This is a custom set I've been working on for the better part of 7 years. An old friend of mine started this set, he came up with the idea and never saw it to fruition.
Storyline:
A poewrful demi-god named Chaos crafted the five rings, one of each element using their mana. Using them he created the planet of Servien to be his own personal play toy. The first beings he placed upon the world had no specific differences. Some went towards the water and began swimming in the water, and became Merfolk in time. Others went to the woods and began living amongst the trees and in time became Elves. Some went to the mountains and climbed to the heights of the world and became the Skyfolk. Others crawled into the mountain caves to become Goblins. And still more went to the underdark of the world and became the Drow. Etc... etc.. Until all the world was populated by various creatures of various races.
The power of the five rings lured the Ancients to Chaos' small world. The Ancients are powerful mystical beings. Chaos was nearly defeated and ended up having to seal away the Ancients within an artifact. He scattered the five rings so that their combined power couldn't be used again, unless united. He knew the now warring tribes of his world would never work together to assemble the rings.
Subdue (When this creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.)
Consume (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on this creature)
Morale X (Whenever this creature blocks or becomes blocked it gets +X/+X until end of turn) - yes, this is Bushido, just renamed
Gouge X (When this creature attacks, put the top X cards of defending player's library into their graveyard)
Returning Abilities:
Landfall, Scry
Cards so far:
The Ancients:
Ancient of the Peaks 5RR - Mythic
Legendary Creature - Ancient
Haste First Strike
Whenever you play a creature spell, creatures you control get +X/+0 until end of turn where X is that creature's converted mana cost.
When Ancient of the Peaks attacks, double all damage other creatures you control would deal this turn.
6/6
Ancient of the Sea 5UU - Mythic
Legendary Creature - Ancient
Hexproof Unblockable
When Ancient of the Sea deals combat damage to an opponent, draw three cards.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it's controller pays 4.
6/6
Ancient of the Shadow 5BB - Mythic
Legendary Creature - Ancient
Deathtouch Intimidate
:symb:: Regenerate.
When Ancient of the Shadow attacks, creatures you control get +2/+1 and gain Intimidate until end of turn.
Whenever a creature an opponent controls dies, you may pay where X is equal to that creature's toughness. If you do, that player loses that much life.
6/6
Ancient of the Sun 5WW - Mythic
Legendary Creature - Ancient
Indestructible Flying Vigilance
When Ancient of the Sun attacks, gain life equal to it's toughness.
Prevent all non-combat damage that would be dealt to you by sources your opponents control.
6/6
Ancient of the Woods 5GG - Mythic
Legendary Creature - Ancient
Trample Shroud
When Ancient of the Woods enters the battlefield, return all basic lands from your graveyard to the battlefield tapped.
When Ancient of the Woods deals combat damage to a player, put that many 1/1 green Saproling creature tokens onto the battlefield.
6/6
The Rings:
White Ring 3 - Mythic
Legendary Artifact
White creature spells you cast cost W less to cast. The White Ring is the essence spirit created in the first dawn of the first sunrise.
Blue Ring 3 - Mythic
Legendary Artifact
Blue creature spells you cast cost U less to cast. The Blue Ring is the essence of water, born from the first drop to form.
Black Ring 3 - Mythic
Legendary Artifact
Black creature spells you cast cost B less to cast. The Black Ring is the essence of death, born from the first end.
Red Ring 3 - Mythic
Legendary Artifact
Red creature spells you cast cost R less to cast. The Red Ring is the essence of flame, born from the first spark.
Green Ring 3 - Mythic
Legendary Artifact
Green creature spells you cast cost G less to cast. The Green Ring is the essence of nature, born from the first seed.
Elves:
Amberleaf Captain 2GG - Rare
Creature - Elf
Landfall - Whenever a land enters the battlefield under your control, you may draw a card.
Forestbond - Whenever a Forest enters the battlefield under your control, this creature gets +1/+1 until end of turn.
2/2
Amberleaf Champion 1GG - Uncommon
Creature - Elf Warrior
Trample Shroud
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/3
Amberleaf Healers 1GG - Uncommon
Creature - Elf Monk GGGG Regenerate all Elves you control.
2/2
Amberleaf Sower 1GG - Uncommon
Creature - Elf Druid 2 Put a basic land card from your hand onto the battlefield.
1/1
Everbloom Tender 1G - Common
Creature - Elf Shaman
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
1/1
Foresttreaders GG - Common
Creature - Elf
Forestbond - Whenever a Forest enters the battlefield under your control, this creature gets +1/+1 until end of turn.
2/1
Glade Watchers 1G - Common
Creature - Elf
Forestheart - As long as an opponent controls a Forest, this creature gets +1/+1.
2/2
Seed Tender GG - Common
Creature - Elf Druid
When Seed Tender enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
1/2
Treefolk:
Roquewood, the Protector [mana]4GGG] - Mythic
Legendary Creature - Treefolk
Indestructible, Defender, Reach
All other creatures you control get +0/+3 and have Defender. GGG:Creatures you control lose Defender until end of turn.
5/7
Miracle Grower 4GG - Rare
Creature - Treefolk
Saprolings you control get +2/+3, have Reach, and become Treefolk.
:symtap:: Put two 1/1 green Saproling creature tokens onto the battlefield.
3/4
Disciple of Roquewood 1G - Uncommon
Creature - Treefolk
Defender
When Disciple of Roquewood enters the battlefield, target creature gains Defender permanently.
1/3
Tanglewood Preserver 1GG - Uncommon
Creature - Treefolk
Reach Indestructible
Subdue (When this creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.)
2/3
Roquewood Harvister 2G - Uncommon
Creature - Treefolk
Landfall - Whenever a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/5
Bird Swatter 2GG - Common
Creature - Treefolk
Reach
When Bird Swatter blocks a creature with flying, destroy that creature at the end of the turn.
2/3
Defendrer of Roquewood 3GG - Common
Creature - Treefolk
Reach
Defender of Roquewood can block any number of creatures.
3/7
Everbloom Guard 1GG - Common
Creature - Treefolk
Reach
Everboom Guard gets +0/+2 as long as you control an Elf.
2/2
Root Entangler 2GG - Common
Creature - Treefolk
Subdue (When this creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.)
2/4
Sapling Herder 3GG - Common
Creature - Treefolk
When Sapling Herder enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
1/3
Merfolk:
Captain of the Waves 4UU - Rare
Creature - Merfolk
Hexproof
Other Merfolk you control get +1/+1 and are Hexproof.
When Captain of the Watch enters the battlefield, put three 1/1 blue Merfolk creature tokens onto the battlefield.
2/3
Champion of Berkrill 1UU - Uncommon
Creature - Merfolk
Hexproof
Subdue
When Champion of Berkrill deals combat damage to a player, you may draw a card.
2/3
Empowered Merrow 3U - Uncommon
Creature - Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
Reflection Watcher 2UU - Uncommon
Creature - Merfolk
Flash
When Reflection Watcher enters the battlefield, look at the top four cards of each player's library. Then put them back in any order.
2/2
Merrow Legpuller 1UU - Common
Creature - Merfolk
Islandwalk
When Merrow Legpuller enters the battlefield, tap target creature. It doesn't untap during its controller's next untap step.
2/2
Merrow Prophet 1UU - Common
Creature - Merfolk X: Look at the top X cards of your library. Then put them back in any order.
1/1
Merrow Psychic UU - Common
Creature - Merfolk
Your opponents play with their hands and the top card of their library revealed.
1/2
Watertreaders 1U - Common
Creature - Merfolk
Islandbond - Whenever a Island enters the battlefield under your control, this creature gets +1/+1 until end of turn.
2/1
Whirlpool Jumpers UU - Common
Creature - Merfolk
Islandheart - As long as an opponent controls an Island, this creature gets +1/+1.
2/2
Serpents
Thyrol, the Sea Eternal 4UUU - Rare
Legendary Creature - Serpent
Indestructible
Landfall - Whenever a land enters the battlefiled under your control, tap target non land permanent. That permanent remains tapped as long as you control Thyrol.
6/8
Behemoth of the Deep 4UUU - Rare
Creature - Serpent
Hexproof
Whenever another Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn't untap during its controller's next untap step.
6/6
Sea Churning Serpent 4U - Uncommon
Creature - Serpent
Islandwalk
Islandbond - Whenever a Island enters the battlefield under your control, this creature gets +1/+1 until end of turn.
4/4
Shore Soaker 3UU - Uncommon
Creature - Serpent
When Shoer Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
Coral Reif Slitherer 2UU - Common
Creature - Serpent
Coral Reif Slitherer gets +1/+1 as long as you control a Merfolk.
3/3
Shrouded Serpent 1UU - Common
Creature - Serpent
Landfall -- Whenever a land enters the battlefield under your control, target creature you control gains Shroud until end of turn.
2/2
Wake Caster 2U - Common
Creature - Serpent
When Wake Caster enters the battlefield, tap target creature. That creature doesn't untap during its controller's next untap step.
2/2
Ogres
Sludge Smasher 4B - Rare
Creatuer - Ogre
Bloodthirst 3
:symtap:: Target player loses life equal to Sludge Smasher's power.
3/3
Bridgekeeper Oger 3BB - Uncommon
Deathtouch
Whenever a creature attacks you, untap Bridgekeeper Ogre and it blocks if able.
3/4
Grox'll Champion - Uncommon
Creature - Ogre
First Strike
Bloodthirst 1
Consume (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on this creature)
2/3
Grox'll Devourer 3BB - Uncommon
Creature - Ogre
Swampheart (As long as an opponent controls a Swamp, this creature gets +1/+1)
Consume (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on this creature)
3/3
Uktara Unburier 2BB - Rare
Creature - Drow Necromancer BB, :symtap:: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
3/3
Uktara Defiler 3BB - Uncommon
Creature - Drow 2BB, :symtap:: Creatures your opponents control get -2/-2 until end of turn.
3/2
Uktara Blood-Drawer 2BB - Uncommon
Creature - Drow
Sacrifice a creature: Target player sacrifices a a creature.
2/1
Shadowtreaders 1B - Common
Creature - Drow
Swampbond (Whenever a Swamp enters the battlefield under your control, this creature gets +1/+1 until end of turn.)
2/1
Fen Stalkers BB - Common
Creature - Drow
Swampheart (As long as an opponent controls a Swamp, this creature gets +1/+1)
2/2
Other Cards
The Everbloom 1 - Mythic
Legendary Artifact
Sacrifice The Everbloom: Add two mana of any color combination to your mana pool.
Hand of the Ancients 4 - Mythic
Legendary Artifact
During your draw phase, if you control the White, Blue, Black, Red, and Green rings, you may search your library for any number of Ancients, reveal them and put them onto the battlefield. Then shuffle your library
As long as you control the White, Blue, Black, Red, and Green rings, the 'Legend Rule' doesn't apply to the Ancients.
Landbond seems a bit narrow. Since it doesn't have a variable effect, you could keywTord it instead of having it as an ability word. My suggestion though would be to just expand 'Landfall' to the basic land types like 'Forestfall' ect. Or you could just define it as "Whenever a [land type] enters the battlefield, trigger" - you still can make all these triggers +1/+1.
Thyrol: I like the landfall ability, but indestructible isn't really blue. The Everbloom: Even better than Lotus Petal. Should cost 2 maybe.
This set was my friend Chris' idea. He started this set 7 years ago. I've taken up the helm now of bringing this set to fruition.
The Landbond was a bit broader than just a +1/+1, I had it so they got an in color ability as well, but not sure how to get all the syntax into Magic Set Editor.
White got Vigilance, Blue got Shroud, Black got Intimidate, Red got First Strike, and Green got Trample.
True, blue doesn't really do Indestructible, but blue needs more creature abilities.
The Everbloom should probably not cost :2mana:. At it becomes a Signet that you don't have to pay to use, and is a one time use.
Thanks for the input!
Landfall - Good to see this one come back; it has a lot of room to explore. However, landheart may as well be landwalk, and landbound is a much narrower version of landfall. How about Swampfall or Mountainfall on black creatures, for example? That way you can encourage monocolour in the first block, then multicolour in the second. Or something.
Subdue is kinda cool, and fits flavour with white and blue (black and green have deathtouch and red has high power).
Ferocity takes a bit of fun out of things - how often do you really want combat to be kinda out of your hands? I'd rather this be a mechanic I want to see, like Consume. Also, like the above land abilities, you don't need both bloodthirst and consume in one set as they vie for design space.
Morale doesn't really make sense, as you get morale from your team, not from enemies. Also, weaker bushido.
The idea of five rings is workable, however they're identical which is a little unexciting, and the Ancients are just big dudes without a different variety of wow-ness to them. Plus, the Hand of the Ancients requires one of each ring and a deck full of ancients, but that makes the deck rather unplayable unless it manages to 'go off'. That's not good.
Overall I think there's some redundancy here which is clogging up the set. I would like to see this set cut down to just what's essential, so I can work out what is meant to be happening here rather than just a mass of cards with too-simialr abilities.
Private Mod Note
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Advancing Troops :2mana::symw::symw: - Common
Enchantment
Creatures you control have Vigilance and Lifelink.
1/188
Ancient of the Sun :5mana::symw::symw: - Mythic
Legendary Creature — Ancient
Flying, Vigilance
Battlecry
Whenever Ancient of the Sun attacks, gain life equal to it’s toughness.
Prevent all damage that would be dealt to you by sources your opponents control.
6/6
2/188
Battle Surge :1mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
3/188
Blessed Day :2mana::symw::symw: - Common
Enchantment
Landfall — Whenever a land enters the battlefield under your control target creature gains protection from the color of your choice until end of turn.
4/188
Blessed Shield :symw::symw: - Unommon
Instant
Target creature gets +0/+X until end of turn, where X is the number of Plains you control.
5/188
Call to Arms :1mana::symw: - Common
Instant
Untap all creatures you control.
6/188
Cleansing Ruin :symw::symw: - Common
Sorcery
Destroy target artifact, gain 4 life.
7/188
Defend the Homefront :1mana::symw: - Common
Instant
Creatures you control get +1/+0 and gain First Strike until end of turn.
8/188
Defensive Formation :1mana::symw: - Common
Sorcery
Target creature with Defender gets +0/+3 until end of turn.
9/188
Divine Power :3mana::symw: - Uncommon
Sorcery
Gain 1 life for each creature on the battlefield. Then untap all creatures you control.
10/188
Edain, Field Commander :4mana::symw::symw: - Rare
Legendary Creature — Human
Lifelink
Creatures you control have Double Strike and Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
3/4
11/188
Everard Fiorvante, the Cleric :2mana::symw::symw::symw: - Rare
Legendary Creature — Human Cleric
Whenever a creature enters the battlefield under you control, gain life equal to it’s toughness.
:symtap:: Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of Plains you control.
3/4
12/188
Favor the Faithful :3mana::symw: - Common
Instant
If you have more life than an opponent, destroy all enchantments you don’t control.
13/188
Fieldtreaders :1mana::symw: - Common
Creature — Human
Landfall — Whenever a land enters the battlefield under your control, Fieldtreaders gets +1/+1 until end of turn.
2/1
14/188
Forbid the Relics :1mana::symw: - Common
Sorcery
Gain 4 life unless an opponent sacrifices an artifact or enchantment.
“We must rid ourselves of relics of the past and move forward. There is no moving backward. Progress through unity.” — Edain.
15/188
Frantic Scout :symw::symw: - Common
Creature — Human
When an opponent declares an attack, if Frantic Scout is tapped, you may untap it.
2/1
16/188
Gallant Skyfolk :1mana::symw: - Common
Creature — Skyfolk
Flying
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
1/1
17/188
Kelian Champion :1mana::symw::symw: - Uncommon
Creature — Human Warrior
First Strike, Vigilance
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2/3
18/188
Master of Kelian :3mana::symw::symw: - Rare
Creature — Human
Double Strike
Whenever an opponent declares an attack, you may untap Master of Kelian and another target creature you control.
2/4
19/188
Master of Windeen :3mana::symw::symw: - Rare
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, White creatures you control get +1/+1 until end of turn.
:symw::symw:: Target creature gains protection from the color of your choice until end of turn.
3/4
20/188
Meadow Elite :symw::symw: - Common
Creature — Human
Plainsheart — As long as an opponent controls a Plains, Meadow Elite gets +1/+1 and has Vigilance.
1/2
21/188
Northern Riders :2mana::symw::symw: - Uncommon
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/3
22/188
Rallied Troopers :2mana::symw: - Common
Creature — Human
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Vigilance
2/2
23/188
Rally Around :2mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
24/188
Sentry of Kelian :1mana::symw: - Common
Creature — Human
Defender
First Strike
2/2
25/188
Shieldmates :2mana::symw::symw: - Uncommon
Creature — Human
First Strike Vigilance
Shieldmates can block any number of creatures.
1/5
26/188
Skyfolk Divebomber :3mana::symw: - Uncommon
Creature — Skyfolk
Flying First Strike
Landfall — Whenever a land enters the battlefield under your control, Skyfolk Divebomber gains Vigilance until end of turn.
3/3
27/188
Skyfolk Skirmisher :2mana::symw::symw: - Uncommon
Creature — Skyfolk
Flying
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
28/188
Soul’s Exchange :1mana::symw::symw: - Uncommon
Instant
Tap target attacking or blocking creature.
If you have more life than an opponent, exile that creature instead.
29/188
Verez, the Sky Ascended :4mana::symw::symw: - Rare
Legendary Creature — Skyfolk
Flying
Creatures you control with Flying get +1/+2.
Landfall — Whenever a land enters the battlefield under your control, target creature gains Flying. (This effect is permanent)
4/4
30/188
Warcry Skyfolk :symw::symw: - Common
Creature — Skyfolk
Flying
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
1/1
31/188
Windeen Champion :1mana::symw::symw: - Uncommon
Creature — Skyfolk Warrior
Flying First Strike
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
32/188
Windeen Gift - Common
Instant
Target creature gets +1/+1 and gains Flying until end of turn.
33/188
Windeen Plainsguard :3mana::symw: - Common
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, Windeen Plainsguard gets +1/+1 until end of turn.
2/2
35/188
Windeen Scout :1mana::symw: - Common
Creature — Skyfolk
Plainsheart — As long as an opponent controls a Plains, Windeen Scout gets +1/+1 and has Vigilance.
Flying
1/1
36/188
Blue (36 cards)
Ancient of the Sea :5mana::symu::symu: - Mythic
Legendary Creature — Ancient
Ancient of the Sea can't be blocked if you have more cards in your hand than an opponent.
Whenever Ancient of the Sea deals combat damage to an opponent, draw cards equal to it’s power.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it’s controller pays :4mana:.
6/6
37/188
Banish :1mana::symu: - Common
Sorcery
Return target creature to its owner’s hand. That player puts the top two cards of their library into their graveyard.
38/188
Behemoth of the Deep :4mana::symu::symu::symu: - Rare
Creature — Serpent
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Whenever a Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
6/6
39/188
Captain of the Waves :4mana::symu::symu: - Rare
Creature — Merfolk
Hexproof
Other Merfolk creatures you control get +1/+1 and have Hexproof.
When Captain of the Waves enters the battlefield, put three 1/1 blue Merfolk creature tokens on to the battlefield.
2/3
40/188
Champion of Glewod :1mana::symu::symu: - Uncommon
Creature — Merfolk
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Champion of Glewod attacks, Scry 2.
2/3
41/188
Coarl Reef Slitherer :3mana::symu: - Common
Creature — Serpent
Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.)
3/3
42/188
Coiling Lakeskimmer :3mana::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Coiling Lakeskimmer gets +1/+1 until end of turn.
3/3
43/188
Constrictor Serpent :3mana::symu::symu: - Common
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Constrictor Serpent gets +1/+1 and has Hexproof.
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
44/188
Conundrum - Common
Sorcery
Scry 4 (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Years ago Narrik was given a riddle, he still seeks the answer.
45/188
Drown Out :1mana::symu::symu: - Common
Instant
Tap all creatures without flying target opponent controls.
46/188
Empowered Merrow :3mana::symu: - Uncommon
Creature — Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
47/188
Hypnotizing Waters :2mana::symu: - Uncommon
Instant
Tap up to four target creatures.
48/188
Merrow Legpuller 1UU - Common
Creature — Merfolk
Islandwalk
When Merrow Legpuller enters the battlefield tap target creature, it doesn’t untap during its controller’s next untap phase. The merfolk of these waters were notorious for pulling at the legs of humans that went swimming.
2/2
49/188
Merrow Prophet :1mana::symu::symu: - Common
Creature — Merfolk
:xmana:: Look at the top X cards of your library. Then put them back in any order.
1/1
50/188
Merrow Psychic :symu::symu: - Common
Creature — Merfolk
When Merrow Psychic enters the battlefield, Scry 3.
1/2
51/188
Mystic Prediciton :symu::symu: - Uncommon
Instant
Name a card, then look at the top three cards of target player’s library. If the named card is among them, you draw two cards. Otherwise, you draw a card.
52/188
Narrick, the Wandering Sage :2mana::symu::symu::symu: - Rare
Legendary Creature — Human Wizard
Play with the top card of your library revealed.
If the top card of your library is an Instant or Sorcery card, you may play that card as though it were in your hand.
:2mana::symu::symu:: Shuffle your library.
3/4
53/188
Pool of Insight :1mana::symu: - Common
Instant
Look at the top five cards of your library. Put them back in any order, then draw a card.
54/188
Pull Under :1mana::symu: - Common
Instant
Target creature gains Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.) until end of turn.
55/188
Reflection Watcher :2mana::symu: - Uncommon
Creature — Merfolk
Flash
When Reflection Watcher enters the battlefield look at the top three cards of each players library, then put them back in any order.
2/2
56/188
Sea Churning Serpent :3mana::symu: - Uncommon
Creature — Serpent
Islandwalk
Landfall — Whenever an Island enters the battlefield, Sea Churning Serpent gets +1/+1 until end of turn.
4/4
57/188
Sea’s Fountain :1mana::symu::symu: - Common
Enchantment
Sea’s Fountain enters the battlefield with two Douse counters on it.
:symu::symu:, Remove a Douse counter from Sea’s Fountain: Put a Douse counter on target land. That land becomes an Island in addition to it’s other types.
58/188
Shore Soaker :3mana::symu::symu: - Uncommon
Creature — Serpent
When Shore Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's other types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
59/188
Submerger Serpent :1mana::symu::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Submerger Serpent gains Subdue until end of turn.
2/3
60/188
Temporary Barrier :2mana::symu::symu: - Uncommon
Sorcery
Target player may only play one spell on their next turn.
Draw a card.
61/188
Thyrol, the Sea Eteranal :4mana::symu::symu::symu: - Rare
Legendary Creature — Serpent
Indestructible
Landfall — Whenever a land enters the battlefield under your control, tap target non land permanent. That permanent doesn’t untap as long as you control Thyrol, the Sea Eternal.
6/8
62/188
Tidal Champion :1mana:symu::symu: - Uncommon
Creature — Serpent Warrior
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Tidal Champion deals combat damage to a player, you may draw a card.
2/3
63/188
Tidal Control :2mana::symu::symu: - Uncommon
Sorcery
Unless target opponent returns three permanents to their hand, untap target creature and gain control of it.
64/188
Tide’s Pull :2mana::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
65/188
Turn the Tides :2mana::symu::symu::symu: - Rare
Instant
Return all creatures target opponent controls to their hand.
66/188
Undertow :3mana::symu::symu: - Uncommon
Enchantment
Tapped creatures your opponents control don’t untap during their controller’s untap phase unless they pay for each creature.
67/188
Wake Crasher :1mana::symu: - Common
Creature — Serpent
Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
2/2
68/188
Watertreaders :1mana::symu: - Common
Creature — Merfolk
Landfall — Whenever a land enters the battlefield under your control, Watertreaders gets +1/+1 until end of turn.
2/1
69/188
Waves of Glewod :1mana::symu::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Hexproof.
70/188
Whirlpool Jumpers :symu::symu: - Common
Creature — Merfolk
Islandheart — As long as an opponent controls an Island, Whirlpool Jumpers gets +1/+1 and has Hexproof.
2/2
71/188
Yeziv, the Visionary :symu::symu: - Rare
Legendary Creature — Merfolk
:symu:, :symtap:: Shuffle a card from your hand into your library, then draw two cards.
:symu:, :symtap:: Shuffle your hand into your library, then draw that many cards.
1/2
72/188
Black (36 cards)
Ancient of the Shadow :5mana::symb::symb: - Mythic
Legendary Creature — Ancient
Deathtouch, Intimidate
:symb:: Regenerate Ancient of the Shadow.
When Ancient of the Shadow attacks, creatures you control get +2/+1 and gain Intimidate until end of turn.
Whenever a creature an opponent controls dies, you may pay X, where X is equal to that creatures’ toughness. If you do, that player loses that much life.
6/6
73/188
Blade of the Assassin :1mana::symb: - Common
Instant
Destroy target nonblack attacking creature.
74/188
Bridgekeeper Ogre :2mana::symb::symb::symb: - Uncommon
Creature — Ogre
Deathtouch
Whenever a creature attacks you, untap Bridgekeeper Ogre and it blocks if able.
3/4
75/188
Celebration of Death :2mana::symb: - Uncommon
Instant
For each 1 life you lost this turn, target player loses that much life.
76/188
Conspicuous Consumption :1mana::symb::symb: - Uncommon
Enchantment — Aura
Enchant Creature
Enchanted creature gains Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
77/188
Corpse Mangler :1mana::symb::symb: - Common
Creature — Ogre
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
2/2
78/188
Cygnus Vodst, the Necromancer :2mana::aymb::symb::symb: - Rare
Legendary Creature — Human Necromancer
As long as the top card of your graveyard is a creature card, you may play that card as though it were in your hand.
:xmana::symb::symb:: Exile the top card of your graveyard, target opponent loses life equal to that card's converted mana cost.
3/3
79/188
Deathbringer Ogre :3mana::symb: - Common
Creature — Ogre
Landfall — Whenever a land enters the battlefield under your control, Deathbringer Ogre gains Deathtouch until end of turn.
3/2
80/188
Deep Shadow Drow :1mana::symb: - Common
Creature — Drow
Ferocity (This creature attacks each turn if able.)
2/1
81/188
Defiler of Grox’ll :4mana::symb: - Rare
Creature — Ogre
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)
:symtap:, Target player loses life equal to Defiler’s power.
3/3
82/188
Deroza the Fallen :5mana::symb: - Rare
Legendary Creature — Drow
Ferocity (This creature attacks each turn if able.)
When Deroza the Fallen attacks, defending player sacrifices a creature.
, Exile target creature card from any graveyard: Target player loses X life where is is that creature’s mana cost.
6/5
83/188
Diabolic Strength - Common
Instant
Target creature gets +2/+1 and gains Intimidate until end of turn.
84/188
Drow Battlemage :2mana::symb: - Common
Creature — Drow
Landfall — Drow Battlemage gets +2/+1 until end of turn.
1/1
85/188
Evicerate :2mana::symb::symb: - Uncommon
Instant
Destroy target creature, it can’t be regenerated.
Draw a card.
86/188
Evil’s Caress :2mana::symb::symb: - Common
Enchantment
Creatures you control gain Intimidate and have “:2mana::symb:: Regenerate this creature.”
87/188
Fen Stalkers :symb::symb: - Common
Creature — Drow
Swampheart — As long as an opponent controls a Swamp, Fen Stalkers gets +1/+1 and has Intimidate.
2/2
88/188
Grox’ll Champion :1mana::symb::symb: - Uncommon
Creature — Ogre Warrior
Intimidate
First Strike
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/3
89/188
Grox’ll Devourer :3mana::symb::symb: - Uncommon
Creature — Ogre
Swampheart
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
3/3
90/188
Lesser of two Evils :2mana::symb::symb: - Uncommon
Sorcery
Unless an opponent loses 6 life, exile up to two target creatures. Narrick watched the two demons fight, but in the end a demon would still win.
91/188
Menacing Drow :2mana::symb: - Common
Creature — Drow
Intimidate
When Menacing Drow attacks, it gets +2/+1 until end of turn.
1/1
92/188
Mental Trauma :symb::symb: - Common
Sorcery
Target player discards a card at random. If that player lost life this turn, they must choose and discard a card.
93/188
Muck Ogre :2mana::symb: - Common
Creature — Ogre
Swampwalk
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/2
94/188
Noxious Fumes :3mana::symb: - Common
Instant
Up to two target creatures gets -2/-2 until end of turn.
95/188
Power of Darkness :2mana::symb: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and gains Intimidate.
96/188
Presence of Death :1mana::symb::symb: - Common
Instant
Unless target opponent sacrifices a creature, you may have to two target creatures -1/-1 until end of turn.
97/188
Segregated Plague :2mana::symb: - Common
Sorcery
As you play Segregated Plague, choose a creature type.
Creatures of that type get -1/-1 until end of turn.
98/188
Shadowtreaders BB - Common
Creature — Drow
Landfall — Whenever a land enters the battlefield under your control, Shadowtreaders gets +1/+1 until end of turn.
2/1
99/188
Sludge Smasher :3mana::symb: - Common
Creature — Ogre
Swamheart — As long as an opponent controls a Swamp, Sludge Smasher gets +1/+1 and has Intimidate.
3/3
100/188
Soul Seep :1mana::symb: - Common
Sorcery
Each opponent loses 1 life, you gain 1 life for each opponent that lost life this way.
101/188
Spreading Weakness :2mana::symb::symb: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, put a -1/-1 counter on target creature.
102/188
Uktara Blood-drawer :2mana::symb::symb: - Uncommon
Creature — Drow
Sacrifice a creature: Target opponent sacrifices a creature.
2/1
103/188
Uktara Defiler :3mana::symb::symb: - Uncommon
Creature — Drow
:1mana::symb::symb:, :symtap:: Creatures your opponents control get -1/-1 until end of turn.
2/3
104/188
Uktara Unburier :2mana::symb::symb: - Rare
Creature — Drow Necromancer
:symb::symb:, :symtap:: Return target creature card from your graveyard to your hand.
:3mana::symb::symb:, :symtap:: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
3/3
105/188
War Ogre :3mana::symb: - Common
Creature — Ogre
First Strike
3/2
107/188
Wurgul Everfeaster :5mana::symb::symb: - Rare
Legendary Creature — Ogre
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
Whenever a creature dies, target player loses life to that creature’s toughness.
5/5
108/188
Red (36 cards)
Ancient of the Peaks :5mana::symr::symr: - Mythic
Legendary Creature — Ancient
Haste, First Strike
Whenever you play a creature spell, creatures you control get +X/+0 until end of turn where X is that creature’s converted mana cost.
Double all damage creatures you control would deal.
6/6
109/188
Battle Charge :1mana::symr: - Common
Instant
Creatures you control gain First Strike and Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) until end of turn.
110/188
Battle Frenzy :1mana::symr::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
111/188
Berserker Goblin :symr::symr: - Common
Creature — Goblin
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/1
112/188
Blessing of Chaos - Uncommon
Sorcery
Creatures your opponent controls can’t block this turn.
113/188
Blistering Lava :symr::symr: - Common
Sorcery
Blistering Lava deals 3 damage to target creature.
Landfall — If you had a land enter the battlefield under your control this turn, you may have Blistering Lava deal 3 damage to target player as well.
114/188
Boiling Oil :2mana::symr: - Common
Instant
Boiling Oil deals 2 damage to each blocking creature.
115/188
Bruga, War Champion :4mana:symr::symr: - Rare
Legendary Creature — Minotaur
Haste
Ferocity (This creature attacks each turn if able.)
Attacking creatures you control get +X/+0 where X is Bruga, War Champion’s power.
5/4
116/188
Brutal Tauren :2mana::symr::symr: - Common
Creature — Minotaur
Haste
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
3/2
117/188
Burning Winds :1mana::symr: - Common
Instant
Burning Winds deals 1 damage to each attacking creature.
118/188
Charging Goblin :3mana::symr: - Uncommon
Creature — Goblin
Ferocity (This creature attacks each turn if able.)
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/1
119/188
Crag Champion :1mana::symr::symr: - Uncommon
Creature — Goblin Warrior
Haste First Strike Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
120/188
Embattled Tauren :3mana::symr: - Common
Creature — Minotaur
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
121/188
Fire Within :2mana::symr: - Common
Sorcery
Target creature that entered the battlefield this turn deals damage equal to it’s power to another target creature.
122/188
Flame Chaser :symr::symr: - Uncommon
Creature — Goblin
Haste
Whenever another Goblin attacks Flame Chaser gets +1/+0 until end of turn.
1/1
123/188
Frenzied Tauren :3mana::symr: - Common
Creature — Minotaur
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
2/3
124/188
Goblin Commander :2mana:symr::symr: - Rare
Creature — Goblin
Landfall — Goblins you control gain Flanking until end of turn.
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/2
125/188
Goblin Sapper-Team - Common
Creature — Goblin
Sacrifice Goblin Sapper-Team: Destroy target creature with Defender.
1/1
126/188
Goblin Savages :2mana::symr: - Common
Creature — Goblin
Haste
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
127/188
Grack Stonethrower :2mana::symr::symr: - Rare
Legendary Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, put a 1/1 red Goblin creature token with Haste onto the battlefield under your control.
:symr::symr:, Sacrifice a Goblin: Grack Stonethrower deals X damage to target creature or player where X is the number of Goblins you control.
2/3
128/188
Grasp the Flame - Common
Instant
Target creature gets +2/+0 and gains Haste until end of turn.
129/188
Landslide Runners :symr::symr: - Common
Creature — Goblin
Mountainheart — As long as an opponent controls a Mountain, Landslide Runners gets +1/+1 and has First Strike
2/2
130/188
Lightning Storm :symr::symr: - Common
Instant
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
“Some say lightning never strikes the same place twice, those who do have never met a skilled mage.” — Narrick, the Wandering Sage
131/188
Lust for Battle :2mana::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Ferocity (This creature attacks each turn if able.)
132/188
Mountaintreaders :1mana::symr: - Common
Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, Mountaintreaders gets +1/+1 until end of turn.
2/1
133/188
Pyotr Elric, the Pyromancer :2mana::symr::symr::symr: - Rare
Legendary Creature — Human Wizard
Whenever you play an Instant or Sorcery spell, you may deal damage equal to that spell’s converted mana cost to target player.
:symtap:, Sacrifice three mountains: Pyotr Elric, the Pyromancer deals 4 damage to each other creature.
3/3
134/188
Raging Tauren :3mana::symr::symr: - Uncommon
Creature — Minotaur
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
When Raging Tauren dies, it deals damage equal to it’s power to target creature or player.
2/2
135/188
Rush to War :2mana::symr::symr: - Common
Enchantment
Creatures you control have Haste and Ferocity.
136/188
Savage of the High Pass :3mana::symr: - Common
Creature — Minotaur
Mountainheart — As long as an opponent controls a Mountain, Savage of the High Pass gets +1/+1 and has First Strike.
2/3
137/188
Searing Ash - Common
Instant
Searing Ash deals 3 damage to target creature.
138/188
Shower of Lava :1mana:symr: - Common
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may deal 1 damage to target creature or player.
139/188
Tactical Manuvers :1mana::symr: - Common
Sorcery
Target creature gets +1/+0 and gains Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) until end of turn.
140/188
Tauren Assaulter :3mana::symr: - Uncommon
Creature — Minotaur
Landfall — Whenever a land enters the battlefield under your control, Tauren Assaulter gets +2/+0 until end of turn.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
2/2
141/188
Tauren Battlecraver :3mana::symr::symr: - Common
Creature — Minotaur
Landfall — Tauren Battlecraver gains Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.) until end of turn.
3/2
142/188
Tauren Battlemaster :4mana::symr::symr: - Rare
Creature — Minotaur
Frenzy 3 (Whenever this creature attacks and isn’t blocked, it gets +3/+0 until end of turn.)
When Tauren Battlemaster attacks, creatures you control gain First Strike until end of turn.
4/4
143/188
Tauren Champion :1mana::symr::symr: - Uncommon
Creature — Minotaur Warrior
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Ferocity (This creature attacks each turn if able.)
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.)
2/3
144/188
Green (36 cards)
Amberleaf Captain :2mana::symg::symg; - Rare
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, you may draw a card.
:symg::symg:, :symtap:: Target creature gets +X/+X and gains Trample until end of turn, where X is the number of Elves you control.
2/2
145/188
Amberleaf Champion :1mana:symg::symg: - Uncommon
Creature — Elf Warrior
Trample Shroud
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/3
146/188
Amberleaf Healers :1mana::symg::symg: - Uncommon
Creature — Elf
:symg::symg::symg::symg:: Regenerate all Elves you control.
2/2
147/188
Amberleaf Sower :1mana::symg::symg: - Uncommon
Creature — Elf Druid
:2mana:: Put a land card from your hand onto the battlefield.
1/1
149/188
Ancient of the Woods :5mana::symg::symg: - Mythic
Legendary Creature — Ancient
Trample, Shroud
When Ancient of the Woods enters the battlefield, return all basic land cards from your graveyard to the battlefield tapped.
When Ancient Woods deals combat damage to an opponent, put that many 1/1 green Insect creature token onto the battlefield.
6/6
150/188
Bird Swatter :2mana::symg::symg: - Common
Creature — Treefolk
Reach
When Bird Swatter blocks a creature with flying, destroy it
2/3
151/188
Broaden the Horizons :1mana::symg::symg: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may search your library for a basic land card. If you do, reveal it and put it into your hand, then shuffle your library.
152/188
Defender of Roquewood :3mana::symg::symg: - Common
Creature — Treefolk
Reach
Defender of Roquewood can block any number of creatures.
3/7
153/188
Disciple of Roquewood :1mana::symg: - Uncommon
Creature — Treefolk
Defender
When Disciple of Roquewood enters the battlefield, target creature gains Defender permanently.
1/5
154/188
Embrace the Wildwood :2mana::aymg: - Common
Instant
Gain 1 life for each Forest on the battlefield.
155/188
Evade :1mana::symg: - Common
Instant
Target creature gets +2/+2 and can only be blocked by creatures with Flying or Reach.
156/188
Everbloom Guard :1mana::symg::symg: - Common
Creature — Treefolk
Reach
Everbloom Guard gets +0/+2 when it blocks a creature with Flying
2/2
157/188
Everbloom Tender :1mana::symg: - Common
Creature — Elf Shaman
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/1
158/188
Foresttreaders :1mana::symg: - Common
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, Foresttreaders gets +1/+1 until end of turn.
2/1
159/188
Glade Watchers :symg::symg: - Common
Creature — Elf
Forestheart — As long as an opponent controls a Forest, Glade Watchers gets +1/+1 and has Trample.
2/2
160/188
Honorable Guardian :1mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +0/+2 and has Defender.
161/188
Mana Surge :1mana::symg::symg: - Uncommon
Instant
Put all basic land cards from your hand onto the battlefield tapped.
162/188
Miracle Grower :4mana::symg::symg: - Rare
Creature — Treefolk
Saprolings you control get +2/+3, have Reach, and become Treefolk.
:symtap:: Put two 1/1 green Saproling creature tokens onto the battlefield.
3/4
163/188
Monstrous Awakening :2mana::symg::symg: - Common
Enchantment
Creatures you control have Trample and Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
164/188
Questing Hunt :2mana::symg: - Common
Sorcery
Look at the top three cards of your library, choose a creature card and put it into your hand and the rest on the bottom of your library in any order.
165/188
Remember the Past - Common
Sorcery
Shuffle up to two target cards from your graveyard into your library.
166/188
Reviving Falls :symg::symg::symg: - Uncommon
Sorcery
Gain 8 life.
167/188
Root Entangler :2mana::symg::symg: - Common
Creature — Treefolk
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
168/188
Roquewood Harvester :3mana::symg: - Uncommon
Creature — Treefolk
Landfall — When a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/5
170/188
Roquewood, the Protector :4mana::symg::symg::symg: - Rare
Legendary Creature — Treefolk
Indestructible Defender Reach
All other creatures you control get +0/+3 and gain Defender.
:symg::symg::symg:: Creatures you control with Defender can attack this turn as though they didn’t have Defender.
5/7
171/188
Sapling Herder :3mana::symg::symg: - Common
Creature — Treefolk
When Sapling Herder enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
1/3
172/188
Seed Tenders :symg::symg: - Common
Creature — Elf
When Seed Tenders enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
1/2
173/188
Selana Gildon, Battlemage :2mana::symg::symg::symg: - Rare
Legendary Creature — Human Wizard
Whenever a creature enters the battlefield under your control, target creature gets +X/+X where X is that creature’s converted mana cost until end of turn.
:symg:: Target creature gains Trample until end of turn.
174/188
Surge of Might - Common
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
175/188
Survive the Elements :2mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and is Indestructible.
176/188
Sweeping Branches :1mana::symg: - Common
Instant
Creatures you control gain Reach until end of turn.
177/188
Till the Crops :symg::symg: - Common
Sorcery
Reveal the top card of your library. If it’s a land card, put it onto the battlefield, otherwise put it into your graveyard.
178/188
Vigilant Readyness :1mana::aymg: - Common
Instant
Untap all creatures you control. Gain 1 life for each creature untapped this way.
179/188
Wilif Everbloom :2mana::symg::symg: - Rare
Legendary Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on each other Elf you control.
:symg::symg:: Target Elf gains Deathtouch until end of turn.
3/3
180/188
Artifacts (8 Cards)
White Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast. The white ring was the essence of of spirit created in the dawn of the first sunrise.
181/188
Blue Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast. The blue ring was the essence of water, born from the first drop to form.
182/188
Black Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast. The black ring was the essence of death, born from the first end.
183/188
Red Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast. The red ring was the essence of flame born from the first spark of life.
184/188
Green Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast. The green ring was the essence of nature born from the first sprouting seed.
185/188
Hand of the Ancients - Mythic
Legendary Artifact
Indestructible
When Hand of the Ancients enters the battlefield, exile all Ancients.
Ancients can’t be played or put onto the battlefield.
If an opponent controls all five Rings, exile Hand of the Ancients.
186/188
Ring of Chaos - Mythic
Legendary Artifact
:2mana:, :symtap:: Exile target Legendary permanent.
187/188
The Everbloom - Mythic
Legendary Artifact
Sacrifice The Everbloom: Add two mana of any colors of your choice to your mana pool.
188/188
I'm fairly certain Wizards wouldn't keyword "~ attacks each turn if able" because it's downside-only due to creature having it not being able to block since most people won't enchant those creatures with stuff that prevents attacks.
All cards I don't comment on are without any problem. I might sound a bit negative because of that, but I don't intend to.
Advancing Troops: Should be an uncommon.
Ancient of the Sun: Either cut the indestructible or the prevent damage clause. This will make it impossible for some decks to win once this guy is out. For this and all following cards: It's worded "~ is indestructible" and "you gain life".
Battle Surge: Very weak card. I have no problem with some bad cards, but this one is too much.
Blessed Day: Seems like an uncommon again. Just use the Stave Off wording.
Defend the Homefront: The effects are not very synergistic. I think just first strike is decent for common and that cost anyway.
Defensive Stance: Card with that name already exists. I think you're overloading a bit the combat tricks. Also, the card is too bad for my taste.
Divine Bond: Two "untap all creatures" spells are not needed I think. You may also want to cut down the lifegain a bit.
Edain: I would reduce his power level a bit. He's quite the bomb for a rare.
Evard: "Prevent the next X damage that would be dealt to target creature or player this turn,..."
Favor of the Faithful: This isn't a common. Good to see a "life matters" card.
Forbid the Relics: More lifegain. Not a common.
Frantic Scout: "Whenever ~ blocks". If this is supposed to allow another creature to block, that doesn't work. All creatures block at once.
Master of Kelian: The second ability doesn't work. No suggestions though. I have the feeling your rares are a bit bland. This is the second guy with double strike.
Master of Windeen: I would cut the last ability. Doesn't feel connected to the other.
Northern Riders: This could cost 4.
Sentry of Kelian: 1 power first strike not that hot :/.
Skyfolk Bomber: Misses the actual landfall.
Soul's Exchange: Pure lifegain is already bad in most formats, "not gaining life when you actually need is" is even worse.
Verez: Misses the actual landfall. You should word this with counters like Aven Mimeomancer. Make the pump symmetric and drop the vigilance (don't ruin a cool idea with too many gimmicks).
Warcry Skyfolk: Cool card. Maybe uncommon because of power level.
Windeen Champion: You're overusing vigilance. Btw, separate the keywords: "Flying, vigilance (New line) Battle Cry (reminder)"
Windeen Gift: Too many combat tricks.
Windeen Patroler: Diving Griffin. You're upgrading a fine card, while keeping it common.
Windeen Scout: Gosh, more vigilance.
Overall: The rares could need some work. I would expand on the flying theme, which has potential, and cut down the vigilance and the lifegain; or make good lifegain cards and/or more cards that actually care about life. The cards I liked most was the Warcry Skyfolk and Verez.
Advancing Troops :2mana::symw::symw: - Common
Enchantment
Creatures you control have Vigilance and Lifelink.
1/188
Ancient of the Sun :5mana::symw::symw: - Mythic
Legendary Creature — Ancient
Flying, Vigilance
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever Ancient of the Sun attacks, gain life equal to it’s toughness.
Prevent all damage that would be dealt to you by sources your opponents control.
6/6
2/188
Battle Surge :1mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
3/188
Blessed Day :1mana::symw::symw: - Unommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control target creature gains protection from the color of your choice until end of turn.
4/188
Blessed Shield :symw::symw: - Unommon
Instant
Target creature gets +0/+X until end of turn, where X is the number of Plains you control.
5/188
Call to Arms :1mana::symw: - Common
Instant
Untap all creatures you control.
6/188
Cleansing Ruin :symw::symw: - Common
Sorcery
Destroy target artifact, gain 4 life.
7/188
Defend the Homefront :1mana::symw: - Common
Instant
Creatures you control get +1/+0 and gain First Strike until end of turn.
8/188
Defensive Formation :1mana::symw: - Common
Sorcery
Target creature with Defender gets +0/+3 until end of turn.
9/188
Divine Power :1mana::symw::symw: - Uncommon
Sorcery
Gain 2 life for each creature you control.
If you have more life than an opponent, gain 2 life for each creature on the battlefield instead.
10/188
Edain, Field Commander :4mana::symw::symw: - Rare
Legendary Creature — Human
Lifelink
Creatures you control have Double Strike and Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
3/4
11/188
Everard Fiorvante, the Cleric :2mana::symw::symw::symw: - Rare
Legendary Creature — Human Cleric
Whenever a creature enters the battlefield under you control, gain life equal to it’s toughness.
:symtap:: Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of Plains you control.
3/4
12/188
Favor the Faithful :3mana::symw: - Common
Instant
If you have more life than an opponent, destroy all enchantments you don’t control.
13/188
Fieldtreaders :1mana::symw: - Common
Creature — Human
Landfall — Whenever a land enters the battlefield under your control, Fieldtreaders gets +1/+1 until end of turn.
2/1
14/188
Forbid the Relics :1mana::symw: - Common
Sorcery
Gain 4 life unless an opponent sacrifices an artifact or enchantment.
“We must rid ourselves of relics of the past and move forward. There is no moving backward. Progress through unity.” — Edain.
15/188
Frantic Scout :symw::symw: - Common
Creature — Human
When an opponent declares an attack, if Frantic Scout is tapped, you may untap it.
2/1
16/188
Gallant Skyfolk :1mana::symw: - Common
Creature — Skyfolk
Flying
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
1/1
17/188
Kelian Champion :1mana::symw::symw: - Uncommon
Creature — Human Warrior
First Strike, Vigilance
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2/3
18/188
Master of Kelian :3mana::symw::symw: - Rare
Creature — Human
Double Strike
Whenever an opponent declares an attack, you may untap Master of Kelian and another target creature you control.
2/4
19/188
Master of Windeen :3mana::symw::symw: - Rare
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, White creatures you control get +1/+1 until end of turn.
:symw::symw:: Target creature gains protection from the color of your choice until end of turn.
3/4
20/188
Meadow Elite :symw::symw: - Common
Creature — Human
Plainsheart — As long as an opponent controls a Plains, Meadow Elite gets +1/+1 and has Vigilance.
1/2
21/188
Northern Riders :2mana::symw::symw: - Uncommon
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/3
22/188
Rallied Troopers :2mana::symw: - Common
Creature — Human
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Vigilance
2/2
23/188
Rally Around :2mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
24/188
Sentry of Kelian :1mana::symw: - Common
Creature — Human
Defender
First Strike
2/2
25/188
Shieldmates :2mana::symw::symw: - Uncommon
Creature — Human
First Strike Vigilance
Shieldmates can block any number of creatures.
1/5
26/188
Skyfolk Divebomber :3mana::symw: - Uncommon
Creature — Skyfolk
Flying First Strike
Landfall — Whenever a land enters the battlefield under your control, Skyfolk Divebomber gains Vigilance until end of turn.
3/3
27/188
Skyfolk Skirmisher :2mana::symw::symw: - Uncommon
Creature — Skyfolk
Flying
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
28/188
Soul’s Exchange :1mana::symw::symw: - Uncommon
Instant
Tap target attacking or blocking creature.
If you have more life than an opponent, exile that creature instead.
29/188
Verez, the Sky Ascended :4mana::symw::symw: - Rare
Legendary Creature — Skyfolk
Flying
Creatures you control with Flying get +1/+2.
Landfall — Whenever a land enters the battlefield under your control, target creature gains Flying. (This effect is permanent)
4/4
30/188
Warcry Skyfolk :symw::symw: - Common
Creature — Skyfolk
Flying
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
1/1
31/188
Windeen Champion :1mana::symw::symw: - Uncommon
Creature — Skyfolk Warrior
Flying, First Strike
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
32/188
Windeen Gift - Common
Instant
Target creature gets +1/+1 and gains Flying until end of turn.
33/188
Windeen Plainsguard :3mana::symw: - Common
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, Windeen Plainsguard gets +1/+1 until end of turn.
2/2
35/188
Windeen Scout :1mana::symw: - Common
Creature — Skyfolk
Plainsheart — As long as an opponent controls a Plains, Windeen Scout gets +1/+1 and has Vigilance.
Flying
1/1
36/188
Ancient of the Sea: Like the white one, I feel like this does too much. I would drop the hexproof since it has the Frost Titan ability anyway and make it be able to be blocked, although somewhat difficult.
Behemoth of the Deep: I wouldn't have shroud and hexproof in the same set. As with the ancient, I would just cut it and make its ability include itself.
Champion of Gewod: I have the feeling that what was vigilance for white is hexproof for blue.
Coralreef Slitherer: Would drop its power or toughness by 1. It's better than a Centaur Courser.
Constrictor Serpent: I think subdue works best on low power high toughness creatures. This could easily be a 2/4.
Drown Out: Misses rarity.
Merrow Psychic: This isn't an effect you should put on a common, but is fine on an uncommon.
Pool of Insight: For X=2 this is an instant Divination, which is too strong. But it gets worse the more you pay for X? Weird.
Reflection Watcher: I would reduce it to three cards. It's a strong effect.
Sea's Fountain & the next guy: Both make douse counters, but one says that it's an Island, the other it's an Island in addition to its other types. That's confusing. I also don't think Sea's Fountain should be a common.
Temporary Barrier: +Draw a card? Or something. This isn't a card.
Turn the Tides: This is fine at CMC 6, but too good at 5.
Undertow: Pay what?
Wake Crasher: Haven't I read this card earlier? Same guy, but without Islandwalk. Kinda lame.
Yeziv: Is it intended that this guy doesn't tap to draw two cards? Insane card draw engine that can't even be killed, because it has hexproof. No way.
Overall: I see the same problem with the blue cards as with the white cards. You overuse the blue keyword (hexproof) and have too many repetitions. The effects are all basic blue abilities, there is no overall theme. Some creatures have subdue, but then you don't do anything with it. Design some cards that work well with it and see where it leads you. For example, I read "Banish" and I think its a cool idea, but then I don't see anything that makes the mill relevant.
Cards I liked most were Wake Crasher / Merrow Legpuller (one of them), Shore Soaker (very elegant) and Narrick.
Did a bit of a major overhaul on Blue. I added a new Keyword: Gouge X (When this creature attacks, put the top X cards of defending player's library into their graveyard)
I feel this is perfect for Blue and I've always said that Blue needs more keyword abilities for creatures.
Tell me what you think.
Blue (36 cards)
Ancient of the Sea :5mana::symu::symu: - Mythic
Legendary Creature — Ancient
Ancient of the Sea can't be blocked if you have more cards in your hand than an opponent.
Whenever Ancient of the Sea deals combat damage to an opponent, draw cards equal to it’s power.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it’s controller pays :4mana:.
6/6
37/188
Banish :1mana::symu: - Common
Sorcery
Return target creature to its owner’s hand. That player puts the top two cards of their library into their graveyard.
38/188
Behemoth of the Deep :4mana::symu::symu::symu: - Rare
Creature — Serpent
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Whenever a Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
6/6
39/188
Captain of the Waves :4mana::symu::symu: - Rare
Creature — Merfolk
Other Merfolk you control get +1/+1 and have Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
:symtap:, Put the top X cards of target player's library into their graveyard where X is the number of Merfolk you control.
2/3
40/188
Champion of Glewod :1mana::symu::symu: - Uncommon
Creature — Merfolk
Hexproof
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Champion of Glewod attacks, Scry 2.
2/3
41/188
Coarl Reef Slitherer :2mana::symu::symu: - Common
Creature — Serpent
Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.)
3/3
42/188
Coiling Lakeskimmer :3mana::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Coiling Lakeskimmer gets +1/+1 until end of turn.
3/3
43/188
Constrictor Serpent :3mana::symu::symu: - Common
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Constrictor Serpent gets +1/+1 and has Hexproof.
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
44/188
Conundrum - Common
Sorcery
Scry 4 (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Years ago Narrik was given a riddle, he still seeks the answer.
45/188
Drown Out :2mana::symu::symu: - Common
Instant
Put the top X cards of target player's library into their graveyard, where X is the number of tapped creatures that player controls.
46/188
Empowered Merrow :3mana::symu: - Uncommon
Creature — Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
47/188
Hypnotizing Waters :2mana::symu: - Uncommon
Instant
Tap up to four target creatures.
48/188
Merrow Legpuller 1UU - Common
Creature — Merfolk
Islandwalk
When Merrow Legpuller enters the battlefield tap target creature, it doesn’t untap during its controller’s next untap phase. The merfolk of these waters were notorious for pulling at the legs of humans that went swimming.
2/2
49/188
Merrow Prophet :1mana::symu::symu: - Common
Creature — Merfolk
:xmana:: Look at the top X cards of your library. Then put them back in any order.
1/1
50/188
Merrow Psychic :symu::symu: - Common
Creature — Merfolk
When Merrow Psychic enters the battlefield, Scry 3.
1/2
51/188
Mystic Prediciton :symu::symu: - Uncommon
Instant
Name a card, then look at the top three cards of target player’s library. If the named card is among them, you draw two cards. Otherwise, you draw a card.
52/188
Narrick, the Wandering Sage :2mana::symu::symu::symu: - Rare
Legendary Creature — Human Wizard
Play with the top card of your library revealed.
If the top card of your library is an Instant or Sorcery card, you may play that card as though it were in your hand.
:2mana::symu::symu:: Shuffle your library.
3/4
53/188
Probation :1mana::symu: - Common
Instant
Return a land you control to your hand. Put the top three cards of target player's library into their graveyard.
54/188
Pull Under :2mana::symu: - Common
Instant
Target creature gains Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.) until end of turn.
55/188
Reflection Watcher :2mana::symu: - Uncommon
Creature — Merfolk
Flash
When Reflection Watcher enters the battlefield look at the top three cards of target players library, then put them back in any order.
Then put the top three cards of target player's library into their graveyard.
2/2
56/188
Sea Churning Serpent :3mana::symu: - Uncommon
Creature — Serpent
Islandwalk
Landfall — Whenever an Island enters the battlefield, Sea Churning Serpent gets +1/+1 until end of turn.
4/4
57/188
Sea’s Fountain :1mana::symu::symu: - Common
Enchantment
Sea’s Fountain enters the battlefield with two Douse counters on it.
:symu::symu:, Remove a Douse counter from Sea’s Fountain: Put a Douse counter on target land. That land becomes an Island in addition to it’s other types.
58/188
Shore Soaker :3mana::symu::symu: - Uncommon
Creature — Serpent
When Shore Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's other types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
59/188
Submerger Serpent :1mana::symu::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Submerger Serpent gains Subdue until end of turn.
2/3
60/188
Temporary Barrier :2mana::symu::symu: - Uncommon
Sorcery
Target player may only play one spell on their next turn.
Draw a card.
61/188
Thyrol, the Sea Eteranal :4mana::symu::symu::symu: - Rare
Legendary Creature — Serpent
Indestructible
Landfall — Whenever a land enters the battlefield under your control, tap target non land permanent. That permanent doesn’t untap as long as you control Thyrol, the Sea Eternal.
6/8
62/188
Tidal Champion :1mana::symu::symu: - Uncommon
Creature — Serpent Warrior
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Tidal Champion deals combat damage to a player, you may draw a card.
2/3
63/188
Tidal Control :2mana::symu::symu: - Uncommon
Sorcery
Unless target opponent returns three permanents to their hand, untap target creature and gain control of it.
64/188
Tide’s Pull :2mana::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
65/188
Turn the Tides :2mana::symu::symu::symu: - Rare
Instant
Return all creatures target opponent controls to their hand.
66/188
Undertow :3mana::symu::symu: - Uncommon
Enchantment
Tapped creatures your opponents control don’t untap during their controller’s untap phase unless they pay for each creature.
67/188
Wake Crasher :1mana::symu: - Common
Creature — Serpent
Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
2/2
68/188
Watertreaders :1mana::symu: - Common
Creature — Merfolk
Landfall — Whenever a land enters the battlefield under your control, Watertreaders gets +1/+1 until end of turn.
2/1
69/188
Waves of Glewod :1mana::symu::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Hexproof.
70/188
Whirlpool Jumpers :symu::symu: - Common
Creature — Merfolk
Islandheart — As long as an opponent controls an Island, Whirlpool Jumpers gets +1/+1 and has Hexproof.
2/2
71/188
Yeziv, the Visionary :symu::symu: - Rare
Legendary Creature — Merfolk
:symu:, :symtap:: Shuffle a card from your hand into your library, then draw two cards.
:symu:, :symtap:: Shuffle your hand into your library, then draw that many cards.
1/2
72/188
Just took a look at black. I expected a lot of deathtouch, but on the contrary, the cards were quite diverse. I think black is the best designed color so far.
However, you have to reduce the power of the removal spells. Eviscerate, Noxious Fumes and Uktara Defiler are completely bonkers. Blade of the Assassin is fine, but this effect usually isn't black.
Corpse Mangler is kinda sucky.
Cygnus: Graveyard ordering is no longer a thing.
Overall: I miss a global theme. The cards aren't bad, but it has a core set feel to it. Generally, you want a new mechanic and some cards that say "Hey look at me, I work well with that mechanic." That can be a gimmick card like Burning Vengeance, but can also be something simple as Rhox War Monk. You have Bloodthirst, but nothing that turns it on (Tormented Soul for example.) The same is true for Landfall in general. I liked the interaction of the serpent that turns your opponent's lands into islands and Landheart.
For blue: You fixed some of the broken cards and reduced the amount of hexproof :thumbsup:. Good improvements. But I don't like subdue. Now the cards are even more unfocused. If you want to make mill a viable strategy, there has to be support for it. I would recommend you analyze how mill decks worked in Innistrad and M13 limited (M13 had only two mill cards at common, but control was a viable strategy).
General note on wording: Magic uses "he or she" respectively "his or her" where you use "they" and "their" (I never got why people do that until I just now read that using "they" is a common way in english to avoid people *****ing about gender correctness - I still cramp everytime I read it :Psyduck:)
Well at least I got one color right and well designed. I'm going to look over some of my favorite sets, such as Lorwyn and look at the design of the cards.
Then I'll try to really look at all of the cards I've made and compare them. What abilities they have, what the support cards do. How to best compliment the abilities of the colors with instants, sorceries, enchantments, and auras.
I do have a card that turns on Bloodthirst, it's in Red. But I should probably work something into Black as well.
But I'll take some time to really look over the cards before I post my next revision.
Advancing Troops :2mana::symw::symw: - Common
Enchantment
Creatures you control get +0/+1 and have Vigilance.
1/188
Ancient of the Sun :5mana::symw::symw: - Mythic
Legendary Creature — Ancient
Vigilance
Whenever Ancient of the Sun attacks it gains Flying until end of turn.
Prevent all damage that would be dealt to you by sources your opponents control.
6/6
2/188
Battle Surge :1mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
3/188
Blessed Day :1mana::symw::symw: - Unommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control target creature gains protection from the color of your choice until end of turn.
4/188
Blessed Shield - Unommon
Instant
Target creature gains First Stike and gets +0/+X until end of turn, where X is the number of Plains you control.
5/188
Call to Arms :1mana::symw: - Common
Instant
Untapped creatures you control get +1/+2 until end of turn.
Gain 2 life.
6/188
Cleansing Ruin :symw::symw: - Common
Sorcery
Destroy target artifact.
If you have more life than an opponent, destroy target artifact and target enchantment instead.
7/188
Defend the Homefront :1mana::symw: - Common
Sorcery
Creatures you control get +1/+0 and gain First Strike until end of turn.
8/188
Defensive Formation :1mana::symw: - Common
Instant
Blocking creatures you control get +0/+3 until end of turn.
9/188
Divine Power :1mana::symw::symw: - Uncommon
Sorcery
Gain 2 life for each creature you control.
If you have more life than an opponent, gain 2 life for each creature on the battlefield instead.
10/188
Edain, Field Commander :3mana::symw::symw: - Rare
Legendary Creature — Human
Lifelink
Creatures you control have Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
3/4
11/188
Everard Fiorvante, the Cleric :2mana::symw::symw::symw: - Rare
Legendary Creature — Human Cleric
Whenever a creature enters the battlefield under you control, gain life equal to it’s toughness.
:symtap:: Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of Plains you control.
3/4
12/188
Favor the Faithful :3mana::symw: - Common
Instant
Destroy all enchantments.
If you have more life than an opponent, destroy all enchantments you don’t control instead.
13/188
Fieldtreaders :1mana::symw: - Common
Creature — Human
Landfall — Whenever a land enters the battlefield under your control, Fieldtreaders gets +1/+1 until end of turn.
2/1
14/188
Forbid the Relics :1mana::symw: - Common
Sorcery
Unless an opponent sacrifices an artifact or enchantment, you gain 6 life.
“We must rid ourselves of relics of the past and move forward. There is no moving backward. Progress through unity.” — Edain.
15/188
Frantic Scout :symw::symw: - Common
Creature — Human
When an opponent declares an attack, if Frantic Scout is tapped, you may untap it.
2/1
16/188
Gallant Skyfolk :1mana::symw: - Common
Creature — Skyfolk
Flying
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
1/1
17/188
Kelian Swordmaster :2mana::symw::symw: - Uncommon
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Plainsheart — As long as an opponent controls a Plains, Kelian Swordmaster gets +1/+1 and has Vigilance.
When Kelian Swordmaster attacks, it gains First Strike until end of turn.
2/3
18/188
Master of Kelian :3mana::symw::symw: - Rare
Creature — Human
First Strike, Lifelink
Whenever an opponent declares an attack, you may untap Master of Kelian and another target creature you control.
3/4
19/188
Master of Windeen :3mana::symw::symw: - Rare
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, White creatures you control get +1/+1 until end of turn.
:symw::symw:: Target creature gains protection from the color of your choice until end of turn.
3/4
20/188
Meadow Elite :symw::symw: - Common
Creature — Human
Plainsheart — As long as an opponent controls a Plains, Meadow Elite gets +1/+1 and has Vigilance.
1/2
21/188
Pious Servants :2mana::symw: - Uncommon
Creature — Human
:symw:, :symtap:, Return a land you control to its owner's hand: Gain 5 life.
2/2
22/188
Rallied Troopers :2mana::symw: - Common
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2/3
23/188
Rally Around :2mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
24/188
Sentry of Kelian :1mana::symw::symw: - Common
Creature — Human
Lifelink
When Sentry of Kelian blocks, it gets +1/+2 until end of turn.
2/2
25/188
Shieldmates :2mana::symw::symw: - Uncommon
Creature — Human
First Strike Vigilance
Shieldmates can block any number of creatures.
1/5
26/188
Skyfolk Divebomber :3mana::symw: - Uncommon
Creature — Skyfolk
Flying, First Strike
Landfall — Whenever a land enters the battlefield under your control, Skyfolk Divebomber gains Vigilance until end of turn.
3/3
27/188
Skyfolk Shielder :2mana::symw: - Uncommon
Creature — Skyfolk
Flying
:symw:, :symtap:, Return target land you control to it's owner's hand: Target creature gains protection from the color of your choice until end of turn.
2/2
28/188
Soul’s Exchange :1mana::symw: - Uncommon
Instant
Tap target attacking or blocking creature.
If you have more life than an opponent, exile that creature instead.
29/188
Verez, the Sky Ascended :4mana::symw::symw: - Rare
Legendary Creature — Skyfolk
Flying
Creatures you control with Flying get +1/+2 and gain Vigilance.
Landfall — Whenever a land enters the battlefield under your control, target creature gains Flying. (This effect is permanent)
4/4
30/188
Warcry Skyfolk :symw::symw: - Common
Creature — Skyfolk
Flying
:symw::symw:: Warcry Skyfolk gains First Strike until end of turn.
2/1
31/188
Windeen Devout :1mana::symw::symw: - Uncommon
Creature — Skyfolk
Flying
Plainsheart — As long as an opponent controls a Plains, Windeen Devout gets +1/+1 and has Vigilance.
When Windeen Devout attacks, it gains Protection from Black until end of turn.
2/3
32/188
Windeen Gift - Common
Instant
Creatures you control with Flying get +1/+1 until end of turn.
33/188
Windeen Plainsguard :3mana::symw: - Common
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, Windeen Plainsguard gets +1/+1 until end of turn.
2/2
35/188
Windeen Scout :1mana::symw: - Common
Creature — Skyfolk
Plainsheart — As long as an opponent controls a Plains, Windeen Scout gets +1/+1 and has Vigilance.
Flying
1/1
36/188
Blue (36 cards)
Ancient of the Sea :5mana::symu::symu: - Mythic
Legendary Creature — Ancient
Ancient of the Sea can't be blocked if you have more cards in your hand than an opponent.
Whenever Ancient of the Sea deals combat damage to an opponent, draw a card.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it’s controller pays :2mana:.
6/6
37/188
Banish :1mana::symu: - Common
Sorcery
Return target creature to its owner’s hand. That player puts the top two cards of his or her library into their graveyard.
38/188
Behemoth of the Deep :4mana::symu::symu::symu: - Rare
Creature — Serpent
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Whenever a Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
6/6
39/188
Captain of the Waves :4mana::symu::symu: - Rare
Creature — Merfolk
Other Merfolk you control get +1/+1 and are Hexproof
:symtap:: Draw X cards, where X is the number of Merfolk you control.
2/3
40/188
Cleric of Waves :2mana::symu: - Uncommon
Creature — Merfolk
When Cleric of Waves enters the battlefield, draw two cards.
:symu:, :symtap:: Target land's type becomes the type of your choice, in addition to it's other types until end of turn.
1/2
41/188
Coarl Reef Slitherer :2mana::symu::symu: - Common
Creature — Serpent
Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into his or her graveyard.)
2/3
42/188
Coiling Lakeskimmer :3mana::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Coiling Lakeskimmer gets +1/+1 until end of turn.
3/3
43/188
Constrictor Serpent :3mana::symu::symu: - Common
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Constrictor Serpent gets +1/+1 and has Hexproof.
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
44/188
Conundrum - Common
Sorcery
Scry 4 (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
At age 4, Narrik made up a riddle. He still seeks the answer.
45/188
Drown Out :2mana::symu::symu: - Common
Instant
For each tapped creature an opponent controls, that player puts that many cards from the top of his or her library into their graveyard.
46/188
Empowered Merrow :3mana::symu: - Uncommon
Creature — Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
47/188
Hypnotizing Waters :2mana::symu: - Uncommon
Instant
Tap up to four target creatures.
48/188
Merrow Mystic :1mana::symu::symu: - Common
Creature — Merfolk
Hexproof
When Merrow Mystic attacks, Scry 1.
1/2
49/188
Merrow Prophet :1mana::symu::symu: - Common
Creature — Merfolk
:xmana:: Look at the top X cards of your library. Then put them back in any order.
1/1
50/188
Merrow Psychic :symu::symu: - Common
Creature — Merfolk
When Merrow Psychic enters the battlefield, Scry 3.
1/2
51/188
Mystic Prediciton :symu::symu: - Uncommon
Instant
Name a card, then look at the top three cards of target player’s library. If the named card is among them, you draw two cards. Otherwise, you draw a card.
52/188
Narrick, the Wandering Sage :2mana::symu::symu::symu: - Rare
Legendary Creature — Human Wizard
Play with the top card of your library revealed.
If the top card of your library is an Instant or Sorcery card, you may play that card as though it were in your hand.
:2mana::symu::symu:: Shuffle your library.
3/4
53/188
Probation :1mana::symu: - Common
Instant
As an additional cost to play Probation, return a land you control to it’s owner’s hand.
Put the top seven cards of target player’s library into his or her graveyard.
54/188
Pull Under :2mana::symu: - Common
Instant
Target creature gains Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.) until end of turn.
55/188
Reflection Watcher :2mana::symu: - Uncommon
Creature — Merfolk
Hexproof
:symu:, :symtap:, Return target land you control to its owner's hand: Target creature gains Landwalk of the returned land's type(s) until end of turn.
2/2
56/188
Sea Churning Serpent :3mana::symu: - Uncommon
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Sea Churning Serpent gets +1/+1 and has Hexproof.
Landfall — Whenever an Island enters the battlefield, Sea Churning Serpent gets +1/+1 until end of turn.
3/4
57/188
Sea’s Fountain :1mana::symu::symu: - Common
Enchantment
Sea’s Fountain enters the battlefield with two Douse counters on it.
:symu::symu:, Remove a Douse counter from Sea’s Fountain: Put a Douse counter on target land. That land becomes an Island in addition to it’s other types.
58/188
Shore Soaker :3mana::symu::symu: - Uncommon
Creature — Serpent
When Shore Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's other types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
59/188
Submerged Serpent :1mana::symu::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Submerged Serpent gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.) until end of turn.
2/3
60/188
Temporary Barrier :3mana::symu::symu: - Uncommon
Sorcery
Creatures and lands target opponent controls don’t untap during his or her next untap step.
Draw a card.
61/188
Thyrol, the Sea Eteranal :4mana::symu::symu::symu: - Rare
Legendary Creature — Serpent
Indestructible
Landfall — Whenever a land enters the battlefield under your control, tap target non land permanent. That permanent doesn’t untap as long as you control Thyrol, the Sea Eternal.
6/8
62/188
Tidal Waker :2mana::symu: - Uncommon
Creature — Serpent
:symu:, :symtap:, Return target land you control to its owner's hand: Target player puts the top six cards of their library into their graveyard.
2/3
63/188
Tidal Control :2mana::symu::symu: - Uncommon
Sorcery
Up to three target lands become the land types of your choice in addition to their other types.
64/188
Tide’s Pull :2mana::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
65/188
Turn the Tides :2mana::symu::symu::symu: - Rare
Instant
Return all creatures target opponent controls to their hand.
66/188
Undertow :3mana::symu::symu: - Uncommon
Enchantment
Tapped creatures your opponents control don’t untap during their controller’s untap phase unless they pay for each creature.
67/188
Wake Crasher :1mana::symu: - Common
Creature — Serpent
Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
2/2
68/188
Watertreaders :1mana::symu: - Common
Creature — Merfolk
Landfall — Whenever a land enters the battlefield under your control, Watertreaders gets +1/+1 until end of turn.
2/1
69/188
Waves of Glewod :1mana::symu::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
70/188
Whirlpool Jumpers :symu::symu: - Common
Creature — Merfolk
Islandheart — As long as an opponent controls an Island, Whirlpool Jumpers gets +1/+1 and has Hexproof.
2/2
71/188
Yeziv, the Visionary :symu::symu: - Rare
Legendary Creature — Merfolk
:symu:, :symtap:: Shuffle a card from your hand into your library, then draw two cards.
:symu:, :symtap:: Shuffle your hand into your library, then draw that many cards.
1/2
72/188
Ogre - Bloodthirst, Consume, loss of life, Deathtouch
Ancient of the Shadow :5mana::symb::symb: - Mythic
Legendary Creature — Ancient
:symb:: Regenerate Ancient of the Shadow.
When Ancient of the Shadow attacks, creatures you control get +2/+1 and gain Intimidate until end of turn.
When Ancient of the Shadow deals combat damage to a player, that player discards their hand.
6/6
73/188
Blade of the Assassin :1mana::symb: - Common
Instant
Destroy target nonblack attacking creature.
74/188
Bloodkeeper Ogre :3mana::symb::symb: - Uncommon
Creature — Ogre
When Bloodkeeper Ogre enters the battlefield, target opponent loses 3 life.
:symb:, :symtap:, Return target land you control to its owner's hand: Target player loses 1 life for each creature they control.
3/4
75/188
Celebration of Death :2mana::symb: - Uncommon
Instant
For each 1 life you lost this turn, target player loses that much life.
76/188
Conspicuous Consumption :1mana::symb::symb: - Uncommon
Enchantment — Aura
Enchant Creature
Enchanted creature gains Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
77/188
Corpse Mangler :1mana::symb::symb: - Common
Creature — Ogre
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
2/2
78/188
Cygnus Vodst, the Necromancer :2mana::symb::symb::symb: - Rare
Legendary Creature — Human Wizard
As long as the top card of your graveyard is a creature card, you may play that card as though it were in your hand.
:2mana::symb::symb:: Exile the top card of your graveyard, target opponent loses life equal to that card's converted mana cost.
3/3
79/188
Deathbringer Ogre :3mana::symb: - Common
Creature — Ogre
Landfall — Whenever a land enters the battlefield under your control, Deathbringer Ogre gains Deathtouch until end of turn.
3/2
80/188
Deep Shadow Drow :2mana::symb: - Common
Creature — Drow
:symb:: Regenerate Deep Shadow Drow.
Ferocity (This creature attacks each turn if able.)
3/1
81/188
Defiler of Grox’ll :4mana::symb: - Rare
Creature — Ogre
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)
:symtap:, Target player loses life equal to Defiler’s power.
3/3
82/188
Deroza the Fallen :3mana::symb::symb: - Rare
Legendary Creature — Drow
Intimidate
Ferocity (This creature attacks each turn if able.)
When Deroza the Fallen attacks, defending player sacrifices a creature.
3/4
83/188
Diabolic Strength - Common
Instant
Target creature gets +2/+1 and gains Intimidate until end of turn.
84/188
Drow Battlemage :2mana::symb: - Common
Creature — Drow
Landfall — Drow Battlemage gets +2/+1 until end of turn.
1/1
85/188
Evicerate :2mana::symb::symb: - Uncommon
Instant
Destroy target creature, it can’t be regenerated.
Draw a card.
86/188
Evil’s Caress :2mana::symb::symb: - Common
Enchantment
Creatures you control gain Intimidate and have “:2mana::symb:: Regenerate this creature.”
87/188
Fen Stalkers :symb::symb: - Common
Creature — Drow
Swampheart — As long as an opponent controls a Swamp, Fen Stalkers gets +1/+1 and has Intimidate.
2/2
88/188
Grox’ll Crusher :1mana::symb::symb: - Uncommon
Creature — Ogre
When Grox'll Crusher attacks, it gains Deathtouch until end of turn.
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/3
89/188
Grox’ll Devourer :3mana::symb::symb: - Uncommon
Creature — Ogre
Swampheart — As long as an opponent controls a Swamp, Grox’ll Devourer gets +1/+1 and has Inimidate.
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
3/3
90/188
Lesser of two Evils :2mana::symb::symb: - Uncommon
Sorcery
Unless an opponent loses 6 life, exile up to two target creatures. Narrick watched the two demons fight, but in the end a demon would still win.
91/188
Menacing Drow :2mana::symb: - Common
Creature — Drow
Intimidate
When Menacing Drow attacks, it gets +2/+1 until end of turn.
1/1
92/188
Mental Trauma :symb::symb: - Common
Sorcery
Target player discards a card at random. If that player lost life this turn, they must choose and discard another card.
93/188
Muck Ogre :2mana::symb: - Common
Creature — Ogre
Swampwalk
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/2
94/188
Noxious Fumes :2mana::symb: - Common
Instant
Up to two target creatures gets -2/-2 until end of turn.
95/188
Power of Darkness :2mana::symb: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and gains Intimidate.
96/188
Presence of Death :1mana::symb::symb: - Common
Instant
Unless target opponent sacrifices a creature, you may have to two target creatures -1/-1 until end of turn.
97/188
Segregated Plague :2mana::symb: - Common
Sorcery
As you play Segregated Plague, choose a creature type.
Creatures of that type get -1/-1 until end of turn.
98/188
Shadowtreaders :symb::symb: - Common
Creature — Drow
Landfall — Whenever a land enters the battlefield under your control, Shadowtreaders gets +1/+1 until end of turn.
2/1
99/188
Sludge Smasher :3mana::symb: - Common
Creature — Ogre
Swamheart — As long as an opponent controls a Swamp, Sludge Smasher gets +1/+1 and has Intimidate.
3/3
100/188
Soul Seep :1mana::symb: - Common
Sorcery
Deal 1 damage to target opponent, if that opponent was already dealt damage this turn, that player loses 2 life.
101/188
Spreading Weakness :2mana::symb::symb: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, put a -1/-1 counter on target creature.
102/188
Uktara Blood-drawer :2mana::symb::symb: - Uncommon
Creature — Drow
Swamheart — As long as an opponent controls a Swamp, Uktara Blood-drawer gets +1/+1 and has Intimidate.
Sacrifice a creature: Target opponent sacrifices a creature.
2/1
103/188
Uktara Defiler :3mana::symb::symb: - Uncommon
Creature — Drow
:2mana::symb::symb:, :symtap:: Creatures your opponents control get -1/-1 until end of turn.
2/3
104/188
Uktara Unburier :2mana::symb::symb: - Rare
Creature — Drow
:symb::symb:, :symtap:: Return target creature card from your graveyard to your hand.
:3mana::symb::symb:, :symtap:: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
3/3
105/188
Underdark Bloodseeker :1mana::symb::symb: - Uncommon
Creature — Drow Warrior
:symb:: Regenerate Underdark Champion.
:symb:, :symtap:, Return target land you control to its owner's hand: Target player sacrifices a creature.
2/3
106/188
War Ogre :3mana::symb: - Common
Creature — Ogre
Deathtouch
3/2
107/188
Wurgul Everfeaster :5mana::symb::symb: - Rare
Legendary Creature — Ogre
Deathtouch
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
Whenever a creature dies, exile target card from target graveyard.
5/5
108/188
Red (36 cards)
Ancient of the Peaks :5mana::symr::symr: - Mythic
Legendary Creature — Ancient
Whenever you play a creature spell, creatures you control gain Haste and get +X/+0 until end of turn, where X is that creature’s power.
Double all damage creatures you control would deal.
6/6
109/188
Battle Charge :1mana::symr: - Unommon
Instant
Deal X damage to target player where X is the number of attacking creatures you control.
110/188
Battle Frenzy :1mana::symr::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
111/188
Berserker Goblin :symr::symr: - Common
Creature — Goblin
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/1
112/188
Blessing of Chaos - Uncommon
Sorcery
Creatures your opponent controls can’t block this turn.
113/188
Blistering Lava :symr::symr: - Common
Sorcery
Blistering Lava deals 3 damage to target creature.
Landfall — If you had a land enter the battlefield under your control this turn, you may have Blistering Lava deal 3 damage to target player as well.
114/188
Boiling Oil :2mana::symr: - Common
Instant
Boiling Oil deals 2 damage to each blocking creature.
115/188
Bruga, War Master :4mana::symr::symr: - Rare
Legendary Creature — Minotaur
Haste
Ferocity (This creature attacks each turn if able.)
When Bruga, War Master attacks, other attacking creatures you control gain First Strike until end of turn.
5/4
116/188
Brutal Tauren :2mana::symr::symr: - Common
Creature — Minotaur
Haste
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
3/2
117/188
Burning Winds :1mana::symr: - Common
Instant
Burning Winds deals 1 damage to each attacking creature.
118/188
Couragious Goblin :2mana::symr: - Uncommon
Creature — Goblin
First Strike
:symr:, :symtap:, Return target land you control to its owner's hand: Creatures you control gain Morale 1 until end of turn.
1/1
119/188
Crag Champion :1mana::symr::symr: - Uncommon
Creature — Goblin Warrior
Haste, First Strike
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
120/188
Embattled Tauren :2mana::symr: - Common
Creature — Minotaur
Ferocity (This creature attacks each turn if able.)
When Embattled Tauren attacks, it deals 1 damage to target creature or player.
2/2
121/188
Fire Within :2mana::symr: - Common
Sorcery
Target creature that entered the battlefield this turn deals damage equal to it’s power to another target creature.
122/188
Flame Chaser :symr::symr: - Uncommon
Creature — Goblin
Haste
Flame Chaser gets +X/+0 until end of turn for each other attacking creature.
1/1
123/188
Furnace Tauren :3mana::symr: - Common
Creature — Minotaur
When Furnace Tauren enters the battlefield, it deals 2 damage to target player.
:symtap:: Furnace Tauren deals damage equal to it’s power to target creature or player.
2/3
124/188
Goblin Commander :2mana::symr::symr: - Rare
Creature — Goblin
Landfall — Whenever a land enters the battlefiled under your control, Goblins you control gain Flanking until end of turn.
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/2
125/188
Goblin Savages :2mana::symr: - Common
Creature — Goblin
Haste
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
127/188
Grack Stonethrower :2mana::symr::symr: - Rare
Legendary Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, put a 1/1 red Goblin creature token with Haste onto the battlefield under your control.
:symr::symr:, Sacrifice a Goblin: Grack Stonethrower deals X damage to target creature or player where X is the number of Goblins you control.
2/3
128/188
Grasp the Flame - Common
Instant
Target creature gets +2/+0 and gains Haste until end of turn.
129/188
Landslide Runners :symr::symr: - Common
Creature — Goblin
Mountainheart — As long as an opponent controls a Mountain, Landslide Runners gets +1/+1 and has First Strike
2/2
130/188
Lightning Storm :symr::symr: - Common
Instant
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
“Some say lightning never strikes the same place twice, those who do have never met a skilled mage.” — Narrick, the Wandering Sage
131/188
Lust for Battle :2mana::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Ferocity (This creature attacks each turn if able.)
132/188
Mountaintreaders :1mana::symr: - Common
Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, Mountaintreaders gets +1/+1 until end of turn.
2/1
133/188
Pyotr Elric, the Pyromancer :2mana::symr::symr::symr: - Rare
Legendary Creature — Human Wizard
Whenever you play an Instant or Sorcery spell, you may deal damage equal to that spell’s converted mana cost to target player.
:symtap:, Sacrifice three mountains: Pyotr Elric, the Pyromancer deals 4 damage to each other creature.
3/3
134/188
Raging Tauren :3mana::symr::symr: - Uncommon
Creature — Minotaur
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
When Raging Tauren dies, it deals damage equal to it’s power to target creature or player.
2/2
135/188
Rush to War :2mana::symr::symr: - Common
Enchantment
Creatures you control get +1/+0 and have Ferocity (This creature attacks each turn if able.).
136/188
Savage of the High Pass :3mana::symr: - Common
Creature — Minotaur
Mountainheart — As long as an opponent controls a Mountain, Savage of the High Pass gets +1/+1 and has First Strike.
2/3
137/188
Searing Ash - Common
Instant
Searing Ash deals 3 damage to target creature.
138/188
Shower of Lava :1mana:symr: - Common
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may deal 1 damage to target creature or player.
139/188
Tactical Manuvers :1mana::symr: - Common
Sorcery
Target creature gets +1/+0 and gains Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) until end of turn.
140/188
Tauren Assaulter :3mana::symr: - Uncommon
Creature — Minotaur
Landfall — Whenever a land enters the battlefield under your control, Tauren Assaulter gets +2/+0 until end of turn.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
2/2
141/188
Tauren Battlecraver :3mana::symr::symr: - Common
Creature — Minotaur
Landfall — Tauren Battlecraver gains Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.) until end of turn.
3/2
142/188
Tauren Battlemaster :4mana::symr::symr: - Rare
Creature — Minotaur
Frenzy 3 (Whenever this creature attacks and isn’t blocked, it gets +3/+0 until end of turn.)
When Tauren Battlemaster attacks, creatures you control gain First Strike until end of turn.
4/4
143/188
Tauren Lavalauncher :2mana::symr: - Uncommon
Creature — Minotaur
When Taurne Lavalanucher enters the battle field, it deals 2 damage to target player.
:symr:, :symtap:, Return a land you control to its owner's hand: Creatures you control Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
until end of turn.
2/3
144/188
Green (36 cards)
Amberleaf Captain :2mana::symg::symg: - Rare
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, you may draw a card.
:symg::symg:, :symtap:: Target creature gets +X/+X and gains Trample until end of turn, where X is the number of Elves you control.
2/2
145/188
Amberleaf Champion :1mana::symg::symg: - Uncommon
Creature — Elf Warrior
Trample, Hexproof
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/3
146/188
Amberleaf Healers :1mana::symg::symg: - Uncommon
Creature — Elf
:symg:, :symtap:, Return a land to you control to its owner's hand: Regenerate all creatures you control.
:symg:: Regenerate Amberleaf Healers.
2/2
147/188
Amberleaf Sower :1mana::symg::symg: - Uncommon
Creature — Elf Druid
:2mana:: Put a land card from your hand onto the battlefield.
1/1
149/188
Ancient of the Woods :5mana::symg::symg: - Mythic
Legendary Creature — Ancient
Trample, Reach
When Ancient of the Woods enters the battlefield, return all basic land cards from your graveyard to the battlefield tapped.
When Ancient Woods deals combat damage to an opponent, put that many 1/1 green Insect creature token onto the battlefield.
6/6
150/188
Bird Swatter :2mana::symg::symg: - Common
Creature — Treefolk
Reach
When Bird Swatter blocks a creature with flying, destroy that creature
2/3
151/188
Broaden the Horizons :1mana::symg::symg: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may search your library for a basic land card. If you do, reveal it and put it into your hand, then shuffle your library.
152/188
Defender of Roquewood :3mana::symg::symg: - Common
Creature — Treefolk
Reach Defender
Defender of Roquewood can block any number of creatures.
3/7
153/188
Disciple of Roquewood :1mana::symg: - Uncommon
Creature — Treefolk
Defender
When Disciple of Roquewood enters the battlefield, target creature gains Defender permanently.
1/5
154/188
Embrace the Wildwood :2mana::symg: - Common
Instant
Gain 1 life for each Forest on the battlefield.
155/188
Evade :1mana::symg: - Common
Instant
Target creature gets +2/+2 and can only be blocked by creatures with Flying or Reach until end of turn.
156/188
Everbloom Guard :1mana::symg::symg: - Common
Creature — Treefolk
Reach
Everbloom Guard gets +0/+2 when it blocks a creature with Flying
2/2
157/188
Everbloom Tender :1mana::symg: - Common
Creature — Elf Shaman
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/1
158/188
Foresttreaders :1mana::symg: - Common
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, Foresttreaders gets +1/+1 until end of turn.
2/1
159/188
Glade Watchers :symg::symg: - Common
Creature — Elf
Forestheart — As long as an opponent controls a Forest, Glade Watchers gets +1/+1 and has Trample.
2/2
160/188
Honorable Guardian :1mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +0/+2 and has Defender.
161/188
Mana Surge :1mana::symg::symg: - Uncommon
Instant
Search your library for up to two basic lands and put them into your hand. Then shuffle your library.
If you control more lands than an opponent, put all basic land cards from your hand onto the battlefield tapped.
162/188
Might of the Beasts :2mana::symg: - Common
Sorcery
Target creature gets +X/+X until end of turn where X is the highest power among creatures you control.
163/188
Miracle Grower :4mana::symg::symg: - Rare
Creature — Treefolk
:symg::symg:, :symtap:: Saprolings you control get +2/+3, have Reach, and become Treefolk until end of turn.
:2mana::symg:: Put two 1/1 green Saproling creature tokens onto the battlefield. You may only play this ability twice each turn.
3/4
164/188
Monstrous Awakening :2mana::symg::symg: - Common
Enchantment
Creatures you control get +1/+1 and have Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
165/188
Questing Hunt :2mana::symg: - Common
Sorcery
Look at the top three cards of your library, choose a creature card and put it into your hand and the rest on the bottom of your library in any order.
166/188
Reviving Falls :symg::symg::symg: - Uncommon
Sorcery
Gain 8 life.
167/188
Root Entangler :2mana::symg::symg: - Common
Creature — Treefolk
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
168/188
Roquewood Birdswallower :2mana::symg: - Uncommon
Creature — Treefolk
Reach
:symg:, :symtap:, Return a land you control to its owner's hand: Destroy target creature with Flying.
2/3
169/188
Roquewood Harvester :3mana::symg: - Uncommon
Creature — Treefolk
Landfall — When a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/5
170/188
Roquewood, the Protector :4mana::symg::symg::symg: - Rare
Legendary Creature — Treefolk
Indestructible Defender Reach
All other creatures you control get +0/+3 and gain Defender.
:symg::symg::symg:: Creatures you control with Defender can attack this turn as though they didn’t have Defender.
5/7
171/188
Sapling Herder :3mana::symg::symg: - Common
Creature — Treefolk
When Sapling Herder enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
1/3
172/188
Savant of Amberleaf :symg::symg: - Common
Creature — Elf
When Savant of Amberleaf enters the battlefield, target creature gets +1/+1 and gains Trample until end of turn.
1/2
173/188
Selana Gildon, Battlemage :2mana::symg::symg::symg: - Rare
Legendary Creature — Human Wizard
Whenever a creature enters the battlefield under your control, target creature gets +X/+X where X is that creature’s converted mana cost until end of turn.
:symg:: Target creature gains Trample until end of turn.
174/188
Surge of Might - Common
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
175/188
Survive the Elements :2mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and is Hexproof.
176/188
Sweeping Branches :1mana::symg: - Common
Instant
Creatures you control gain Reach until end of turn.
177/188
Till the Crops :symg::symg: - Common
Sorcery
Reveal the top card of your library. If it’s a land card, put it onto the battlefield, otherwise put it into your graveyard.
178/188
Vigilant Readyness :1mana::symg: - Common
Instant
Untap all creatures you control. Gain 1 life for each creature untapped this way.
179/188
Wilif Everbloom :3mana::symg::symg: - Rare
Legendary Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on each other Elf you control.
:symg::symg:: Target Elf gains Deathtouch until end of turn.
3/3
180/188
Artifacts (8 Cards)
White Ring - Mythic
Legendary Artifact
White creature spells you cast cost less to cast. The white ring was the essence of of spirit created in the dawn of the first sunrise.
181/188
Blue Ring - Mythic
Legendary Artifact
Blue creature spells you cast cost less to cast. The blue ring was the essence of water, born from the first drop to form.
182/188
Black Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast. The black ring was the essence of death, born from the first end.
183/188
Red Ring - Mythic
Legendary Artifact
Red creature spells you cast cost less to cast. The red ring was the essence of flame born from the first spark of life.
184/188
Green Ring - Mythic
Legendary Artifact
Green creature spells you cast cost less to cast. The green ring was the essence of nature born from the first sprouting seed.
185/188
Hand of the Ancients - Mythic
Legendary Artifact
Indestructible
When Hand of the Ancients enters the battlefield, exile all Ancients.
Ancients can’t be played or put onto the battlefield.
If an opponent controls the White, Blue, Black, Red, and Green Rings, exile Hand of the Ancients.
186/188
Artifacts: The rings aren't so exciting. The green one would probably be played in Combo Elves, but they are generally not so strong. I think they could each do something more unique. I assume the "black creatures" is a typo. Hand of the Ancients is much too narrow. Try to convey the flavor in another way. Also, "If an opponent controls all five Rings" isn't really defined. Staff of Chaos is fine and The Everbloom is a bit too strong, as I commented earlier.
I would give them unique names, like "Whateverius, Ring of Life", each of them an effect they share with each other and each a unique effect that represents the color and the element.
Well, all the rings technically 'belong' to Chaos.
So... here's my first revision.
Chaos' Ring of Eternity - Mythic
Legendary Artifact
White creature spells you cast cost less to cast.
Whenever you play a white creature spell, you may gain 2 life. The white ring was the essence of of spirit created in the dawn of the first sunrise.
181/188
Chaos' Ring of Oceans - Mythic
Legendary Artifact
Blue creature spells you cast cost less to cast.
Whenever you play a blue creature spell, you may draw a card. The blue ring was the essence of water, born from the first drop to form.
182/188
Chaos' Ring of Decay - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
Whenever you play a black creature spell, you may have target player discard a card. The black ring was the essence of death, born from the first end.
Chaos' Ring of Flame - Mythic
Legendary Artifact
Red creature spells you cast cost less to cast.
Whenever you play a red creature spell, you may deal 1 damage to target creature or player. The red ring was the essence of fire born from the first spark of life.
184/188
Chaos' Ring of Creation - Mythic
Legendary Artifact
Green creature spells you cast cost less to cast.
Whenever you play a green creature spell, you may put a 1/1 green Saproling creature token onto the battlefield under your control. The green ring was the essence of nature born from the first sprouting seed.
185/188
Also, here's an edit to The Everbloom.
The Everbloom - Mythic
Legendary Artifact
:symtap:, Exile The Everbloom: Add two mana of the color of your choice to your mana pool.
This way at least it doesn't get around Null Rod. It's a Black Lotus that makes one less. Made it exile itself so you could only use it once.
Storyline:
The power of the five rings lured the Ancients to Chaos' small world. The Ancients are powerful mystical beings. Chaos was nearly defeated and ended up having to seal away the Ancients within an artifact. He scattered the five rings so that their combined power couldn't be used again, unless united. He knew the now warring tribes of his world would never work together to assemble the rings.
Creature Types:
Elves, Goblins, Humans, Merfolk, Minotaur, Ogre, Skyfolk (new), Treefolk, Horror, and Serpent.
New Abilities:
Subdue (When this creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.)
Consume (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on this creature)
Morale X (Whenever this creature blocks or becomes blocked it gets +X/+X until end of turn) - yes, this is Bushido, just renamed
Gouge X (When this creature attacks, put the top X cards of defending player's library into their graveyard)
Returning Abilities:
Landfall, Scry
Cards so far:
The Ancients:
Ancient of the Peaks 5RR - Mythic
Legendary Creature - Ancient
Haste First Strike
Whenever you play a creature spell, creatures you control get +X/+0 until end of turn where X is that creature's converted mana cost.
When Ancient of the Peaks attacks, double all damage other creatures you control would deal this turn.
6/6
Ancient of the Sea 5UU - Mythic
Legendary Creature - Ancient
Hexproof Unblockable
When Ancient of the Sea deals combat damage to an opponent, draw three cards.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it's controller pays 4.
6/6
Ancient of the Shadow 5BB - Mythic
Legendary Creature - Ancient
Deathtouch Intimidate
:symb:: Regenerate.
When Ancient of the Shadow attacks, creatures you control get +2/+1 and gain Intimidate until end of turn.
Whenever a creature an opponent controls dies, you may pay where X is equal to that creature's toughness. If you do, that player loses that much life.
6/6
Ancient of the Sun 5WW - Mythic
Legendary Creature - Ancient
Indestructible Flying Vigilance
When Ancient of the Sun attacks, gain life equal to it's toughness.
Prevent all non-combat damage that would be dealt to you by sources your opponents control.
6/6
Ancient of the Woods 5GG - Mythic
Legendary Creature - Ancient
Trample Shroud
When Ancient of the Woods enters the battlefield, return all basic lands from your graveyard to the battlefield tapped.
When Ancient of the Woods deals combat damage to a player, put that many 1/1 green Saproling creature tokens onto the battlefield.
6/6
The Rings:
Legendary Artifact
White creature spells you cast cost W less to cast.
The White Ring is the essence spirit created in the first dawn of the first sunrise.
Blue Ring 3 - Mythic
Legendary Artifact
Blue creature spells you cast cost U less to cast.
The Blue Ring is the essence of water, born from the first drop to form.
Black Ring 3 - Mythic
Legendary Artifact
Black creature spells you cast cost B less to cast.
The Black Ring is the essence of death, born from the first end.
Red Ring 3 - Mythic
Legendary Artifact
Red creature spells you cast cost R less to cast.
The Red Ring is the essence of flame, born from the first spark.
Green Ring 3 - Mythic
Legendary Artifact
Green creature spells you cast cost G less to cast.
The Green Ring is the essence of nature, born from the first seed.
Elves:
Creature - Elf
Landfall - Whenever a land enters the battlefield under your control, you may draw a card.
Forestbond - Whenever a Forest enters the battlefield under your control, this creature gets +1/+1 until end of turn.
2/2
Amberleaf Champion 1GG - Uncommon
Creature - Elf Warrior
Trample Shroud
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/3
Amberleaf Healers 1GG - Uncommon
Creature - Elf Monk
GGGG Regenerate all Elves you control.
2/2
Amberleaf Sower 1GG - Uncommon
Creature - Elf Druid
2 Put a basic land card from your hand onto the battlefield.
1/1
Amberleaf Scout GG - Common
Creature - Elf Scout
Forestwalk Vigilance
1/1
Everbloom Tender 1G - Common
Creature - Elf Shaman
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
1/1
Foresttreaders GG - Common
Creature - Elf
Forestbond - Whenever a Forest enters the battlefield under your control, this creature gets +1/+1 until end of turn.
2/1
Glade Watchers 1G - Common
Creature - Elf
Forestheart - As long as an opponent controls a Forest, this creature gets +1/+1.
2/2
Seed Tender GG - Common
Creature - Elf Druid
When Seed Tender enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
1/2
Treefolk:
Roquewood, the Protector [mana]4GGG] - Mythic
Legendary Creature - Treefolk
Indestructible, Defender, Reach
All other creatures you control get +0/+3 and have Defender.
GGG:Creatures you control lose Defender until end of turn.
5/7
Miracle Grower 4GG - Rare
Creature - Treefolk
Saprolings you control get +2/+3, have Reach, and become Treefolk.
:symtap:: Put two 1/1 green Saproling creature tokens onto the battlefield.
3/4
Disciple of Roquewood 1G - Uncommon
Creature - Treefolk
Defender
When Disciple of Roquewood enters the battlefield, target creature gains Defender permanently.
1/3
Tanglewood Preserver 1GG - Uncommon
Creature - Treefolk
Reach Indestructible
Subdue (When this creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.)
2/3
Roquewood Harvister 2G - Uncommon
Creature - Treefolk
Landfall - Whenever a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/5
Bird Swatter 2GG - Common
Creature - Treefolk
Reach
When Bird Swatter blocks a creature with flying, destroy that creature at the end of the turn.
2/3
Defendrer of Roquewood 3GG - Common
Creature - Treefolk
Reach
Defender of Roquewood can block any number of creatures.
3/7
Everbloom Guard 1GG - Common
Creature - Treefolk
Reach
Everboom Guard gets +0/+2 as long as you control an Elf.
2/2
Root Entangler 2GG - Common
Creature - Treefolk
Subdue (When this creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.)
2/4
Sapling Herder 3GG - Common
Creature - Treefolk
When Sapling Herder enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
1/3
Merfolk:
Captain of the Waves 4UU - Rare
Creature - Merfolk
Hexproof
Other Merfolk you control get +1/+1 and are Hexproof.
When Captain of the Watch enters the battlefield, put three 1/1 blue Merfolk creature tokens onto the battlefield.
2/3
Champion of Berkrill 1UU - Uncommon
Creature - Merfolk
Hexproof
Subdue
When Champion of Berkrill deals combat damage to a player, you may draw a card.
2/3
Empowered Merrow 3U - Uncommon
Creature - Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
Reflection Watcher 2UU - Uncommon
Creature - Merfolk
Flash
When Reflection Watcher enters the battlefield, look at the top four cards of each player's library. Then put them back in any order.
2/2
Merrow Legpuller 1UU - Common
Creature - Merfolk
Islandwalk
When Merrow Legpuller enters the battlefield, tap target creature. It doesn't untap during its controller's next untap step.
2/2
Merrow Prophet 1UU - Common
Creature - Merfolk
X: Look at the top X cards of your library. Then put them back in any order.
1/1
Merrow Psychic UU - Common
Creature - Merfolk
Your opponents play with their hands and the top card of their library revealed.
1/2
Watertreaders 1U - Common
Creature - Merfolk
Islandbond - Whenever a Island enters the battlefield under your control, this creature gets +1/+1 until end of turn.
2/1
Whirlpool Jumpers UU - Common
Creature - Merfolk
Islandheart - As long as an opponent controls an Island, this creature gets +1/+1.
2/2
Serpents
Thyrol, the Sea Eternal 4UUU - Rare
Legendary Creature - Serpent
Indestructible
Landfall - Whenever a land enters the battlefiled under your control, tap target non land permanent. That permanent remains tapped as long as you control Thyrol.
6/8
Behemoth of the Deep 4UUU - Rare
Creature - Serpent
Hexproof
Whenever another Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn't untap during its controller's next untap step.
6/6
Sea Churning Serpent 4U - Uncommon
Creature - Serpent
Islandwalk
Islandbond - Whenever a Island enters the battlefield under your control, this creature gets +1/+1 until end of turn.
4/4
Shore Soaker 3UU - Uncommon
Creature - Serpent
When Shoer Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
Coral Reif Slitherer 2UU - Common
Creature - Serpent
Coral Reif Slitherer gets +1/+1 as long as you control a Merfolk.
3/3
Shrouded Serpent 1UU - Common
Creature - Serpent
Landfall -- Whenever a land enters the battlefield under your control, target creature you control gains Shroud until end of turn.
2/2
Wake Caster 2U - Common
Creature - Serpent
When Wake Caster enters the battlefield, tap target creature. That creature doesn't untap during its controller's next untap step.
2/2
Ogres
Sludge Smasher 4B - Rare
Creatuer - Ogre
Bloodthirst 3
:symtap:: Target player loses life equal to Sludge Smasher's power.
3/3
Bridgekeeper Oger 3BB - Uncommon
Deathtouch
Whenever a creature attacks you, untap Bridgekeeper Ogre and it blocks if able.
3/4
Grox'll Champion - Uncommon
Creature - Ogre
First Strike
Bloodthirst 1
Consume (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on this creature)
2/3
Grox'll Devourer 3BB - Uncommon
Creature - Ogre
Swampheart (As long as an opponent controls a Swamp, this creature gets +1/+1)
Consume (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on this creature)
3/3
Muck Ogre 2B - Common
Creature - Ogre
Swampwalk
Bloodthrist 1
2/2
Drow
Uktara Unburier 2BB - Rare
Creature - Drow Necromancer
BB, :symtap:: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
3/3
Underdark Champion 1BB - Uncommon
Creature - Drow Warrior
Intimidate
Ferocity (This creatuer attacks each turn if able)
B: Regenerate Underdark Champion.
2/3
Uktara Defiler 3BB - Uncommon
Creature - Drow
2BB, :symtap:: Creatures your opponents control get -2/-2 until end of turn.
3/2
Uktara Blood-Drawer 2BB - Uncommon
Creature - Drow
Sacrifice a creature: Target player sacrifices a a creature.
2/1
Shadowtreaders 1B - Common
Creature - Drow
Swampbond (Whenever a Swamp enters the battlefield under your control, this creature gets +1/+1 until end of turn.)
2/1
Fen Stalkers BB - Common
Creature - Drow
Swampheart (As long as an opponent controls a Swamp, this creature gets +1/+1)
2/2
Other Cards
The Everbloom 1 - Mythic
Legendary Artifact
Sacrifice The Everbloom: Add two mana of any color combination to your mana pool.
Hand of the Ancients 4 - Mythic
Legendary Artifact
During your draw phase, if you control the White, Blue, Black, Red, and Green rings, you may search your library for any number of Ancients, reveal them and put them onto the battlefield. Then shuffle your library
As long as you control the White, Blue, Black, Red, and Green rings, the 'Legend Rule' doesn't apply to the Ancients.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Landbond seems a bit narrow. Since it doesn't have a variable effect, you could keywTord it instead of having it as an ability word. My suggestion though would be to just expand 'Landfall' to the basic land types like 'Forestfall' ect. Or you could just define it as "Whenever a [land type] enters the battlefield, trigger" - you still can make all these triggers +1/+1.
Thyrol: I like the landfall ability, but indestructible isn't really blue.
The Everbloom: Even better than Lotus Petal. Should cost 2 maybe.
The Ancient cycle looks fun. Very powerful guys.
Good luck with the set (7 years? Jesus!).
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
The Landbond was a bit broader than just a +1/+1, I had it so they got an in color ability as well, but not sure how to get all the syntax into Magic Set Editor.
White got Vigilance, Blue got Shroud, Black got Intimidate, Red got First Strike, and Green got Trample.
True, blue doesn't really do Indestructible, but blue needs more creature abilities.
The Everbloom should probably not cost :2mana:. At it becomes a Signet that you don't have to pay to use, and is a one time use.
Thanks for the input!
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Landfall - Good to see this one come back; it has a lot of room to explore. However, landheart may as well be landwalk, and landbound is a much narrower version of landfall. How about Swampfall or Mountainfall on black creatures, for example? That way you can encourage monocolour in the first block, then multicolour in the second. Or something.
Subdue is kinda cool, and fits flavour with white and blue (black and green have deathtouch and red has high power).
Ferocity takes a bit of fun out of things - how often do you really want combat to be kinda out of your hands? I'd rather this be a mechanic I want to see, like Consume. Also, like the above land abilities, you don't need both bloodthirst and consume in one set as they vie for design space.
Morale doesn't really make sense, as you get morale from your team, not from enemies. Also, weaker bushido.
The idea of five rings is workable, however they're identical which is a little unexciting, and the Ancients are just big dudes without a different variety of wow-ness to them. Plus, the Hand of the Ancients requires one of each ring and a deck full of ancients, but that makes the deck rather unplayable unless it manages to 'go off'. That's not good.
Overall I think there's some redundancy here which is clogging up the set. I would like to see this set cut down to just what's essential, so I can work out what is meant to be happening here rather than just a mass of cards with too-simialr abilities.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Servien - Full Set
White (36 cards)
Advancing Troops :2mana::symw::symw: - Common
Enchantment
Creatures you control have Vigilance and Lifelink.
1/188
Ancient of the Sun :5mana::symw::symw: - Mythic
Legendary Creature — Ancient
Flying, Vigilance
Battlecry
Whenever Ancient of the Sun attacks, gain life equal to it’s toughness.
Prevent all damage that would be dealt to you by sources your opponents control.
6/6
2/188
Battle Surge :1mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
3/188
Blessed Day :2mana::symw::symw: - Common
Enchantment
Landfall — Whenever a land enters the battlefield under your control target creature gains protection from the color of your choice until end of turn.
4/188
Blessed Shield :symw::symw: - Unommon
Instant
Target creature gets +0/+X until end of turn, where X is the number of Plains you control.
5/188
Call to Arms :1mana::symw: - Common
Instant
Untap all creatures you control.
6/188
Cleansing Ruin :symw::symw: - Common
Sorcery
Destroy target artifact, gain 4 life.
7/188
Defend the Homefront :1mana::symw: - Common
Instant
Creatures you control get +1/+0 and gain First Strike until end of turn.
8/188
Defensive Formation :1mana::symw: - Common
Sorcery
Target creature with Defender gets +0/+3 until end of turn.
9/188
Divine Power :3mana::symw: - Uncommon
Sorcery
Gain 1 life for each creature on the battlefield. Then untap all creatures you control.
10/188
Edain, Field Commander :4mana::symw::symw: - Rare
Legendary Creature — Human
Lifelink
Creatures you control have Double Strike and Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
3/4
11/188
Everard Fiorvante, the Cleric :2mana::symw::symw::symw: - Rare
Legendary Creature — Human Cleric
Whenever a creature enters the battlefield under you control, gain life equal to it’s toughness.
:symtap:: Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of Plains you control.
3/4
12/188
Favor the Faithful :3mana::symw: - Common
Instant
If you have more life than an opponent, destroy all enchantments you don’t control.
13/188
Fieldtreaders :1mana::symw: - Common
Creature — Human
Landfall — Whenever a land enters the battlefield under your control, Fieldtreaders gets +1/+1 until end of turn.
2/1
14/188
Forbid the Relics :1mana::symw: - Common
Sorcery
Gain 4 life unless an opponent sacrifices an artifact or enchantment.
“We must rid ourselves of relics of the past and move forward. There is no moving backward. Progress through unity.” — Edain.
15/188
Frantic Scout :symw::symw: - Common
Creature — Human
When an opponent declares an attack, if Frantic Scout is tapped, you may untap it.
2/1
16/188
Gallant Skyfolk :1mana::symw: - Common
Creature — Skyfolk
Flying
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
1/1
17/188
Kelian Champion :1mana::symw::symw: - Uncommon
Creature — Human Warrior
First Strike, Vigilance
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2/3
18/188
Master of Kelian :3mana::symw::symw: - Rare
Creature — Human
Double Strike
Whenever an opponent declares an attack, you may untap Master of Kelian and another target creature you control.
2/4
19/188
Master of Windeen :3mana::symw::symw: - Rare
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, White creatures you control get +1/+1 until end of turn.
:symw::symw:: Target creature gains protection from the color of your choice until end of turn.
3/4
20/188
Meadow Elite :symw::symw: - Common
Creature — Human
Plainsheart — As long as an opponent controls a Plains, Meadow Elite gets +1/+1 and has Vigilance.
1/2
21/188
Northern Riders :2mana::symw::symw: - Uncommon
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/3
22/188
Rallied Troopers :2mana::symw: - Common
Creature — Human
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Vigilance
2/2
23/188
Rally Around :2mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
24/188
Sentry of Kelian :1mana::symw: - Common
Creature — Human
Defender
First Strike
2/2
25/188
Shieldmates :2mana::symw::symw: - Uncommon
Creature — Human
First Strike Vigilance
Shieldmates can block any number of creatures.
1/5
26/188
Skyfolk Divebomber :3mana::symw: - Uncommon
Creature — Skyfolk
Flying First Strike
Landfall — Whenever a land enters the battlefield under your control, Skyfolk Divebomber gains Vigilance until end of turn.
3/3
27/188
Skyfolk Skirmisher :2mana::symw::symw: - Uncommon
Creature — Skyfolk
Flying
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
28/188
Soul’s Exchange :1mana::symw::symw: - Uncommon
Instant
Tap target attacking or blocking creature.
If you have more life than an opponent, exile that creature instead.
29/188
Verez, the Sky Ascended :4mana::symw::symw: - Rare
Legendary Creature — Skyfolk
Flying
Creatures you control with Flying get +1/+2.
Landfall — Whenever a land enters the battlefield under your control, target creature gains Flying. (This effect is permanent)
4/4
30/188
Warcry Skyfolk :symw::symw: - Common
Creature — Skyfolk
Flying
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
1/1
31/188
Windeen Champion :1mana::symw::symw: - Uncommon
Creature — Skyfolk Warrior
Flying First Strike
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
32/188
Windeen Gift - Common
Instant
Target creature gets +1/+1 and gains Flying until end of turn.
33/188
Windeen Patroler :2mana::symw: - Common
Creature — Skyfolk
Flying Lifelink
2/2
34/188
Windeen Plainsguard :3mana::symw: - Common
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, Windeen Plainsguard gets +1/+1 until end of turn.
2/2
35/188
Windeen Scout :1mana::symw: - Common
Creature — Skyfolk
Plainsheart — As long as an opponent controls a Plains, Windeen Scout gets +1/+1 and has Vigilance.
Flying
1/1
36/188
Blue (36 cards)
Ancient of the Sea :5mana::symu::symu: - Mythic
Legendary Creature — Ancient
Ancient of the Sea can't be blocked if you have more cards in your hand than an opponent.
Whenever Ancient of the Sea deals combat damage to an opponent, draw cards equal to it’s power.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it’s controller pays :4mana:.
6/6
37/188
Banish :1mana::symu: - Common
Sorcery
Return target creature to its owner’s hand. That player puts the top two cards of their library into their graveyard.
38/188
Behemoth of the Deep :4mana::symu::symu::symu: - Rare
Creature — Serpent
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Whenever a Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
6/6
39/188
Captain of the Waves :4mana::symu::symu: - Rare
Creature — Merfolk
Hexproof
Other Merfolk creatures you control get +1/+1 and have Hexproof.
When Captain of the Waves enters the battlefield, put three 1/1 blue Merfolk creature tokens on to the battlefield.
2/3
40/188
Champion of Glewod :1mana::symu::symu: - Uncommon
Creature — Merfolk
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Champion of Glewod attacks, Scry 2.
2/3
41/188
Coarl Reef Slitherer :3mana::symu: - Common
Creature — Serpent
Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.)
3/3
42/188
Coiling Lakeskimmer :3mana::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Coiling Lakeskimmer gets +1/+1 until end of turn.
3/3
43/188
Constrictor Serpent :3mana::symu::symu: - Common
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Constrictor Serpent gets +1/+1 and has Hexproof.
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
44/188
Conundrum - Common
Sorcery
Scry 4 (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Years ago Narrik was given a riddle, he still seeks the answer.
45/188
Drown Out :1mana::symu::symu: - Common
Instant
Tap all creatures without flying target opponent controls.
46/188
Empowered Merrow :3mana::symu: - Uncommon
Creature — Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
47/188
Hypnotizing Waters :2mana::symu: - Uncommon
Instant
Tap up to four target creatures.
48/188
Merrow Legpuller 1UU - Common
Creature — Merfolk
Islandwalk
When Merrow Legpuller enters the battlefield tap target creature, it doesn’t untap during its controller’s next untap phase.
The merfolk of these waters were notorious for pulling at the legs of humans that went swimming.
2/2
49/188
Merrow Prophet :1mana::symu::symu: - Common
Creature — Merfolk
:xmana:: Look at the top X cards of your library. Then put them back in any order.
1/1
50/188
Merrow Psychic :symu::symu: - Common
Creature — Merfolk
When Merrow Psychic enters the battlefield, Scry 3.
1/2
51/188
Mystic Prediciton :symu::symu: - Uncommon
Instant
Name a card, then look at the top three cards of target player’s library. If the named card is among them, you draw two cards. Otherwise, you draw a card.
52/188
Narrick, the Wandering Sage :2mana::symu::symu::symu: - Rare
Legendary Creature — Human Wizard
Play with the top card of your library revealed.
If the top card of your library is an Instant or Sorcery card, you may play that card as though it were in your hand.
:2mana::symu::symu:: Shuffle your library.
3/4
53/188
Pool of Insight :1mana::symu: - Common
Instant
Look at the top five cards of your library. Put them back in any order, then draw a card.
54/188
Pull Under :1mana::symu: - Common
Instant
Target creature gains Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.) until end of turn.
55/188
Reflection Watcher :2mana::symu: - Uncommon
Creature — Merfolk
Flash
When Reflection Watcher enters the battlefield look at the top three cards of each players library, then put them back in any order.
2/2
56/188
Sea Churning Serpent :3mana::symu: - Uncommon
Creature — Serpent
Islandwalk
Landfall — Whenever an Island enters the battlefield, Sea Churning Serpent gets +1/+1 until end of turn.
4/4
57/188
Sea’s Fountain :1mana::symu::symu: - Common
Enchantment
Sea’s Fountain enters the battlefield with two Douse counters on it.
:symu::symu:, Remove a Douse counter from Sea’s Fountain: Put a Douse counter on target land. That land becomes an Island in addition to it’s other types.
58/188
Shore Soaker :3mana::symu::symu: - Uncommon
Creature — Serpent
When Shore Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's other types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
59/188
Submerger Serpent :1mana::symu::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Submerger Serpent gains Subdue until end of turn.
2/3
60/188
Temporary Barrier :2mana::symu::symu: - Uncommon
Sorcery
Target player may only play one spell on their next turn.
Draw a card.
61/188
Thyrol, the Sea Eteranal :4mana::symu::symu::symu: - Rare
Legendary Creature — Serpent
Indestructible
Landfall — Whenever a land enters the battlefield under your control, tap target non land permanent. That permanent doesn’t untap as long as you control Thyrol, the Sea Eternal.
6/8
62/188
Tidal Champion :1mana:symu::symu: - Uncommon
Creature — Serpent Warrior
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Tidal Champion deals combat damage to a player, you may draw a card.
2/3
63/188
Tidal Control :2mana::symu::symu: - Uncommon
Sorcery
Unless target opponent returns three permanents to their hand, untap target creature and gain control of it.
64/188
Tide’s Pull :2mana::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
65/188
Turn the Tides :2mana::symu::symu::symu: - Rare
Instant
Return all creatures target opponent controls to their hand.
66/188
Undertow :3mana::symu::symu: - Uncommon
Enchantment
Tapped creatures your opponents control don’t untap during their controller’s untap phase unless they pay for each creature.
67/188
Wake Crasher :1mana::symu: - Common
Creature — Serpent
Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
2/2
68/188
Watertreaders :1mana::symu: - Common
Creature — Merfolk
Landfall — Whenever a land enters the battlefield under your control, Watertreaders gets +1/+1 until end of turn.
2/1
69/188
Waves of Glewod :1mana::symu::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Hexproof.
70/188
Whirlpool Jumpers :symu::symu: - Common
Creature — Merfolk
Islandheart — As long as an opponent controls an Island, Whirlpool Jumpers gets +1/+1 and has Hexproof.
2/2
71/188
Yeziv, the Visionary :symu::symu: - Rare
Legendary Creature — Merfolk
:symu:, :symtap:: Shuffle a card from your hand into your library, then draw two cards.
:symu:, :symtap:: Shuffle your hand into your library, then draw that many cards.
1/2
72/188
Black (36 cards)
Ancient of the Shadow :5mana::symb::symb: - Mythic
Legendary Creature — Ancient
Deathtouch, Intimidate
:symb:: Regenerate Ancient of the Shadow.
When Ancient of the Shadow attacks, creatures you control get +2/+1 and gain Intimidate until end of turn.
Whenever a creature an opponent controls dies, you may pay X, where X is equal to that creatures’ toughness. If you do, that player loses that much life.
6/6
73/188
Blade of the Assassin :1mana::symb: - Common
Instant
Destroy target nonblack attacking creature.
74/188
Bridgekeeper Ogre :2mana::symb::symb::symb: - Uncommon
Creature — Ogre
Deathtouch
Whenever a creature attacks you, untap Bridgekeeper Ogre and it blocks if able.
3/4
75/188
Celebration of Death :2mana::symb: - Uncommon
Instant
For each 1 life you lost this turn, target player loses that much life.
76/188
Conspicuous Consumption :1mana::symb::symb: - Uncommon
Enchantment — Aura
Enchant Creature
Enchanted creature gains Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
77/188
Corpse Mangler :1mana::symb::symb: - Common
Creature — Ogre
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
2/2
78/188
Cygnus Vodst, the Necromancer :2mana::aymb::symb::symb: - Rare
Legendary Creature — Human Necromancer
As long as the top card of your graveyard is a creature card, you may play that card as though it were in your hand.
:xmana::symb::symb:: Exile the top card of your graveyard, target opponent loses life equal to that card's converted mana cost.
3/3
79/188
Deathbringer Ogre :3mana::symb: - Common
Creature — Ogre
Landfall — Whenever a land enters the battlefield under your control, Deathbringer Ogre gains Deathtouch until end of turn.
3/2
80/188
Deep Shadow Drow :1mana::symb: - Common
Creature — Drow
Ferocity (This creature attacks each turn if able.)
2/1
81/188
Defiler of Grox’ll :4mana::symb: - Rare
Creature — Ogre
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)
:symtap:, Target player loses life equal to Defiler’s power.
3/3
82/188
Deroza the Fallen :5mana::symb: - Rare
Legendary Creature — Drow
Ferocity (This creature attacks each turn if able.)
When Deroza the Fallen attacks, defending player sacrifices a creature.
, Exile target creature card from any graveyard: Target player loses X life where is is that creature’s mana cost.
6/5
83/188
Diabolic Strength - Common
Instant
Target creature gets +2/+1 and gains Intimidate until end of turn.
84/188
Drow Battlemage :2mana::symb: - Common
Creature — Drow
Landfall — Drow Battlemage gets +2/+1 until end of turn.
1/1
85/188
Evicerate :2mana::symb::symb: - Uncommon
Instant
Destroy target creature, it can’t be regenerated.
Draw a card.
86/188
Evil’s Caress :2mana::symb::symb: - Common
Enchantment
Creatures you control gain Intimidate and have “:2mana::symb:: Regenerate this creature.”
87/188
Fen Stalkers :symb::symb: - Common
Creature — Drow
Swampheart — As long as an opponent controls a Swamp, Fen Stalkers gets +1/+1 and has Intimidate.
2/2
88/188
Grox’ll Champion :1mana::symb::symb: - Uncommon
Creature — Ogre Warrior
Intimidate
First Strike
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/3
89/188
Grox’ll Devourer :3mana::symb::symb: - Uncommon
Creature — Ogre
Swampheart
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
3/3
90/188
Lesser of two Evils :2mana::symb::symb: - Uncommon
Sorcery
Unless an opponent loses 6 life, exile up to two target creatures.
Narrick watched the two demons fight, but in the end a demon would still win.
91/188
Menacing Drow :2mana::symb: - Common
Creature — Drow
Intimidate
When Menacing Drow attacks, it gets +2/+1 until end of turn.
1/1
92/188
Mental Trauma :symb::symb: - Common
Sorcery
Target player discards a card at random. If that player lost life this turn, they must choose and discard a card.
93/188
Muck Ogre :2mana::symb: - Common
Creature — Ogre
Swampwalk
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/2
94/188
Noxious Fumes :3mana::symb: - Common
Instant
Up to two target creatures gets -2/-2 until end of turn.
95/188
Power of Darkness :2mana::symb: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and gains Intimidate.
96/188
Presence of Death :1mana::symb::symb: - Common
Instant
Unless target opponent sacrifices a creature, you may have to two target creatures -1/-1 until end of turn.
97/188
Segregated Plague :2mana::symb: - Common
Sorcery
As you play Segregated Plague, choose a creature type.
Creatures of that type get -1/-1 until end of turn.
98/188
Shadowtreaders BB - Common
Creature — Drow
Landfall — Whenever a land enters the battlefield under your control, Shadowtreaders gets +1/+1 until end of turn.
2/1
99/188
Sludge Smasher :3mana::symb: - Common
Creature — Ogre
Swamheart — As long as an opponent controls a Swamp, Sludge Smasher gets +1/+1 and has Intimidate.
3/3
100/188
Soul Seep :1mana::symb: - Common
Sorcery
Each opponent loses 1 life, you gain 1 life for each opponent that lost life this way.
101/188
Spreading Weakness :2mana::symb::symb: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, put a -1/-1 counter on target creature.
102/188
Uktara Blood-drawer :2mana::symb::symb: - Uncommon
Creature — Drow
Sacrifice a creature: Target opponent sacrifices a creature.
2/1
103/188
Uktara Defiler :3mana::symb::symb: - Uncommon
Creature — Drow
:1mana::symb::symb:, :symtap:: Creatures your opponents control get -1/-1 until end of turn.
2/3
104/188
Uktara Unburier :2mana::symb::symb: - Rare
Creature — Drow Necromancer
:symb::symb:, :symtap:: Return target creature card from your graveyard to your hand.
:3mana::symb::symb:, :symtap:: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
3/3
105/188
Underdark Champion :1mana::symb::symb: - Uncommon
Creature — Drow Warrior
Intimidate
Ferocity (This creature attacks each turn if able.)
:symb:: Regenerate Underdark Champion.
2/3
106/188
War Ogre :3mana::symb: - Common
Creature — Ogre
First Strike
3/2
107/188
Wurgul Everfeaster :5mana::symb::symb: - Rare
Legendary Creature — Ogre
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
Whenever a creature dies, target player loses life to that creature’s toughness.
5/5
108/188
Red (36 cards)
Ancient of the Peaks :5mana::symr::symr: - Mythic
Legendary Creature — Ancient
Haste, First Strike
Whenever you play a creature spell, creatures you control get +X/+0 until end of turn where X is that creature’s converted mana cost.
Double all damage creatures you control would deal.
6/6
109/188
Battle Charge :1mana::symr: - Common
Instant
Creatures you control gain First Strike and Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) until end of turn.
110/188
Battle Frenzy :1mana::symr::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
111/188
Berserker Goblin :symr::symr: - Common
Creature — Goblin
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/1
112/188
Blessing of Chaos - Uncommon
Sorcery
Creatures your opponent controls can’t block this turn.
113/188
Blistering Lava :symr::symr: - Common
Sorcery
Blistering Lava deals 3 damage to target creature.
Landfall — If you had a land enter the battlefield under your control this turn, you may have Blistering Lava deal 3 damage to target player as well.
114/188
Boiling Oil :2mana::symr: - Common
Instant
Boiling Oil deals 2 damage to each blocking creature.
115/188
Bruga, War Champion :4mana:symr::symr: - Rare
Legendary Creature — Minotaur
Haste
Ferocity (This creature attacks each turn if able.)
Attacking creatures you control get +X/+0 where X is Bruga, War Champion’s power.
5/4
116/188
Brutal Tauren :2mana::symr::symr: - Common
Creature — Minotaur
Haste
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
3/2
117/188
Burning Winds :1mana::symr: - Common
Instant
Burning Winds deals 1 damage to each attacking creature.
118/188
Charging Goblin :3mana::symr: - Uncommon
Creature — Goblin
Ferocity (This creature attacks each turn if able.)
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/1
119/188
Crag Champion :1mana::symr::symr: - Uncommon
Creature — Goblin Warrior
Haste First Strike Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
120/188
Embattled Tauren :3mana::symr: - Common
Creature — Minotaur
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
121/188
Fire Within :2mana::symr: - Common
Sorcery
Target creature that entered the battlefield this turn deals damage equal to it’s power to another target creature.
122/188
Flame Chaser :symr::symr: - Uncommon
Creature — Goblin
Haste
Whenever another Goblin attacks Flame Chaser gets +1/+0 until end of turn.
1/1
123/188
Frenzied Tauren :3mana::symr: - Common
Creature — Minotaur
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
2/3
124/188
Goblin Commander :2mana:symr::symr: - Rare
Creature — Goblin
Landfall — Goblins you control gain Flanking until end of turn.
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/2
125/188
Goblin Sapper-Team - Common
Creature — Goblin
Sacrifice Goblin Sapper-Team: Destroy target creature with Defender.
1/1
126/188
Goblin Savages :2mana::symr: - Common
Creature — Goblin
Haste
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
127/188
Grack Stonethrower :2mana::symr::symr: - Rare
Legendary Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, put a 1/1 red Goblin creature token with Haste onto the battlefield under your control.
:symr::symr:, Sacrifice a Goblin: Grack Stonethrower deals X damage to target creature or player where X is the number of Goblins you control.
2/3
128/188
Grasp the Flame - Common
Instant
Target creature gets +2/+0 and gains Haste until end of turn.
129/188
Landslide Runners :symr::symr: - Common
Creature — Goblin
Mountainheart — As long as an opponent controls a Mountain, Landslide Runners gets +1/+1 and has First Strike
2/2
130/188
Lightning Storm :symr::symr: - Common
Instant
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
“Some say lightning never strikes the same place twice, those who do have never met a skilled mage.” — Narrick, the Wandering Sage
131/188
Lust for Battle :2mana::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Ferocity (This creature attacks each turn if able.)
132/188
Mountaintreaders :1mana::symr: - Common
Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, Mountaintreaders gets +1/+1 until end of turn.
2/1
133/188
Pyotr Elric, the Pyromancer :2mana::symr::symr::symr: - Rare
Legendary Creature — Human Wizard
Whenever you play an Instant or Sorcery spell, you may deal damage equal to that spell’s converted mana cost to target player.
:symtap:, Sacrifice three mountains: Pyotr Elric, the Pyromancer deals 4 damage to each other creature.
3/3
134/188
Raging Tauren :3mana::symr::symr: - Uncommon
Creature — Minotaur
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
When Raging Tauren dies, it deals damage equal to it’s power to target creature or player.
2/2
135/188
Rush to War :2mana::symr::symr: - Common
Enchantment
Creatures you control have Haste and Ferocity.
136/188
Savage of the High Pass :3mana::symr: - Common
Creature — Minotaur
Mountainheart — As long as an opponent controls a Mountain, Savage of the High Pass gets +1/+1 and has First Strike.
2/3
137/188
Searing Ash - Common
Instant
Searing Ash deals 3 damage to target creature.
138/188
Shower of Lava :1mana:symr: - Common
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may deal 1 damage to target creature or player.
139/188
Tactical Manuvers :1mana::symr: - Common
Sorcery
Target creature gets +1/+0 and gains Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) until end of turn.
140/188
Tauren Assaulter :3mana::symr: - Uncommon
Creature — Minotaur
Landfall — Whenever a land enters the battlefield under your control, Tauren Assaulter gets +2/+0 until end of turn.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
2/2
141/188
Tauren Battlecraver :3mana::symr::symr: - Common
Creature — Minotaur
Landfall — Tauren Battlecraver gains Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.) until end of turn.
3/2
142/188
Tauren Battlemaster :4mana::symr::symr: - Rare
Creature — Minotaur
Frenzy 3 (Whenever this creature attacks and isn’t blocked, it gets +3/+0 until end of turn.)
When Tauren Battlemaster attacks, creatures you control gain First Strike until end of turn.
4/4
143/188
Tauren Champion :1mana::symr::symr: - Uncommon
Creature — Minotaur Warrior
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Ferocity (This creature attacks each turn if able.)
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.)
2/3
144/188
Green (36 cards)
Amberleaf Captain :2mana::symg::symg; - Rare
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, you may draw a card.
:symg::symg:, :symtap:: Target creature gets +X/+X and gains Trample until end of turn, where X is the number of Elves you control.
2/2
145/188
Amberleaf Champion :1mana:symg::symg: - Uncommon
Creature — Elf Warrior
Trample Shroud
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/3
146/188
Amberleaf Healers :1mana::symg::symg: - Uncommon
Creature — Elf
:symg::symg::symg::symg:: Regenerate all Elves you control.
2/2
147/188
Amberleaf Scout :symg::symg: - Common
Creature — Elf
Forestwalk Vigilance
1/2
148/188
Amberleaf Sower :1mana::symg::symg: - Uncommon
Creature — Elf Druid
:2mana:: Put a land card from your hand onto the battlefield.
1/1
149/188
Ancient of the Woods :5mana::symg::symg: - Mythic
Legendary Creature — Ancient
Trample, Shroud
When Ancient of the Woods enters the battlefield, return all basic land cards from your graveyard to the battlefield tapped.
When Ancient Woods deals combat damage to an opponent, put that many 1/1 green Insect creature token onto the battlefield.
6/6
150/188
Bird Swatter :2mana::symg::symg: - Common
Creature — Treefolk
Reach
When Bird Swatter blocks a creature with flying, destroy it
2/3
151/188
Broaden the Horizons :1mana::symg::symg: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may search your library for a basic land card. If you do, reveal it and put it into your hand, then shuffle your library.
152/188
Defender of Roquewood :3mana::symg::symg: - Common
Creature — Treefolk
Reach
Defender of Roquewood can block any number of creatures.
3/7
153/188
Disciple of Roquewood :1mana::symg: - Uncommon
Creature — Treefolk
Defender
When Disciple of Roquewood enters the battlefield, target creature gains Defender permanently.
1/5
154/188
Embrace the Wildwood :2mana::aymg: - Common
Instant
Gain 1 life for each Forest on the battlefield.
155/188
Evade :1mana::symg: - Common
Instant
Target creature gets +2/+2 and can only be blocked by creatures with Flying or Reach.
156/188
Everbloom Guard :1mana::symg::symg: - Common
Creature — Treefolk
Reach
Everbloom Guard gets +0/+2 when it blocks a creature with Flying
2/2
157/188
Everbloom Tender :1mana::symg: - Common
Creature — Elf Shaman
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/1
158/188
Foresttreaders :1mana::symg: - Common
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, Foresttreaders gets +1/+1 until end of turn.
2/1
159/188
Glade Watchers :symg::symg: - Common
Creature — Elf
Forestheart — As long as an opponent controls a Forest, Glade Watchers gets +1/+1 and has Trample.
2/2
160/188
Honorable Guardian :1mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +0/+2 and has Defender.
161/188
Mana Surge :1mana::symg::symg: - Uncommon
Instant
Put all basic land cards from your hand onto the battlefield tapped.
162/188
Miracle Grower :4mana::symg::symg: - Rare
Creature — Treefolk
Saprolings you control get +2/+3, have Reach, and become Treefolk.
:symtap:: Put two 1/1 green Saproling creature tokens onto the battlefield.
3/4
163/188
Monstrous Awakening :2mana::symg::symg: - Common
Enchantment
Creatures you control have Trample and Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
164/188
Questing Hunt :2mana::symg: - Common
Sorcery
Look at the top three cards of your library, choose a creature card and put it into your hand and the rest on the bottom of your library in any order.
165/188
Remember the Past - Common
Sorcery
Shuffle up to two target cards from your graveyard into your library.
166/188
Reviving Falls :symg::symg::symg: - Uncommon
Sorcery
Gain 8 life.
167/188
Root Entangler :2mana::symg::symg: - Common
Creature — Treefolk
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
168/188
Roquewood Champion :1mana::symg::symg: - Uncommon
Creature — Treefolk Warrior
Reach Defender Indestructible
2/3
169/188
Roquewood Harvester :3mana::symg: - Uncommon
Creature — Treefolk
Landfall — When a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/5
170/188
Roquewood, the Protector :4mana::symg::symg::symg: - Rare
Legendary Creature — Treefolk
Indestructible Defender Reach
All other creatures you control get +0/+3 and gain Defender.
:symg::symg::symg:: Creatures you control with Defender can attack this turn as though they didn’t have Defender.
5/7
171/188
Sapling Herder :3mana::symg::symg: - Common
Creature — Treefolk
When Sapling Herder enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
1/3
172/188
Seed Tenders :symg::symg: - Common
Creature — Elf
When Seed Tenders enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
1/2
173/188
Selana Gildon, Battlemage :2mana::symg::symg::symg: - Rare
Legendary Creature — Human Wizard
Whenever a creature enters the battlefield under your control, target creature gets +X/+X where X is that creature’s converted mana cost until end of turn.
:symg:: Target creature gains Trample until end of turn.
174/188
Surge of Might - Common
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
175/188
Survive the Elements :2mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and is Indestructible.
176/188
Sweeping Branches :1mana::symg: - Common
Instant
Creatures you control gain Reach until end of turn.
177/188
Till the Crops :symg::symg: - Common
Sorcery
Reveal the top card of your library. If it’s a land card, put it onto the battlefield, otherwise put it into your graveyard.
178/188
Vigilant Readyness :1mana::aymg: - Common
Instant
Untap all creatures you control. Gain 1 life for each creature untapped this way.
179/188
Wilif Everbloom :2mana::symg::symg: - Rare
Legendary Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on each other Elf you control.
:symg::symg:: Target Elf gains Deathtouch until end of turn.
3/3
180/188
Artifacts (8 Cards)
White Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
The white ring was the essence of of spirit created in the dawn of the first sunrise.
181/188
Blue Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
The blue ring was the essence of water, born from the first drop to form.
182/188
Black Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
The black ring was the essence of death, born from the first end.
183/188
Red Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
The red ring was the essence of flame born from the first spark of life.
184/188
Green Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
The green ring was the essence of nature born from the first sprouting seed.
185/188
Hand of the Ancients - Mythic
Legendary Artifact
Indestructible
When Hand of the Ancients enters the battlefield, exile all Ancients.
Ancients can’t be played or put onto the battlefield.
If an opponent controls all five Rings, exile Hand of the Ancients.
186/188
Ring of Chaos - Mythic
Legendary Artifact
:2mana:, :symtap:: Exile target Legendary permanent.
187/188
The Everbloom - Mythic
Legendary Artifact
Sacrifice The Everbloom: Add two mana of any colors of your choice to your mana pool.
188/188
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Attacking every turn is a downside, but not when that creature is something you want attacking every turn.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Ancient of the Sun: Either cut the indestructible or the prevent damage clause. This will make it impossible for some decks to win once this guy is out. For this and all following cards: It's worded "~ is indestructible" and "you gain life".
Battle Surge: Very weak card. I have no problem with some bad cards, but this one is too much.
Blessed Day: Seems like an uncommon again. Just use the Stave Off wording.
Defend the Homefront: The effects are not very synergistic. I think just first strike is decent for common and that cost anyway.
Defensive Stance: Card with that name already exists. I think you're overloading a bit the combat tricks. Also, the card is too bad for my taste.
Divine Bond: Two "untap all creatures" spells are not needed I think. You may also want to cut down the lifegain a bit.
Edain: I would reduce his power level a bit. He's quite the bomb for a rare.
Evard: "Prevent the next X damage that would be dealt to target creature or player this turn,..."
Favor of the Faithful: This isn't a common. Good to see a "life matters" card.
Forbid the Relics: More lifegain. Not a common.
Frantic Scout: "Whenever ~ blocks". If this is supposed to allow another creature to block, that doesn't work. All creatures block at once.
Master of Kelian: The second ability doesn't work. No suggestions though. I have the feeling your rares are a bit bland. This is the second guy with double strike.
Master of Windeen: I would cut the last ability. Doesn't feel connected to the other.
Northern Riders: This could cost 4.
Sentry of Kelian: 1 power first strike not that hot :/.
Skyfolk Bomber: Misses the actual landfall.
Soul's Exchange: Pure lifegain is already bad in most formats, "not gaining life when you actually need is" is even worse.
Verez: Misses the actual landfall. You should word this with counters like Aven Mimeomancer. Make the pump symmetric and drop the vigilance (don't ruin a cool idea with too many gimmicks).
Warcry Skyfolk: Cool card. Maybe uncommon because of power level.
Windeen Champion: You're overusing vigilance. Btw, separate the keywords: "Flying, vigilance (New line) Battle Cry (reminder)"
Windeen Gift: Too many combat tricks.
Windeen Patroler: Diving Griffin. You're upgrading a fine card, while keeping it common.
Windeen Scout: Gosh, more vigilance.
Overall: The rares could need some work. I would expand on the flying theme, which has potential, and cut down the vigilance and the lifegain; or make good lifegain cards and/or more cards that actually care about life. The cards I liked most was the Warcry Skyfolk and Verez.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Removed Vigilance from a few of the cards. All in all there were only 11 cards with Vigilance.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
White (36 cards)
Advancing Troops :2mana::symw::symw: - Common
Enchantment
Creatures you control have Vigilance and Lifelink.
1/188
Ancient of the Sun :5mana::symw::symw: - Mythic
Legendary Creature — Ancient
Flying, Vigilance
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever Ancient of the Sun attacks, gain life equal to it’s toughness.
Prevent all damage that would be dealt to you by sources your opponents control.
6/6
2/188
Battle Surge :1mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
3/188
Blessed Day :1mana::symw::symw: - Unommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control target creature gains protection from the color of your choice until end of turn.
4/188
Blessed Shield :symw::symw: - Unommon
Instant
Target creature gets +0/+X until end of turn, where X is the number of Plains you control.
5/188
Call to Arms :1mana::symw: - Common
Instant
Untap all creatures you control.
6/188
Cleansing Ruin :symw::symw: - Common
Sorcery
Destroy target artifact, gain 4 life.
7/188
Defend the Homefront :1mana::symw: - Common
Instant
Creatures you control get +1/+0 and gain First Strike until end of turn.
8/188
Defensive Formation :1mana::symw: - Common
Sorcery
Target creature with Defender gets +0/+3 until end of turn.
9/188
Divine Power :1mana::symw::symw: - Uncommon
Sorcery
Gain 2 life for each creature you control.
If you have more life than an opponent, gain 2 life for each creature on the battlefield instead.
10/188
Edain, Field Commander :4mana::symw::symw: - Rare
Legendary Creature — Human
Lifelink
Creatures you control have Double Strike and Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
3/4
11/188
Everard Fiorvante, the Cleric :2mana::symw::symw::symw: - Rare
Legendary Creature — Human Cleric
Whenever a creature enters the battlefield under you control, gain life equal to it’s toughness.
:symtap:: Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of Plains you control.
3/4
12/188
Favor the Faithful :3mana::symw: - Common
Instant
If you have more life than an opponent, destroy all enchantments you don’t control.
13/188
Fieldtreaders :1mana::symw: - Common
Creature — Human
Landfall — Whenever a land enters the battlefield under your control, Fieldtreaders gets +1/+1 until end of turn.
2/1
14/188
Forbid the Relics :1mana::symw: - Common
Sorcery
Gain 4 life unless an opponent sacrifices an artifact or enchantment.
“We must rid ourselves of relics of the past and move forward. There is no moving backward. Progress through unity.” — Edain.
15/188
Frantic Scout :symw::symw: - Common
Creature — Human
When an opponent declares an attack, if Frantic Scout is tapped, you may untap it.
2/1
16/188
Gallant Skyfolk :1mana::symw: - Common
Creature — Skyfolk
Flying
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
1/1
17/188
Kelian Champion :1mana::symw::symw: - Uncommon
Creature — Human Warrior
First Strike, Vigilance
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2/3
18/188
Master of Kelian :3mana::symw::symw: - Rare
Creature — Human
Double Strike
Whenever an opponent declares an attack, you may untap Master of Kelian and another target creature you control.
2/4
19/188
Master of Windeen :3mana::symw::symw: - Rare
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, White creatures you control get +1/+1 until end of turn.
:symw::symw:: Target creature gains protection from the color of your choice until end of turn.
3/4
20/188
Meadow Elite :symw::symw: - Common
Creature — Human
Plainsheart — As long as an opponent controls a Plains, Meadow Elite gets +1/+1 and has Vigilance.
1/2
21/188
Northern Riders :2mana::symw::symw: - Uncommon
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/3
22/188
Rallied Troopers :2mana::symw: - Common
Creature — Human
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Vigilance
2/2
23/188
Rally Around :2mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
24/188
Sentry of Kelian :1mana::symw: - Common
Creature — Human
Defender
First Strike
2/2
25/188
Shieldmates :2mana::symw::symw: - Uncommon
Creature — Human
First Strike Vigilance
Shieldmates can block any number of creatures.
1/5
26/188
Skyfolk Divebomber :3mana::symw: - Uncommon
Creature — Skyfolk
Flying First Strike
Landfall — Whenever a land enters the battlefield under your control, Skyfolk Divebomber gains Vigilance until end of turn.
3/3
27/188
Skyfolk Skirmisher :2mana::symw::symw: - Uncommon
Creature — Skyfolk
Flying
Morale 2 (When this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
28/188
Soul’s Exchange :1mana::symw::symw: - Uncommon
Instant
Tap target attacking or blocking creature.
If you have more life than an opponent, exile that creature instead.
29/188
Verez, the Sky Ascended :4mana::symw::symw: - Rare
Legendary Creature — Skyfolk
Flying
Creatures you control with Flying get +1/+2.
Landfall — Whenever a land enters the battlefield under your control, target creature gains Flying. (This effect is permanent)
4/4
30/188
Warcry Skyfolk :symw::symw: - Common
Creature — Skyfolk
Flying
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
1/1
31/188
Windeen Champion :1mana::symw::symw: - Uncommon
Creature — Skyfolk Warrior
Flying, First Strike
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
32/188
Windeen Gift - Common
Instant
Target creature gets +1/+1 and gains Flying until end of turn.
33/188
Windeen Patroler :2mana::symw: - Common
Creature — Skyfolk
Flying Lifelink
2/2
34/188
Windeen Plainsguard :3mana::symw: - Common
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, Windeen Plainsguard gets +1/+1 until end of turn.
2/2
35/188
Windeen Scout :1mana::symw: - Common
Creature — Skyfolk
Plainsheart — As long as an opponent controls a Plains, Windeen Scout gets +1/+1 and has Vigilance.
Flying
1/1
36/188
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Ancient of the Sea: Like the white one, I feel like this does too much. I would drop the hexproof since it has the Frost Titan ability anyway and make it be able to be blocked, although somewhat difficult.
Behemoth of the Deep: I wouldn't have shroud and hexproof in the same set. As with the ancient, I would just cut it and make its ability include itself.
Champion of Gewod: I have the feeling that what was vigilance for white is hexproof for blue.
Coralreef Slitherer: Would drop its power or toughness by 1. It's better than a Centaur Courser.
Constrictor Serpent: I think subdue works best on low power high toughness creatures. This could easily be a 2/4.
Drown Out: Misses rarity.
Merrow Psychic: This isn't an effect you should put on a common, but is fine on an uncommon.
Pool of Insight: For X=2 this is an instant Divination, which is too strong. But it gets worse the more you pay for X? Weird.
Reflection Watcher: I would reduce it to three cards. It's a strong effect.
Sea's Fountain & the next guy: Both make douse counters, but one says that it's an Island, the other it's an Island in addition to its other types. That's confusing. I also don't think Sea's Fountain should be a common.
Temporary Barrier: +Draw a card? Or something. This isn't a card.
Turn the Tides: This is fine at CMC 6, but too good at 5.
Undertow: Pay what?
Wake Crasher: Haven't I read this card earlier? Same guy, but without Islandwalk. Kinda lame.
Yeziv: Is it intended that this guy doesn't tap to draw two cards? Insane card draw engine that can't even be killed, because it has hexproof. No way.
Overall: I see the same problem with the blue cards as with the white cards. You overuse the blue keyword (hexproof) and have too many repetitions. The effects are all basic blue abilities, there is no overall theme. Some creatures have subdue, but then you don't do anything with it. Design some cards that work well with it and see where it leads you. For example, I read "Banish" and I think its a cool idea, but then I don't see anything that makes the mill relevant.
Cards I liked most were Wake Crasher / Merrow Legpuller (one of them), Shore Soaker (very elegant) and Narrick.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I feel this is perfect for Blue and I've always said that Blue needs more keyword abilities for creatures.
Tell me what you think.
Blue (36 cards)
Ancient of the Sea :5mana::symu::symu: - Mythic
Legendary Creature — Ancient
Ancient of the Sea can't be blocked if you have more cards in your hand than an opponent.
Whenever Ancient of the Sea deals combat damage to an opponent, draw cards equal to it’s power.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it’s controller pays :4mana:.
6/6
37/188
Banish :1mana::symu: - Common
Sorcery
Return target creature to its owner’s hand. That player puts the top two cards of their library into their graveyard.
38/188
Behemoth of the Deep :4mana::symu::symu::symu: - Rare
Creature — Serpent
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Whenever a Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
6/6
39/188
Captain of the Waves :4mana::symu::symu: - Rare
Creature — Merfolk
Other Merfolk you control get +1/+1 and have Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
:symtap:, Put the top X cards of target player's library into their graveyard where X is the number of Merfolk you control.
2/3
40/188
Champion of Glewod :1mana::symu::symu: - Uncommon
Creature — Merfolk
Hexproof
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Champion of Glewod attacks, Scry 2.
2/3
41/188
Coarl Reef Slitherer :2mana::symu::symu: - Common
Creature — Serpent
Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.)
3/3
42/188
Coiling Lakeskimmer :3mana::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Coiling Lakeskimmer gets +1/+1 until end of turn.
3/3
43/188
Constrictor Serpent :3mana::symu::symu: - Common
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Constrictor Serpent gets +1/+1 and has Hexproof.
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
44/188
Conundrum - Common
Sorcery
Scry 4 (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Years ago Narrik was given a riddle, he still seeks the answer.
45/188
Drown Out :2mana::symu::symu: - Common
Instant
Put the top X cards of target player's library into their graveyard, where X is the number of tapped creatures that player controls.
46/188
Empowered Merrow :3mana::symu: - Uncommon
Creature — Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
47/188
Hypnotizing Waters :2mana::symu: - Uncommon
Instant
Tap up to four target creatures.
48/188
Merrow Legpuller 1UU - Common
Creature — Merfolk
Islandwalk
When Merrow Legpuller enters the battlefield tap target creature, it doesn’t untap during its controller’s next untap phase.
The merfolk of these waters were notorious for pulling at the legs of humans that went swimming.
2/2
49/188
Merrow Prophet :1mana::symu::symu: - Common
Creature — Merfolk
:xmana:: Look at the top X cards of your library. Then put them back in any order.
1/1
50/188
Merrow Psychic :symu::symu: - Common
Creature — Merfolk
When Merrow Psychic enters the battlefield, Scry 3.
1/2
51/188
Mystic Prediciton :symu::symu: - Uncommon
Instant
Name a card, then look at the top three cards of target player’s library. If the named card is among them, you draw two cards. Otherwise, you draw a card.
52/188
Narrick, the Wandering Sage :2mana::symu::symu::symu: - Rare
Legendary Creature — Human Wizard
Play with the top card of your library revealed.
If the top card of your library is an Instant or Sorcery card, you may play that card as though it were in your hand.
:2mana::symu::symu:: Shuffle your library.
3/4
53/188
Probation :1mana::symu: - Common
Instant
Return a land you control to your hand. Put the top three cards of target player's library into their graveyard.
54/188
Pull Under :2mana::symu: - Common
Instant
Target creature gains Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.) until end of turn.
55/188
Reflection Watcher :2mana::symu: - Uncommon
Creature — Merfolk
Flash
When Reflection Watcher enters the battlefield look at the top three cards of target players library, then put them back in any order.
Then put the top three cards of target player's library into their graveyard.
2/2
56/188
Sea Churning Serpent :3mana::symu: - Uncommon
Creature — Serpent
Islandwalk
Landfall — Whenever an Island enters the battlefield, Sea Churning Serpent gets +1/+1 until end of turn.
4/4
57/188
Sea’s Fountain :1mana::symu::symu: - Common
Enchantment
Sea’s Fountain enters the battlefield with two Douse counters on it.
:symu::symu:, Remove a Douse counter from Sea’s Fountain: Put a Douse counter on target land. That land becomes an Island in addition to it’s other types.
58/188
Shore Soaker :3mana::symu::symu: - Uncommon
Creature — Serpent
When Shore Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's other types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
59/188
Submerger Serpent :1mana::symu::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Submerger Serpent gains Subdue until end of turn.
2/3
60/188
Temporary Barrier :2mana::symu::symu: - Uncommon
Sorcery
Target player may only play one spell on their next turn.
Draw a card.
61/188
Thyrol, the Sea Eteranal :4mana::symu::symu::symu: - Rare
Legendary Creature — Serpent
Indestructible
Landfall — Whenever a land enters the battlefield under your control, tap target non land permanent. That permanent doesn’t untap as long as you control Thyrol, the Sea Eternal.
6/8
62/188
Tidal Champion :1mana::symu::symu: - Uncommon
Creature — Serpent Warrior
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
When Tidal Champion deals combat damage to a player, you may draw a card.
2/3
63/188
Tidal Control :2mana::symu::symu: - Uncommon
Sorcery
Unless target opponent returns three permanents to their hand, untap target creature and gain control of it.
64/188
Tide’s Pull :2mana::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
65/188
Turn the Tides :2mana::symu::symu::symu: - Rare
Instant
Return all creatures target opponent controls to their hand.
66/188
Undertow :3mana::symu::symu: - Uncommon
Enchantment
Tapped creatures your opponents control don’t untap during their controller’s untap phase unless they pay for each creature.
67/188
Wake Crasher :1mana::symu: - Common
Creature — Serpent
Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
2/2
68/188
Watertreaders :1mana::symu: - Common
Creature — Merfolk
Landfall — Whenever a land enters the battlefield under your control, Watertreaders gets +1/+1 until end of turn.
2/1
69/188
Waves of Glewod :1mana::symu::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Hexproof.
70/188
Whirlpool Jumpers :symu::symu: - Common
Creature — Merfolk
Islandheart — As long as an opponent controls an Island, Whirlpool Jumpers gets +1/+1 and has Hexproof.
2/2
71/188
Yeziv, the Visionary :symu::symu: - Rare
Legendary Creature — Merfolk
:symu:, :symtap:: Shuffle a card from your hand into your library, then draw two cards.
:symu:, :symtap:: Shuffle your hand into your library, then draw that many cards.
1/2
72/188
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
However, you have to reduce the power of the removal spells. Eviscerate, Noxious Fumes and Uktara Defiler are completely bonkers. Blade of the Assassin is fine, but this effect usually isn't black.
Corpse Mangler is kinda sucky.
Cygnus: Graveyard ordering is no longer a thing.
Overall: I miss a global theme. The cards aren't bad, but it has a core set feel to it. Generally, you want a new mechanic and some cards that say "Hey look at me, I work well with that mechanic." That can be a gimmick card like Burning Vengeance, but can also be something simple as Rhox War Monk. You have Bloodthirst, but nothing that turns it on (Tormented Soul for example.) The same is true for Landfall in general. I liked the interaction of the serpent that turns your opponent's lands into islands and Landheart.
For blue: You fixed some of the broken cards and reduced the amount of hexproof :thumbsup:. Good improvements. But I don't like subdue. Now the cards are even more unfocused. If you want to make mill a viable strategy, there has to be support for it. I would recommend you analyze how mill decks worked in Innistrad and M13 limited (M13 had only two mill cards at common, but control was a viable strategy).
General note on wording: Magic uses "he or she" respectively "his or her" where you use "they" and "their" (I never got why people do that until I just now read that using "they" is a common way in english to avoid people *****ing about gender correctness - I still cramp everytime I read it :Psyduck:)
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Then I'll try to really look at all of the cards I've made and compare them. What abilities they have, what the support cards do. How to best compliment the abilities of the colors with instants, sorceries, enchantments, and auras.
I do have a card that turns on Bloodthirst, it's in Red. But I should probably work something into Black as well.
But I'll take some time to really look over the cards before I post my next revision.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
White (36 cards)
Advancing Troops :2mana::symw::symw: - Common
Enchantment
Creatures you control get +0/+1 and have Vigilance.
1/188
Ancient of the Sun :5mana::symw::symw: - Mythic
Legendary Creature — Ancient
Vigilance
Whenever Ancient of the Sun attacks it gains Flying until end of turn.
Prevent all damage that would be dealt to you by sources your opponents control.
6/6
2/188
Battle Surge :1mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
3/188
Blessed Day :1mana::symw::symw: - Unommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control target creature gains protection from the color of your choice until end of turn.
4/188
Blessed Shield - Unommon
Instant
Target creature gains First Stike and gets +0/+X until end of turn, where X is the number of Plains you control.
5/188
Call to Arms :1mana::symw: - Common
Instant
Untapped creatures you control get +1/+2 until end of turn.
Gain 2 life.
6/188
Cleansing Ruin :symw::symw: - Common
Sorcery
Destroy target artifact.
If you have more life than an opponent, destroy target artifact and target enchantment instead.
7/188
Defend the Homefront :1mana::symw: - Common
Sorcery
Creatures you control get +1/+0 and gain First Strike until end of turn.
8/188
Defensive Formation :1mana::symw: - Common
Instant
Blocking creatures you control get +0/+3 until end of turn.
9/188
Divine Power :1mana::symw::symw: - Uncommon
Sorcery
Gain 2 life for each creature you control.
If you have more life than an opponent, gain 2 life for each creature on the battlefield instead.
10/188
Edain, Field Commander :3mana::symw::symw: - Rare
Legendary Creature — Human
Lifelink
Creatures you control have Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
3/4
11/188
Everard Fiorvante, the Cleric :2mana::symw::symw::symw: - Rare
Legendary Creature — Human Cleric
Whenever a creature enters the battlefield under you control, gain life equal to it’s toughness.
:symtap:: Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of Plains you control.
3/4
12/188
Favor the Faithful :3mana::symw: - Common
Instant
Destroy all enchantments.
If you have more life than an opponent, destroy all enchantments you don’t control instead.
13/188
Fieldtreaders :1mana::symw: - Common
Creature — Human
Landfall — Whenever a land enters the battlefield under your control, Fieldtreaders gets +1/+1 until end of turn.
2/1
14/188
Forbid the Relics :1mana::symw: - Common
Sorcery
Unless an opponent sacrifices an artifact or enchantment, you gain 6 life.
“We must rid ourselves of relics of the past and move forward. There is no moving backward. Progress through unity.” — Edain.
15/188
Frantic Scout :symw::symw: - Common
Creature — Human
When an opponent declares an attack, if Frantic Scout is tapped, you may untap it.
2/1
16/188
Gallant Skyfolk :1mana::symw: - Common
Creature — Skyfolk
Flying
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
1/1
17/188
Kelian Swordmaster :2mana::symw::symw: - Uncommon
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Plainsheart — As long as an opponent controls a Plains, Kelian Swordmaster gets +1/+1 and has Vigilance.
When Kelian Swordmaster attacks, it gains First Strike until end of turn.
2/3
18/188
Master of Kelian :3mana::symw::symw: - Rare
Creature — Human
First Strike, Lifelink
Whenever an opponent declares an attack, you may untap Master of Kelian and another target creature you control.
3/4
19/188
Master of Windeen :3mana::symw::symw: - Rare
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, White creatures you control get +1/+1 until end of turn.
:symw::symw:: Target creature gains protection from the color of your choice until end of turn.
3/4
20/188
Meadow Elite :symw::symw: - Common
Creature — Human
Plainsheart — As long as an opponent controls a Plains, Meadow Elite gets +1/+1 and has Vigilance.
1/2
21/188
Pious Servants :2mana::symw: - Uncommon
Creature — Human
:symw:, :symtap:, Return a land you control to its owner's hand: Gain 5 life.
2/2
22/188
Rallied Troopers :2mana::symw: - Common
Creature — Human
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2/3
23/188
Rally Around :2mana::symw: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
24/188
Sentry of Kelian :1mana::symw::symw: - Common
Creature — Human
Lifelink
When Sentry of Kelian blocks, it gets +1/+2 until end of turn.
2/2
25/188
Shieldmates :2mana::symw::symw: - Uncommon
Creature — Human
First Strike Vigilance
Shieldmates can block any number of creatures.
1/5
26/188
Skyfolk Divebomber :3mana::symw: - Uncommon
Creature — Skyfolk
Flying, First Strike
Landfall — Whenever a land enters the battlefield under your control, Skyfolk Divebomber gains Vigilance until end of turn.
3/3
27/188
Skyfolk Shielder :2mana::symw: - Uncommon
Creature — Skyfolk
Flying
:symw:, :symtap:, Return target land you control to it's owner's hand: Target creature gains protection from the color of your choice until end of turn.
2/2
28/188
Soul’s Exchange :1mana::symw: - Uncommon
Instant
Tap target attacking or blocking creature.
If you have more life than an opponent, exile that creature instead.
29/188
Verez, the Sky Ascended :4mana::symw::symw: - Rare
Legendary Creature — Skyfolk
Flying
Creatures you control with Flying get +1/+2 and gain Vigilance.
Landfall — Whenever a land enters the battlefield under your control, target creature gains Flying. (This effect is permanent)
4/4
30/188
Warcry Skyfolk :symw::symw: - Common
Creature — Skyfolk
Flying
:symw::symw:: Warcry Skyfolk gains First Strike until end of turn.
2/1
31/188
Windeen Devout :1mana::symw::symw: - Uncommon
Creature — Skyfolk
Flying
Plainsheart — As long as an opponent controls a Plains, Windeen Devout gets +1/+1 and has Vigilance.
When Windeen Devout attacks, it gains Protection from Black until end of turn.
2/3
32/188
Windeen Gift - Common
Instant
Creatures you control with Flying get +1/+1 until end of turn.
33/188
Windeen Patroler :2mana::symw: - Common
Creature — Skyfolk
Flying, Lifelink
2/2
34/188
Windeen Plainsguard :3mana::symw: - Common
Creature — Skyfolk
Flying
Landfall — Whenever a land enters the battlefield under your control, Windeen Plainsguard gets +1/+1 until end of turn.
2/2
35/188
Windeen Scout :1mana::symw: - Common
Creature — Skyfolk
Plainsheart — As long as an opponent controls a Plains, Windeen Scout gets +1/+1 and has Vigilance.
Flying
1/1
36/188
Blue (36 cards)
Ancient of the Sea :5mana::symu::symu: - Mythic
Legendary Creature — Ancient
Ancient of the Sea can't be blocked if you have more cards in your hand than an opponent.
Whenever Ancient of the Sea deals combat damage to an opponent, draw a card.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter it unless it’s controller pays :2mana:.
6/6
37/188
Banish :1mana::symu: - Common
Sorcery
Return target creature to its owner’s hand. That player puts the top two cards of his or her library into their graveyard.
38/188
Behemoth of the Deep :4mana::symu::symu::symu: - Rare
Creature — Serpent
Gouge 3 (When this creature attacks, put the top 3 cards of defending player’s library into their graveyard.)
Whenever a Serpent you control becomes the target of a spell or ability an opponent controls, tap target permanent. That permanent doesn’t untap during its controller’s next untap step.
6/6
39/188
Captain of the Waves :4mana::symu::symu: - Rare
Creature — Merfolk
Other Merfolk you control get +1/+1 and are Hexproof
:symtap:: Draw X cards, where X is the number of Merfolk you control.
2/3
40/188
Cleric of Waves :2mana::symu: - Uncommon
Creature — Merfolk
When Cleric of Waves enters the battlefield, draw two cards.
:symu:, :symtap:: Target land's type becomes the type of your choice, in addition to it's other types until end of turn.
1/2
41/188
Coarl Reef Slitherer :2mana::symu::symu: - Common
Creature — Serpent
Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into his or her graveyard.)
2/3
42/188
Coiling Lakeskimmer :3mana::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Coiling Lakeskimmer gets +1/+1 until end of turn.
3/3
43/188
Constrictor Serpent :3mana::symu::symu: - Common
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Constrictor Serpent gets +1/+1 and has Hexproof.
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
44/188
Conundrum - Common
Sorcery
Scry 4 (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
At age 4, Narrik made up a riddle. He still seeks the answer.
45/188
Drown Out :2mana::symu::symu: - Common
Instant
For each tapped creature an opponent controls, that player puts that many cards from the top of his or her library into their graveyard.
46/188
Empowered Merrow :3mana::symu: - Uncommon
Creature — Merfolk
Your maximum hand size is increased by one.
At the beginning of your upkeep, draw a card.
1/3
47/188
Hypnotizing Waters :2mana::symu: - Uncommon
Instant
Tap up to four target creatures.
48/188
Merrow Mystic :1mana::symu::symu: - Common
Creature — Merfolk
Hexproof
When Merrow Mystic attacks, Scry 1.
1/2
49/188
Merrow Prophet :1mana::symu::symu: - Common
Creature — Merfolk
:xmana:: Look at the top X cards of your library. Then put them back in any order.
1/1
50/188
Merrow Psychic :symu::symu: - Common
Creature — Merfolk
When Merrow Psychic enters the battlefield, Scry 3.
1/2
51/188
Mystic Prediciton :symu::symu: - Uncommon
Instant
Name a card, then look at the top three cards of target player’s library. If the named card is among them, you draw two cards. Otherwise, you draw a card.
52/188
Narrick, the Wandering Sage :2mana::symu::symu::symu: - Rare
Legendary Creature — Human Wizard
Play with the top card of your library revealed.
If the top card of your library is an Instant or Sorcery card, you may play that card as though it were in your hand.
:2mana::symu::symu:: Shuffle your library.
3/4
53/188
Probation :1mana::symu: - Common
Instant
As an additional cost to play Probation, return a land you control to it’s owner’s hand.
Put the top seven cards of target player’s library into his or her graveyard.
54/188
Pull Under :2mana::symu: - Common
Instant
Target creature gains Gouge 2 (When this creature attacks, put the top 2 cards of defending player’s library into their graveyard.) until end of turn.
55/188
Reflection Watcher :2mana::symu: - Uncommon
Creature — Merfolk
Hexproof
:symu:, :symtap:, Return target land you control to its owner's hand: Target creature gains Landwalk of the returned land's type(s) until end of turn.
2/2
56/188
Sea Churning Serpent :3mana::symu: - Uncommon
Creature — Serpent
Islandheart — As long as an opponent controls an Island, Sea Churning Serpent gets +1/+1 and has Hexproof.
Landfall — Whenever an Island enters the battlefield, Sea Churning Serpent gets +1/+1 until end of turn.
3/4
57/188
Sea’s Fountain :1mana::symu::symu: - Common
Enchantment
Sea’s Fountain enters the battlefield with two Douse counters on it.
:symu::symu:, Remove a Douse counter from Sea’s Fountain: Put a Douse counter on target land. That land becomes an Island in addition to it’s other types.
58/188
Shore Soaker :3mana::symu::symu: - Uncommon
Creature — Serpent
When Shore Soaker attacks, put a Douse counter on target land. That land becomes an Island in addition to it's other types.
When Shore Soaker attacks, it gets +1/+1 for each Island defending player controls.
3/3
59/188
Submerged Serpent :1mana::symu::symu: - Common
Creature — Serpent
Landfall — Whenever a land enters the battlefield under your control, Submerged Serpent gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.) until end of turn.
2/3
60/188
Temporary Barrier :3mana::symu::symu: - Uncommon
Sorcery
Creatures and lands target opponent controls don’t untap during his or her next untap step.
Draw a card.
61/188
Thyrol, the Sea Eteranal :4mana::symu::symu::symu: - Rare
Legendary Creature — Serpent
Indestructible
Landfall — Whenever a land enters the battlefield under your control, tap target non land permanent. That permanent doesn’t untap as long as you control Thyrol, the Sea Eternal.
6/8
62/188
Tidal Waker :2mana::symu: - Uncommon
Creature — Serpent
:symu:, :symtap:, Return target land you control to its owner's hand: Target player puts the top six cards of their library into their graveyard.
2/3
63/188
Tidal Control :2mana::symu::symu: - Uncommon
Sorcery
Up to three target lands become the land types of your choice in addition to their other types.
64/188
Tide’s Pull :2mana::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
65/188
Turn the Tides :2mana::symu::symu::symu: - Rare
Instant
Return all creatures target opponent controls to their hand.
66/188
Undertow :3mana::symu::symu: - Uncommon
Enchantment
Tapped creatures your opponents control don’t untap during their controller’s untap phase unless they pay for each creature.
67/188
Wake Crasher :1mana::symu: - Common
Creature — Serpent
Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
2/2
68/188
Watertreaders :1mana::symu: - Common
Creature — Merfolk
Landfall — Whenever a land enters the battlefield under your control, Watertreaders gets +1/+1 until end of turn.
2/1
69/188
Waves of Glewod :1mana::symu::symu: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Gouge 1 (When this creature attacks, put the top 1 cards of defending player’s library into their graveyard.)
70/188
Whirlpool Jumpers :symu::symu: - Common
Creature — Merfolk
Islandheart — As long as an opponent controls an Island, Whirlpool Jumpers gets +1/+1 and has Hexproof.
2/2
71/188
Yeziv, the Visionary :symu::symu: - Rare
Legendary Creature — Merfolk
:symu:, :symtap:: Shuffle a card from your hand into your library, then draw two cards.
:symu:, :symtap:: Shuffle your hand into your library, then draw that many cards.
1/2
72/188
Black (36 cards)
Drow - Ferocity, sac creature, Regenerate, Reanimation
Ogre - Bloodthirst, Consume, loss of life, Deathtouch
Ancient of the Shadow :5mana::symb::symb: - Mythic
Legendary Creature — Ancient
:symb:: Regenerate Ancient of the Shadow.
When Ancient of the Shadow attacks, creatures you control get +2/+1 and gain Intimidate until end of turn.
When Ancient of the Shadow deals combat damage to a player, that player discards their hand.
6/6
73/188
Blade of the Assassin :1mana::symb: - Common
Instant
Destroy target nonblack attacking creature.
74/188
Bloodkeeper Ogre :3mana::symb::symb: - Uncommon
Creature — Ogre
When Bloodkeeper Ogre enters the battlefield, target opponent loses 3 life.
:symb:, :symtap:, Return target land you control to its owner's hand: Target player loses 1 life for each creature they control.
3/4
75/188
Celebration of Death :2mana::symb: - Uncommon
Instant
For each 1 life you lost this turn, target player loses that much life.
76/188
Conspicuous Consumption :1mana::symb::symb: - Uncommon
Enchantment — Aura
Enchant Creature
Enchanted creature gains Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
77/188
Corpse Mangler :1mana::symb::symb: - Common
Creature — Ogre
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
2/2
78/188
Cygnus Vodst, the Necromancer :2mana::symb::symb::symb: - Rare
Legendary Creature — Human Wizard
As long as the top card of your graveyard is a creature card, you may play that card as though it were in your hand.
:2mana::symb::symb:: Exile the top card of your graveyard, target opponent loses life equal to that card's converted mana cost.
3/3
79/188
Deathbringer Ogre :3mana::symb: - Common
Creature — Ogre
Landfall — Whenever a land enters the battlefield under your control, Deathbringer Ogre gains Deathtouch until end of turn.
3/2
80/188
Deep Shadow Drow :2mana::symb: - Common
Creature — Drow
:symb:: Regenerate Deep Shadow Drow.
Ferocity (This creature attacks each turn if able.)
3/1
81/188
Defiler of Grox’ll :4mana::symb: - Rare
Creature — Ogre
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)
:symtap:, Target player loses life equal to Defiler’s power.
3/3
82/188
Deroza the Fallen :3mana::symb::symb: - Rare
Legendary Creature — Drow
Intimidate
Ferocity (This creature attacks each turn if able.)
When Deroza the Fallen attacks, defending player sacrifices a creature.
3/4
83/188
Diabolic Strength - Common
Instant
Target creature gets +2/+1 and gains Intimidate until end of turn.
84/188
Drow Battlemage :2mana::symb: - Common
Creature — Drow
Landfall — Drow Battlemage gets +2/+1 until end of turn.
1/1
85/188
Evicerate :2mana::symb::symb: - Uncommon
Instant
Destroy target creature, it can’t be regenerated.
Draw a card.
86/188
Evil’s Caress :2mana::symb::symb: - Common
Enchantment
Creatures you control gain Intimidate and have “:2mana::symb:: Regenerate this creature.”
87/188
Fen Stalkers :symb::symb: - Common
Creature — Drow
Swampheart — As long as an opponent controls a Swamp, Fen Stalkers gets +1/+1 and has Intimidate.
2/2
88/188
Grox’ll Crusher :1mana::symb::symb: - Uncommon
Creature — Ogre
When Grox'll Crusher attacks, it gains Deathtouch until end of turn.
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/3
89/188
Grox’ll Devourer :3mana::symb::symb: - Uncommon
Creature — Ogre
Swampheart — As long as an opponent controls a Swamp, Grox’ll Devourer gets +1/+1 and has Inimidate.
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
3/3
90/188
Lesser of two Evils :2mana::symb::symb: - Uncommon
Sorcery
Unless an opponent loses 6 life, exile up to two target creatures.
Narrick watched the two demons fight, but in the end a demon would still win.
91/188
Menacing Drow :2mana::symb: - Common
Creature — Drow
Intimidate
When Menacing Drow attacks, it gets +2/+1 until end of turn.
1/1
92/188
Mental Trauma :symb::symb: - Common
Sorcery
Target player discards a card at random. If that player lost life this turn, they must choose and discard another card.
93/188
Muck Ogre :2mana::symb: - Common
Creature — Ogre
Swampwalk
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
2/2
94/188
Noxious Fumes :2mana::symb: - Common
Instant
Up to two target creatures gets -2/-2 until end of turn.
95/188
Power of Darkness :2mana::symb: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and gains Intimidate.
96/188
Presence of Death :1mana::symb::symb: - Common
Instant
Unless target opponent sacrifices a creature, you may have to two target creatures -1/-1 until end of turn.
97/188
Segregated Plague :2mana::symb: - Common
Sorcery
As you play Segregated Plague, choose a creature type.
Creatures of that type get -1/-1 until end of turn.
98/188
Shadowtreaders :symb::symb: - Common
Creature — Drow
Landfall — Whenever a land enters the battlefield under your control, Shadowtreaders gets +1/+1 until end of turn.
2/1
99/188
Sludge Smasher :3mana::symb: - Common
Creature — Ogre
Swamheart — As long as an opponent controls a Swamp, Sludge Smasher gets +1/+1 and has Intimidate.
3/3
100/188
Soul Seep :1mana::symb: - Common
Sorcery
Deal 1 damage to target opponent, if that opponent was already dealt damage this turn, that player loses 2 life.
101/188
Spreading Weakness :2mana::symb::symb: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, put a -1/-1 counter on target creature.
102/188
Uktara Blood-drawer :2mana::symb::symb: - Uncommon
Creature — Drow
Swamheart — As long as an opponent controls a Swamp, Uktara Blood-drawer gets +1/+1 and has Intimidate.
Sacrifice a creature: Target opponent sacrifices a creature.
2/1
103/188
Uktara Defiler :3mana::symb::symb: - Uncommon
Creature — Drow
:2mana::symb::symb:, :symtap:: Creatures your opponents control get -1/-1 until end of turn.
2/3
104/188
Uktara Unburier :2mana::symb::symb: - Rare
Creature — Drow
:symb::symb:, :symtap:: Return target creature card from your graveyard to your hand.
:3mana::symb::symb:, :symtap:: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
3/3
105/188
Underdark Bloodseeker :1mana::symb::symb: - Uncommon
Creature — Drow Warrior
:symb:: Regenerate Underdark Champion.
:symb:, :symtap:, Return target land you control to its owner's hand: Target player sacrifices a creature.
2/3
106/188
War Ogre :3mana::symb: - Common
Creature — Ogre
Deathtouch
3/2
107/188
Wurgul Everfeaster :5mana::symb::symb: - Rare
Legendary Creature — Ogre
Deathtouch
Consume (Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature.)
Whenever a creature dies, exile target card from target graveyard.
5/5
108/188
Red (36 cards)
Ancient of the Peaks :5mana::symr::symr: - Mythic
Legendary Creature — Ancient
Whenever you play a creature spell, creatures you control gain Haste and get +X/+0 until end of turn, where X is that creature’s power.
Double all damage creatures you control would deal.
6/6
109/188
Battle Charge :1mana::symr: - Unommon
Instant
Deal X damage to target player where X is the number of attacking creatures you control.
110/188
Battle Frenzy :1mana::symr::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gains Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
111/188
Berserker Goblin :symr::symr: - Common
Creature — Goblin
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/1
112/188
Blessing of Chaos - Uncommon
Sorcery
Creatures your opponent controls can’t block this turn.
113/188
Blistering Lava :symr::symr: - Common
Sorcery
Blistering Lava deals 3 damage to target creature.
Landfall — If you had a land enter the battlefield under your control this turn, you may have Blistering Lava deal 3 damage to target player as well.
114/188
Boiling Oil :2mana::symr: - Common
Instant
Boiling Oil deals 2 damage to each blocking creature.
115/188
Bruga, War Master :4mana::symr::symr: - Rare
Legendary Creature — Minotaur
Haste
Ferocity (This creature attacks each turn if able.)
When Bruga, War Master attacks, other attacking creatures you control gain First Strike until end of turn.
5/4
116/188
Brutal Tauren :2mana::symr::symr: - Common
Creature — Minotaur
Haste
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
3/2
117/188
Burning Winds :1mana::symr: - Common
Instant
Burning Winds deals 1 damage to each attacking creature.
118/188
Couragious Goblin :2mana::symr: - Uncommon
Creature — Goblin
First Strike
:symr:, :symtap:, Return target land you control to its owner's hand: Creatures you control gain Morale 1 until end of turn.
1/1
119/188
Crag Champion :1mana::symr::symr: - Uncommon
Creature — Goblin Warrior
Haste, First Strike
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/3
120/188
Embattled Tauren :2mana::symr: - Common
Creature — Minotaur
Ferocity (This creature attacks each turn if able.)
When Embattled Tauren attacks, it deals 1 damage to target creature or player.
2/2
121/188
Fire Within :2mana::symr: - Common
Sorcery
Target creature that entered the battlefield this turn deals damage equal to it’s power to another target creature.
122/188
Flame Chaser :symr::symr: - Uncommon
Creature — Goblin
Haste
Flame Chaser gets +X/+0 until end of turn for each other attacking creature.
1/1
123/188
Furnace Tauren :3mana::symr: - Common
Creature — Minotaur
When Furnace Tauren enters the battlefield, it deals 2 damage to target player.
:symtap:: Furnace Tauren deals damage equal to it’s power to target creature or player.
2/3
124/188
Goblin Commander :2mana::symr::symr: - Rare
Creature — Goblin
Landfall — Whenever a land enters the battlefiled under your control, Goblins you control gain Flanking until end of turn.
Battlecry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/2
125/188
Goblin Sapper-Team - Common
Creature — Goblin
Sacrifice Goblin Sapper-Team: Destroy target blocking creature.
1/1
126/188
Goblin Savages :2mana::symr: - Common
Creature — Goblin
Haste
Morale 1 (When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
127/188
Grack Stonethrower :2mana::symr::symr: - Rare
Legendary Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, put a 1/1 red Goblin creature token with Haste onto the battlefield under your control.
:symr::symr:, Sacrifice a Goblin: Grack Stonethrower deals X damage to target creature or player where X is the number of Goblins you control.
2/3
128/188
Grasp the Flame - Common
Instant
Target creature gets +2/+0 and gains Haste until end of turn.
129/188
Landslide Runners :symr::symr: - Common
Creature — Goblin
Mountainheart — As long as an opponent controls a Mountain, Landslide Runners gets +1/+1 and has First Strike
2/2
130/188
Lightning Storm :symr::symr: - Common
Instant
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
Deal 1 damage to target creature or player.
“Some say lightning never strikes the same place twice, those who do have never met a skilled mage.” — Narrick, the Wandering Sage
131/188
Lust for Battle :2mana::symr: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Ferocity (This creature attacks each turn if able.)
132/188
Mountaintreaders :1mana::symr: - Common
Creature — Goblin
Landfall — Whenever a land enters the battlefield under your control, Mountaintreaders gets +1/+1 until end of turn.
2/1
133/188
Pyotr Elric, the Pyromancer :2mana::symr::symr::symr: - Rare
Legendary Creature — Human Wizard
Whenever you play an Instant or Sorcery spell, you may deal damage equal to that spell’s converted mana cost to target player.
:symtap:, Sacrifice three mountains: Pyotr Elric, the Pyromancer deals 4 damage to each other creature.
3/3
134/188
Raging Tauren :3mana::symr::symr: - Uncommon
Creature — Minotaur
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
When Raging Tauren dies, it deals damage equal to it’s power to target creature or player.
2/2
135/188
Rush to War :2mana::symr::symr: - Common
Enchantment
Creatures you control get +1/+0 and have Ferocity (This creature attacks each turn if able.).
136/188
Savage of the High Pass :3mana::symr: - Common
Creature — Minotaur
Mountainheart — As long as an opponent controls a Mountain, Savage of the High Pass gets +1/+1 and has First Strike.
2/3
137/188
Searing Ash - Common
Instant
Searing Ash deals 3 damage to target creature.
138/188
Shower of Lava :1mana:symr: - Common
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may deal 1 damage to target creature or player.
139/188
Tactical Manuvers :1mana::symr: - Common
Sorcery
Target creature gets +1/+0 and gains Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) until end of turn.
140/188
Tauren Assaulter :3mana::symr: - Uncommon
Creature — Minotaur
Landfall — Whenever a land enters the battlefield under your control, Tauren Assaulter gets +2/+0 until end of turn.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
2/2
141/188
Tauren Battlecraver :3mana::symr::symr: - Common
Creature — Minotaur
Landfall — Tauren Battlecraver gains Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.) until end of turn.
3/2
142/188
Tauren Battlemaster :4mana::symr::symr: - Rare
Creature — Minotaur
Frenzy 3 (Whenever this creature attacks and isn’t blocked, it gets +3/+0 until end of turn.)
When Tauren Battlemaster attacks, creatures you control gain First Strike until end of turn.
4/4
143/188
Tauren Lavalauncher :2mana::symr: - Uncommon
Creature — Minotaur
When Taurne Lavalanucher enters the battle field, it deals 2 damage to target player.
:symr:, :symtap:, Return a land you control to its owner's hand: Creatures you control Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
until end of turn.
2/3
144/188
Green (36 cards)
Amberleaf Captain :2mana::symg::symg: - Rare
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, you may draw a card.
:symg::symg:, :symtap:: Target creature gets +X/+X and gains Trample until end of turn, where X is the number of Elves you control.
2/2
145/188
Amberleaf Champion :1mana::symg::symg: - Uncommon
Creature — Elf Warrior
Trample, Hexproof
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/3
146/188
Amberleaf Healers :1mana::symg::symg: - Uncommon
Creature — Elf
:symg:, :symtap:, Return a land to you control to its owner's hand: Regenerate all creatures you control.
:symg:: Regenerate Amberleaf Healers.
2/2
147/188
Amberleaf Scout :2mana::symg: - Common
Creature — Elf
Forestwalk, Hexproof
1/2
148/188
Amberleaf Sower :1mana::symg::symg: - Uncommon
Creature — Elf Druid
:2mana:: Put a land card from your hand onto the battlefield.
1/1
149/188
Ancient of the Woods :5mana::symg::symg: - Mythic
Legendary Creature — Ancient
Trample, Reach
When Ancient of the Woods enters the battlefield, return all basic land cards from your graveyard to the battlefield tapped.
When Ancient Woods deals combat damage to an opponent, put that many 1/1 green Insect creature token onto the battlefield.
6/6
150/188
Bird Swatter :2mana::symg::symg: - Common
Creature — Treefolk
Reach
When Bird Swatter blocks a creature with flying, destroy that creature
2/3
151/188
Broaden the Horizons :1mana::symg::symg: - Uncommon
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may search your library for a basic land card. If you do, reveal it and put it into your hand, then shuffle your library.
152/188
Defender of Roquewood :3mana::symg::symg: - Common
Creature — Treefolk
Reach Defender
Defender of Roquewood can block any number of creatures.
3/7
153/188
Disciple of Roquewood :1mana::symg: - Uncommon
Creature — Treefolk
Defender
When Disciple of Roquewood enters the battlefield, target creature gains Defender permanently.
1/5
154/188
Embrace the Wildwood :2mana::symg: - Common
Instant
Gain 1 life for each Forest on the battlefield.
155/188
Evade :1mana::symg: - Common
Instant
Target creature gets +2/+2 and can only be blocked by creatures with Flying or Reach until end of turn.
156/188
Everbloom Guard :1mana::symg::symg: - Common
Creature — Treefolk
Reach
Everbloom Guard gets +0/+2 when it blocks a creature with Flying
2/2
157/188
Everbloom Tender :1mana::symg: - Common
Creature — Elf Shaman
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/1
158/188
Foresttreaders :1mana::symg: - Common
Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, Foresttreaders gets +1/+1 until end of turn.
2/1
159/188
Glade Watchers :symg::symg: - Common
Creature — Elf
Forestheart — As long as an opponent controls a Forest, Glade Watchers gets +1/+1 and has Trample.
2/2
160/188
Honorable Guardian :1mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +0/+2 and has Defender.
161/188
Mana Surge :1mana::symg::symg: - Uncommon
Instant
Search your library for up to two basic lands and put them into your hand. Then shuffle your library.
If you control more lands than an opponent, put all basic land cards from your hand onto the battlefield tapped.
162/188
Might of the Beasts :2mana::symg: - Common
Sorcery
Target creature gets +X/+X until end of turn where X is the highest power among creatures you control.
163/188
Miracle Grower :4mana::symg::symg: - Rare
Creature — Treefolk
:symg::symg:, :symtap:: Saprolings you control get +2/+3, have Reach, and become Treefolk until end of turn.
:2mana::symg:: Put two 1/1 green Saproling creature tokens onto the battlefield. You may only play this ability twice each turn.
3/4
164/188
Monstrous Awakening :2mana::symg::symg: - Common
Enchantment
Creatures you control get +1/+1 and have Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
165/188
Questing Hunt :2mana::symg: - Common
Sorcery
Look at the top three cards of your library, choose a creature card and put it into your hand and the rest on the bottom of your library in any order.
166/188
Reviving Falls :symg::symg::symg: - Uncommon
Sorcery
Gain 8 life.
167/188
Root Entangler :2mana::symg::symg: - Common
Creature — Treefolk
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.)
2/4
168/188
Roquewood Birdswallower :2mana::symg: - Uncommon
Creature — Treefolk
Reach
:symg:, :symtap:, Return a land you control to its owner's hand: Destroy target creature with Flying.
2/3
169/188
Roquewood Harvester :3mana::symg: - Uncommon
Creature — Treefolk
Landfall — When a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/5
170/188
Roquewood, the Protector :4mana::symg::symg::symg: - Rare
Legendary Creature — Treefolk
Indestructible Defender Reach
All other creatures you control get +0/+3 and gain Defender.
:symg::symg::symg:: Creatures you control with Defender can attack this turn as though they didn’t have Defender.
5/7
171/188
Sapling Herder :3mana::symg::symg: - Common
Creature — Treefolk
When Sapling Herder enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
1/3
172/188
Savant of Amberleaf :symg::symg: - Common
Creature — Elf
When Savant of Amberleaf enters the battlefield, target creature gets +1/+1 and gains Trample until end of turn.
1/2
173/188
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Selana Gildon, Battlemage :2mana::symg::symg::symg: - Rare
Legendary Creature — Human Wizard
Whenever a creature enters the battlefield under your control, target creature gets +X/+X where X is that creature’s converted mana cost until end of turn.
:symg:: Target creature gains Trample until end of turn.
174/188
Surge of Might - Common
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
175/188
Survive the Elements :2mana::symg::symg: - Common
Enchantment — Aura
Enchant Creature
Enchanted creature gets +1/+1 and is Hexproof.
176/188
Sweeping Branches :1mana::symg: - Common
Instant
Creatures you control gain Reach until end of turn.
177/188
Till the Crops :symg::symg: - Common
Sorcery
Reveal the top card of your library. If it’s a land card, put it onto the battlefield, otherwise put it into your graveyard.
178/188
Vigilant Readyness :1mana::symg: - Common
Instant
Untap all creatures you control. Gain 1 life for each creature untapped this way.
179/188
Wilif Everbloom :3mana::symg::symg: - Rare
Legendary Creature — Elf
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on each other Elf you control.
:symg::symg:: Target Elf gains Deathtouch until end of turn.
3/3
180/188
Artifacts (8 Cards)
White Ring - Mythic
Legendary Artifact
White creature spells you cast cost less to cast.
The white ring was the essence of of spirit created in the dawn of the first sunrise.
181/188
Blue Ring - Mythic
Legendary Artifact
Blue creature spells you cast cost less to cast.
The blue ring was the essence of water, born from the first drop to form.
182/188
Black Ring - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
The black ring was the essence of death, born from the first end.
183/188
Red Ring - Mythic
Legendary Artifact
Red creature spells you cast cost less to cast.
The red ring was the essence of flame born from the first spark of life.
184/188
Green Ring - Mythic
Legendary Artifact
Green creature spells you cast cost less to cast.
The green ring was the essence of nature born from the first sprouting seed.
185/188
Hand of the Ancients - Mythic
Legendary Artifact
Indestructible
When Hand of the Ancients enters the battlefield, exile all Ancients.
Ancients can’t be played or put onto the battlefield.
If an opponent controls the White, Blue, Black, Red, and Green Rings, exile Hand of the Ancients.
186/188
Staff of Chaos - Mythic
Legendary Artifact
:2mana:, :symtap:: Exile target Legendary permanent.
187/188
The Everbloom - Mythic
Legendary Artifact
:symtap:, Sacrifice The Everbloom: Add two mana of the color of your choice to your mana pool.
188/188
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
What other cards did you change?
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Creatures you control get +0/+1 and have Vigilance.
Which, for 4 mana, is worth it, and still keeps it common in my opinion. It's a Serra's Blessing and Lumithread Field.
I basically went through the whole set and made minor changes here and there.
What do you suggest I do with the Rings?
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
So... here's my first revision.
Chaos' Ring of Eternity - Mythic
Legendary Artifact
White creature spells you cast cost less to cast.
Whenever you play a white creature spell, you may gain 2 life.
The white ring was the essence of of spirit created in the dawn of the first sunrise.
181/188
Chaos' Ring of Oceans - Mythic
Legendary Artifact
Blue creature spells you cast cost less to cast.
Whenever you play a blue creature spell, you may draw a card.
The blue ring was the essence of water, born from the first drop to form.
182/188
Chaos' Ring of Decay - Mythic
Legendary Artifact
Black creature spells you cast cost less to cast.
Whenever you play a black creature spell, you may have target player discard a card.
The black ring was the essence of death, born from the first end.
Chaos' Ring of Flame - Mythic
Legendary Artifact
Red creature spells you cast cost less to cast.
Whenever you play a red creature spell, you may deal 1 damage to target creature or player.
The red ring was the essence of fire born from the first spark of life.
184/188
Chaos' Ring of Creation - Mythic
Legendary Artifact
Green creature spells you cast cost less to cast.
Whenever you play a green creature spell, you may put a 1/1 green Saproling creature token onto the battlefield under your control.
The green ring was the essence of nature born from the first sprouting seed.
185/188
Also, here's an edit to The Everbloom.
The Everbloom - Mythic
Legendary Artifact
:symtap:, Exile The Everbloom: Add two mana of the color of your choice to your mana pool.
This way at least it doesn't get around Null Rod. It's a Black Lotus that makes one less. Made it exile itself so you could only use it once.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling