Mercenary (C)
Put target creature card in a graveyard into play under your control with a +1/+1 counter on it. It has “At the beginning of your upkeep, sacrifice this creature unless you pay 2.” (This effect doesn’t end at end of turn.)
Poisoned Conscience 2B
Enchantment (U)
Whenever an enchantment is put into a graveyard from play, you may have target player discard a card.
Primeval Shambler 3B
Creature -- Horor Mercenary (U)
3/3
B: Primeval Shambler gets +1/+1 until end of turn.
Proof of Madness 3B
Sorcery (U)
You and target opponent each reveal your hands. Then if you have more cards in hand than that player, you choose up to three cards in that player's hand and that player discards them.
Sagacious Necromancer 1B
Creature -- Human Wizard (U)
B, T, Sacrifice a creature: Scry 2, then reveal the top card of your library. Put target creature card in a graveyard into play under your control if has the same converted mana cost as the revealed card. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Salt-Marsh Harridan 1BB
Creature -- Harpy Shaman (U)
2/2
Flying
When Salt-Marsh Harridan comes into play, clash with an opponent. Each clashing player loses life equal to the converted mana cost of the card he or she revealed this way. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom.)
Scepter's Blight 5B
Instant (C)
Target creature gets -5/-5 until end of turn.
Epiphany 1B (You may pay 1B as you discard this card.)
When Scepter’s Blight’s epiphany cost is paid, you may have target creature get -2/-2 until end of turn.
Sellsword Quartermaster B
Creature -- Human Mercenary (C)
1/1
At the beginning of your upkeep, sacrifice Sellsword Quartermaster unless you pay 2.
4, T: Search your library for a Mercenary card, reveal it, and put that card into your hand. Then shuffle your library.
Shards of Regret 2B
Sorcery (U)
Shards of Regret deals 2 damage to target player for each card in his or her graveyard.
Epiphany XB (You may pay XB as you discard this card.)
When Shards of Regret’s epiphany cost is paid, you may remove X cards in target player’s graveyard from the game.
Skulking Bandit B
Creature -- Human Mercenary (C)
2/2
When Skulking Bandit becomes the target of a spell or ability, sacrifice it.
Epiphany XB (You may pay XB as you discard this card.)
When Skulking Bandit’s epiphany cost is paid, you may destroy target creature with converted mana cost X.
Skulking Fugitive 2B
Creature -- Horror Mercenary (C)
3/4
Whenever Skulking Fugitive becomes the target of a spell or ability, sacrifice it.
Skulking Leper B
Creature -- Human Mercenary (C)
2/1
When Skulking Leper comes into play or is put into a graveyard from play, target creature gets -1/-1 until end of turn.
When Skulking Leper becomes the target of a spell or ability, sacrifice it.
Sons of Jhorn 1BB
Creature -- Human Mercenary (C)
First strike
When Sons of Jhorn comes into play, clash with an opponent. If you win, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Spiraling Syphon 3BB
Sorcery (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Each player loses 2 life and you gain life equal to the total amount lost this way.
Syndicated Assassination 1B
Tribal Instant -- Mercenary (R)
As an additional cost to play Syndicated Assassination, pay 3 or reveal a Mercenary card in your hand.
Destroy target creature. It can’t be regenerated.
Syndicated Extortion 2BB
Tribal Sorcery -- Mercenary (R)
Target player discards a card for each Mercenary permanent you control.
Epiphany 4
When Syndicated Extortion’s epiphany cost is paid, you may put a Mercenary permanent card with converted mana cost 5 or less into play from your hand.
Syndicated Racketeering 2B
Tribal Enchantment -- Mercenary (R)
As an additional cost to play Syndicated Racketeering, pay 3 or reveal a Mercenary card in your hand.
Whenever a Mercenary permanent comes into play under your control, target player loses 2 life and you gain 2 life.
Syphon Mind 3B
Sorcery (C)
Each other player discards a card. You draw a card for each card discarded this way.
Tenacious Anxiety 2B
Sorcery (C)
Target opponent discards two cards. Clash with that player. If you win, return Tenacious Anxiety to its owner’s hand. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Voluntary Bloodletting 1B
Instant (C)
Each player sacrifices a creature. Clash with an opponent. If you win, that player sacrifices a creature. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Will of the Scepter 3B
Sorcery (U)
Each player removes the top ten cards of his or her library from the game.
Epiphany 5BB (You may pay 5BB as you discard this card.)
When Will of the Scepter’s epiphany cost is paid, you may have target player discard his or her hand.
Zo'Haral, Duke of Jhorn 4BB
Legendary Creature -- Human Mercenary (R)
3/3
Deathtouch, haste
At the beginning of your upkeep, you may discard four cards. If you do, return Zo’Haral, Duke of Jhorn from your graveyard to play.
BB, Discard a card: Return target Mercenary card from your graveyard to play. Play this ability only any time you could play a sorcery.
Creature -- Viashino Nomad (U)
2/2
Haste
When Aftershock Riders comes into play, clash with an opponent. If you win, destroy target land that player controls. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Ashen Monstrosity 5RR
Creature -- Spirit (U)
7/4
Haste
Ashen Monstrosity attacks each turn if able.
Blazing Caprice 1RR
Instant (R)
Change the target of a spell or ability with a single target. Clash with an opponent. If you win, copy that spell or ability and you may choose new targets for the copy. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Burning-Scale Fury X1RRR
Instant (R)
Clash with an opponent. If you win, all creatures get +X/+0 until end of turn. Otherwise, they get +X/-X until end of turn. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Burning-Scale Viashino 2RR
Creature -- Viashino Warrior (C)
3/2
Whenever Burning-Scale Viashino becomes blocked, it deals 2 damage to each blocking creature.
R: Burning-Scale Viashino gets +1/+0 until end of turn.
Cinder Shambler R
Creature -- Spirit (C)
3/3
When Cinder Shambler attacks or blocks, destroy it at end of combat.
Epiphany R (You may pay R as you discard this card.)
When you pay Cinder Shambler’s epiphany cost, Cinder Shambler deals 2 damage to each creature that was dealt damage this turn.
Crown of Flames R
Enchantment -- Aura (C)
Enchant creature
R: Enchanted creature gets +1/+0 until end of turn.
R: Return Crown of Flames to its owner’s hand.
Crumbling Aftershocks 3RR
Sorcery (U)
Clash with an opponent. If you win, that player sacrifices three lands. Otherwise, that player sacrifices two lands. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Draconian Pyromancer 4RR
Creature -- Dragon Wizard (R)
5/3
Flying
3, Discard a card at random: Draconian Pyromancer deals damage to target creature or player equal to the converted mana cost of the discarded card.
The lords of the Nyrn know well the dangers of fire magic—on the edge of the caldera, you’re always one step away from oblivion.
Draconian Scalecrafter 3RR
Creature -- Dragon Mercenary (R)
3/3
Flying
1RR, T: Search your library for a Dragon or Mercenary permanent card and put that card into play. Then shuffle your library. That permanent gains haste until end of turn. At end of turn, remove it from the game.
Draconian Sell-Sword 3R
Creature -- Dragon Mercenary (R)
5/3
Flying, haste
At end of turn, clash with an opponent. Sacrifice Draconian Sell-Sword if you didn’t win. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Erratic Might 2R
Instant (U)
Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/+X until end of turn, where X is that card’s converted mana cost. Put the revealed cards on the bottom of your library in any order.
Explosive Conclusion 1R
Instant (C)
As an additional cost to play Explosive Conclusion, discard a card at random.
Explosive Conclusion deals 5 damage to target creature.
Fiery Cataclysm 3RR
Sorcery (R)
Reveal cards from the top of your library until you reveal a nonred card. Each player sacrifices X lands, where X is the number of red cards revealed this way. Put the revealed cards on the bottom of your library in any order.
Fiery Gaze 1RR
Sorcery (C)
Reveal cards from the top of your library until you reveal a nonred card. Fiery Gaze deals damage to target creature or player equal to the number of red cards revealed this way. Put the revealed cards on the bottom of your library in any order.
Fiery Upwelling 2RR
Sorcery (U)
Reveal cards from your library until you reveal a nonred card. Add an amount of R to your mana pool equal to the number of red cards revealed this way. Put the revealed cards on the bottom of your library in any order.
Fire of Unknown Origin 2R
Enchantment (U)
Whenever an enchantment is put into a graveyard from play, Fire of Unknown Origin deals 3 damage to target creature or player.
Most of the Nyrn’s tremors and rumblings are perfectly natural. Some aren’t.
Flamespittle Raptor 2R
Creature -- Lizard (C)
2/2
When Flamespittle Raptor comes into play, clash with an opponent. If you win, Flamespittle Raptor deals 2 damage to that player. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Fleeting Fury RR
Enchantment -- Aura (C)
Flash
Enchant creature
Enchanted creature gets +2/+2 and can’t block.
At end of turn, return Fleeting Fury to its owner’s hand.
Frenetic Stormscale RR
Creature -- Viashino Berserker (C)
2/1
Haste
When Frenetic Stormscale comes into play, each player discards a card at random, then you clash with an opponent. If you win, draw a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Hulking Dragon 3RR
Creature -- Dragon (U)
4/4
Hulking Dragon can’t block.
1R: Hulking Dragon gets +1/+0 and gains flying until end of turn.
Impulsive Eidolon 2RR
Creature -- Spirit (R)
2/1
Whenever you clash, you may play the revealed card from your library.
Inevitable Stormscale 3R
Creature -- Viashino Mercenary (U)
2/2
As an additional cost to play Inevitable Stormscale, discard a card at random.
Inevitable Stormscale can’t be countered.
Inevitable Stormscale comes into play with X +1/+1 counters on it, where X is the discarded card’s converted mana cost.
Lava Geyser* R
Sorcery (C)
Lava Geyser deals 3 damage to target player.
Magmatic Musings 1R
Instant (C)
Add RRR to your mana pool.
Epiphany 1R (You may pay 1R as you discard this card.)
When Magmatic Musings’s epiphany cost is paid, return target sorcery card from your graveyard to your hand.
Mark of Thunder 1R
Enchantment -- Aura (U)
Flash
Enchant creature
Enchanted creature has haste.
Sacrifice Mark of Thunder: Enchanted creature gets +3/-1 and gains trample until end of turn.
Mettle 4R (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Mental Melee 1RR
Enchantment (R)
Skip your draw step.
At the beginning of each other player’s upkeep, clash with that player. If you win, draw a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Molten Rain 1RR
Sorcery (C)
Destroy target land. If that land is nonbasic, Molten Rain deals 2 damage to the land’s controller.
“Now you know, softskins, why we viashino build our homes inside the mountain.”
— Viashino warrior, to human refugees
[Placeholder] No Peeking! 2R
Enchantment (R)
Whenever an opponent searches a library, No Peeking! deals 2 damage to that player.
Nyrnish Forge-Tender 1R
Creature -- Viashino Artificer (C)
2/1
1, T, Sacrifice a Mountain: Clash with an opponent. If you win, add RRRR to your mana pool. Otherwise, add RR to your mana pool. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Nyrnish Hireling 2R
Creature -- Viashino Mercenary (C)
3/1
[Vanilla]
Ominous Rumblings 3R
Enchantment -- Aura (R)
Enchant land
At the beginning of your upkeep, destroy enchanted land and Ominous Rumblings deals 2 damage to that land’s controller.
Mettle—Sacrifice a land (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Proof of Decadence 3R
Sorcery (U)
You and target opponent each reveal your hands. Then if that player has more land cards in hand than you, Proof of Decadence deals 7 damage to him or her.
Reckless Fury R
Instant (C)
Target creature gains haste until end of turn. Clash with an opponent. If you win, that creature gets +3/+0 until end of turn. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Rhezarion, Lord of the Nyrn 6RR
Legendary Creature -- Dragon (R)
5/5
Defender, flying, trample
Whenever you clash, put a +1/+1 counter on Rhezarion, Lord of the Nyrn and it loses defender.
When Rhezarion is put into a graveyard from play, sacrifice all lands and creatures you control. Rhezarion deals 2 damage to each creature and each player for each permanent sacrificed this way.
Sparkscatter 2R
Instant (C)
Sparkscatter deals 3 damage divided as you choose among any number of target players.
Epiphany R (You may pay R as you discard this card.)
When Sparkscatter’s epiphany cost is paid, Sparkscatter deals 1 damage to target player.
Spiraling Embers 3RR
Sorcery (U)
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Spiraling Embers deals 5 damage to target creature or player.
Steamscour 1R
Sorcery (C)
Steamscour deals 3 damage to target creature or player.
Epiphany 0 (You may pay 0 as you discard this card.)
When Steamscour’s epiphany’s cost is paid, Steamscour deals 3 damage to each player.
Storm of Ashes 6R
Sorcery (U)
Storm of Ashes deals 7 damage to target creature or player.
Epiphany 1RR (You may pay 1RR as you discard this card.)
When Storm of Ashes’s epiphany cost is paid, Storm of Ashes deals 3 damage to target creature or player and the damage can’t be prevented.
Stormscale Dervish R
Creature -- Viashino Mercenary (C)
0/2
Haste
Stormscale Dervish gets +1/+0 for each card in your hand fewer than three.
Stormscale Iconoclast 2RR
Creature -- Viashino Shaman (R)
2/2
2R, Discard a card: Stormscale Iconoclast deals 2 damage to target creature or player. If the discarded card was an enchantment, Stormscale Iconoclast deals 4 damage to that creature or player instead.
Taskmage Journeyman R
Creature -- Human Wizard Mercenary (U)
2/2
At the beginning of your upkeep, sacrifice Taskmage Journeyman unless you pay 2
T: Taskmage Journeyman deals 2 damage to target creature or player.
Tectonic Break XRR
Sorcery (R)
Each player sacrifices X lands.
Thoughtscatter 2R
Enchantment -- Aura (R)
Enchant player
If enchanted player would discard a card, that player discards a card at random instead.
Mettle 4B (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Threat of Ruin* R
Sorcery (C)
Each player sacrifices a permanent.
Viashino Freeriders 1RR
Creature -- Viashino Mercenary (C)
4/3
At the beginning of your upkeep, sacrifice Viashino Freeriders unless you pay 2.
Viashino Sandscout 1R
Creature -- Viashino Warrior (C)
2/1
Haste
At end of turn, return Viashino Sandscout to its owner's hand.
Viashino Taskmage 2R
Creature -- Viashino Wizard Mercenary (C)
2/1
R: Target creature gains protection from red until end of turn.
3R, Discard a card at random: Viashino Taskmage deals 3 damage to each creature.
Volcanic Raptor 2R
Creature -- Lizard (U)
3/2
First strike
When Volcanic Raptor comes into play, clash with an opponent. If you win, Volcanic Raptor gains haste until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Wreathed in Flame R
Enchantment -- Aura (C)
Enchant creature
When Wreathed in Flame comes into play, it deals 2 damage to enchanted creature.
Enchanted creature gets +2/+0.
Mettle 1R (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Enchantment (R)
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Aggressive Bushwhacking 1GG
Sorcery (U)
Clash with an opponent. If you win, search your library for two basic land cards and put them into play tapped. Otherwise, search your library for a basic land card and put that card into play tapped. Then shuffle your library if you searched it this way. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Bane of the Eight-Eyed 5G
Creature -- Human Warrior (U)
5/5
1W: Target attacking creature gets -1/-0 until end of turn. If it’s a Spider, that creature gets -3/-0 until end of turn instead.
1R: Bane of the Eight-Eyed deals 1 damage to target blocking creature. If it’s Spider, Bane of the Eight-Eyed deals 3 damage to that creature instead.
Branchlash 2G
Sorcery (U)
Branchlash deals 2 damage to each creature with flying for each enchantment you control.
Canopy Spider 1G
Creature -- Spider (C)
1/3
Reach
Commune with Nature G
Sorcery (C)
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Coursing Venom G
Tribal Instant -- Spider (C)
Target creature gains deathtouch until end of turn. If it’s a Spider, regenerate that creature.
Crushing Apostasy 1G
Instant (C)
Clash with an opponent. If you win, destroy two target artifacts. Otherwise, destroy target artifact. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Dreamflower Cultivator 2G
Creature -- Human Druid (C)
2/2
When Dreamflower Cultivator comes into play, you may search your library for a land card and put that card into play. If you do, tap Dreamflower Cultivator and it doesn’t untap during your next untap step.
Dreamflower Idealist 1GG
Creature -- Human Druid (U)
2/2
When Dreamflower Idealist comes into play, look at the top five cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Dreamflower Protector 1G
Creature -- Human Warrior (C)
3/2
At end of turn, if Dreamflower Protector didn’t come into play or attack this turn, tap Dreamflower Protector and it doesn’t untap during your next untap step.
Earth-Mother's Boon G
Instant (R)
Counter target spell or activated ability that targets a creature or enchantment you control.
Enduring Fertility 2G
Enchantment -- Aura (C)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
Mettle 3G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Feral Tenacity 1G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +3/+3.
Mettle 1G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Fight Through the Pain 3G
Enchantment (C)
Whenever a creature you control would be dealt combat damage by a source another player controls, clash with that player. If you win, prevent that damage. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if her card had a higher converted mana cost.)
Floral Powder 1G
Instant (C)
Regenerate target creature. You gain life equal to its converted mana cost.
Epiphany G (You may pay G as you discard this card.)
When Floral Powder’s epiphany cost is paid, you may gain 3 life.
Force of Predation 2GGG
Creature -- Beast (R)
4/4
Trample
2G: Clash with an opponent. If you win, put two +1/+1 counters on Force of Predation. Otherwise, put a +1/+1 counter on Force of Predation. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if her card had a higher converted mana cost.)
Graveblossom Gardener 3G
Creature -- Human Druid (U)
1/2
When Graveblossom Gardener comes into play, you may return target card in your graveyard to your hand. If you do, sacrifice Graveblossom Gardener unless you sacrifice a land.
Honor of the Mighty G
Instant (U)
Target creature gets +1/+1 until end of turn. Clash with each other player. That creature gets an additional +2/+2 until end of turn for each clash you won. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Ichor Feast 1G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +1/+1 for each Swamp card in your graveyard.
Mettle 1BB (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Inevitable Guerillas 1G
Creature -- Human Warrior (C)
2/1
Flash
Inevitable Guerillas can’t be countered.
Inevitable Wurm 6G
Creature -- Wurm (R)
7/7
Inevitable Wurm can’t be countered.
Epiphany 2G (You may pay 2G as you discard this card.)
When Inevitable Wurm’s epiphany cost is paid, you may put it on top of your library.
Lessons from the Past 1G
Sorcery (C)
Return up to three target enchantment cards from your graveyard to your hand.
Epiphany 2G (You may pay 2G as you discard this card.)
When Lessons from the Past’ epiphany cost is paid, return target card from your graveyard to your hand.
Militant Gardener 1G
Creature -- Human Warrior (R)
1/1
Militant Gardener gets +1/+1 for each land card in your graveyard.
Whenever a land you control is put into a graveyard from play, untap Militant Gardener.
Nightweb Broodling 1G
Creature -- Spider (C)
1/2
Flash
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Nightweb Hatchery 2G
Enchantment (U)
Whenever an enchantment you control is put into a graveyard from play, put a 1/1 green Spider creature token with reach into play.
Nightweb Hunter 2G
Creature -- Spider (U)
2/2
Flash
Reach (This creature can block creatures with flying.)
When Nightweb Hunter comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nightweb Hunter. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Nightweb Shadowspinner 5G
Creature -- Spider Shaman (R)
4/4
Flash
Reach (This creature can block creatures with flying.)
1B: Target creature gains deathtouch until end of turn. (Whenever a creature with deathtouch deals damage to another creature, destroy that creature.)
Ominous Chitterings 3G
Enchantment -- Aura (R)
Enchant creature
At the beginning of your upkeep, destroy enchanted creature. You and that creature’s controller each put a 3/3 green Spider creature token into play.
Mettle—Sacrifice a creature. (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Primordial Charge 4GGG
Sorcery (R)
Creatures you control gain trample until end of turn. Clash with an opponent. If you win, put three +1/+1 counters on each creature you control. Otherwise, creatures you control get +3/+3 until end of turn. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Proof of Weakness 3G
Sorcery (U)
You and target opponent each reveal your hands. Then if that player has fewer creature cards in hand than you, you may put a creature card from your hand into play.
Razor-Silk Dragoons 4G
Creature -- Spider Warrior (U)
4/3
Reach (This creature can block creatures with flying.)
2B: Destroy target creature blocking Razor-Silk Dragoons.
Roaming Loam 4G
Creature -- Plant (C)
4/4
Roaming Loam doesn’t untap during your untap step.
1, Sacrifice a land: Untap Roaming Loam and put a +1/+1 counter on it.
1, Remove a +1/+1 counter from Roaming Loam: Return target land card from your graveyard to your hand.
Rusting Aura 2G
Enchantment -- Aura (C)
Enchant artifact
Whenever an activated ability of enchanted artifact is played, destroy enchanted artifact. If you do, you gain life equal to its converted mana cost.
Mettle 2G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Sidewinder Vine 1G
Creature -- Plant (U)
3/1
Whenever Sidewinder Vine becomes the target of a spell or ability, if Sidewinder Vine is the only target and that spell or ability could target another permanent you control, change that spell or ability’s target to that permanent.
Its leaves may be broad, but don’t think about hiding behind them.
Silkspinner Sage 2GG
Creature -- Spider Shaman (R)
2/3
When Silkspinner Sage comes into play, draw a card.
2B, T, Sacrifice a creature: Draw cards equal to the sacrificed creature’s power. You lose life equal to its toughness.
Sluggish Devourer 4GG
Creature -- Fungus Beast (R)
4/6
At the beginning of each player’s upkeep, that player sacrifices an enchantment.
Spirit of Ironwood 3G
Enchantment (U)
At the beginning of your upkeep, sacrifice Spirit of Ironwood unless you pay 1 for each creature and/or enchantment you control.
Creatures and other enchantments you control have shroud.
Sporeback Snuffler 1GGG
Creature -- Fungus Beast (U)
4/4
Whenever Sporeback Snuffler becomes the target of a spell or ability, put a 1/1 green Saproling creature token into play.
G: Put a 1/1 green Saproling creature token into play. Play this ability only if Sporeback Snuffler is enchanted.
Strangling Strands 2G
Tribal Enchantment -- Spider Aura (U)
Flash
Enchant creature with flying
When Strangling Strands comes into play, it deals 3 damage to enchanted creature.
Enchanted creature can’t attack or block.
Mettle 1G (You may play this Aura for its mettle cost when it’s put into your graveyard from play.)
Tchyss, Nightweb Matriarch 6GG
Legendary Creature -- Spider Shaman (R)
5/5
Flash
Deathtouch, reach
Spider spells you play cost 2 less to play.
Aura spells you play targeting a Spider you control cost 2 less to play.
She is both mother and goddess to the swarms of the Nightweb Glens, fueling their lust for destruction.
Usotl Flower-Tender G
Creature -- Human Druid (C)
1/1
Whenever Usotl Flower-Tender becomes tapped, you may gain 2 life. If you do, Usotl Flower-Tender doesn’t untap during your next untap step.
T: Add G to your mana pool.
Flower-tenders often become lost in their work, as they quickly succumb to their crop’s potent scent.
Usotl Silk-Weaver 1G
Creature -- Human Druid (C)
G, T, Remove a Spider card or enchantment card in your graveyard from the game: Target creature gets +X/+X until end of turn, where X is the removed card’s converted mana cost.
Utopia Vow 1G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature can’t attack or block.
Enchanted creature has “T: Add one mana of any color to your mana pool.”
Venomous Vines 2GG
Sorcery (C)
Destroy target enchanted permanent.
Vine Trellis 1G
Creature -- Plant Wall (C)
0/4
Defender
T: Add G to your mana pool.
Vinelasher Kudzu 1G
Creature -- Plant (R)
1/1
Whenever a land comes into play under your control, put a +1/+1 counter on Vinelasher Kudzu.
Violent Flowering 1G
Enchantment -- Aura (R)
Enchant land
Whenever enchanted land is tapped for mana, clash with an opponent. If you win, add double that amount of mana to your mana pool instead. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Whip Silk G
Enchantment -- Aura (C)
Enchant creature
Enchanted creature has reach. (It can block creatures with flying.)
G: Return Whip Silk to its owner’s hand.
Wild Hardiness GG
Enchantment (R)
Whenever you play a creature spell, clash with an opponent. If you win, that creature comes into play with an additional +1/+1 counter on it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Enchantment -- Aura (R)
Enchant creature card in a graveyard
At the beginning of your upkeep, put a token into play that’s a copy of enchanted creature card. It has haste. At end of turn or when Graveblossom Infusion leaves play, remove that token from the game.
Idyllic Philosopher WU
Creature -- Human Cleric Wizard (U)
1/1
When Idyllic Philosopher comes into play, reveal the top card of your library. If it’s an enchantment card, put it into play. Otherwise, put that card into your hand.
Jovial Champion 2GW
Creature -- Human Warrior (U)
Cowards can’t block Jovial Champion.
Whenever Jovial Champion becomes blocked by a creature with power less than its own, remove that creature from combat and it becomes a Coward in addition to its other types. (It deals and receives no combat damage. This effect doesn’t end at end of turn.)
Mindmelt 1UB
Sorcery (R)
Target player puts the top three cards of his or her library into his or her graveyard.
Target player puts the top three cards of his or her library into his or her graveyard.
Target player puts the top three cards of his or her library into his or her graveyard.
Viashino Hellraiser 1BR
Creature -- Viashino Shaman (U)
3/1
3R, T: Viashino Hellraiser deals 5 damage to each player, then sacrifice Viashino Hellraiser.
3B, T: Return target creature card from your graveyard to play, then sacrifice Viashino Hellraiser.
Artifact (C)
T: Add R to your mana pool. Play this ability only if you control a Mountain.
T, Sacrifice Amber Amulet: Add one mana of any color to your mana pool.
Brass Secretary 3
Artifact Creature -- Construct (U)
2/1
2, Sacrifice Brass Secretary: Draw a card.
The wealthier merchants of Zahad quickly became too busy for menial bookkeeping duties. Clockwork automatons provided an elegant answer to that simple problem: They never embezzeled or took bribes, and they could just as easily become file cabinets themselves.
Cerulean Amulet 1
Artifact (C)
T: Add U to your mana pool. Play this ability only if you control an Island.
T, Sacrifice Cerulean Amulet: Add one mana of any color to your mana pool.
Crumbling Sanctuary 5
Artifact (R)
For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead.
Crystal Chimes 3
Artifact (U)
3, T, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.
Diamond Amulet 1
Artifact (C)
T: Add W to your mana pool. Play this ability only if you control a Plains.
T, Sacrifice Diamond Amulet: Add one mana of any color to your mana pool.
Dragon Blood 3
Artifact (U)
3, T: Put a +1/+1 counter on target creature.
Ebon Amulet 1
Artifact (C)
T: Add B to your mana pool. Play this ability only if you control a Swamp.
T, Sacrifice Ebon Amulet: Add one mana of any color to your mana pool.
Geyr's Palimpsest 4
Legendary Artifact (R)
Whenever you play a nonpermanent spell, remove it from the game with an archive counter on it as it resolves.
4, T: Search your library for a card with the same name as a card that’s removed from the game with an archive counter on it and put it into your hand. Then shuffle your library.
Nemesis Mask 3
Artifact -- Equipment (U)
All creatures able to block enchanted creature do so.
Equip 3
Pearl Shard 3
Artifact (U)
3, T or W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
Viridian Amulet 1
Artifact (C)
T: Add G to your mana pool. Play this ability only if you control a Forest.
T, Sacrifice Viridian Amulet: Add one mana of any color to your mana pool.
Legendary Land (R)
When A’te Usotl, the Sleeping Jungle is put into a graveyard from play, you may search your library for a basic Forest card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add G this way, sacrifice A’te Usotl unless you have an opponent put a 2/2 green Spider creature token with reach into play.
Aerythais, Jewel of the Alliance
Legendary Land (R)
When Aerythais, Jewel of the Alliance is put into a graveyard from play, you may search your library for a basic Plains card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add W this way, sacrifice Aerythais unless you sacrifice a white permanent.
Battle-Scarred Field
Land (U)
T: Add W to your mana pool. If you control a Plains, add R to your mana pool instead.
Ghost-Lit Moor
Land (U)
T: Add B to your mana pool. If you control a Swamp, add W to your mana pool instead.
Ice-Limned Spire
Land (U)
T: Add R to your mana pool. If you control a Mountain, add U to your mana pool instead.
Jhorn, the Darkened North
Legendary Land (R)
When Jhorn, the Darkened North is put into a graveyard from play, you may search your library for a basic Swamp card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add B this way, sacrifice Jhorn unless you pay 3 life.
Kelp-Choked Shallows
Land (U)
T: Add U to your mana pool. If you control an Island, add G to your mana pool instead.
Nightweb Glen
Land (U)
T: Add G to your mana pool. If you control a Forest, add B to your mana pool instead.
The Nyrn, Inferno's Heart
Legendary Land (R)
When The Nyrn, Inferno’s Heart is put into a graveyard from play, you may search your library for a basic Mountain card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add R this way, sacrifice The Nyrn unless you discard a card at random.
Zahad, the Thousand Markets
Legendary Land (R)
When Zahad, the Thousand Markets is put into a graveyard from play, you may search your library for a basic Island card and put that card into play tapped. If you do, shuffle your library.
T: Add one mana of any color to your mana pool. If you didn’t add U this way, sacrifice Zahad unless you have an opponent gain control of it.
Very Well Then I Contradict Myself.
Very Well Then I Contradict Myself.
Abbott's Benediction: Lessening toughness doesn't seem particularly white. Green, I can see, and cats seem to agree that blue can do it, but white doing it doesn't feel right.
Abbotts's Vengance: Probably too similar to Vengeful Dreams, and arguably better for the same cost.
Don't Fear the Reaper: Ha, BOC jokes. You could probably make it a gain of four life, or reduce the cost to 1W, although I don't advise the latter because you already have plenty of 2cc white cards.
Ephemeral Spellslayer: The ability seems green to me. White loves to redirect, but generally damage. Ideally this card would be (R/G) or (U/G), I think. Also, and this is the language Torquemada coming out in me, I tend to think the word ephemeral is overused by CCDs.
Inspired Sublimation: Why would you enchant an enchantment with that? Just say, this effect does not remove blah blah.
Give me some more time. There are many cards here and I'll look through most of them. Oh, and I wasn't saying that Finish Him! is an Un-card, I just meant that the name was.
Abbott = Abbot. That's me refusing to look up words I think I know. He's an abbot. His name is Lamarck. (Like Lamarckian evolution... but not really.)
Lessening power, I think you meant. White can do it, but it is mostly blue. Green can do it to flying creatures. Note that white in this block is a little Planar Chaos-style vengeance based, and very slight colorshifting is necessary IMO because I'm encouraging white to be monocolor.
Abbott's (sic) Vengeance is probably about the same as Vengeful Dreams, since discard is probably balanced by the requirement of a fistful of white cards (or mana).
I wonder about Inspired Sublimation. Could I just do it like Blue Ward or something? Hmmm... Custom Rulings, away!
I'm gonna argue that Ephemeral Spellslayer is white's version of Retromancer. It's like Mirror Strike for spells. (It's probably a little Planar Chaos-y.)
Very Well Then I Contradict Myself.
Very Well Then I Contradict Myself.