The set takes place on the Plane of Edena. It is an artifical plane created by a Planeswalker. It was constructed using Leyline magic to create an Artificial Paradise per say where each of the five colors stood alone in its own utopia. At the cross sections of the leylines, there was harmony between the ally colors and each color knew nothing of their enemies.
The five regions on Edena are particularly potent in their specific colors of magic and each sports some of the most iconic creatures of their color.
Tribal block focusing on Angel/Human, Merfolk/Kraken, Vampire/Demon, Dragon/Goblin, and Elf/Hydra.
Monocolor and color focus in general. Hybrid and Fuse cards.
Angel of the March :4mana::symw::symw:
Creature — Angel (U)
Flying
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
3/3
Angelic Harbinger
Creature — Human Cleric (U)
Lifelink
When Angelic Harbinger enters the battlefield, you may search your library for an Angel card, reveal it, then shuffle your library and put that card on top of it.
1/1
Angelic Protection
Instant (C)
Angel creatures you control and Human creatures you control gain protection from the color of your choice until end of turn.
Angel’s Charm :symw::symw::symw:
Instant (U)
Choose one — Return target permanent you control to its owner’s hand; or put a 4/4 white Angel creature token with flying onto the battlefield blocking target attacking creature; or you gain 5 life.
Angel’s Light :2mana::symw:
Instant (C)
Target player gains 4 life. Purity — That player gains 8 life instead if only one color of mana was spent to cast Angel’s Light.
Archangel of Judgment :3mana::symw::symw::symw:
Creature — Angel (M)
Flying, vigilance
Creature spells your opponents cast that don’t share a color with a creature you control cost X more to cast, where X is that card’s mana cost.
5/5
Archangel’s Battalion :4mana::symw::symw::symw:
Creature — Angel (R)
Flying
When Archangel’s Battalion enters the battlefield, put a 4/4 white Angel creature token with flying onto the battlefield.
4/4
Archangel’s Crown :4mana::symw::symw:
Enchantment — Aura (U)
Enchant creature
When Archangel’s Crown enters the battlefield, put a 4/4 white Angel creature token with flying onto the battlefield.
Enchanted creature has flying, first strike, and vigilance.
Bell Priest
Creature — Human Cleric (C)
Flash (You may cast this spell any time you could cast an instant.)
When Bell Priest enters the battlefield, untap all creatures you control.
1/1
Blessed Knight :3mana::symw:
Creature — Human Knight (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
2/4
Blinding Knight :2mana::symw::symw:
Creature — Human Knight (U)
Double strike (This creature deals both first-strike and regular combat damage.)
2/2
Cloudweaver :1mana::symw:
Creature — Human Cleric (U)
:symw:, :symtap:: Exile target creature you control, then return that card to the battlefield under your control.
1/2
Divine Restoration :4mana::symw::symw:
Instant (R)
Exile all creatures target player controls, then return those cards to the battlefield under that player’s control.
Face the Scales :5mana::symw:
Sorcery (C)
Exile two target creatures, then return one of the exiled cards to the battlefield under its owner’s control.
Faithful Mage :1mana::symw:
Creature — Human Wizard (C)
Flash (You may cast this spell any time you could cast an instant.)
When Faithful Mage enters the battlefield, return a permanent you control to its owner’s hand.
2/2
Faith’s Messenger :4mana::symw::symw:
Creature — Angel (R)
Flying, vigilance
Whenever you cast a spell, you may return a permanent you control to its owner’s hand.
4/5
Golden Griffin :3mana::symw:
Creature — Griffin (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
2/2
Haboob :1mana::symw:
Instant (C)
Exile target creature, then return that card to the battlefield under its owner’s control.
Hero’s Mark
Enchantment — Aura (C)
Enchant creature
Enchanted creature has vigilance.
:symw:, Discard Hero’s Mark: Put a 1/1 white Human creature token onto the battlefield.
Humanity’s Avenger :symw::symw:
Creature — Angel (U)
Flying, vigilance
Cast Humanity’s Avenger only if you’ve cast a Human spell this turn.
3/3
Knight of the People :2mana::symw::symw::symw:
Creature — Human Knight (R)
First strike
Anthem, anthem, anthem. (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn. Each instance of anthem triggers separately.)
4/4
Lightbringer Champion :symw::symw:
Creature — Human Knight (R)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
Other Human creatures you control get +1/+1.
2/2
Lightbringer Commander :3mana::symw:
Creature — Human Cleric Soldier (U)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
Whenever another Human enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
2/2
Lightbringer Initiate :1mana::symw:
Creature — Human Cleric (C)
Angel spells and Human spells you cast cost 1 less to cast.
1/2
Lightbringer’s Faith :4mana::symw::symw::symw:
Enchantment (M)
At the beginning of each end step, return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Lockdown :2mana::symw:
Enchantment — Aura (R)
Lockdown is indestructible.
Enchant nonland permanent
Enchanted permanent’s activated abilities can’t be activated. If enchanted permanent is a creature, it can’t attack or block.
Priest of Reverence :1mana::symw:
Creature — Human Cleric (C)
When Priest of Reverence enters the battlefield, you gain life equal to the power of target creature you control.
2/2
Rose, Angel of Purity :2mana::symw::symw:
Legendary Creature — Angel (M)
Flying, lifelink, protection from nonwhite spells
Whenever a player casts a white spell, you may gain 1 life.
3/4
Conch Trumpeteer :3mana::symu:
Creature — Merfolk (U)
When Conch Trumpeteer enters the battlefield, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on top of your library in any order.
1/3
Cumber Flux :1mana::symu::symu:
Enchantment (U)
Creatures your opponents control get -1/-0.
Deepwater Kraken :5mana::symu::symu:
Creature — Kraken (U)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
4/8
Drake Rider :2mana::symu::symu:
Creature — Merfolk Wizard (R)
Flying
Whenever Drake Rider attacks, put a 2/2 blue Drake creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat.
2/2
Drowned Aura
Enchantment — Aura (C)
Enchant land
Enchanted land is an Island.
Whenever enchanted permanent becomes untapped, its controller puts the top card of his or her library into his or her graveyard.
Eon Leviathan :5mana::symu::symu::symu:
Creature — Leviathan (M)
Trample
When you cast Eon Leviathan, take an extra turn after this one.
8/8
Flood Kraken :4mana::symu::symu:
Creature — Kraken (U)
Whenever Flood Kraken becomes untapped, target player puts the top three cards of his or her library into his or her graveyard.
:2mana::symu:: Untap Flood Kraken.
4/4
Flood Oracle :2mana::symu:
Creature — Merfolk (C)
When Flood Oracle enters the battlefield, target player puts the top five cards of his or her library into his or her graveyard.
2/3
Kraken Harbinger :2mana::symu:
Creature — Merfolk Wizard (U)
When Kraken Harbinger enters the battlefield, you may search your library for a Kraken card, reveal it, then shuffle your library and put that card on top of it.
1/3
Kraken Hatchling
Creature — Kraken (C)
0/4
Kraken’s Bellow :1mana::symu::symu:
Instant (C)
Kraken’s Bellow costs 1 less to cast if you control a Kraken.
Counter target spell.
Kraken’s Charm :symu::symu::symu:
Instant (U)
Choose one — Draw two cards; or you may put a Kraken creature card from your hand onto the battlefield; or creatures without flying or islandwalk can’t attack this turn.
Merfolk Drowner :1mana::symu:
Creature — Merfolk (C)
Whenever Merfolk Drowner becomes untapped, target player puts the top card of his or her library into his or her graveyard.
:symtap:: Target creature gets -1/-0 until end of turn.
1/1
Merrow Mesmerizer :1mana::symu:
Creature — Merfolk Wizard (U)
Whenever a Merfolk creature you control becomes untapped, target player puts the top card of his or her library into his or her graveyard.
2/1
Mertide Initiate :1mana::symu:
Creature — Merfolk Wizard (C)
Kraken spells and Merfolk spells you cast cost 1 less to cast.
1/2
Mertide Mark
Enchantment — Aura (C)
Enchant creature
Enchanted creature has islandwalk.
:symu:, Discard Mertide Mark: Put a 1/1 blue Merfolk creature token onto the battlefield.
Mertide Mindreader :1mana::symu:
Creature — Merfolk Rogue (R)
Islandwalk
Whenever Mertide Mindreader deals combat damage to player, exile the top card of that player’s library. You may play cards exiled by Mertide Mindreader.
1/3
Mertide Paragon :1mana::symu::symu:
Creature — Merfolk Wizard (R)
Flash
Other Merfolk you control get +1/+1.
Tap three untapped Merfolk you control: Counter target spell unless its controller pays 3.
2/2
Mesmerization
Sorcery (C)
During target player’s next untap step, whenever a permanent that player controls becomes untapped, that player puts the top card of his or her library into his or her graveyard.
Mindless Spawn :3mana::symu::symu::symu:
Creature — Kraken (R)
When Mindless Spawn enters the battlefield, target player puts the top half of his or her library, rounded down, into his or her graveyard.
6/6
Peer the Depths :3mana::symu:
Instant (C)
Draw two cards. Purity — Draw three cards instead, if only one color of mana was spent to cast Peer the Depths.
Pirannha School :1mana::symu::symu:
Creature — Fish (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
3/1
Release the Kraken :2mana::symu::symu::symu:
Instant (R)
Put a blue Kraken creature token onto the battlefield. It has “This creature’s power and toughness are each equal to the number of noncreature cards in all graveyards.”
Simple Serpent :4mana::symu::symu:
Creature — Serpent (C)
Simple Serpent can’t attack unless a library has twenty or fewer cards in it.
5/5
Swell Kraken :3mana::symu::symu::symu:
Creature — Kraken (M)
Whenever Swell Kraken becomes untapped, each opponent puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player’s graveyard.
4/8
Tidal Erosion :1mana::symu:
Enchantment (R)
Whenever a permanent an opponent controls becomes untapped, that permanent’s controller puts the top card of his or her library into his or her graveyard.
Tidal Wave :2mana::symu:
Instant (U)
Put a 5/5 blue Wall creature token with defender onto the battlefield. Sacrifice it at the beginning of the next end step.
Tide Rider :1mana::symu:
Creature — Merfolk Wizard (C)
:1mana::symu:, :symtap:: You may tap or untap target creature.
1/2
Turbulance :2mana::symu:
Instant (C)
You may tap or untap target permanent, then you may tap or untap another target permanent.
Way of the Waves :3mana::symu:
Sorcery (C)
Target player puts the top X cards of his or her library into his or her graveyard, where X is number of Islands on the battlefield.
Blood Circle
Enchantment (U)
Whenever a Vampire you control dies, target player loses 1 life and you gain 1 life.
Blood Count :1mana::symb::symb:
Creature — Vampire Knight (R)
First strike
Other Vampire creatures you control get +1/+1 and have lifelink.
2/2
Blood Signature :xmana::symb::symb:
Sorcery (R)
Spend only black mana on X.
Target player draws X cards and loses X life.
Crescent Shade :symb::symb::symb:
Creature — Shade (C)
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
:symb:: Crescent Shade gets +1/+1 until end of turn.
1/1
Dark Magic
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/-1 until end of turn.
Deal Maker :2mana::symb::symb:
Creature — Demon (R)
Flying, trample
When Deal Maker dies, you lose half your life, rounded up.
6/6
Demonic Harbinger :3mana::symb:
Creature — Vampire Shaman (U)
Flying
When Demonic Harbinger enters the battlefield, you may search your library for a Demon card, reveal it, then shuffle your library and put that card on top of it.
2/3
Demon’s Charm :symb::symb::symb:
Instant (U)
Choose one — Each opponent sacrifices a creature; or return target Demon creature card from your graveyard to the battlefield; or destroy target nonblack creature.
Demon’s Familiar
Creature — Thrull (C)
Sacrifice three creatures: Return target Demon creature card from your graveyard to the battlefield.
1/1
Demon’s Whisper :1mana::symb::symb:
Sorcery (C)
Target player discards two cards and loses 2 life.
Hellfang Contract :symb::symb::symb:
Enchantment (M)
If you would pay life, instead you may have an opponent gain that much life.
:symb:, Pay 2 life: Draw a card.
Hellfang Initiate :1mana::symb:
Creature — Vampire Shaman (C)
Demon spells and Vampire spells you cast cost 1 less to cast.
2/1
Hellfang Noble :4mana::symb:
Creature — Vampire (U)
Intimidate
Hellfang Noble gets +2/+1 and has flying as long as you control another Vampire.
3/3
Hellfang Vampire :symb::symb:
Creature — Vampire Warrior (U)
First strike
Whenever a creature dealt damage by Hellfang Vampire this turn dies, put a +1/+1 counter on Hellfang Vampire.
2/2
Immortal Vampire :3mana::symb::symb:
Creature — Vampire Wizard (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Pay 2 life: Return Immortal Vampire to its owner’s hand. Put a 1/1 black Bat creature token with flying onto the battlefield.
4/4
Master Death :symb::symb:
Enchantment (R)
:3mana::symb::symb:: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step.
Masticator Demon :6mana::symb::symb:
Creature — Demon (R)
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
When Masticator Demon enters the battlefield, target player sacrifices a creature. You gain life equal to that creature’s toughness.
6/5
Moonring Bat
Creature — Bat (C)
Flying
Moonring Bat can’t block.
1/1
Necrotic Vampire :symb::symb:
Creature — Vampire Wizard (U)
When Necrotic Vampire enters the battlefield, target creature card in your graveyard gains unholy until end of turn. (You may cast that card from your graveyard this turn by paying life equal to its converted mana cost in addition to paying its other costs.)
2/2
Prince Yafnag :4mana::symb::symb::symb::symb:
Legendary Creature — Demon (M)
Flying, trample, unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Nonwhite cards in your graveyard have unholy.
7/7
Rabid Rats :2mana::symb:
Creature — Rat (C)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
2/2
Sadist Demon :1mana::symb::symb:
Creature — Demon (C)
Whenever Sadist Demon deals damage to an opponent, you lose 3 life.
5/2
Sanity Drainer :symb::symb:
Creature — Vampire Wizard (C)
Sacrifice Sanity Drainer: Target player discards a card, then puts the top card of his or her library into his or her graveyard.
2/2
Shadow Specter :2mana::symb::symb:
Creature — Specter (U)
Flying
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Whenever Shadow Specter deals combat damage to a player, that player discards a card.
2/2
Shadowfeed
Instant (C)
Exile target card from a graveyard. You gain 3 life.
Sorin, Vampire King :1mana::symb::symb::symb:
Planeswalker — Sorin (M)
Starting Loyalty: 4
+2: Reveal the top card of your library. If its a black card, Vampire creatures you control get +2/+1 and gain flying until end of turn.
-3: Gain control of target creature. It becomes a Vampire in addition to its other types.
-X: Each opponent loses X life. You gain life equal to the life lost this way.
Stir the Grave :xmana::symb:
Sorcery (C)
Return target creature card with converted mana cost X or less from your graveyard to the battlefield.
Unholy Demon :4mana::symb::symb:
Creature — Demon (U)
Flying
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
5/4
Vampire Elder
Creature — Vampire Shaman (C)
When Vampire Elder enters the battlefield, return target Vampire card from your graveyard to your hand.
1/1
Vampiric Mark :1mana::symb:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has lifelink.
:symb:, Discard Vampiric Mark: Put a 1/1 black Vampire creature token onto the battlefield.
Weakness Blast :2mana::symb:
Instant (C)
Target creature gets -2/-2 until end of turn. Purity — That creature gets -4/-4 until end of turn instead if only one color of mana was spent to cast Weakness Blast.
Act of Ignorance :2mana::symr::symr:
Instant (C)
Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Arhat the Ash Dragon :6mana::symr::symr:
Legendary Creature — Elemental Dragon (M)
Whenever Arhat the Ash Dragon becomes the target of a spell or ability, exile that spell or ability.
Creatures your opponents control can’t block.
:symr:: Arhat gets +1/+0 until end of turn.
6/6
Crimson Flame :2mana::symr:
Instant (C)
Crimson Flame deals 3 damage to target creature or player. Purity — Crimson Flame deals 5 damage to that creature or player instead only one color of mana was spent to cast Crimson Flame.
Critical Hit :3mana::symr:
Sorcery (C)
Critical Hit deals 3 damage to target player. That player sacrifices a permanent if 5 or more damage was dealt this turn.
Dragon Ritual
Instant (C)
Add :symr::symr::symr: to your mana pool. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
Dragonclaw Warrior :3mana::symr:
Creature — Viashino Warrior (U)
First strike
:symr:: Dragonclaw Warrior gets +1/+0 until end of turn.
3/1
Dragonkin Warrior :4mana::symr:
Creature — Viashino Warrior (C)
Haste (This creature can attack and as soon as it comes under your control.)
4/2
Dragon’s Charm :symr::symr::symr:
Instant (U)
Choose one — Dragon’s Charm deals 2 damage to each creature; or target creature becomes a 4/4 red Dragon creature with flying until end of turn; or gain control of target artifact.
Dudgeon
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and has haste.
When Dudgeon is put into a graveyard from the battlefield, return Dudgeon to its owner’s hand.
Firebreathing Dragon :3mana::symr::symr:
Creature — Dragon (U)
:symr:: Firebreathing Dragon gains flying until end of turn.
:symr:: Firebreathing Dragon gets +1/+0 until end of turn.
4/4
Goblin Ambush
Sorcery (C)
Goblin creatures you control get +1/+0 and gain haste until end of turn.
Goblin Duo :1mana::symr:
Creature — Goblin (C)
When Goblin Duo enters the battlefield, put a 1/1 red Goblin creature token onto the battlefield.
1/1
Goblin Grenade
Sorcery (U)
As an additional cost to cast Goblin Grenade, sacrifice a Goblin.
Goblin Grenade deals 5 damage to target creature or player.
Goblin Looter :2mana::symr:
Creature — Goblin (C)
Whenever Goblin Looter deals damage, you may discard a card, then draw a card.
2/2
Goblin Mark :1mana::symr:
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and attacks each turn if able.
:symr:, Discard Goblin Mark: Put a 1/1 red Goblin creature token onto the battlefield.
Goblin Rogue :1mana::symr:
Creature — Goblin Rogue (C)
Goblin Rogue can’t be blocked by creatures with power 2 or greater.
1/1
Goblin Stoker :1mana::symr:
Creature — Goblin Shaman (R)
Haste (This creature can attack and as soon as it comes under your control.)
If a red source you control would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead.
2/1
Hellkite Spawn :2mana::symr::symr:
Creature — Dragon (R)
Flying, trample
Cast Hellkite Spawn only if 5 or more damage was dealt this turn.
5/5
Mana Eruption
Sorcery (R)
Until end of turn, if a source would add to your mana pool, it adds twice that much to your mana pool instead.
Red-Eyed Goblin :1mana::symr:
Creature — Goblin (C)
Red-Eyed Goblin can’t attack unless an opponent has been dealt damage this turn.
3/3
Redcliff Aurora :3mana::symr::symr:
Enchantment (M)
Red creatures you control get +1/+1.
Nonbasic lands are Mountains.
Whenever you tap a Mountain for mana, add To your mana pool (in addition to the mana the land produces).
Redcliff Harbinger :2mana::symr:
Creature — Goblin Shaman (U)
When Redcliff Harbinger enters the battlefield, you may search your library for a Dragon card, reveal it, then shuffle your library and put that card on top of it.
2/1
Redcliff Initiate :1mana::symr:
Creature — Goblin Barbarian (C)
Dragon spells and Goblin spells you cast cost 1 less to cast.
2/1
Scattershock :xmana::symr:
Sorcery (R)
Flip X coins. For each flip you win Scattershock deals 2 damage divided as you choose among any number of target creatures and/or players.
Sneaky Goblin
Creature — Golbin (U)
Whenever Sneaky Goblin attacks, you may put a Goblin creature card from your hand onto the battlefield tapped and attacking. If you do, sacrifice that creature at the beginning of the next end step.
1/1
Stoke :symr::symr:
Sorcery (U)
Until end of turn, if a red source you control would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead.
Tempt Fate :symr::symr:
Sorcery (R)
Take an extra turn after this one. At the beginning of that turn’s end step, you skip your next turn.
War Triber Elder :1mana::symr::symr:
Creature — Goblin Warrior (R)
Other Goblin creatures you control get +1/+1.
Whenever a Goblin creature card is put into your graveyard from the battlefield, War Triber Elder deals 1 damage to target creature or player.
2/2
White Hot Flames
Instant (C)
White Hot Flames deals 1 damage to target creature and 2 damage to that creature’s controller. If a creature dealt damage this way would die this turn, exile it instead.
Wild Giant :4mana::symr:
Creature — Giant (C)
Cast Wild Giant only if 5 or more damage was dealt this turn.
5/5
Bonding Elf :1mana::symg:
Creature — Elf Shaman (C)
When Bonding Elf enters the battlefield, put a +1/+1 counter on target creature.
1/1
Budding Hydra :xmana::symg::symg:
Creature — Hydra (R)
Trample
Budding Hydra enters the battlefield with X +1/+1 counters on it.
Whenever Budding Hydra deals combat damage to a player, put a +1/+1 counter on it.
0/0
Court Elf
Creature — Elf (C)
Court Elf gets +1/+1 as long as you control another Elf.
1/1
Devouring Hydra :4mana::symg::symg:
Creature — Hydra (R)
Devouring Hydra must be blocked if able.
Whenever a creature dealt damage by Devouring Hydra this turn dies, put two +1/+1 counters on Devouring Hydra.
5/3
Elf Song :3mana::symg:
Sorcery (U)
Put a 1/1 green Elf Warrior creature token onto the battlefield for each Elf you control.
Elven Hunters :4mana::symg:
Creature — Elf Warrior (C)
Whenever Elven Hunters deals combat damage to a player, put a +1/+1 counter on it.
4/3
Elven Mark :1mana::symg:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has hexproof.
:symg:, Discard Elven Mark: Put a 1/1 green Elf creature token onto the battlefield.
Elvish Forcemage :2mana::symg:
Creature — Elf Wizard (U)
Whenever an Elf you control deals combat damage to a player, put a +1/+1 counter on it.
2/2
Elvish Mystic
Creature — Elf Mystic (U)
:symtap:: Add 2 to your mana pool. Spend this mana only on costs that contain X.
1/1
Family Reunion :8mana::symg::symg::symg:
Sorcery (M)
Choose a creature type. Search your library for any number of creature cards of the chosen type and put them onto the battlefield. Then shuffle your library.
Fearsome Hydra :xmana::symg::symg:
Creature — Hydra (U)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Fearsome Hydra enters the battlefield with X +1/+1 counters on it.
0/0
Florescence
Sorcery (U)
This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it.
Draw a card.
Gauhdriel, Life Druid
Legendary Creature — Elf Mystic (R)
:symtap:: Put a +1/+1 counter on target creature. You gain 1 life for each +1/+1 counter on that creature.
:symg:: Regenerate target creature with a +1/+1 counter on it.
1/1
Greater Force :3mana::symg::symg:
Creature — Elemental (U)
Haste
Greater Force enters the battlefield with three +1/+1 counters on it.
When Greater Force dies, you may move its +1/+1 counters onto target creature.
0/0
Grovewright Harbinger :1mana::symg:
Creature — Elf Scout (U)
When Grovewright Harbinger enters the battlefield, you may search your library for a Hydra card, reveal it, then shuffle your library and put that card on top of it.
2/2
Grovewright Initiate :1mana::symg:
Creature — Elf Warrior (C)
Hydra spells and Elf spells you cast cost 1 less to cast.
2/2
Guardians of Grovewright :5mana::symg::symg::symg:
Creature — Hydra (M)
When Guardians of Grovewright enters the battlefield, put X tokens onto the battlefield that are copies of it, where X is five minus the number of creatures you control.
5/5
Hydra’s Charm :xmana::symg::symg::symg:
Instant (U)
Choose one — Creatures of the creature type of your choice get +X/+X until end of turn; or put an X/X green Hydra creature token onto the battlefield; or put X +1/+1 counters on target creature.
Hydra’s Might
Instant (C)
Put a +1/+1 counter on target creature. Put three +1/+1 counters on that creature instead if its a Hydra.
Lesser Force
Creature — Elemental (C)
Lesser Force enters the battlefield with a +1/+1 counter on it.
When Lesser Force dies, you may put its +1/+1 counters on target creature.
0/0
Lifeweb Spider :4mana::symg::symg:
Creature — Spider (C)
Reach (This creature can block creatures with flying.)
When Lifeweb Spider enters the battlefield, put a +1/+1 counter on each creature you control.
2/2
Master Force :5mana::symg::symg::symg:
Creature — Elemental (R)
Flash
You may have Master Force assign its combat damage as though it weren’t blocked.
Master Force enters the battlefield with eight +1/+1 counters on it.
When Master Force dies, you may move its +1/+1 counters onto target creature.
0/0
Slithering Snake :1mana::symg::symg:
Creature — Snake (C)
Flash
Whenever Slithering Snake deals combat damage to a player, put a +1/+1 counter on it.
2/1
Spider Trap :3mana::symg:
Instant (C)
Destroy target creature with flying. Purity — Put a 1/2 green Spider creature token with reach onto the battlefield if only one color of mana was spent to cast Spider Trap.
Taoist Elf :1mana::symg::symg:
Creature — Elf Mystic (R)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Other Elf creatures you control get +1/+1 for each other Elf creature you control.
2/2
Thrive :xmana::symg:
Sorcery (C)
Put a +1/+1 counter on each of X target creatures.
Virgin Exploration :2mana::symg:
Sorcery (C)
Search your library for a Plains, Island, Swamp, Mountain, or Forest card and put that card onto the battlefield. Then shuffle your library.
Wolf-tribe Archer :2mana::symg:
Creature — Elf Warrior (C)
Reach (This creature can block creatures with flying.)
When Wolf-tribe Archer enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield.
1/1
Woodwork Elves :3mana::symg::symg:
Creature — Elf Druid (R)
At the beginning of your upkeep, put a +1/+1 counter on Woodwork Elves. Then put a 1/1 green Elf creature token onto the battlefield for each +1/+1 counter on Woodwork Elves.
1/1
Artificial Paradise
Artifact Land (R)
Artificial Paradise is all basic land types at all times (even if this card isn’t on the battlefield).
When Artificial Paradise enters the battlefield, sacrifice it unless you pay 1.
Black Bog
Land (C)
Black Bog enters the battlefield tapped.
When Black Bog enters the battlefield, you may spend mana as though it were black mana until end of turn.
:symtap:: Add to your mana pool.
Blue Lake
Land (C)
Blue Lake enters the battlefield tapped.
When Blue Lake enters the battlefield, you may spend mana as though it were blue mana until end of turn.
:symtap:: Add to your mana pool.
Den of Thieves
Land (R)
:symtap:: Add :symr::symr: to your mana pool. Activate this ability only if you control five or more lands.
Edenan Garden
Land (R)
:symtap:: Add :symg::symg: to your mana pool. Activate this ability only if you control five or more lands.
Evolving Wilds
Land (C)
:symtap:, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Green Grove
Land (C)
Green Grove enters the battlefield tapped.
When Green Grove enters the battlefield, you may spend mana as though it were green mana until end of turn.
:symtap:: Add to your mana pool.
Hollow Caverns
Land (U)
You may choose not to untap Hollow Caverns during your untap step.
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:: Tap target land. It doesn’t untap during its controller’s untap step for as long as Hollow Caverns remains tapped.
Islandhome
Land (R)
:symtap:: Add :symu::symu: to your mana pool. Activate this ability only if you control five or more lands.
Meadowhaven
Land (R)
:symtap:: Add :symw::symw: to your mana pool. Activate this ability only if you control five or more lands.
Red Cliffs
Land (C)
Red Cliffs enters the battlefield tapped.
When Red Cliffs enters the battlefield, you may spend mana as though it were red mana until end of turn.
:symtap:: Add to your mana pool.
Underworld
Land (R)
:symtap:: Add :symb::symb: to your mana pool. Activate this ability only if you control five or more lands.
White Fields
Land (C)
White Fields enters the battlefield tapped.
When White Fields enters the battlefield, you may spend mana as though it were white mana until end of turn.
:symtap:: Add to your mana pool.
Cosmic Mirror
Artifact (R)
:3mana:: Cosmic Mirror becomes a copy of target creature until end of turn. Activate this ability only during your turn.
Dragon Ball
Artifact (M)
:5mana:, :symtap:, Exile Dragon Ball: Put a card you own from outside the game into your hand.
Dragonsuit Armor
Artifact — Equipment (R)
Equipped creature gets +4/+4, has flying, and is an artifact Dragon in addition to its other types.
:2mana:: Equipped creature gets +1/+0 until end of turn.
Equip 4
Grovewright Oathstone :xmana::3mana:
Artifact (U)
When Grovewright Oathstone enters the battlefield, put X 1/1 green Elf creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Hellfang Oathstone :xmana::3mana:
Artifact (U)
When Hellfang Oathstone enters the battlefield, put X 1/1 black Vampire creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Hex Vial
Artifact (U)
:3mana:, Sacrifice Hex Vial: Remove all counters from target permanent.
Lightbringer Oathstone :xmana::3mana:
Artifact (U)
When Lightbringer Oathstone enters the battlefield, put X 1/1 white Human creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Mertide Oathstone :xmana::3mana:
Artifact (U)
When Mertide Oathstone enters the battlefield, put X 1/1 blue Merfolk creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Monohybridizer
Artifact (U)
:2mana:: Add one mana of any color to your mana pool.
Redcliff Oathstone :xmana::3mana:
Artifact (U)
When Redcliff Oathstone enters the battlefield, put X 1/1 red Goblin creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Reflecting Golem
Artifact Creature — Golem (U)
Reflecting Golem is all colors (even if this card isn’t on the battlefield).
Reflecting Golem is every creature type (even if this card isn’t on the battlefield).
3/3
Tablet of the Tribes
Artifact (U)
When Tablet of the Tribes enters the battlefield, choose a creature type.
Creatures of the chosen type get +1/+1.
Nissa the Nightingale :1mana::symb::symg:
Planeswalker — Nissa (M)
Starting Loyalty: 2
+1: Put a 1/1 green Elf creature token onto the battlefield.
-2: Draw a card for each creature you control. You lose that much life.
-5: Destroy each other non-Elf, nonland permanent with converted mana cost less than or equal to the number of Elf creatures you control.
Kiora Atua :1mana::symg::symu:
Planeswalker — Kiora (M)
Starting Loyalty: 3
+1: Look at the top three cards of your library, then put them back in any order.
-1: Reveal the top card of your library. If it’s a land card, put it onto the battlefield. Otherwise, put that card into your hand.
-8: Cast any number of Kraken, Leviathan, Octopus, or Serpent creature cards you own from outside the game without paying their mana costs.
Aurora Elemental :2mana::symwu:
Creature — Elemental (C)
When Aurora Elemental enters the battlefield, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
1/1
Humbling Encounter :1mana::symwu:
Instant (U)
Untap all creatures you control if was spent to cast Humbling Encounter. Up to one target creature loses all abilities and becomes 1/1 until end of turn if was spent to cast Humbling Encounter. (Do both if :symw::symu: was spent.)
Leyline of Patience :2mana::symwu::symwu:
Enchantment (R)
If Leyline of Patience is in your opening hand, you may begin the game with it on the battlefield.
Artifacts, creatures, and lands played by your opponents enter the battlefield tapped.
Moon Glow :symwu::symwu::symwu:
Enchantment (U)
Creatures can’t attack you or planeswalkers you control unless their controller pays 2 for each creature he or she controls that’s attacking you or a planeswalker you control.
Quelling Wind :2mana::symwu::symwu:
Instant (U)
Tap all creatures target player controls. Purity — Those creatures don’t untap during that player’s next untap step if only one color of mana was spent to cast Quelling Wind.
Vanishing Snap :3mana::symwu:
Instant (C)
Put target creature on top of its owner’s library.
Wingbeat
Instant (C)
Counter target spell unless its controller pays 1.
Wise Owl :2mana::symwu:
Creature — Bird (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Wise Owl enters the battlefield, draw a card.
1/1
Worldly Geist :2mana::symwu::symwu:
Creature — Spirit (U)
Flying
Protection from instant spells and from sorcery spells.
3/2
Dementor :3mana::symub::symub:
Creature — Horror (U)
Flying
When Dementor enters the battlefield, you may move all counters from target creature onto Dementor.
3/3
Dismal Fate :1mana::symub:
Sorcery (C)
Target player skips his or her next draw step.
Inkjet Squid
Creature — Squid (C)
Inkjet Squid can’t block and is unblockable.
1/1
Leyline of Dreams :2mana::symub::symub:
Enchantment (R)
If Leyline of Dreams is in your opening hand, you may begin the game with it on the battlefield.
When a creature an opponent controls becomes the target of a spell or ability, its controller sacrifices it.
Mind Leech :1mana::symub::symub::symub:
Creature — Leech (U)
Whenever an opponent discards a card, you may draw a card.
3/3
Mindwipe :symub::symub:
Instant (U)
Target player exiles the top three cards of his or her library. Purity — You may play those cards this turn if only one color of mana was spent to cast Mindwipe.
Ocean’s Claim :2mana::symub:
Instant (U)
Counter target creature spell if was spent to cast Ocean’s Claim. Exile all creature cards from target player’s graveyard if was spent to cast Ocean’s Claim. (Do both of :symu::symb: was spent.)
Shadow Current
Instant (C)
Creatures you don’t control get -2/-0 until end of turn.
Sway
Instant (U)
Look at the top three cards of target player’s library, then put them back in any order. You may have that player shuffle his or her library.
Temporror :3mana::symub:
Creature — Illusion Horror (C)
When Temporror becomes the target of a spell or ability, sacrifice it.
4/5
Brimstone Embers :3mana::symbr:
Sorcery (C)
Brimstone Embers deals 1 damage to each creature you don’t control and each opponent.
Burning Desire :2mana::symbr:
Sorcery (U)
You draw two cards and loses 2 life if was spent to cast Burning Desire. Add :symr::symr::symr::symr::symr: to your mana pool if was spent to cast Burning Desire. (Do both if :symb::symr: was spent.)
Cackling Nightmare :3mana::symbr:
Creature — Nightmare (C)
Whenever Cackling Nightmare attacks, it gets +2/+0 until end of turn.
When Cackling Nightmare dies, it deals damage equal to its power to target player.
2/2
Cruel Devil
Creature — Devil (C)
Cruel Devil can only attack alone.
2/2
Hellfang Imp
Creature — Imp (U)
Flying, haste
At end of turn, sacrifice Hellfang Imp.
3/1
Inner Madness :symbr::symbr:
Sorcery (C)
Target creature deals damage equal to its power to itself.
Leyline of Torment :2mana::symbr::symbr:
Enchantment (R)
If Leyline of Torment is in your opening hand, you may begin the game with it on the battlefield.
Whenever an opponent draws a card, Leyline of Torment deals 1 damage to him or her.
Raw Carnage :3mana::symbr::symbr:
Sorcery (U)
Target player chooses a creature and a land he or she controls. Destroy those permanents. Purity — That player chooses those permanents at random if only one color of mana was spent to cast Raw Carnage.
Sulfur Parasite :2mana::symbr::symbr:
Creature — Insect (U)
Whenever Sulfur Parasite attacks, you may have target creature get +1/-1 until end of turn.
4/2
Brushfire Frenzy
Instant (C)
Target creature gets +2/+0 and gains haste until end of turn.
Firelily :2mana::symrg:
Creature — Plant (C)
Defender
Sacrifice Firelily: Add :symr::symr::symr: or :symg::symg::symg: to your mana pool.
0/3
Leyline of Celebration :2mana::symrg::symrg:
Enchantment (R)
If Leyline of Celebration is in your opening hand, you may begin the game with it on the battlefield.
Creatures you control have haste.
Mountain Lion :symrg::symrg:
Creature — Cat (C)
Creatures with power less than Mountain Lion’s power can’t block it.
3/1
Natural Disaster :3mana::symrg:
Sorcery (C)
Destroy target artifact or land.
Primal Fury :2mana::symrg:
Instant (U)
Target creature gets +X/+0 until end of turn, where X is its power. Purity — That creature gains trample until end of turn if only one color of mana was spent to cast Primal Fury.
Super Power :1mana::symrg:
Enchantment (U)
Creatures you control have trample.
Tectonic Shift :4mana::symrg:
Sorcery (U)
If was spent to cast Tectonic Shift, destroy target land. If was spent to cast Tectonic Shift, search your library for a land card and put that card onto the battlefield. Then shuffle your library. (Do both if :symr::symg: was spent.)
Whiptongue Chameleon :3mana::symrg:
Creature — Lizard (U)
When Whiptongue Chameleon enters the battlefield, it deals damage equal to its power to target creature.
4/2
Ancient Armodon :1mana::symgw::symgw:
Creature — Elephant (C)
3/3
Brushwolf :1mana::symgw:
Creature — Wolf (U)
Vigilance
3/1
Collective Awakening :3mana::symgw:
Sorcery (U)
Put a +1/+1 counter on each creature you control. Purity — Creatures you control gain vigilance until end of turn if only one color of mana was spent to cast Collective Awakening.
Leyline of the Sun :2mana::symgw::symgw:
Enchantment (R)
If Leyline of the Sun is in your opening hand, you may begin the game with it on the battlefield.
You may spend mana as though it were mana of any color.
Majestic Unicorn :symgw::symgw:
Creature — Unicorn (C)
Protection from black
2/2
Noble Strength :3mana::symgw:
Sorcery (U)
Creature you control get +1/+1 and gains trample until end of turn if was spent to cast Noble Strength. Creatures you control get +1/+1 and gain lifelink until end of turn if was spent to cast Noble Strength. (Do both if :symg::symw: was spent.)
Sungrass Moa :2mana::symgw:
Creature — Bird (U)
When Sungrass Moa enters or leaves the battlefield, put a +1/+1 counter on target creature.
3/2
Sunlight Elemental
Creature — Elemental (U)
Flash (You may cast this spell any time you could cast an instant.)
When Sunlight Elemental enters the battlefield, prevent all combat damage that would be dealt this turn.
1/1
Sunlit Dryad
Creature — Dryad (C)
Sacrifice Sunlit Dryad: Search your library for a basic Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
1/1
Sunray :symgw::symgw:
Instant (C)
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
Hierarchical Demand{wub}{wub}{wub}
Sorcery (R) ({wub} can be paid for with :symw:, or B.)
Spend only one color of mana to cast Hierarchical Demand.
Target opponent chooses a creature he or she controls. You gain control of that creature.
Magical Touch{gwu}{gwu}{gwu}
Sorcery (R) ( {gwu} can be paid for with :symg:, or U.)
Spend only one color of mana to cast Magical Touch.
Search your library for an Aura card and put that card onto the battlefield, then shuffle your library.
Solar Flare{rgw}{rgw}{rgw}
Sorcery (R) ({rgw} can be paid for with :symr:, or W.)
Spend only one color of mana to cast Solar Flare.
Destroy all artifacts.
Spell Steal{ubr}{ubr}{ubr}
Sorcery (R) ({ubr} can be paid for with :symu:, or R.)
Spend only one color of mana to cast Spell Steal.
Target opponent reveals his or her hand. You may cast an instant or sorcery card from it without paying its mana cost.
Voodoo{brg}{brg}{brg}
Sorcery (R) ({brg} can be paid for with :symb:, or G.)
Spend only one color of mana to cast Voodoo.
Destroy target permanent. Its controller may return another target permanent card from his or her graveyard to the battlefield.
Alpha :2mana::symg::symg:
Sorcery (R)
Put two +1/+1 counters on target creature for each other creature on the battlefield that shares a creature type with it.
[<fuse>] Omega :2mana::symw::symw:
Sorcery (R)
Each player chooses a creature he or she controls. Destroy the rest.
Bite :2mana::symb:
Instant (U)
Target creature gains deathtouch until end of turn.
[<fuse>] Scratch :1mana::symr:
Instant (U)
Target creature gets +1/+1 and gains first strike until end of turn.
Cease
Instant (U)
Target player skips his or her next combat step.
[<fuse>] Desist :2mana::symu:
Instant (U)
Counter target activated or triggered ability.
Dungeons :2mana::symb::symb:
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
[<fuse>] Dragons :4mana::symr::symr:
Sorcery (R)
You may put a Dragon creature card from your hand onto the battlefield. That creature gains haste.
Faith :symw::symw:
Instant (R)
Exile target permanent, then return that card to the battlefield under its owner’s control.
[<fuse>] Reason :4mana::symu::symu:
Instant (R)
Gain control of target permanent that entered the battlefield this turn.
Heart
Sorcery (U)
Noncreature spells you cast this turn can’t be countered.
Exile Heart from your hand: Add R to your mana pool.
[<fuse>] Soul
Sorcery (U)
Creature spells you cast this turn can’t be countered.
Draw a card.
Known :2mana::symu:
Sorcery (R)
Shuffle up to three instant and/or sorcery cards you own from outside the game into your library.
[<fuse>] Unknown :2mana::symb:
Sorcery (R)
Search target player’s library for up to three cards, exile them, then that player shuffles his or her library.
Live Long :2mana::symg:
Instant (U)
You gain 6 life.
[<fuse>] Prosper :2mana::symw:
Instant (U)
Put two 1/1 white Human creature tokens onto the battlefield.
Null :1mana::symu:
Sorcery (U)
Target player puts the top five cards of his or her library into his or her graveyard.
[<fuse>] Void :4mana::symb:
Sorcery (U)
Return target creature card from your graveyard to the battlefield.
Rock :3mana::symr:
Sorcery (R)
Until end of turn, Mountains you control become 4/4 creatures that are still lands.
[<fuse>] Roll :3mana::symg:
Sorcery (R)
Untap all lands you control.
As far as dragons are concerned, doesn't Niv Mizzet semi-regularly make idiotic clone dragons so the people of Ravnica can see how amazing he is in comparison?
The five regions on Edena are particularly potent in their specific colors of magic and each sports some of the most iconic creatures of their color.
Tribal block focusing on Angel/Human, Merfolk/Kraken, Vampire/Demon, Dragon/Goblin, and Elf/Hydra.
Monocolor and color focus in general. Hybrid and Fuse cards.
Creature — Angel (U)
Flying
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
3/3
Angelic Harbinger
Creature — Human Cleric (U)
Lifelink
When Angelic Harbinger enters the battlefield, you may search your library for an Angel card, reveal it, then shuffle your library and put that card on top of it.
1/1
Angelic Protection
Instant (C)
Angel creatures you control and Human creatures you control gain protection from the color of your choice until end of turn.
Angelic Wall :1mana::symw:
Creature — Wall (C)
Defender, flying
0/4
Angel’s Charm :symw::symw::symw:
Instant (U)
Choose one — Return target permanent you control to its owner’s hand; or put a 4/4 white Angel creature token with flying onto the battlefield blocking target attacking creature; or you gain 5 life.
Angel’s Light :2mana::symw:
Instant (C)
Target player gains 4 life.
Purity — That player gains 8 life instead if only one color of mana was spent to cast Angel’s Light.
Archangel of Judgment :3mana::symw::symw::symw:
Creature — Angel (M)
Flying, vigilance
Creature spells your opponents cast that don’t share a color with a creature you control cost X more to cast, where X is that card’s mana cost.
5/5
Archangel’s Battalion :4mana::symw::symw::symw:
Creature — Angel (R)
Flying
When Archangel’s Battalion enters the battlefield, put a 4/4 white Angel creature token with flying onto the battlefield.
4/4
Archangel’s Crown :4mana::symw::symw:
Enchantment — Aura (U)
Enchant creature
When Archangel’s Crown enters the battlefield, put a 4/4 white Angel creature token with flying onto the battlefield.
Enchanted creature has flying, first strike, and vigilance.
Bell Priest
Creature — Human Cleric (C)
Flash (You may cast this spell any time you could cast an instant.)
When Bell Priest enters the battlefield, untap all creatures you control.
1/1
Blessed Knight :3mana::symw:
Creature — Human Knight (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
2/4
Blinding Knight :2mana::symw::symw:
Creature — Human Knight (U)
Double strike (This creature deals both first-strike and regular combat damage.)
2/2
Clear Away :2mana::symw:
Instant (C)
Exile target enchantment.
Draw a card.
Cloudweaver :1mana::symw:
Creature — Human Cleric (U)
:symw:, :symtap:: Exile target creature you control, then return that card to the battlefield under your control.
1/2
Divine Restoration :4mana::symw::symw:
Instant (R)
Exile all creatures target player controls, then return those cards to the battlefield under that player’s control.
Face the Scales :5mana::symw:
Sorcery (C)
Exile two target creatures, then return one of the exiled cards to the battlefield under its owner’s control.
Faithful Mage :1mana::symw:
Creature — Human Wizard (C)
Flash (You may cast this spell any time you could cast an instant.)
When Faithful Mage enters the battlefield, return a permanent you control to its owner’s hand.
2/2
Faith’s Messenger :4mana::symw::symw:
Creature — Angel (R)
Flying, vigilance
Whenever you cast a spell, you may return a permanent you control to its owner’s hand.
4/5
Glorious Angel :2mana::symw::symw:
Creature — Angel (C)
Flying
3/3
Golden Griffin :3mana::symw:
Creature — Griffin (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
2/2
Haboob :1mana::symw:
Instant (C)
Exile target creature, then return that card to the battlefield under its owner’s control.
Hero’s Mark
Enchantment — Aura (C)
Enchant creature
Enchanted creature has vigilance.
:symw:, Discard Hero’s Mark: Put a 1/1 white Human creature token onto the battlefield.
Humanity’s Avenger :symw::symw:
Creature — Angel (U)
Flying, vigilance
Cast Humanity’s Avenger only if you’ve cast a Human spell this turn.
3/3
Knight of the People :2mana::symw::symw::symw:
Creature — Human Knight (R)
First strike
Anthem, anthem, anthem. (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn. Each instance of anthem triggers separately.)
4/4
Lightbringer Champion :symw::symw:
Creature — Human Knight (R)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
Other Human creatures you control get +1/+1.
2/2
Lightbringer Commander :3mana::symw:
Creature — Human Cleric Soldier (U)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
Whenever another Human enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
2/2
Lightbringer Initiate :1mana::symw:
Creature — Human Cleric (C)
Angel spells and Human spells you cast cost 1 less to cast.
1/2
Lightbringer’s Faith :4mana::symw::symw::symw:
Enchantment (M)
At the beginning of each end step, return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Lockdown :2mana::symw:
Enchantment — Aura (R)
Lockdown is indestructible.
Enchant nonland permanent
Enchanted permanent’s activated abilities can’t be activated. If enchanted permanent is a creature, it can’t attack or block.
Pacisfism :1mana::symw:
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block.
Priest of Reverence :1mana::symw:
Creature — Human Cleric (C)
When Priest of Reverence enters the battlefield, you gain life equal to the power of target creature you control.
2/2
Rose, Angel of Purity :2mana::symw::symw:
Legendary Creature — Angel (M)
Flying, lifelink, protection from nonwhite spells
Whenever a player casts a white spell, you may gain 1 life.
3/4
Æthercourse :2mana::symu:
Instant (C)
Counter target instant, sorcery or creature spell.
Conch Trumpeteer :3mana::symu:
Creature — Merfolk (U)
When Conch Trumpeteer enters the battlefield, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on top of your library in any order.
1/3
Cumber Flux :1mana::symu::symu:
Enchantment (U)
Creatures your opponents control get -1/-0.
Deepwater Kraken :5mana::symu::symu:
Creature — Kraken (U)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
4/8
Drake Rider :2mana::symu::symu:
Creature — Merfolk Wizard (R)
Flying
Whenever Drake Rider attacks, put a 2/2 blue Drake creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat.
2/2
Drowned Aura
Enchantment — Aura (C)
Enchant land
Enchanted land is an Island.
Whenever enchanted permanent becomes untapped, its controller puts the top card of his or her library into his or her graveyard.
Eon Leviathan :5mana::symu::symu::symu:
Creature — Leviathan (M)
Trample
When you cast Eon Leviathan, take an extra turn after this one.
8/8
Flood Kraken :4mana::symu::symu:
Creature — Kraken (U)
Whenever Flood Kraken becomes untapped, target player puts the top three cards of his or her library into his or her graveyard.
:2mana::symu:: Untap Flood Kraken.
4/4
Flood Oracle :2mana::symu:
Creature — Merfolk (C)
When Flood Oracle enters the battlefield, target player puts the top five cards of his or her library into his or her graveyard.
2/3
Kraken Harbinger :2mana::symu:
Creature — Merfolk Wizard (U)
When Kraken Harbinger enters the battlefield, you may search your library for a Kraken card, reveal it, then shuffle your library and put that card on top of it.
1/3
Kraken Hatchling
Creature — Kraken (C)
0/4
Kraken’s Bellow :1mana::symu::symu:
Instant (C)
Kraken’s Bellow costs 1 less to cast if you control a Kraken.
Counter target spell.
Kraken’s Charm :symu::symu::symu:
Instant (U)
Choose one — Draw two cards; or you may put a Kraken creature card from your hand onto the battlefield; or creatures without flying or islandwalk can’t attack this turn.
Merfolk Drowner :1mana::symu:
Creature — Merfolk (C)
Whenever Merfolk Drowner becomes untapped, target player puts the top card of his or her library into his or her graveyard.
:symtap:: Target creature gets -1/-0 until end of turn.
1/1
Merrow Mesmerizer :1mana::symu:
Creature — Merfolk Wizard (U)
Whenever a Merfolk creature you control becomes untapped, target player puts the top card of his or her library into his or her graveyard.
2/1
Mertide Initiate :1mana::symu:
Creature — Merfolk Wizard (C)
Kraken spells and Merfolk spells you cast cost 1 less to cast.
1/2
Mertide Mark
Enchantment — Aura (C)
Enchant creature
Enchanted creature has islandwalk.
:symu:, Discard Mertide Mark: Put a 1/1 blue Merfolk creature token onto the battlefield.
Mertide Mindreader :1mana::symu:
Creature — Merfolk Rogue (R)
Islandwalk
Whenever Mertide Mindreader deals combat damage to player, exile the top card of that player’s library. You may play cards exiled by Mertide Mindreader.
1/3
Mertide Paragon :1mana::symu::symu:
Creature — Merfolk Wizard (R)
Flash
Other Merfolk you control get +1/+1.
Tap three untapped Merfolk you control: Counter target spell unless its controller pays 3.
2/2
Mesmerization
Sorcery (C)
During target player’s next untap step, whenever a permanent that player controls becomes untapped, that player puts the top card of his or her library into his or her graveyard.
Mindless Spawn :3mana::symu::symu::symu:
Creature — Kraken (R)
When Mindless Spawn enters the battlefield, target player puts the top half of his or her library, rounded down, into his or her graveyard.
6/6
Peer the Depths :3mana::symu:
Instant (C)
Draw two cards.
Purity — Draw three cards instead, if only one color of mana was spent to cast Peer the Depths.
Pirannha School :1mana::symu::symu:
Creature — Fish (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
3/1
Release the Kraken :2mana::symu::symu::symu:
Instant (R)
Put a blue Kraken creature token onto the battlefield. It has “This creature’s power and toughness are each equal to the number of noncreature cards in all graveyards.”
Simple Serpent :4mana::symu::symu:
Creature — Serpent (C)
Simple Serpent can’t attack unless a library has twenty or fewer cards in it.
5/5
Swell Kraken :3mana::symu::symu::symu:
Creature — Kraken (M)
Whenever Swell Kraken becomes untapped, each opponent puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player’s graveyard.
4/8
Tidal Erosion :1mana::symu:
Enchantment (R)
Whenever a permanent an opponent controls becomes untapped, that permanent’s controller puts the top card of his or her library into his or her graveyard.
Tidal Wave :2mana::symu:
Instant (U)
Put a 5/5 blue Wall creature token with defender onto the battlefield. Sacrifice it at the beginning of the next end step.
Tide Rider :1mana::symu:
Creature — Merfolk Wizard (C)
:1mana::symu:, :symtap:: You may tap or untap target creature.
1/2
Turbulance :2mana::symu:
Instant (C)
You may tap or untap target permanent, then you may tap or untap another target permanent.
Way of the Waves :3mana::symu:
Sorcery (C)
Target player puts the top X cards of his or her library into his or her graveyard, where X is number of Islands on the battlefield.
Blood Circle
Enchantment (U)
Whenever a Vampire you control dies, target player loses 1 life and you gain 1 life.
Blood Count :1mana::symb::symb:
Creature — Vampire Knight (R)
First strike
Other Vampire creatures you control get +1/+1 and have lifelink.
2/2
Blood Drinker :4mana::symb:
Creature — Vampire (C)
4/3
Blood Signature :xmana::symb::symb:
Sorcery (R)
Spend only black mana on X.
Target player draws X cards and loses X life.
Crescent Shade :symb::symb::symb:
Creature — Shade (C)
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
:symb:: Crescent Shade gets +1/+1 until end of turn.
1/1
Dark Magic
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/-1 until end of turn.
Deal Maker :2mana::symb::symb:
Creature — Demon (R)
Flying, trample
When Deal Maker dies, you lose half your life, rounded up.
6/6
Demonic Harbinger :3mana::symb:
Creature — Vampire Shaman (U)
Flying
When Demonic Harbinger enters the battlefield, you may search your library for a Demon card, reveal it, then shuffle your library and put that card on top of it.
2/3
Demon’s Charm :symb::symb::symb:
Instant (U)
Choose one — Each opponent sacrifices a creature; or return target Demon creature card from your graveyard to the battlefield; or destroy target nonblack creature.
Demon’s Familiar
Creature — Thrull (C)
Sacrifice three creatures: Return target Demon creature card from your graveyard to the battlefield.
1/1
Demon’s Whisper :1mana::symb::symb:
Sorcery (C)
Target player discards two cards and loses 2 life.
Hellfang Contract :symb::symb::symb:
Enchantment (M)
If you would pay life, instead you may have an opponent gain that much life.
:symb:, Pay 2 life: Draw a card.
Hellfang Initiate :1mana::symb:
Creature — Vampire Shaman (C)
Demon spells and Vampire spells you cast cost 1 less to cast.
2/1
Hellfang Noble :4mana::symb:
Creature — Vampire (U)
Intimidate
Hellfang Noble gets +2/+1 and has flying as long as you control another Vampire.
3/3
Hellfang Vampire :symb::symb:
Creature — Vampire Warrior (U)
First strike
Whenever a creature dealt damage by Hellfang Vampire this turn dies, put a +1/+1 counter on Hellfang Vampire.
2/2
Immortal Vampire :3mana::symb::symb:
Creature — Vampire Wizard (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Pay 2 life: Return Immortal Vampire to its owner’s hand. Put a 1/1 black Bat creature token with flying onto the battlefield.
4/4
Master Death :symb::symb:
Enchantment (R)
:3mana::symb::symb:: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step.
Masticator Demon :6mana::symb::symb:
Creature — Demon (R)
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
When Masticator Demon enters the battlefield, target player sacrifices a creature. You gain life equal to that creature’s toughness.
6/5
Moonring Bat
Creature — Bat (C)
Flying
Moonring Bat can’t block.
1/1
Necrotic Vampire :symb::symb:
Creature — Vampire Wizard (U)
When Necrotic Vampire enters the battlefield, target creature card in your graveyard gains unholy until end of turn. (You may cast that card from your graveyard this turn by paying life equal to its converted mana cost in addition to paying its other costs.)
2/2
Prince Yafnag :4mana::symb::symb::symb::symb:
Legendary Creature — Demon (M)
Flying, trample, unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Nonwhite cards in your graveyard have unholy.
7/7
Rabid Rats :2mana::symb:
Creature — Rat (C)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
2/2
Sadist Demon :1mana::symb::symb:
Creature — Demon (C)
Whenever Sadist Demon deals damage to an opponent, you lose 3 life.
5/2
Sanity Drainer :symb::symb:
Creature — Vampire Wizard (C)
Sacrifice Sanity Drainer: Target player discards a card, then puts the top card of his or her library into his or her graveyard.
2/2
Shadow Specter :2mana::symb::symb:
Creature — Specter (U)
Flying
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Whenever Shadow Specter deals combat damage to a player, that player discards a card.
2/2
Shadowfeed
Instant (C)
Exile target card from a graveyard. You gain 3 life.
Sorin, Vampire King :1mana::symb::symb::symb:
Planeswalker — Sorin (M)
Starting Loyalty: 4
+2: Reveal the top card of your library. If its a black card, Vampire creatures you control get +2/+1 and gain flying until end of turn.
-3: Gain control of target creature. It becomes a Vampire in addition to its other types.
-X: Each opponent loses X life. You gain life equal to the life lost this way.
Stir the Grave :xmana::symb:
Sorcery (C)
Return target creature card with converted mana cost X or less from your graveyard to the battlefield.
Unholy Demon :4mana::symb::symb:
Creature — Demon (U)
Flying
Unholy (You may cast this card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
5/4
Vampire Elder
Creature — Vampire Shaman (C)
When Vampire Elder enters the battlefield, return target Vampire card from your graveyard to your hand.
1/1
Vampiric Mark :1mana::symb:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has lifelink.
:symb:, Discard Vampiric Mark: Put a 1/1 black Vampire creature token onto the battlefield.
Weakness Blast :2mana::symb:
Instant (C)
Target creature gets -2/-2 until end of turn.
Purity — That creature gets -4/-4 until end of turn instead if only one color of mana was spent to cast Weakness Blast.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Act of Ignorance :2mana::symr::symr:
Instant (C)
Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Arhat the Ash Dragon :6mana::symr::symr:
Legendary Creature — Elemental Dragon (M)
Whenever Arhat the Ash Dragon becomes the target of a spell or ability, exile that spell or ability.
Creatures your opponents control can’t block.
:symr:: Arhat gets +1/+0 until end of turn.
6/6
Crimson Flame :2mana::symr:
Instant (C)
Crimson Flame deals 3 damage to target creature or player.
Purity — Crimson Flame deals 5 damage to that creature or player instead only one color of mana was spent to cast Crimson Flame.
Critical Hit :3mana::symr:
Sorcery (C)
Critical Hit deals 3 damage to target player. That player sacrifices a permanent if 5 or more damage was dealt this turn.
Dragon Ritual
Instant (C)
Add :symr::symr::symr: to your mana pool. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
Dragonclaw Warrior :3mana::symr:
Creature — Viashino Warrior (U)
First strike
:symr:: Dragonclaw Warrior gets +1/+0 until end of turn.
3/1
Dragonkin Warrior :4mana::symr:
Creature — Viashino Warrior (C)
Haste (This creature can attack and as soon as it comes under your control.)
4/2
Dragon’s Charm :symr::symr::symr:
Instant (U)
Choose one — Dragon’s Charm deals 2 damage to each creature; or target creature becomes a 4/4 red Dragon creature with flying until end of turn; or gain control of target artifact.
Dudgeon
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and has haste.
When Dudgeon is put into a graveyard from the battlefield, return Dudgeon to its owner’s hand.
Firebreathing Dragon :3mana::symr::symr:
Creature — Dragon (U)
:symr:: Firebreathing Dragon gains flying until end of turn.
:symr:: Firebreathing Dragon gets +1/+0 until end of turn.
4/4
Goblin Ambush
Sorcery (C)
Goblin creatures you control get +1/+0 and gain haste until end of turn.
Goblin Duo :1mana::symr:
Creature — Goblin (C)
When Goblin Duo enters the battlefield, put a 1/1 red Goblin creature token onto the battlefield.
1/1
Goblin Grenade
Sorcery (U)
As an additional cost to cast Goblin Grenade, sacrifice a Goblin.
Goblin Grenade deals 5 damage to target creature or player.
Goblin Looter :2mana::symr:
Creature — Goblin (C)
Whenever Goblin Looter deals damage, you may discard a card, then draw a card.
2/2
Goblin Mark :1mana::symr:
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and attacks each turn if able.
:symr:, Discard Goblin Mark: Put a 1/1 red Goblin creature token onto the battlefield.
Goblin Rogue :1mana::symr:
Creature — Goblin Rogue (C)
Goblin Rogue can’t be blocked by creatures with power 2 or greater.
1/1
Goblin Stoker :1mana::symr:
Creature — Goblin Shaman (R)
Haste (This creature can attack and as soon as it comes under your control.)
If a red source you control would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead.
2/1
Hellkite Spawn :2mana::symr::symr:
Creature — Dragon (R)
Flying, trample
Cast Hellkite Spawn only if 5 or more damage was dealt this turn.
5/5
Mana Eruption
Sorcery (R)
Until end of turn, if a source would add to your mana pool, it adds twice that much to your mana pool instead.
Red-Eyed Goblin :1mana::symr:
Creature — Goblin (C)
Red-Eyed Goblin can’t attack unless an opponent has been dealt damage this turn.
3/3
Redcliff Aurora :3mana::symr::symr:
Enchantment (M)
Red creatures you control get +1/+1.
Nonbasic lands are Mountains.
Whenever you tap a Mountain for mana, add To your mana pool (in addition to the mana the land produces).
Redcliff Harbinger :2mana::symr:
Creature — Goblin Shaman (U)
When Redcliff Harbinger enters the battlefield, you may search your library for a Dragon card, reveal it, then shuffle your library and put that card on top of it.
2/1
Redcliff Initiate :1mana::symr:
Creature — Goblin Barbarian (C)
Dragon spells and Goblin spells you cast cost 1 less to cast.
2/1
Scattershock :xmana::symr:
Sorcery (R)
Flip X coins. For each flip you win Scattershock deals 2 damage divided as you choose among any number of target creatures and/or players.
Sneaky Goblin
Creature — Golbin (U)
Whenever Sneaky Goblin attacks, you may put a Goblin creature card from your hand onto the battlefield tapped and attacking. If you do, sacrifice that creature at the beginning of the next end step.
1/1
Soaring Dragon :3mana::symr::symr:
Creature — Dragon (C)
Flying, first strike
3/3
Stoke :symr::symr:
Sorcery (U)
Until end of turn, if a red source you control would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead.
Tempt Fate :symr::symr:
Sorcery (R)
Take an extra turn after this one. At the beginning of that turn’s end step, you skip your next turn.
War Triber Elder :1mana::symr::symr:
Creature — Goblin Warrior (R)
Other Goblin creatures you control get +1/+1.
Whenever a Goblin creature card is put into your graveyard from the battlefield, War Triber Elder deals 1 damage to target creature or player.
2/2
White Hot Flames
Instant (C)
White Hot Flames deals 1 damage to target creature and 2 damage to that creature’s controller. If a creature dealt damage this way would die this turn, exile it instead.
Wild Giant :4mana::symr:
Creature — Giant (C)
Cast Wild Giant only if 5 or more damage was dealt this turn.
5/5
Arbor Thrasher :4mana::symg:
Creature — Beast (C)
Trample
5/3
Bonding Elf :1mana::symg:
Creature — Elf Shaman (C)
When Bonding Elf enters the battlefield, put a +1/+1 counter on target creature.
1/1
Budding Hydra :xmana::symg::symg:
Creature — Hydra (R)
Trample
Budding Hydra enters the battlefield with X +1/+1 counters on it.
Whenever Budding Hydra deals combat damage to a player, put a +1/+1 counter on it.
0/0
Court Elf
Creature — Elf (C)
Court Elf gets +1/+1 as long as you control another Elf.
1/1
Devouring Hydra :4mana::symg::symg:
Creature — Hydra (R)
Devouring Hydra must be blocked if able.
Whenever a creature dealt damage by Devouring Hydra this turn dies, put two +1/+1 counters on Devouring Hydra.
5/3
Elf Song :3mana::symg:
Sorcery (U)
Put a 1/1 green Elf Warrior creature token onto the battlefield for each Elf you control.
Elven Hunters :4mana::symg:
Creature — Elf Warrior (C)
Whenever Elven Hunters deals combat damage to a player, put a +1/+1 counter on it.
4/3
Elven Mark :1mana::symg:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has hexproof.
:symg:, Discard Elven Mark: Put a 1/1 green Elf creature token onto the battlefield.
Elvish Forcemage :2mana::symg:
Creature — Elf Wizard (U)
Whenever an Elf you control deals combat damage to a player, put a +1/+1 counter on it.
2/2
Elvish Mystic
Creature — Elf Mystic (U)
:symtap:: Add 2 to your mana pool. Spend this mana only on costs that contain X.
1/1
Family Reunion :8mana::symg::symg::symg:
Sorcery (M)
Choose a creature type. Search your library for any number of creature cards of the chosen type and put them onto the battlefield. Then shuffle your library.
Fearsome Hydra :xmana::symg::symg:
Creature — Hydra (U)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Fearsome Hydra enters the battlefield with X +1/+1 counters on it.
0/0
Florescence
Sorcery (U)
This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it.
Draw a card.
Gauhdriel, Life Druid
Legendary Creature — Elf Mystic (R)
:symtap:: Put a +1/+1 counter on target creature. You gain 1 life for each +1/+1 counter on that creature.
:symg:: Regenerate target creature with a +1/+1 counter on it.
1/1
Giant Phytohydra :4mana::symg::symg:
Creature — Plant Hydra (C)
5/5
Greater Force :3mana::symg::symg:
Creature — Elemental (U)
Haste
Greater Force enters the battlefield with three +1/+1 counters on it.
When Greater Force dies, you may move its +1/+1 counters onto target creature.
0/0
Grovewright Harbinger :1mana::symg:
Creature — Elf Scout (U)
When Grovewright Harbinger enters the battlefield, you may search your library for a Hydra card, reveal it, then shuffle your library and put that card on top of it.
2/2
Grovewright Initiate :1mana::symg:
Creature — Elf Warrior (C)
Hydra spells and Elf spells you cast cost 1 less to cast.
2/2
Guardians of Grovewright :5mana::symg::symg::symg:
Creature — Hydra (M)
When Guardians of Grovewright enters the battlefield, put X tokens onto the battlefield that are copies of it, where X is five minus the number of creatures you control.
5/5
Hydra’s Charm :xmana::symg::symg::symg:
Instant (U)
Choose one — Creatures of the creature type of your choice get +X/+X until end of turn; or put an X/X green Hydra creature token onto the battlefield; or put X +1/+1 counters on target creature.
Hydra’s Might
Instant (C)
Put a +1/+1 counter on target creature. Put three +1/+1 counters on that creature instead if its a Hydra.
Lesser Force
Creature — Elemental (C)
Lesser Force enters the battlefield with a +1/+1 counter on it.
When Lesser Force dies, you may put its +1/+1 counters on target creature.
0/0
Lifeweb Spider :4mana::symg::symg:
Creature — Spider (C)
Reach (This creature can block creatures with flying.)
When Lifeweb Spider enters the battlefield, put a +1/+1 counter on each creature you control.
2/2
Master Force :5mana::symg::symg::symg:
Creature — Elemental (R)
Flash
You may have Master Force assign its combat damage as though it weren’t blocked.
Master Force enters the battlefield with eight +1/+1 counters on it.
When Master Force dies, you may move its +1/+1 counters onto target creature.
0/0
Slithering Snake :1mana::symg::symg:
Creature — Snake (C)
Flash
Whenever Slithering Snake deals combat damage to a player, put a +1/+1 counter on it.
2/1
Spider Trap :3mana::symg:
Instant (C)
Destroy target creature with flying.
Purity — Put a 1/2 green Spider creature token with reach onto the battlefield if only one color of mana was spent to cast Spider Trap.
Taoist Elf :1mana::symg::symg:
Creature — Elf Mystic (R)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Other Elf creatures you control get +1/+1 for each other Elf creature you control.
2/2
Thrive :xmana::symg:
Sorcery (C)
Put a +1/+1 counter on each of X target creatures.
Virgin Exploration :2mana::symg:
Sorcery (C)
Search your library for a Plains, Island, Swamp, Mountain, or Forest card and put that card onto the battlefield. Then shuffle your library.
Wolf-tribe Archer :2mana::symg:
Creature — Elf Warrior (C)
Reach (This creature can block creatures with flying.)
When Wolf-tribe Archer enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield.
1/1
Woodwork Elves :3mana::symg::symg:
Creature — Elf Druid (R)
At the beginning of your upkeep, put a +1/+1 counter on Woodwork Elves. Then put a 1/1 green Elf creature token onto the battlefield for each +1/+1 counter on Woodwork Elves.
1/1
Artificial Paradise
Artifact Land (R)
Artificial Paradise is all basic land types at all times (even if this card isn’t on the battlefield).
When Artificial Paradise enters the battlefield, sacrifice it unless you pay 1.
Black Bog
Land (C)
Black Bog enters the battlefield tapped.
When Black Bog enters the battlefield, you may spend mana as though it were black mana until end of turn.
:symtap:: Add to your mana pool.
Blue Lake
Land (C)
Blue Lake enters the battlefield tapped.
When Blue Lake enters the battlefield, you may spend mana as though it were blue mana until end of turn.
:symtap:: Add to your mana pool.
Den of Thieves
Land (R)
:symtap:: Add :symr::symr: to your mana pool. Activate this ability only if you control five or more lands.
Edenan Garden
Land (R)
:symtap:: Add :symg::symg: to your mana pool. Activate this ability only if you control five or more lands.
Evolving Wilds
Land (C)
:symtap:, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Green Grove
Land (C)
Green Grove enters the battlefield tapped.
When Green Grove enters the battlefield, you may spend mana as though it were green mana until end of turn.
:symtap:: Add to your mana pool.
Hollow Caverns
Land (U)
You may choose not to untap Hollow Caverns during your untap step.
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:: Tap target land. It doesn’t untap during its controller’s untap step for as long as Hollow Caverns remains tapped.
Islandhome
Land (R)
:symtap:: Add :symu::symu: to your mana pool. Activate this ability only if you control five or more lands.
Meadowhaven
Land (R)
:symtap:: Add :symw::symw: to your mana pool. Activate this ability only if you control five or more lands.
Red Cliffs
Land (C)
Red Cliffs enters the battlefield tapped.
When Red Cliffs enters the battlefield, you may spend mana as though it were red mana until end of turn.
:symtap:: Add to your mana pool.
Underworld
Land (R)
:symtap:: Add :symb::symb: to your mana pool. Activate this ability only if you control five or more lands.
White Fields
Land (C)
White Fields enters the battlefield tapped.
When White Fields enters the battlefield, you may spend mana as though it were white mana until end of turn.
:symtap:: Add to your mana pool.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Cosmic Mirror
Artifact (R)
:3mana:: Cosmic Mirror becomes a copy of target creature until end of turn. Activate this ability only during your turn.
Dragon Ball
Artifact (M)
:5mana:, :symtap:, Exile Dragon Ball: Put a card you own from outside the game into your hand.
Dragonsuit Armor
Artifact — Equipment (R)
Equipped creature gets +4/+4, has flying, and is an artifact Dragon in addition to its other types.
:2mana:: Equipped creature gets +1/+0 until end of turn.
Equip 4
Grovewright Oathstone :xmana::3mana:
Artifact (U)
When Grovewright Oathstone enters the battlefield, put X 1/1 green Elf creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Hellfang Oathstone :xmana::3mana:
Artifact (U)
When Hellfang Oathstone enters the battlefield, put X 1/1 black Vampire creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Hex Vial
Artifact (U)
:3mana:, Sacrifice Hex Vial: Remove all counters from target permanent.
Lightbringer Oathstone :xmana::3mana:
Artifact (U)
When Lightbringer Oathstone enters the battlefield, put X 1/1 white Human creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Mertide Oathstone :xmana::3mana:
Artifact (U)
When Mertide Oathstone enters the battlefield, put X 1/1 blue Merfolk creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Monohybridizer
Artifact (U)
:2mana:: Add one mana of any color to your mana pool.
Redcliff Oathstone :xmana::3mana:
Artifact (U)
When Redcliff Oathstone enters the battlefield, put X 1/1 red Goblin creature tokens onto the battlefield.
:symtap:: Add to your mana pool.
Reflecting Golem
Artifact Creature — Golem (U)
Reflecting Golem is all colors (even if this card isn’t on the battlefield).
Reflecting Golem is every creature type (even if this card isn’t on the battlefield).
3/3
Tablet of the Tribes
Artifact (U)
When Tablet of the Tribes enters the battlefield, choose a creature type.
Creatures of the chosen type get +1/+1.
Nissa the Nightingale :1mana::symb::symg:
Planeswalker — Nissa (M)
Starting Loyalty: 2
+1: Put a 1/1 green Elf creature token onto the battlefield.
-2: Draw a card for each creature you control. You lose that much life.
-5: Destroy each other non-Elf, nonland permanent with converted mana cost less than or equal to the number of Elf creatures you control.
Kiora Atua :1mana::symg::symu:
Planeswalker — Kiora (M)
Starting Loyalty: 3
+1: Look at the top three cards of your library, then put them back in any order.
-1: Reveal the top card of your library. If it’s a land card, put it onto the battlefield. Otherwise, put that card into your hand.
-8: Cast any number of Kraken, Leviathan, Octopus, or Serpent creature cards you own from outside the game without paying their mana costs.
Aurora Elemental :2mana::symwu:
Creature — Elemental (C)
When Aurora Elemental enters the battlefield, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
1/1
Humbling Encounter :1mana::symwu:
Instant (U)
Untap all creatures you control if was spent to cast Humbling Encounter. Up to one target creature loses all abilities and becomes 1/1 until end of turn if was spent to cast Humbling Encounter. (Do both if :symw::symu: was spent.)
Leyline of Patience :2mana::symwu::symwu:
Enchantment (R)
If Leyline of Patience is in your opening hand, you may begin the game with it on the battlefield.
Artifacts, creatures, and lands played by your opponents enter the battlefield tapped.
Moon Glow :symwu::symwu::symwu:
Enchantment (U)
Creatures can’t attack you or planeswalkers you control unless their controller pays 2 for each creature he or she controls that’s attacking you or a planeswalker you control.
Quelling Wind :2mana::symwu::symwu:
Instant (U)
Tap all creatures target player controls.
Purity — Those creatures don’t untap during that player’s next untap step if only one color of mana was spent to cast Quelling Wind.
Vanishing Snap :3mana::symwu:
Instant (C)
Put target creature on top of its owner’s library.
Wall of Clouds :symwu::symwu::symwu:
Creature — Wall (U)
Defender, flying
0/8
Wingbeat
Instant (C)
Counter target spell unless its controller pays 1.
Wise Owl :2mana::symwu:
Creature — Bird (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Wise Owl enters the battlefield, draw a card.
1/1
Worldly Geist :2mana::symwu::symwu:
Creature — Spirit (U)
Flying
Protection from instant spells and from sorcery spells.
3/2
Dementor :3mana::symub::symub:
Creature — Horror (U)
Flying
When Dementor enters the battlefield, you may move all counters from target creature onto Dementor.
3/3
Dismal Fate :1mana::symub:
Sorcery (C)
Target player skips his or her next draw step.
Inkjet Squid
Creature — Squid (C)
Inkjet Squid can’t block and is unblockable.
1/1
Leyline of Dreams :2mana::symub::symub:
Enchantment (R)
If Leyline of Dreams is in your opening hand, you may begin the game with it on the battlefield.
When a creature an opponent controls becomes the target of a spell or ability, its controller sacrifices it.
Mind Leech :1mana::symub::symub::symub:
Creature — Leech (U)
Whenever an opponent discards a card, you may draw a card.
3/3
Mindwipe :symub::symub:
Instant (U)
Target player exiles the top three cards of his or her library.
Purity — You may play those cards this turn if only one color of mana was spent to cast Mindwipe.
Ocean’s Claim :2mana::symub:
Instant (U)
Counter target creature spell if was spent to cast Ocean’s Claim. Exile all creature cards from target player’s graveyard if was spent to cast Ocean’s Claim. (Do both of :symu::symb: was spent.)
Shadow Current
Instant (C)
Creatures you don’t control get -2/-0 until end of turn.
Sway
Instant (U)
Look at the top three cards of target player’s library, then put them back in any order. You may have that player shuffle his or her library.
Temporror :3mana::symub:
Creature — Illusion Horror (C)
When Temporror becomes the target of a spell or ability, sacrifice it.
4/5
Ash Elemental :2mana::symbr::symbr:
Creature — Elemental (U)
Ash Elemental can’t block.
4/4
Brimstone Embers :3mana::symbr:
Sorcery (C)
Brimstone Embers deals 1 damage to each creature you don’t control and each opponent.
Burning Desire :2mana::symbr:
Sorcery (U)
You draw two cards and loses 2 life if was spent to cast Burning Desire. Add :symr::symr::symr::symr::symr: to your mana pool if was spent to cast Burning Desire. (Do both if :symb::symr: was spent.)
Cackling Nightmare :3mana::symbr:
Creature — Nightmare (C)
Whenever Cackling Nightmare attacks, it gets +2/+0 until end of turn.
When Cackling Nightmare dies, it deals damage equal to its power to target player.
2/2
Cruel Devil
Creature — Devil (C)
Cruel Devil can only attack alone.
2/2
Hellfang Imp
Creature — Imp (U)
Flying, haste
At end of turn, sacrifice Hellfang Imp.
3/1
Inner Madness :symbr::symbr:
Sorcery (C)
Target creature deals damage equal to its power to itself.
Leyline of Torment :2mana::symbr::symbr:
Enchantment (R)
If Leyline of Torment is in your opening hand, you may begin the game with it on the battlefield.
Whenever an opponent draws a card, Leyline of Torment deals 1 damage to him or her.
Raw Carnage :3mana::symbr::symbr:
Sorcery (U)
Target player chooses a creature and a land he or she controls. Destroy those permanents.
Purity — That player chooses those permanents at random if only one color of mana was spent to cast Raw Carnage.
Sulfur Parasite :2mana::symbr::symbr:
Creature — Insect (U)
Whenever Sulfur Parasite attacks, you may have target creature get +1/-1 until end of turn.
4/2
Brushfire Frenzy
Instant (C)
Target creature gets +2/+0 and gains haste until end of turn.
Firelily :2mana::symrg:
Creature — Plant (C)
Defender
Sacrifice Firelily: Add :symr::symr::symr: or :symg::symg::symg: to your mana pool.
0/3
Leyline of Celebration :2mana::symrg::symrg:
Enchantment (R)
If Leyline of Celebration is in your opening hand, you may begin the game with it on the battlefield.
Creatures you control have haste.
Mountain Lion :symrg::symrg:
Creature — Cat (C)
Creatures with power less than Mountain Lion’s power can’t block it.
3/1
Natural Disaster :3mana::symrg:
Sorcery (C)
Destroy target artifact or land.
Primal Fury :2mana::symrg:
Instant (U)
Target creature gets +X/+0 until end of turn, where X is its power.
Purity — That creature gains trample until end of turn if only one color of mana was spent to cast Primal Fury.
Rugged Razorback :3mana::symrg::symrg:
Creature — Boar (U)
Rugged Razorback can’t be countered.
4/4
Super Power :1mana::symrg:
Enchantment (U)
Creatures you control have trample.
Tectonic Shift :4mana::symrg:
Sorcery (U)
If was spent to cast Tectonic Shift, destroy target land. If was spent to cast Tectonic Shift, search your library for a land card and put that card onto the battlefield. Then shuffle your library. (Do both if :symr::symg: was spent.)
Whiptongue Chameleon :3mana::symrg:
Creature — Lizard (U)
When Whiptongue Chameleon enters the battlefield, it deals damage equal to its power to target creature.
4/2
Ancient Armodon :1mana::symgw::symgw:
Creature — Elephant (C)
3/3
Brushwolf :1mana::symgw:
Creature — Wolf (U)
Vigilance
3/1
Collective Awakening :3mana::symgw:
Sorcery (U)
Put a +1/+1 counter on each creature you control.
Purity — Creatures you control gain vigilance until end of turn if only one color of mana was spent to cast Collective Awakening.
Leyline of the Sun :2mana::symgw::symgw:
Enchantment (R)
If Leyline of the Sun is in your opening hand, you may begin the game with it on the battlefield.
You may spend mana as though it were mana of any color.
Majestic Unicorn :symgw::symgw:
Creature — Unicorn (C)
Protection from black
2/2
Noble Strength :3mana::symgw:
Sorcery (U)
Creature you control get +1/+1 and gains trample until end of turn if was spent to cast Noble Strength. Creatures you control get +1/+1 and gain lifelink until end of turn if was spent to cast Noble Strength. (Do both if :symg::symw: was spent.)
Sungrass Moa :2mana::symgw:
Creature — Bird (U)
When Sungrass Moa enters or leaves the battlefield, put a +1/+1 counter on target creature.
3/2
Sunlight Elemental
Creature — Elemental (U)
Flash (You may cast this spell any time you could cast an instant.)
When Sunlight Elemental enters the battlefield, prevent all combat damage that would be dealt this turn.
1/1
Sunlit Dryad
Creature — Dryad (C)
Sacrifice Sunlit Dryad: Search your library for a basic Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
1/1
Sunray :symgw::symgw:
Instant (C)
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
Hierarchical Demand {wub}{wub}{wub}
Sorcery (R)
({wub} can be paid for with :symw:, or B.)
Spend only one color of mana to cast Hierarchical Demand.
Target opponent chooses a creature he or she controls. You gain control of that creature.
Magical Touch {gwu}{gwu}{gwu}
Sorcery (R)
( {gwu} can be paid for with :symg:, or U.)
Spend only one color of mana to cast Magical Touch.
Search your library for an Aura card and put that card onto the battlefield, then shuffle your library.
Solar Flare {rgw}{rgw}{rgw}
Sorcery (R)
({rgw} can be paid for with :symr:, or W.)
Spend only one color of mana to cast Solar Flare.
Destroy all artifacts.
Spell Steal {ubr}{ubr}{ubr}
Sorcery (R)
({ubr} can be paid for with :symu:, or R.)
Spend only one color of mana to cast Spell Steal.
Target opponent reveals his or her hand. You may cast an instant or sorcery card from it without paying its mana cost.
Voodoo {brg}{brg}{brg}
Sorcery (R)
({brg} can be paid for with :symb:, or G.)
Spend only one color of mana to cast Voodoo.
Destroy target permanent. Its controller may return another target permanent card from his or her graveyard to the battlefield.
Alpha :2mana::symg::symg:
Sorcery (R)
Put two +1/+1 counters on target creature for each other creature on the battlefield that shares a creature type with it.
[<fuse>]
Omega :2mana::symw::symw:
Sorcery (R)
Each player chooses a creature he or she controls. Destroy the rest.
Bite :2mana::symb:
Instant (U)
Target creature gains deathtouch until end of turn.
[<fuse>]
Scratch :1mana::symr:
Instant (U)
Target creature gets +1/+1 and gains first strike until end of turn.
Cease
Instant (U)
Target player skips his or her next combat step.
[<fuse>]
Desist :2mana::symu:
Instant (U)
Counter target activated or triggered ability.
Dungeons :2mana::symb::symb:
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
[<fuse>]
Dragons :4mana::symr::symr:
Sorcery (R)
You may put a Dragon creature card from your hand onto the battlefield. That creature gains haste.
Faith :symw::symw:
Instant (R)
Exile target permanent, then return that card to the battlefield under its owner’s control.
[<fuse>]
Reason :4mana::symu::symu:
Instant (R)
Gain control of target permanent that entered the battlefield this turn.
Heart
Sorcery (U)
Noncreature spells you cast this turn can’t be countered.
Exile Heart from your hand: Add R to your mana pool.
[<fuse>]
Soul
Sorcery (U)
Creature spells you cast this turn can’t be countered.
Draw a card.
Known :2mana::symu:
Sorcery (R)
Shuffle up to three instant and/or sorcery cards you own from outside the game into your library.
[<fuse>]
Unknown :2mana::symb:
Sorcery (R)
Search target player’s library for up to three cards, exile them, then that player shuffles his or her library.
Live Long :2mana::symg:
Instant (U)
You gain 6 life.
[<fuse>]
Prosper :2mana::symw:
Instant (U)
Put two 1/1 white Human creature tokens onto the battlefield.
Null :1mana::symu:
Sorcery (U)
Target player puts the top five cards of his or her library into his or her graveyard.
[<fuse>]
Void :4mana::symb:
Sorcery (U)
Return target creature card from your graveyard to the battlefield.
Rock :3mana::symr:
Sorcery (R)
Until end of turn, Mountains you control become 4/4 creatures that are still lands.
[<fuse>]
Roll :3mana::symg:
Sorcery (R)
Untap all lands you control.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Dungeons // Dragons made my day. That and "Release The Kraken"
The split cards were a PAIN to fit into the design lol. They were a pretty good challenge though and I like how most of them turned out.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.