We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.
Renown
Split second
Drake
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent. When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned. Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield. The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon3GG
Creature - Elephant (C)
Split second These are its last days - but then again, they may not be.
4/4
Eyes in the Woods2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach. "You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn. "Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice1B
Creature - Human Assassin (C)
Renown 2 "Your services have been greatly appreciated by Milady."
1/1
Tap into Stream3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial1
Artifact (C)
Glistening Vial enters the battlefield tapped. T, Pay 2 life: Add C to your mana pool. A heady mix of Oil, serum, and malice.
Uncommon 1 of 3
War-Pride Chanter2G
Creature - Cat Cleric (U) t: Add RW. Activate this ability only during combat. "Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Possessed Cathar2W
Creature - Human Soldier (U)
When Possessed Cathar dies, if it was enchanted, create a 3/3 black Demon creature token. "They were trained to see the darkness. Some of them can't see anything but the darkness anymore." - Godoyas, lunarch
3/2
We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.
Renown
Split second
Drake
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent. When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned. Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield. The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon3GG
Creature - Elephant (C)
Split second These are its last days - but then again, they may not be.
4/4
Eyes in the Woods2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach. "You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn. "Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice1B
Creature - Human Assassin (C)
Renown 2 "Your services have been greatly appreciated by Milady."
1/1
Tap into Stream3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial1
Artifact (C)
Glistening Vial enters the battlefield tapped. T, Pay 2 life: Add C to your mana pool. A heady mix of Oil, serum, and malice.
War-Pride Chanter2G
Creature - Cat Cleric (U) t: Add RW. Activate this ability only during combat. "Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Uncommon 2 of 3
Unexpected ShakedownBB
Sorcery (U)
Split Second
Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card. Be it plans, gadgets or family members, Inspector Nalaar can find and remove any rebel elements.
Lightning HelixRW
Instant (U)
~ deals 3 damage to any target and you gain 3 life “Rage is not the answer. Rage followed by fitting vengeance is the answer.” —Ajani
Forward Order Sage1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Private Mod Note
():
Rollback Post to RevisionRollBack
I took up depression as a hobby, but playing Magic sometimes keeps me away from it....
Somewhere in East Europe, I play commander.
We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.
Renown
Split second
Drake
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent. When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned. Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield. The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon3GG
Creature - Elephant (C)
Split second These are its last days - but then again, they may not be.
4/4
Eyes in the Woods2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach. "You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn. "Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice1B
Creature - Human Assassin (C)
Renown 2 "Your services have been greatly appreciated by Milady."
1/1
Tap into Stream3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial1
Artifact (C)
Glistening Vial enters the battlefield tapped. T, Pay 2 life: Add C to your mana pool. A heady mix of Oil, serum, and malice.
War-Pride Chanter2G
Creature - Cat Cleric (U) t: Add RW. Activate this ability only during combat. "Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Forward Order Sage1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Uncommon 3 of 3:
Clanking Menial3(R/P)
Artifact Creature - Ogre (U)
Prowess, trample
Spells cost you (R/P) more to cast.
3/4
Phantasmal Task MageUU
Creature - Illusion Wizard (U)
Flash U: Phantasmal Task Mage gains prowess until end of turn. (Multiple instances of prowess trigger separately.)
2/2
We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.
Renown
Split second
Drake
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent. When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned. Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield. The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon3GG
Creature - Elephant (C)
Split second These are its last days - but then again, they may not be.
4/4
Eyes in the Woods2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach. "You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn. "Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice1B
Creature - Human Assassin (C)
Renown 2 "Your services have been greatly appreciated by Milady."
1/1
Tap into Stream3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial1
Artifact (C)
Glistening Vial enters the battlefield tapped. T, Pay 2 life: Add C to your mana pool. A heady mix of Oil, serum, and malice.
War-Pride Chanter2G
Creature - Cat Cleric (U) t: Add RW. Activate this ability only during combat. "Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Forward Order Sage1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Phantasmal Task MageUU
Creature - Illusion Wizard (U)
Flash U: Phantasmal Task Mage gains prowess until end of turn. (Multiple instances of prowess trigger separately.)
2/2
Rare 1 of 1
Vectis InterrogatorWB
Artifact Creature - Human Advisor (R)
Sacrifice a creature: Tap target creature. "I'll ask a question once. If your answer won't satisfy me, I'll have to ask next suspect."
1/1
Elspeth, the Martyr1W
Legendary Creature - Human (M)
Defender
At the beginning of each end step, if you lost 4 or more life this turn, exile Elspeth, the Martyr, then return her to the battlefield transformed under her owner's control.
1/4
// Elspeth, Ivory Praetor
Legendary Planeswalker - Elspeth (M)
+1: Target creature you control gets +1/+1 and gains lifelink until end of turn.
-2: Exile target artifact or enchantment.
-5: You get an emblem with "You may pay colored parts of mana costs of spells you cast as though they require Phyrexian mana to pay."
[3]
We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.
Renown
Split second
Drake
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent. When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned. Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield. The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon3GG
Creature - Elephant (C)
Split second These are its last days - but then again, they may not be.
4/4
Eyes in the Woods2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach. "You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn. "Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice1B
Creature - Human Assassin (C)
Renown 2 "Your services have been greatly appreciated by Milady."
1/1
Tap into Stream3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial1
Artifact (C)
Glistening Vial enters the battlefield tapped. T, Pay 2 life: Add C to your mana pool. A heady mix of Oil, serum, and malice.
War-Pride Chanter2G
Creature - Cat Cleric (U) t: Add RW. Activate this ability only during combat. "Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Forward Order Sage1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Phantasmal Task MageUU
Creature - Illusion Wizard (U)
Flash U: Phantasmal Task Mage gains prowess until end of turn. (Multiple instances of prowess trigger separately.)
2/2
Vectis InterrogatorWB
Artifact Creature - Human Advisor (R)
Sacrifice a creature: Tap target creature. "I'll ask a question once. If your answer won't satisfy me, I'll have to ask next suspect."
1/1
Time spares no one, and all people do crumbles to the ground. Larger half of Inkh world is ruled by the Lifebringer, but not everyone is okay with this - and as we all know, there is no king that can rule forever, so the scheming against Inkh overlord and savior is inevitable - that's just how Inkh folks nature is. However, there is still a chance to save the world and prevent it from becoming Dust in the Wind.
In response to an ancient threat, Klenglurh became a plane unlike any other: A world where weapons are everything and everything is a weapon. The peril is long gone, but the plane remains the best-armed that any planeswalker has documented, more so even than militarized planes like Konjin or Bysteole. With its people itching for duels to test out their ever more exotic implements of battle, and swords and axes springing from the very ground and growing like fruit on the trees, how long before all semblance of peace is gone?
Only 10% of Nalta folks have magic powers - mostly impressive, unbridled and dangerous. Ruled by their changeable nature, they can become a superheroes - or supervillains as well. All other people of this world are called "mobs" and can follow them in hope to attract attention and shine...
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Euhaine has no reason to fear, its most evil and deadly inhabitants long ago having been bent into benevolence by the plane's inherent calming effects. But despite the seeming lack of danger, Euhaine would do well to pay close attention to the planeswalkers who intrigue in silence - including one who hunts the greatest monster of all and another seeking a means to lull the entire multiverse to sleep!
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Token 1 of 1
1) Mine Counter
2) Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
3) Elemental
(G) Token Creature - Elemental (S)
Trample
4/1
4) Takhmashib's Chosen
(R) Token Creature - Efreet (S)
This creature's power is equal to the number of creatures named Takhmashib's Chosen you control.
*/1
Note: The two "Innistrad" sequel expansions are separate and are not in the same block as each other. The two Homelands expansions are separate as well, and take place in alternate timelines.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Double-Faced Cards
Common 1 of 9 (with DFC at the end of the pack)
Open-Ground Ox3W
Creature - Ox (C)
~ has +0/+2 as long as it is not attacking The Restoratii view oxen who live their days out in the fields, without cover, as a bit brave and quite daft.
2/4
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Structural Demolition3R
Sorcery (c)
Destroy target artifact or land and all Fortifications attached to that permanent. Explosives and bombs are the single most illegal products on Rhamtik
Private Mod Note
():
Rollback Post to RevisionRollBack
I took up depression as a hobby, but playing Magic sometimes keeps me away from it....
Somewhere in East Europe, I play commander.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Common 2 of 9
Devilish Butler1R
Creature - Goblin Servant (C)
Whenever a creature enters the battlefield under your control during your opponent's turn, you may have Devilish Butler deal 1 damage to each opponent. The less you like the surprises, the more he does.
1/3
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Common 3 of 9 (DFC at the end):
City-Dune Carriage2WW
Creature - Horse (C)
When City-Dune Carriage enters the battlefield, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "Thus my best and brightest are ferried to where they are most needed." - Takhmashib
2/5
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Common 4 of 9 (DFC at the end): Guarded Grainary2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, create a 1/1 white soldier token with vigilance
Whenever fortified land is tapped for mana, add W
Fortify 2
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Quagmire Quarry2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, target opponent discards a card.
Whenever fortified land is tapped for mana, add B
Fortify 2
Highridge Hamlet2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, target creature you control gets +2/+0 and first strike until end of turn.
Whenever fortified land is tapped for mana, add R
Fortify 2
Occupied Orchard2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, you gain 4 life
Whenever fortified land is tapped for mana, add G
Fortify 2
and, just to not force things Barricadize3WU
Instant (c)
Counter target creature spell. Create an 0/X colorless artifact Wall creature token with defender, where X is the converted mana cost of the spell countered this way.
Private Mod Note
():
Rollback Post to RevisionRollBack
I took up depression as a hobby, but playing Magic sometimes keeps me away from it....
Somewhere in East Europe, I play commander.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Common 5 of 9 (DFC in this pack):
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Foundation DigW
Sorcery (C)
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
Draw a card. The first step to blessed safety.
Hey what was that about "not forcing new mechanics"? Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Common 6 of 9 (DFC in this pack):
Aimed Blast2R
Sorcery (C)
~ deals 3 damage to any target Safety - ~ deals 4 damage to that target instead if you haven't lost life since your last end step. A clear head is key. And not getting hit in the head helps it being clear.
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Maritime Guard1U
Creature - Merfolk Soldier (c) The watch is kept from between the crashing waves. 1/3
Private Mod Note
():
Rollback Post to RevisionRollBack
I took up depression as a hobby, but playing Magic sometimes keeps me away from it....
Somewhere in East Europe, I play commander.
My rule of thumb is, if it doesn't go into the mechanics list then it doesn't count. "Forcing" unnamed themes is basically fine, you don't have to make every card generic. Takhmashib's Chosen tokens aren't a keyword.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Common 7 of 9 (DFC this pack):
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Wall of Starstone1GG
Creature - Wall (C)
Defender T, Sacrifice Wall of Starstone: Secure each land you control. (For each of those lands, put a mine counter on it. Spells and abilitie that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) Starstone is usually put into outermost walls. The wisest builders use it for the innermost.
1/5
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Common 8 of 9 (DFC this pack):
War Glyptodon4G
Creature - Beast
Besiege (When this card enters the battlefield, put a siege counter on up to one target land an opponent controls.)
When War Glyptodon attacks, if defending player controls a tapped land with a siege counter, War Glyptodon gets +2/+0 and gains trample until end of turn. Glyptodons are used as siege weapons by placing iron maces on their already sturdy tails and spikes on their shells - the latter being mostly just for show.
3/5
Takzik Raiders1RR
Creature - Lizard Rogue
When Takzik Raiders attacks, you may tap an artifact you control. If you do, Takzik Raiders gets +1/+0 and gains menace until end of turn. Nomads of the Desert of Takzik don't really care for the fortresses of the Carzin Empire, but they do love their traps, as they are mostly sharp and pointy.
2/3
Fireslinger Catapult5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Common 9 of 9 (DFC later):
Invade the Quarry3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) "Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Cactus Fence1GG
Creature - Wall (C)
Defender, reach
When Cactus Fence enters the battlefield, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." T: Add one mana of any color.
0/2
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) "Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Uncommon 1 of 3 and DFC
Mobile Fortress3
Artifact - Fortification (U)
Fortified land is a 5/5 artifact Vehicle creature with Crew 3. It's still a land.
Fortify 3 Always take your own safest place with you.
Wicker Witch3
Artifact Creature - Scarecrow (U) "This thing creeped me out. My parents said it guards our house but I burnt it without any regrets when they left me." - Takhmashib
3/1
Battlegrace NursesWW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) "Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace NursesWW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Uncommon 2 of 3 (DFC at end):
Geyser of Birth3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Prismcrawler2
Artifact - War Fortification (U)
Vigilance
Install (This Fortification is a creature as long as it's attached to a land.)
Creatures you control can block creatures that share a color with a color of mana fortified land could produce as though the attacking creatures had no abilities.
Fortify 2 or W
1/5
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) "Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace NursesWW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Uncommon 3 of 3 (DFC at end):
Battering Rocksmasher5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power. 1, discard a land card: Untap target land. "That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Sewekni Tidewatchers3UG
Creature - Merfolk Scout (U)
When Sewekni Tidewatchers enters the battlefield, draw a card for each Scout you control, then discard that many cards unless you discard a land card. Even though the Island of Sewekni is protected by strong tides and rocky cliffs, their greatest asset against threats is always being one step ahead.
2/3
Carzinian DecreeUU
Instant (U)
Counter target spell with converted mana cost 5 or greater. Safety - If you haven't lost life since your last end step, counter target spell instead. The only thing that the Carzin Empire values more than peace are the laws created to achieve said peace.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) "Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace NursesWW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Battering Rocksmasher5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power. 1, discard a land card: Untap target land. "That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Rare 1 of 1 (DFC after this):
Subterranean Clutch2GG
Creature - Spider (R)
Haste, reach, vigilance Safety - At the beginning of your upkeep, if you haven't lost life since your last end step, create a 1/2 green Spider creature token with reach for each Spider you control.
2/3
Heights of Paranoia2U
Enchantment (R)
When Heights of Paranoia enters the battlefield, search your library for a Fortification card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your upkeep, secure target land. Then, if you control eight or more fortified lands, you win the game. Enclosed from all eight directions in stone and steel, having pushed anyone who might stab him in the back away, and knowing his fortress would last millennia if it needed to, Uphanet was finally, gloriously alone.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) "Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace NursesWW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Battering Rocksmasher5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power. 1, discard a land card: Untap target land. "That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Heights of Paranoia2U
Enchantment (R)
When Heights of Paranoia enters the battlefield, search your library for a Fortification card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your upkeep, secure target land. Then, if you control eight or more fortified lands, you win the game. Enclosed from all eight directions in stone and steel, having pushed anyone who might stab him in the back away, and knowing his fortress would last millennia if it needed to, Uphanet was finally, gloriously alone.
DFC 1 of 1:
Gentle Lapdog1G
Creature - Hound (C)
When Gentle Lapdog enters the battlefield, you gain 4 life. T: Transform Gentle Lapdog. Activate only if its power is 2 or greater. As Seweknian children are born, it is tradition for its parents to raise a dog alongside them.
1/1
------- Trained Watchdog
Creature - Hound The dog is then trained into a loyal watchdog that will protect the young ones until they mature.
3/3
Enthusiastic Jeweler2R
Creature - Human Artificer (U)
When Enthusiastic Jeweler enters the battlefield, you may discard a card. If you do, draw a card.
Whenever an artifact card is sent to your graveyard from anywhere, you may pay 2. If you do, produce a Spellcryst Ring token. (A produced token is a copy of this card's back face.)
1/3
------- Spellcryst Ring
Artifact T: Add C. Spend this mana only to cast a noncreature spell. 3, T: Add one mana of any color. If you spend mana produced this way to cast a noncreature spell, you may draw a card. If you do, discard a card.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand. Expert Debater1W Incorruptible Judge3W Tincture SellerU Tired Draftsman2U Boneyard Hermit1B Mohan's Pet2BB Crafty MimickerRR Enthusiastic Jeweler2R Gentle Lapdog1G Recluse's EggsG Age-Worn Sentinel4 Empty Bungalow3
Fallwater Seer2U
Creature - Merfolk Wizard (C) Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card. "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.) Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control." "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance. Troops at every door and hatch.
Shimmering Collector1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1 "There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent. "Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.) "Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace NursesWW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Battering Rocksmasher5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power. 1, discard a land card: Untap target land. "That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Heights of Paranoia2U
Enchantment (R)
When Heights of Paranoia enters the battlefield, search your library for a Fortification card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your upkeep, secure target land. Then, if you control eight or more fortified lands, you win the game. Enclosed from all eight directions in stone and steel, having pushed anyone who might stab him in the back away, and knowing his fortress would last millennia if it needed to, Uphanet was finally, gloriously alone.
Gentle Lapdog1G
Creature - Hound (C)
When Gentle Lapdog enters the battlefield, you gain 4 life. T: Transform Gentle Lapdog. Activate only if its power is 2 or greater. As Seweknian children are born, it is tradition for its parents to raise a dog alongside them.
1/1
------- Trained Watchdog
Creature - Hound The dog is then trained into a loyal watchdog that will protect the young ones until they mature.
3/3
Next
Only 10% of Nalta folks have magic powers - mostly impressive, unbridled and dangerous. Ruled by their changeable nature, they can become a superheroes - or supervillains as well. All other people of this world are called "mobs" and can follow them in hope to attract attention and shine...
People of Wabara looked for salvation but discovered their doom. Ancient refuge actually contained an entire army of soldiers who were hibernated right before the war and finally awakened. Armed, dangerous, merciless, perfectly trained and well known with war constructs and their purposes, they're going to make the world great again - but by their own way which is far from primitive Wabara folks' needs and hopes - the dawn of New Era doesn't look promising for them.
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Split second
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription 5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent.
When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick 2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned.
Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust 2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy 1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield.
The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon 3GG
Creature - Elephant (C)
Split second
These are its last days - but then again, they may not be.
4/4
Eyes in the Woods 2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach.
"You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike 4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn.
"Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice 1B
Creature - Human Assassin (C)
Renown 2
"Your services have been greatly appreciated by Milady."
1/1
Tap into Stream 3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C
The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial 1
Artifact (C)
Glistening Vial enters the battlefield tapped.
T, Pay 2 life: Add C to your mana pool.
A heady mix of Oil, serum, and malice.
War-Pride Chanter 2G
Creature - Cat Cleric (U)
t: Add RW. Activate this ability only during combat.
"Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Possessed Cathar 2W
Creature - Human Soldier (U)
When Possessed Cathar dies, if it was enchanted, create a 3/3 black Demon creature token.
"They were trained to see the darkness. Some of them can't see anything but the darkness anymore." - Godoyas, lunarch
3/2
Split second
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription 5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent.
When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick 2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned.
Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust 2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy 1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield.
The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon 3GG
Creature - Elephant (C)
Split second
These are its last days - but then again, they may not be.
4/4
Eyes in the Woods 2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach.
"You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike 4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn.
"Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice 1B
Creature - Human Assassin (C)
Renown 2
"Your services have been greatly appreciated by Milady."
1/1
Tap into Stream 3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C
The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial 1
Artifact (C)
Glistening Vial enters the battlefield tapped.
T, Pay 2 life: Add C to your mana pool.
A heady mix of Oil, serum, and malice.
War-Pride Chanter 2G
Creature - Cat Cleric (U)
t: Add RW. Activate this ability only during combat.
"Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Unexpected Shakedown BB
Sorcery (U)
Split Second
Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card.
Be it plans, gadgets or family members, Inspector Nalaar can find and remove any rebel elements.
Lightning Helix RW
Instant (U)
~ deals 3 damage to any target and you gain 3 life
“Rage is not the answer. Rage followed by fitting vengeance is the answer.” —Ajani
Forward Order Sage 1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Somewhere in East Europe, I play commander.
Split second
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription 5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent.
When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick 2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned.
Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust 2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy 1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield.
The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon 3GG
Creature - Elephant (C)
Split second
These are its last days - but then again, they may not be.
4/4
Eyes in the Woods 2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach.
"You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike 4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn.
"Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice 1B
Creature - Human Assassin (C)
Renown 2
"Your services have been greatly appreciated by Milady."
1/1
Tap into Stream 3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C
The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial 1
Artifact (C)
Glistening Vial enters the battlefield tapped.
T, Pay 2 life: Add C to your mana pool.
A heady mix of Oil, serum, and malice.
War-Pride Chanter 2G
Creature - Cat Cleric (U)
t: Add RW. Activate this ability only during combat.
"Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Forward Order Sage 1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Clanking Menial 3(R/P)
Artifact Creature - Ogre (U)
Prowess, trample
Spells cost you (R/P) more to cast.
3/4
Phantasmal Task Mage UU
Creature - Illusion Wizard (U)
Flash
U: Phantasmal Task Mage gains prowess until end of turn. (Multiple instances of prowess trigger separately.)
2/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Split second
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription 5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent.
When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick 2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned.
Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust 2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy 1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield.
The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon 3GG
Creature - Elephant (C)
Split second
These are its last days - but then again, they may not be.
4/4
Eyes in the Woods 2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach.
"You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike 4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn.
"Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice 1B
Creature - Human Assassin (C)
Renown 2
"Your services have been greatly appreciated by Milady."
1/1
Tap into Stream 3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C
The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial 1
Artifact (C)
Glistening Vial enters the battlefield tapped.
T, Pay 2 life: Add C to your mana pool.
A heady mix of Oil, serum, and malice.
War-Pride Chanter 2G
Creature - Cat Cleric (U)
t: Add RW. Activate this ability only during combat.
"Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Forward Order Sage 1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Phantasmal Task Mage UU
Creature - Illusion Wizard (U)
Flash
U: Phantasmal Task Mage gains prowess until end of turn. (Multiple instances of prowess trigger separately.)
2/2
Vectis Interrogator WB
Artifact Creature - Human Advisor (R)
Sacrifice a creature: Tap target creature.
"I'll ask a question once. If your answer won't satisfy me, I'll have to ask next suspect."
1/1
Elspeth, the Martyr 1W
Legendary Creature - Human (M)
Defender
At the beginning of each end step, if you lost 4 or more life this turn, exile Elspeth, the Martyr, then return her to the battlefield transformed under her owner's control.
1/4
//
Elspeth, Ivory Praetor
Legendary Planeswalker - Elspeth (M)
+1: Target creature you control gets +1/+1 and gains lifelink until end of turn.
-2: Exile target artifact or enchantment.
-5: You get an emblem with "You may pay colored parts of mana costs of spells you cast as though they require Phyrexian mana to pay."
[3]
Split second
• Token Creature - Drake (S)
Flying
2/2
Garruk's Conscription 5BB
Enchantment - Aura (C)
Enchant creature or Planeswalker.
You control enchanted permanent.
When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.
Caligo Maverick 2WW
Creature - Human Knight (c)
Renown 1
~ has vigilance as long as it is renowned.
Lord Josu Vess has only the most skilled Benalish fighters under his service.
3/3
Ominous Gust 2UU
Instant (C)
Choose one -
• Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
• Create a 2/2 blue Drake creature token with flying.
Saving Remedy 1WW
Instant (C)
Put target creature you own that died this turn onto the battlefield.
The elixir that saved Josu's life has gone on to save many others.
Thunderous Armodon 3GG
Creature - Elephant (C)
Split second
These are its last days - but then again, they may not be.
4/4
Eyes in the Woods 2G
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and reach.
"You may be only one, but thousands are around us, ready to help those who know how to ask."
Vengeful Strike 4R
Instant (C)
Deal 5 damage to target creature that dealt damage to you this turn.
"Mistaking me for weak will be your last mistake" - Ajani, Vengeful
Talented Novice 1B
Creature - Human Assassin (C)
Renown 2
"Your services have been greatly appreciated by Milady."
1/1
Tap into Stream 3UU
Sorcery (c)
Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C
The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans
Glistening Vial 1
Artifact (C)
Glistening Vial enters the battlefield tapped.
T, Pay 2 life: Add C to your mana pool.
A heady mix of Oil, serum, and malice.
War-Pride Chanter 2G
Creature - Cat Cleric (U)
t: Add RW. Activate this ability only during combat.
"Our war hymn will be your funeral march." - Ajani, Vengeful
2/2
Forward Order Sage 1WU
Creature - Human Cleric Wizard (U)
Renowned creatures you control have lifelink
Whenever a creature you control becomes renowned, scry 2.
1/3
Phantasmal Task Mage UU
Creature - Illusion Wizard (U)
Flash
U: Phantasmal Task Mage gains prowess until end of turn. (Multiple instances of prowess trigger separately.)
2/2
Vectis Interrogator WB
Artifact Creature - Human Advisor (R)
Sacrifice a creature: Tap target creature.
"I'll ask a question once. If your answer won't satisfy me, I'll have to ask next suspect."
1/1
Time spares no one, and all people do crumbles to the ground. Larger half of Inkh world is ruled by the Lifebringer, but not everyone is okay with this - and as we all know, there is no king that can rule forever, so the scheming against Inkh overlord and savior is inevitable - that's just how Inkh folks nature is. However, there is still a chance to save the world and prevent it from becoming Dust in the Wind.
In response to an ancient threat, Klenglurh became a plane unlike any other: A world where weapons are everything and everything is a weapon. The peril is long gone, but the plane remains the best-armed that any planeswalker has documented, more so even than militarized planes like Konjin or Bysteole. With its people itching for duels to test out their ever more exotic implements of battle, and swords and axes springing from the very ground and growing like fruit on the trees, how long before all semblance of peace is gone?
Only 10% of Nalta folks have magic powers - mostly impressive, unbridled and dangerous. Ruled by their changeable nature, they can become a superheroes - or supervillains as well. All other people of this world are called "mobs" and can follow them in hope to attract attention and shine...
Zeteb was a failed experiment: the first Phyrexian attempt at an artificial plane that later resulted in the creation of Rath, terraformed not from flowstone but from darkly empowered ice, frost, and snow from across the multiverse. The weaponized pseudo-tundra proved to be all too effective, and even the Phyrexian masters of the place had to abandon it. Now the tech-cults, righteous warbands, mystical venturers, and heartless profiteers among the sentient races of Zeteb all have designs on the key to the machinery that powers the very plane.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Euhaine has no reason to fear, its most evil and deadly inhabitants long ago having been bent into benevolence by the plane's inherent calming effects. But despite the seeming lack of danger, Euhaine would do well to pay close attention to the planeswalkers who intrigue in silence - including one who hunts the greatest monster of all and another seeking a means to lull the entire multiverse to sleep!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Token 1 of 1
1) Mine Counter
2) Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
3) Elemental
(G) Token Creature - Elemental (S)
Trample
4/1
4) Takhmashib's Chosen
(R) Token Creature - Efreet (S)
This creature's power is equal to the number of creatures named Takhmashib's Chosen you control.
*/1
Arnath
Dreamvale
Primeriad
Ahrox / Riot World
Raoim
Azshanir
Rachweir
Innistrad Returned (an alternate return to Innistrad)
Haibar
Scydeon
Rammburg / Emergence
Tornaly / Tornaly at War
Return to Dominaria
Windspawn / Rooted Revenge
Airanimod
Lornadruina / Cataclysm
Solfluss
Paranis
Krunt
The Wayward Spark
Dintrel
Scilur
Arabian Paradise
Reisia
Kovzee
Innistrad: Civil War (an alternate return to Innistrad)
Guldium
Niobe
Tahrax, World of Prisms
Ekhovha
Clegohn: Collapse / Uprising / Parallax
Anapathinis
Korundum
Homecoming (a return to Homelands)
Sagrida
Journeys into the Underdark (the Magic / Forgotten Realms crossover)
Return of the Magi
Karanthion
Elor: Discoveries
Darahro
Zonh: Under Siege / Cloudburst
Kebast / Mirage of Alaron
Tuyera / Stars Beyond
Doramia
Factions of Ailon
Outerworld
Hedha
Ignixust
Quon / Looming Light / Crumble
Dhuniimok / Resurrection
Kalagh / Chorus of Roars / Supreme Predators
Gombai
Fenasera
Layvroth
Del-Sula
Spline
Brozinc
Fargreen
Braehann
Staktis
Zenith
Brux
Sparganion / Empyrical Quest
Thelb
Rimewrind and Cabalar
Malphene
Lustra / Slaves of Eldra
Henarial
Ul-Khadash / Nergalli War / Deluge
Glem Arkadia / Annihilation
Samhayn / Heirs of Maclyr
Equilor
M50 Core Set
Avinekk
The Non Mainstream (Special Set)
Eragh
Hawthri
Eonas / Coalition / Faceless
Unsound / Unleashed (the third and fourth "Un-" expansions)
Shotoki
Ochagon
Elohara
Siel
Zern'Thir / Radiant Eye
Fiora (the setting for the Conspiracy expansion)
Confluence
Fespinia
Vantrika
Shores of Eternities
Remnants of Regalia
Naroc
Excotar
Warajoroo
Settlers of Trigodora
Inaquehat
Invasion of Kamigawa / Kamigawa Steadfast (a return to Kamigawa)
Bysteole
Grauchenstein / Diamant Immanence
Mahaqua
The Luck of Jylede
The Relic
Velvechia / Infinite Toybox
Homelands alternate
Procella
Taulach
Hive of Caderith
Pendleton
Belantara
Iacta
Dexmaal
Zastrovoya
Timetwist
Helix
Zumm, Kindleblaze
Nerenia
Prism of Kuapai, Masters of the Spectrum
Vydris
Maltheon
Killers of Vahiel, Renovation
Konjin / Attack of Kaiju
Rochos / Grand Theory
Sadco / Frozen Soul
Nghorr: Amphitheater of Death
Stavado / Golden God
Magar
Enalp
Dawn on Vandos / Jungle Noon
Armies of Umanxi/ Meltdown
Pomylia
Temporal Rift
Shekhei / Endless Mutations
Lillibo, The Distortion
Tehkma
Toradeth
Mirrored Worlds
Xerdum
Nandnoor
Hammers of Quadai / Heresy
Ribble / Rainy Day
Nirris
Upheaval (another return to Ravnica), Powerhouse
Enchala, Eclipse
Slaves of Nepherkhon, Rebels of Nepherkhon
The Legend Continues, Lost Chapters
Chignia
Yinma and Angla
War of the Giants
Skortor, Nobility of the Axe
Voyages of Vellin, Stop in Karadena
Athryma
Jivvid
Bennrhydion
Onnhara
Trinketworld of Ipodri
Nakuloosh
Somacreis
Ellmont
Gadagar
Plysut
Bazhoan, Martial Funeral
Kolzag, Endure Together
Tink
Quaarecta, Clockmakers
Wobbryn
Furo, Hellswarm
Ors-Paak
Eterna, Lone Hero
Kagaqeirrot
Inkh
Skolvang
Battlegrounds of Oza
Bhoraya, Urban Inferno
Sornon
Alkabah
Band of Thieves
Reunion of Stavado, Arms Crisis
Nabel
Gaata
Magic Roots
Wabara
Carch
Time Shift
Note: The two "Innistrad" sequel expansions are separate and are not in the same block as each other. The two Homelands expansions are separate as well, and take place in alternate timelines.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
No, just keep going back and forth on tokens! Will reply for real later...
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Double-Faced Cards
Open-Ground Ox 3W
Creature - Ox (C)
~ has +0/+2 as long as it is not attacking
The Restoratii view oxen who live their days out in the fields, without cover, as a bit brave and quite daft.
2/4
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Structural Demolition 3R
Sorcery (c)
Destroy target artifact or land and all Fortifications attached to that permanent.
Explosives and bombs are the single most illegal products on Rhamtik
Somewhere in East Europe, I play commander.
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Devilish Butler 1R
Creature - Goblin Servant (C)
Whenever a creature enters the battlefield under your control during your opponent's turn, you may have Devilish Butler deal 1 damage to each opponent.
The less you like the surprises, the more he does.
1/3
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
City-Dune Carriage 2WW
Creature - Horse (C)
When City-Dune Carriage enters the battlefield, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"Thus my best and brightest are ferried to where they are most needed." - Takhmashib
2/5
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Guarded Grainary 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, create a 1/1 white soldier token with vigilance
Whenever fortified land is tapped for mana, add W
Fortify 2
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Quagmire Quarry 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, target opponent discards a card.
Whenever fortified land is tapped for mana, add B
Fortify 2
Highridge Hamlet 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, target creature you control gets +2/+0 and first strike until end of turn.
Whenever fortified land is tapped for mana, add R
Fortify 2
Occupied Orchard 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, you gain 4 life
Whenever fortified land is tapped for mana, add G
Fortify 2
and, just to not force things
Barricadize 3WU
Instant (c)
Counter target creature spell. Create an 0/X colorless artifact Wall creature token with defender, where X is the converted mana cost of the spell countered this way.
Somewhere in East Europe, I play commander.
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Foundation Dig W
Sorcery (C)
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
Draw a card.
The first step to blessed safety.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Aimed Blast 2R
Sorcery (C)
~ deals 3 damage to any target
Safety - ~ deals 4 damage to that target instead if you haven't lost life since your last end step.
A clear head is key. And not getting hit in the head helps it being clear.
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Maritime Guard 1U
Creature - Merfolk Soldier (c)
The watch is kept from between the crashing waves.
1/3
Somewhere in East Europe, I play commander.
Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Wall of Starstone 1GG
Creature - Wall (C)
Defender
T, Sacrifice Wall of Starstone: Secure each land you control. (For each of those lands, put a mine counter on it. Spells and abilitie that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
Starstone is usually put into outermost walls. The wisest builders use it for the innermost.
1/5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
War Glyptodon 4G
Creature - Beast
Besiege (When this card enters the battlefield, put a siege counter on up to one target land an opponent controls.)
When War Glyptodon attacks, if defending player controls a tapped land with a siege counter, War Glyptodon gets +2/+0 and gains trample until end of turn.
Glyptodons are used as siege weapons by placing iron maces on their already sturdy tails and spikes on their shells - the latter being mostly just for show.
3/5
Takzik Raiders 1RR
Creature - Lizard Rogue
When Takzik Raiders attacks, you may tap an artifact you control. If you do, Takzik Raiders gets +1/+0 and gains menace until end of turn.
Nomads of the Desert of Takzik don't really care for the fortresses of the Carzin Empire, but they do love their traps, as they are mostly sharp and pointy.
2/3
Fireslinger Catapult 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry 3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
"Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Cactus Fence 1GG
Creature - Wall (C)
Defender, reach
When Cactus Fence enters the battlefield, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
T: Add one mana of any color.
0/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry 3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
"Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Mobile Fortress 3
Artifact - Fortification (U)
Fortified land is a 5/5 artifact Vehicle creature with Crew 3. It's still a land.
Fortify 3
Always take your own safest place with you.
Wicker Witch 3
Artifact Creature - Scarecrow (U)
"This thing creeped me out. My parents said it guards our house but I burnt it without any regrets when they left me." - Takhmashib
3/1
Battlegrace Nurses WW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry 3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
"Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace Nurses WW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth 3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Prismcrawler 2
Artifact - War Fortification (U)
Vigilance
Install (This Fortification is a creature as long as it's attached to a land.)
Creatures you control can block creatures that share a color with a color of mana fortified land could produce as though the attacking creatures had no abilities.
Fortify 2 or W
1/5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult 5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry 3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
"Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace Nurses WW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth 3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Battering Rocksmasher 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power.
1, discard a land card: Untap target land.
"That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Sewekni Tidewatchers 3UG
Creature - Merfolk Scout (U)
When Sewekni Tidewatchers enters the battlefield, draw a card for each Scout you control, then discard that many cards unless you discard a land card.
Even though the Island of Sewekni is protected by strong tides and rocky cliffs, their greatest asset against threats is always being one step ahead.
2/3
Carzinian Decree UU
Instant (U)
Counter target spell with converted mana cost 5 or greater.
Safety - If you haven't lost life since your last end step, counter target spell instead.
The only thing that the Carzin Empire values more than peace are the laws created to achieve said peace.
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult 5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry 3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
"Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace Nurses WW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth 3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Battering Rocksmasher 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power.
1, discard a land card: Untap target land.
"That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Subterranean Clutch 2GG
Creature - Spider (R)
Haste, reach, vigilance
Safety - At the beginning of your upkeep, if you haven't lost life since your last end step, create a 1/2 green Spider creature token with reach for each Spider you control.
2/3
Heights of Paranoia 2U
Enchantment (R)
When Heights of Paranoia enters the battlefield, search your library for a Fortification card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your upkeep, secure target land. Then, if you control eight or more fortified lands, you win the game.
Enclosed from all eight directions in stone and steel, having pushed anyone who might stab him in the back away, and knowing his fortress would last millennia if it needed to, Uphanet was finally, gloriously alone.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Such misfortune.
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult 5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry 3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
"Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace Nurses WW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth 3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Battering Rocksmasher 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power.
1, discard a land card: Untap target land.
"That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Heights of Paranoia 2U
Enchantment (R)
When Heights of Paranoia enters the battlefield, search your library for a Fortification card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your upkeep, secure target land. Then, if you control eight or more fortified lands, you win the game.
Enclosed from all eight directions in stone and steel, having pushed anyone who might stab him in the back away, and knowing his fortress would last millennia if it needed to, Uphanet was finally, gloriously alone.
Gentle Lapdog 1G
Creature - Hound (C)
When Gentle Lapdog enters the battlefield, you gain 4 life.
T: Transform Gentle Lapdog. Activate only if its power is 2 or greater.
As Seweknian children are born, it is tradition for its parents to raise a dog alongside them.
1/1
-------
Trained Watchdog
Creature - Hound
The dog is then trained into a loyal watchdog that will protect the young ones until they mature.
3/3
Enthusiastic Jeweler 2R
Creature - Human Artificer (U)
When Enthusiastic Jeweler enters the battlefield, you may discard a card. If you do, draw a card.
Whenever an artifact card is sent to your graveyard from anywhere, you may pay 2. If you do, produce a Spellcryst Ring token. (A produced token is a copy of this card's back face.)
1/3
-------
Spellcryst Ring
Artifact
T: Add C. Spend this mana only to cast a noncreature spell.
3, T: Add one mana of any color. If you spend mana produced this way to cast a noncreature spell, you may draw a card. If you do, discard a card.
Double-Faced Cards
Safety - if you haven't lost life since your last end step, ...
Fortifications
Takhmashib's Chosen tokens
Install (This Fortification is a creature as long as it's attached to a land.)
Checklist 1/2
You can mark this card to represent a double-faced card in your library or hand.
Expert Debater 1W
Incorruptible Judge 3W
Tincture Seller U
Tired Draftsman 2U
Boneyard Hermit 1B
Mohan's Pet 2BB
Crafty Mimicker RR
Enthusiastic Jeweler 2R
Gentle Lapdog 1G
Recluse's Eggs G
Age-Worn Sentinel 4
Empty Bungalow 3
Fallwater Seer 2U
Creature - Merfolk Wizard (C)
Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
"I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
2/2
Qanga Partisans 2G
Creature - Human Scout (C)
Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
2/4
Unwelcome Knocking 1B
Enchantment (C)
Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
Waterwheel Watchtower 2
Artifact - Fortification (C)
Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
Whenever fortified land is tapped for mana, add U
Fortify 2
Fanatical Execution 3BB
Instant (C)
Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
"If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
Patrol Duty 1W
Sorcery (C)
For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
Troops at every door and hatch.
Shimmering Collector 1
Artifact - Fortification (C)
Fortified land has hexproof and "T: Add one mana of any color."
Fortify 1
"There are some places of power we must know without any doubt that we will keep for all time." - Ebemskell the Potter
Fireslinger Catapult 5
Artifact - War Fortification (C)
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 3 or R
Whenever the fortified land becomes tapped, Fireslinger Catapult gets +1/+0 until end of turn and it deals 1 damage to target opponent.
"Bigger walls means we need bigger toys!" - Garzaan the Fire-Crazed
5/3
Invade the Quarry 3R
Sorcery (C)
Destroy target land.
Secure target land. (Put a mine counter on it. Spells and abilities that target that land cost 1 less to cast or activate for as long as it has that mine counter on it.)
"Resources captured from the enemy pull double duty in battle." - Yill Sebimm, Opaline Classic of Architecture
Battlegrace Nurses WW
Creature - Human Cleric (U)
Flash
At the end of combat, if Battlegrace Nurses attacked or blocked this combat, you gain 1 life for each creature that attacked or blocked this combat.
1/3
Geyser of Birth 3R
Enchantment (U)
At the beginning of your upkeep, create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
Battering Rocksmasher 5
Artifact - War Fortification
Install (This card becomes a creature as long as it is attached to a land.)
Fortify 5 or 2G
Whenever the fortied land becomes tapped, Battering Rocksmasher gets +X/+0 until end of turn, where X is equal to its power.
1, discard a land card: Untap target land.
"That thing is made to punch holes through mountains - I think it'll do the trick." - Yotuh, Qargan Demolisher
3/5
Heights of Paranoia 2U
Enchantment (R)
When Heights of Paranoia enters the battlefield, search your library for a Fortification card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your upkeep, secure target land. Then, if you control eight or more fortified lands, you win the game.
Enclosed from all eight directions in stone and steel, having pushed anyone who might stab him in the back away, and knowing his fortress would last millennia if it needed to, Uphanet was finally, gloriously alone.
Gentle Lapdog 1G
Creature - Hound (C)
When Gentle Lapdog enters the battlefield, you gain 4 life.
T: Transform Gentle Lapdog. Activate only if its power is 2 or greater.
As Seweknian children are born, it is tradition for its parents to raise a dog alongside them.
1/1
-------
Trained Watchdog
Creature - Hound
The dog is then trained into a loyal watchdog that will protect the young ones until they mature.
3/3
Next
Only 10% of Nalta folks have magic powers - mostly impressive, unbridled and dangerous. Ruled by their changeable nature, they can become a superheroes - or supervillains as well. All other people of this world are called "mobs" and can follow them in hope to attract attention and shine...
People of Wabara looked for salvation but discovered their doom. Ancient refuge actually contained an entire army of soldiers who were hibernated right before the war and finally awakened. Armed, dangerous, merciless, perfectly trained and well known with war constructs and their purposes, they're going to make the world great again - but by their own way which is far from primitive Wabara folks' needs and hopes - the dawn of New Era doesn't look promising for them.