Thallidpocalypse
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Hello everyone! This is my first magic set, which for lack of a better name, I'm calling Thallidpocalypse.
It contains 110 commons, 65 uncommons, 52 rares, and 17 mythics for a total of 244 cards. I'm looking for feedback,
so please let me know what you think!
The story starts at the end of a great war between several different factions. Those include:
The Thur Tribe
The Thurans are a tribe of forest dwellers that live in, study, and manipulate nature. In order to win the great war, they attempt to turn the Thallids into a bioweapon. However, they lose control and the Thallids begin reproducing exponentially, bringing about the Thallidpocalypse. Now, they have focused their science and genetic manipulations on creating the ultimate super-predator to combat the Thallid threat.
The Gondolin Nation
The Gondolin people largely consider themselves to be the last bastion of civilized humanity in the world. They have strict laws and moral codes that must be followed, though they also pride themselves on their compassion and understanding. The Gondolins also have close ties with the Giant nation of Stonekeep, and their king, Ouki. When the Thallidpocalypse occurs, the Gondolins are the first to attempt to unite everyone against this common threat.
The Denizens of the Pit
Over centuries of persecution, the Devil race has gradually been pushed back all the way to the great pit of Heiyum, where they have been forced to reside. The devils had hope that by winning the great war, they would be able to expand to the world above again, but that hope was swiftly crushed by the Thallids.
The Marion Nation
The Marion nation is a cutthroat, corrupt society led by the newly ascended planeswalker Queen Kira. They grudgingly agreed to postpone aggression until after the Thallid threat is dealt with, but they are constantly looking for any way to profit from their terrible situation. Kira is especially interested in reaching Artura herself in order to seize its power and take over the world.
Other Groups: The Arturan Academy
Long ago, the people living on the island of Artura were the foremost masters of reality-manipulating magic. However, in their attempts to solve all of their problems by changing reality, they end up creating the entity known as Anak the Calamity. The Arturans are forced to flee the island and abandon their hard-won progress. Now, Arturan Academy houses and teaches the descendants of the Arturan people their ancestral magics. The Academy's dream is to someday locate Artura and uncover its secrets, but this is no easy task. The city of Artura has been cloaked in powerful illusionary magics, making it impossible to locate, and the sea is filled with enormous sea serpents that seem to appear from out of nowhere.
The Auburn Squad
After the Thallidpocalypse occurred, the Arturan Academy which had traditionally only taught their signature reality magic acknowledged the crisis and created a special advanced pyrotechnics course taught by Professor Auburn. The course was a massive success and the fire magic allowed the academy to protect itself from the Thallids. However, in one of his experiments Professor Auburn accidentally unleashed a huge inferno upon the academy, destroying priceless research and artifacts. He, and every student who chose to follow him, were exiled from the school and formed the Auburn Squad, which traveled around fighting the Thallids.
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Grudge (When this creature dies, it deals damage equal to its power to target player.)
Thallid Mechanics (I'm keeping the same spore counter mechanic.)
Illusions (Double faced Illusion cards that transform when targeted.)
Fort Mystic3WW
Creature - Human Wizard
When Fort Mystic enters the battlefield, exile another target creature, then return it to the battlefield under its owner's control.
3/3
Gate GuardsmanW
Creature - Human Soldier
Defender
2/2
Gondolin Footsoldier1W
Creature - Human Soldier
2/2
Gondolin Peacekeeper2W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Gondolin Peacekeeper spares a creature, you gain 5 life.
2/3
Gondolin Soldier PriestWW
Creature - Human Soldier
First strike, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Gondolin Soldier Priest spares a creature, you may exile target creature, then return it to the battlefield under its owner's control.
2/1
Gondolin Squad Leader2WW
Creature - Human Soldier
When Gondolin Squad Leader enters the battlefield, put two 1/1 white Human Soldier creature tokens onto the battlefield.
1/1
Hopeful PeaceseekerW
Creature - Human Soldier
When Hopeful Peaceseeker enters the battlefield, you gain 3 life.
1/1
Horde Specialist3W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Horde Specialist spares a creature, you gain 1 life for each creature opponents control.
1/5
Hunting Hawk1W
Creature - Bird
Flying
2/1
Master TacticianW
Creature - Human Soldier W, T: Tap target creature.
1/1
Stonekeep Ambassador2W
Creature - Human Soldier
Vigilance
As long as you control a Giant, Stonekeep Ambassador gets +1/+1 and has flying.
2/2
Watchful Giant4W
Creature - Giant
Vigilance
3/4
Bar the Gates1W
Instant
Prevent all damage that creatures would deal to you this turn.
Complete Lockdown3W
Enchantment - Aura
Enchant creature
Enchanted creature loses all abilities and cannot attack or block.
Humble the Mighty2W
Instant
Target creature loses all abilities until end of turn. Draw a card.
Moral Ascension1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Recover Remains1W
Sorcery
Exile target creature card in a graveyard. You gain life equal to that creature's converted mana cost.
Role of the Captain2W
Instant
Target creature gains "T: Creatures you control get +2/+2 until end of turn" until end of turn.
Valiant DefenseW
Instant
Target creature gets +2/+2 and may block an additional creature until end of turn.
WardbreakW
Sorcery
Destroy target enchantment. You gain 2 life.
Champion of the People2W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Champion of the People's power and toughness are equal to the number of creatures you control.
Whenever Champion of the People spares a creature, put two 1/1 white Human Soldier creature tokens onto the battlefield.
*/*
Drifting Harvesters1WW
Creature - Human
Flying, Lifelink
When Drifting Harvesters enters the battlefield, you may search your library for a Plains card, reveal it, then put it into your hand. If you do, shuffle your library.
1/1
Giant Council4WW
Creature - Giant
When Giant Council enters the battlefield, you gain 4 life for each Giant you control.
4/4
Impenetrable Wall3W
Creature - Wall
Defender
Impenetrable Wall may block an additional creature.
0/10
Wizened Peacekeeper3W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Wizened Peacekeeper spares a creature, that creature's controller skips his or her next combat phase.
2/4
Deliver Justice1WW
Instant
Destroy target creature that dealt damage to you this turn. That creature's controller skips his or her next combat phase.
Path to Peace3W
Enchantment
Whenever a creature an opponent controls is spared, draw a card.
Snatch Victory1W
Instant
Exile target creature with power 4 or greater.
Soldier's PrideW
Instant
Soldier creatures you control get +1/+1 and gain lifelink until end of turn.
Wish for Peace1W
Instant
Prevent all combat damage that would be dealt this turn.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Peace from your graveyard to your hand.
Funeral Priest1W
Creature - Human
Creatures can't trigger abilities when they die.
2/2
Grand Tower Mystic3WW
Creature - Human Wizard
Lifelink
When Grand Tower Mystic enters the battlefield, you may search your library for an enchantment card, reveal it, and put it into your hand. If you do, shuffle your library.
3/4
Merciful Hunter2W
Creature - Human Soldier
First strike, Vigilance, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Merciful Hunter spares a creature, exile that creature and put two +1/+1 counters on Merciful Hunter.
When Merciful Hunter dies, return all creature cards exiled with Merciful Hunter to their owner's hands.
3/2
Oblivious Giant5WW
Creature - Giant
When Oblivious Giant enters the battlefield, destroy all creatures with converted mana cost 3 or less.
Oblivious Giant cannot be dealt damage or targeted by creatures or spells with converted mana cost 3 or less.
5/6
Moment of Silence2W
Sorcery
Until your next turn, players can't cast spells. Draw a card.
Sit Among the Clouds1WW
Enchantment
Whenever you become the target of a spell or ability an opponent controls, you gain 4 life.
Trailing HistoryWW
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Put a 1/1 white Spirit creature token with flying onto the battlefield.
• Return target enchantment card from your graveyard to your hand.
• Search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
Hal the Stronghearted1WW
Legendary Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Hal the Stronghearted spares a creature, if your life total is less than your starting life total, it becomes equal to your starting life total.
1/1
Academy Assistant2U
Creature - Human Wizard
When Academy Assistant enters the battlefield, draw a card.
1/2
Academy Duelist3UU
Creature - Human Wizard
Academy Duelist cannot be blocked.
When Academy Duelist enters the battlefield, return target creature to its owner's hand.
2/2
Bluescale Drake3U
Creature - Illusion Drake
Flying
When Bluescale Drake becomes the target of a spell or ability, transform it.
4/3
-------------------- FLIPPED -------------------- Common Bluejay
Creature - Bird
Flying
1/1
Freeform Elemental1U
Creature - Illusion Elemental 1: Freeform Elemental gets +1/-1 until end of turn. 1: Freeform Elemental gets -1/+1 until end of turn.
When Freeform Elemental becomes the target of a spell or ability, transform it.
2/2
-------------------- FLIPPED -------------------- Water Ball
Creature - Elemental
0/1
Gravity DefierU
Creature - Human Wizard
Flying
1/1
Projected Barrier1U
Creature - Illusion Wall
Defender, Flying
When Projected Barrier becomes the target of a spell or ability, sacrifice it.
0/6
Serpent of the Depths4UU
Creature - Sea Serpent
Hexproof
Serpent of the Depths can't attack unless defending player controls an Island.
5/5
Thought Researcher2U
Creature - Human Wizard
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Thought Researcher spares a creature, draw a card.
2/2
Future InvestmentsU
Enchantment 2U, Sacrifice Future Investments: Draw two cards.
Hoard Secrets1U
Sorcery
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in your hand.
Lost in the Possibilities1U
Enchantment - Aura
Enchant creature
Flash
Enchanted creature gets -X/-0, where X is the number of cards in your hand.
Midleap Portal1U
Instant
Exile target attacking creature. Return that creature to the battlefield tapped and attacking under its owner's control at the beginning of the declare attackers step on its owner's next turn. Draw a card.
Mysterious Disappearances3UU
Instant
Return up to two target creatures to their owner's hands.
Preserve LoreU
Instant
Target noncreature permanent gains hexproof until end of turn.
Pull from the DepthsU
Sorcery
Look at the bottom card of your library. You may put that card on top of your library. Draw a card.
Role of the Genius3U
Instant
Target creature gains "T: Draw three cards, then discard a card. This creature doesn't untap during its controller's next untap step" until end of turn.
Study AidU
Instant
Untap target creature. Draw a card.
Take Apart2U
Instant
Counter target spell unless its controller pays 4. If you control two or more Wizards, draw a card.
Diving Osprey1U
Creature - Bird
Flying
Whenever Diving Osprey deals combat damage to a player, draw a card, then discard a card.
1/1
Phantasmal Crusher1UU
Creature - Illusion
When Phantasmal Crusher becomes the target of a spell or ability, transform it.
3/4
-------------------- FLIPPED -------------------- Phantasmal Crusher
Creature - Illusion
When Phantasmal Crusher becomes the target of a spell or ability, sacrifice it. Illusions within illusions...
3/4
Portal Infiltrator2UU
Creature - Human Wizard 1U: Exile target attacking creature you control. Return it to the battlefield tapped and attacking under its owner's control at the beginning of its owner's next declare attackers step. It cannot be blocked until the end of that turn.
2/3
Disrupt Connection1U
Instant
Return target creature to its owner's hand unless its controller pays 1. Draw a card.
Essence ManipulationXU
Instant
Put target spell under X cards of its owner's library unless its controller pays X.
Mystic Boundaries2UU
Enchantment
Whenever a creature attacks you, put a 1/1 blue Illusion creature token onto the battlefield unless its controller returns a permanent he or she controls to its owner's hand.
Suppress Will3UU
Enchantment - Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, put the top X cards of your library into your graveyard, where X is enchanted creature's power.
Wish for Knowledge1U
Instant
Draw a card.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Knowledge from your graveyard to your hand.
Essence Former3U
Creature - Human Wizard
Flash, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Essence Former spares a creature, put a token that's a copy of that creature onto the battlefield.
3/4
Phantasmal Aberration1UUU
Creature - Illusion Horror
When Phantasmal Aberration becomes the target of a spell or ability, transform it.
6/6
-------------------- FLIPPED -------------------- Captivating Peacock
Creature - Bird
Flying
When this creature transforms into Captivating Peacock, tap target creature. It doesn't untap during its controller's next untap step.
When Captivating Peacock dies, draw a card.
2/2
Portal Mage1UU
Creature - Human Wizard U, T: Exile target attacking creature. Return it to the battlefield tapped and attacking under its owner's control at the beginning of its owner's next declare attackers step.
2/2
Chance for Redemption3UU
Sorcery
Return all nonland permanents you control to their owner's hands.
Take an additional turn after this one.
In Vitro Modifications1U
Instant
Counter target creature spell. That spell's controller reveals cards from the top of his or her library
until he or she reveals a creature card. That player puts that card onto the battlefield, then shuffles all other cards revealed this way into his or her library.
Perceptual Buffer2U
Enchantment
Illusion creatures you control have hexproof.
Trailing Thought1UU
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Destroy target creature. Its controller puts a 3/3 green Ape creature token onto the battlefield.
• Look at the top five cards of your library, then put them back in any order.
• Draw a card.
Wave of HorrorsXX3UU
Sorcery
Put X 8/8 blue Horror creature tokens with flying onto the battlefield.
Guardian of Artura4UUUU
Creature - Sea Serpent
Flash
Guardian of Artura cannot be blocked. U: Exile Guardian of Artura. For as long as Guardian of Artura remains exiled, you may cast it from exile without paying its mana cost.
7/10
Artura, the Lost City4UU
Legendary Enchantment U: Target non-Illusion creature becomes an Illusion in addition to its other types and gains "When this creature becomes the target of a spell or ability, sacrifice it" until end of turn. 2UU: Sacrifice an Illusion: Put an 8/8 blue Horror creature token with flying onto the battlefield.
Out of Time2UUU
Instant
End the turn. If a spell would be countered by Out of Time, exile it instead. For as long as it remains exiled, that spell's owner may cast it any time he or she could cast a sorcery without paying its mana cost.
Batwing Swooper3B
Creature - Bat
Flying
2/2
Bog Monster4B
Creature - Beast
5/3
Diseased Castout1B
Creature - Human
When Diseased Castout dies, target player discards a card and loses 1 life.
1/1
Exiled Thief3B
Creature - Human Rogue
Lifelink, Grudge (When this creature dies, it deals damage equal to its power to target player.)
2/2
Marion Entrepreneur1BB
Creature - Human
When Marion Entrepreneur enters the battlefield, sacrifice a creature. B: Marion Entrepreneur gets +1/+1 until end of turn.
2/2
Marion Negotiator2B
Creature - Human
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Marion Negotiator spares a creature, you may put any number of creature cards in your graveyard
on top of your library in any order.
3/2
Marion Recruit1B
Creature - Human Soldier
When Marion Recruit enters the battlefield, you lose 2 life.
2/2
Pit Devil2BB
Creature - Devil
When Pit Devil dies, each player loses 2 life.
3/3
Scavenger ThallidB
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Scavenger Thallid.
Remove three spore counters from Scavenger Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Exile target card in a graveyard.
1/1
Solitary Warlord3BB
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Solitary Warlord spares a creature, that creature's controller discards two cards.
4/4
Thuran Pit Shaman2B
Creature - Human Shaman
Menace
Sacrifice a creature: Thuran Pit Shaman gets +2/+2 until end of turn.
1/1
Cruel ActualityB
Instant
Destroy target creature that was spared this turn.
Death Shift1B
Sorcery
Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Easy Pickings2B
Sorcery
Each opponent loses 2 life. You gain life equal to the life lost this way.
Last Gasp1B
Instant
Target creature gets -3/-3 until end of turn.
Evil's Rewards4BB
Sorcery
You draw 3 cards and you lose 3 life.
Expel into Shadows3BB
Sorcery
Exile target creature. If that creature had power 3 or less, you gain 3 life.
Makeshift Immortality1B
Enchantment - Aura
Enchant creature 1: Enchanted creature gains indestructible until end of turn.
Role of the Executioner2B
Instant
Target creature gains "T: Destroy target tapped creature" until end of turn.
Corrosive Thallid1B
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Scavenger Thallid.
Remove three spore counters from Scavenger Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
1/2
Marion EliteB
Creature - Human Soldier
Pay 2 life: Marion Elite gets +2/+1 until end of turn. Activate this ability no more than once each turn.
1/1
Salvager Symbiote2B
Creature - Insect
Whenever another creature dies, you may put a spore counter on Salvager Symbiote.
Sacrifice Salvager Symbiote: Distribute spore counters equal to the number on Salvager Symbiote among any number of Fungus creatures you control.
2/3
Thuran Corpsewalker4B
Creature - Human Shade
Grudge (When this creature dies, it deals damage equal to its power to target player.)
Thuran Corpsewalker's power and toughness are equal to the number of creature cards in your graveyard.
*/*
War Profiteer1B
Creature - Human
Whenever another creature dies, each opponent loses 1 life and you gain 1 life.
1/1
Winged Devil2B
Creature - Devil
Flying
Winged Devil cannot block.
When Winged Devil enters the battlefield, target creature gets -2/-2 until end of turn.
2/1
Scan for AbnormalitiesB
Sorcery
Choose even or odd. Target player reveals his or her hand. You choose a nonland card with the chosen converted mana cost from it. That player discards that card.
Stitching Operator1BB
Enchantment 1, Sacrifice a creature: Target creature gains indestructible until end of turn.
Wish for Power1B
Instant
Target creature gains deathtouch until end of turn.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Power from your graveyard to your hand.
Calculating Enforcer2B
Creature - Human Soldier
Menace, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Calculating Enforcer spares a creature, you may destroy another target creature (you may not spare the targeted creature).
3/2
Devil Overseer3BB
Creature - Devil
Whenever a Devil creature you control enters the battlefield or dies, you draw a card and you lose 1 life.
4/3
Invincible BlackbladeBB
Creature - Human Soldier
First strike, Deathtouch
2/2
Grasp for Secrets3B
Sorcery
Target player separates his or her hand into a face-up and a face-down pile. That player discards all the cards in the pile of your choice, then returns the rest to his or her hand.
Scavenging GroundsB
Enchantment 1B: Exile target card in an opponent's graveyard. That player loses 1 life and you gain 1 life.
Trailing Desecration3BB
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Return target creature card from your graveyard to the battlefield.
• Target player discards two cards.
• Target player sacrifices a creature. You gain life equal to that creature's toughness.
Earl of the Bottomless Chasm6BB
Legendary Creature - Devil
Flying
Whenever Earl of the Bottomless Chasm enters the battlefield or attacks, search target opponent's library
for up to five cards and exile them, then he or she shuffle his or her library.
8/6
Overwhelming DespairX2BB
Sorcery
Target player discards X cards and loses X life. You draw X cards and gain X life.
Auburn Squad Trainee1R
Creature - Human Wizard
When Auburn Squad Trainee enters the battlefield, it deals 1 damage to target creature or player.
1/1
Boiling Gut Devil1R
Creature - Devil R: Boiling Gut Devil gets +1/+0 until end of turn.
0/2
Groundshaker Giant4R
Creature - Giant
When Groundshaker Giant enters the battlefield, it deals 1 damage to each other creature without flying.
3/3
New Era DevilR
Creature - Devil
Grudge (When this creature dies, it deals damage equal to its power to target player.)
1/1
Reckless Experimenter3R
Creature - Human Wizard
When Reckless Experimenter enters the battlefield, target opponent reveals a card at random from his or her hand, then takes damage equal to that card's converted mana cost.
2/2
Warpressed Bandits2R
Creature - Human Rogue
Grudge (When this creature dies, it deals damage equal to its power to target player.)
3/2
Wartorn Survivor1R
Creature - Human Warrior
Grudge (When this creature dies, it deals damage equal to its power to target player.)
2/1
Devil's Whispers1R
Sorcery
Gain control of target creature with toughness 4 or less until end of turn. Untap that creature. It gains haste until end of turn.
Firebombing4R
Sorcery
Firebombing deals 3 damage to target creature and that creature's controller.
Grasp for Freedom2R
Instant
Attacking creatures get +1/+0 and gain menace until end of turn.
Incendiary Flesh1R
Instant
As an additional cost to cast Incendiary Flesh, sacrifice a creature.
Incendiary Flesh deals 3 damage divided as you choose among any number of target creatures and/or players.
Incite Blame1R
Instant
Target creature gets +1/+0 and gains grudge until end of turn. (When targeted creature dies, it deals damage equal to its power to target player.)
Pressure Blast3R
Sorcery
Pressure Blast deals 4 damage to target player.
Role of the DaredevilR
Instant
Target creature gains "T: Flip a coin. If you win the flip, this creature deals 3 damage to target creature or player. Otherwise, it deals 3 damage to itself" until end of turn.
Slapdash Trials 3R
Sorcery
Draw four cards, then discard two cards at random.
Auburn Squad Battlemage2RR
Creature - Human Wizard
First strike, Haste T: Auburn Squad Battlemage deals 1 damage to target creature or player.
2/2
Freedom March Slasher3R
Creature - Human Soldier
Double strike
Freedom March Slasher gets +1/+0 as long as it's attacking.
2/1
Frontline RagerR
Creature - Human Warrior
Wartorn Rager attacks each turn if able. R: Wartorn Rager gets +1/+0 until end of turn.
1/1
Newborn HellionRR
Creature - Hellion
Newborn Hellion enters the battlefield tapped and doesn't untap during its controller's untap step.
Whenever you are dealt damage, untap Newborn Hellion and put two +1/+1 counters on it.
1/1
Earthshatter Stomp2R
Sorcery
Target Giant creature you control deals damage equal to its power to target creature. Creatures can't block this turn.
Inner Struggle3R
Instant
Target creature deals damage to itself equal to its power.
Last Ditch ChargeXR
Instant
Up to two target creatures you control get +X/+0 until end of turn. Sacrifice them at the beginning of the next end step.
Sterilizing Flames1R
Instant
Destroy target green or black permanent.
Wish for Vengeance1R
Instant
Wish for Vengeance deals 2 damage to target creature or player and 3 damage to you.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Vengeance from your graveyard to your hand.
Blazing Trail Devil1RR
Creature - Devil
Haste, Grudge (When this creature dies, it deals damage equal to its power to target player.)
At the beginning of the end step, sacrifice Blazing Trail Devil.
3/1
Coverfire Mage2RR
Creature - Human Wizard
Whenever a creature attacks you, Coverfire Mage deals 1 damage to it.
3/4
Cursed Flame Devil1R
Creature - Devil
If a player would gain life, he or she gains half that much life instead, rounded up.
At the beginning of your upkeep, Cursed Flame Devil deals 1 damage to target player.
2/1
Unstoppable Crasher3RRR
Creature - Giant
Trample, Haste
Unstoppable Crasher is indestructible as long as it's attacking.
6/6
Crash Course3R
Sorcery
Creatures you control gain "T: This creature deals 2 damage to target creature or player" until end of turn.
Instinctual Casting2RR
Instant
Copy target spell twice. You may choose new targets for the copies.
Trailing Flames1RR
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Destroy target nonbasic land.
• Trailing Flames deals 2 damage to target creature or player.
• Target creature you control gets +2/+0 and gains flying until end of turn. Sacrifice it at the beginning of the next end step.
Lathnu, Volcanic Hellion5RR
Legendary Creature - Hellion
Trample
Lathnu, Volcanic Hellion enters the battlefield tapped and doesn't untap during its controller's untap step.
Whenever you are dealt damage, untap Lathnu, Volcanic Hellion and it deals 4 damage to each other creature.
6/6
Professor Auburn3RR
Legendary Creature - Human Wizard
Whenever another creature dies, you may add RR to your mana pool. 1RR: Professor Auburn deals 2 damage to target creature.
4/4
Inferno at the Academy6RRR
Sorcery
Each player flips a coin until he or she flips four heads. For each coin flipped,
that player sacrifices a permanent.
Caustic Thallid3G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Caustic Thallid.
Remove three spore counters from Caustic Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Destroy target artifact or enchantment.
3/3
Enhanced Boar1G
Creature - Boar 2G: Enhanced Boar gains indestructible until end of turn.
2/2
Hulking Barbarian4GG
Creature - Human Barbarian
Whenever Hulking Barbarian becomes blocked, it gets +2/+2 until end of turn.
5/4
Longlimb Thallid1GG
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Longlimb Thallid.
Remove three spore counters from Longlimb Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Destroy target creature with flying.
2/2
Soldier Thallid1G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Soldier Thallid.
Remove three spore counters from Soldier Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
2/2
Thuran CaretakerG
Creature - Human Druid
When Thuran Caretaker enters the battlefield, you may put three spore counters on target Fungus creature you control.
1/2
Trial Predator2G
Creature - Beast
3/3
Wilderness Traverser1G
Creature - Human Scout
When Wilderness Traverser enters the battlefield, you may search your library for a basic land card, reveal it, then shuffle your library and put it on top.
2/2
Abandon Home4G
Sorcery
Put target land on top of its owner's library.
Accelerate Growth1G
Sorcery
Put a spore counter on any number of Fungus creatures you control. Draw a card.
Life Goes OnG
Instant
You gain 4 life. If a creature died this turn, you gain 8 life instead.
Nature's Strength3G
Enchantment - Aura
Enchant creature
When Nature's Strength enters the battlefield, you gain 3 life.
Enchanted creature gets +3/+3.
New LifeXG
Sorcery
You gain X life. Put a 1/1 green Saproling creature token onto the battlefield.
Predator's Strike1G
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Protected Farmland1G
Enchantment - Aura
Enchant basic land
Enchanted land is indestructible.
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
Role of the PredatorG
Instant
Target creature gains "T: This creature fights another target creature" until end of turn.
Thuran Enhancement2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3 and has reach.
Wander the Land2G
Sorcery
Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library.
Enhanced Wurm2GG
Creature - Wurm
6/4
Forest SlothG
Creature - Sloth
Forest Sloth doesn't untap during your untap step unless you pay 1G.
2/3
Fungal Nest1G
Creature - Fungus
Defender
Whenever Fungal Nest is dealt damage, put that many 1/1 green Saproling creature tokens onto the battlefield.
0/2
Thallid Stimulator2G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Thallid Stimulator.
Remove three spore counters from Thallid Stimulator: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Fungus creatures you control get +1/+1 until end of turn.
4/2
Dominance Contest2GG
Enchantment 3GG: Target creature you control fights target creature you don't control.
Draw Attention2G
Sorcery
All creatures able to block target creature you control must do so until end of turn.
Invoke MightGG
Instant
Target creature gets +X/+X until end of turn, where X is that creature's power.
Mold from Within2GG
Sorcery
Destroy target noncreature permanent. Put a 1/1 green Saproling creature token onto the battlefield.
Revitalize3G
Sorcery
Untap all lands you control.
Wish for Strength1G
Instant
Untap target creature. It gets +2/+2 until end of turn.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Strength from your graveyard to your hand.
Hardsap Thallid1G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Hardsap Thallid.
Remove three spore counters from Hardsap Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature gains indestructible until end of turn.
2/1
Pod Collector Thallid1GG
Creature - Fungus
At the beginning of your upkeep, you may put a spore counter on any number of Fungus creatures you control.
Saproling creatures you control and other Fungus creatures you control get +1/+!.
2/2
Rooted Den Thallid3GG
Creature - Fungus
Defender
At the beginning of your upkeep, put a spore counter on Rooted Den Thallid.
Remove three spore counters from Rooted Den Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
At the beginning of your end step, you gain life equal to the number of Saprolings you control.
4/7
Mass Wave2GG
Sorcery
Creature tokens you control get +3/+3 and gain trample until end of turn.
Sudden Appearance1G
Instant
The next creature spell you cast this turn may be cast at any time you could cast an instant. Draw a card.
Trailing PackGG
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Target creature must be blocked this turn if able.
• Search your library for a creature card with the same name as a creature you control, reveal it, put it into your hand, then shuffle your library.
• Put target creature card from your graveyard on top of your library.
Mouk, Born to Hunt3GGG
Legendary Creature - Beast
All creatures able to block Mouk, Born to Hunt must do so. 1G: Mouk, Born to Hunt gains indestructible until end of turn. G: Target nonland noncreature permanent an opponent controls becomes a 1/1 creature until end of turn.
6/6
Symbiotic Colossus8GG
Creature - Spirit Avatar
At the beginning of your upkeep, put three 1/1 green Saproling creature tokens onto the battlefield.
Sacrifice a Saproling: Return target card from your graveyard to your hand.
8/8
Viscous Thallid1GU
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Viscous Thallid.
Remove three spore counters from Viscous Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature doesn't untap during its controller's next untap step.
1/4
Crumble Away2RW
Sorcery
Destroy target artifact, enchantment, or land.
Land Expansion1GW
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. Put a 1/1 white Human creature token onto the battlefield.
Numbing Rage1UR
Enchantment - Aura
Enchant creature
Enchanted creature attacks each turn if able.
Whenever enchanted creature attacks, it doesn't untap during its controller's next untap step.
Prideful LossBG
Sorcery
Each player discards a card then creates a 1/1 green Saproling creature token.
Illusionist Assassin1UB
Creature - Illusion Beast
Flash
When Illusionist Assassin becomes the target of a spell or ability, transform it. 0: Transform Illusionist Assassin.
4/3
-------------------- FLIPPED -------------------- Revealed Assassin
Creature - Human Rogue Wizard
Deathtouch
1/1
Long Forgotten Remnant6GW
Creature - Spirit Avatar
Vigilance
When Long Forgotten Remnant enters the battlefield, you may return up to two cards from your graveyard to your hand.
4/7
Raging HermitRG
Creature - Human Druid Barbarian
Trample, Haste, Grudge (When this creature dies, it deals damage equal to its power to target player.)
2/2
Silent Savage1RG
Creature - Human Barbarian
Grudge (When this creature dies, it deals damage equal to its power to target player.) 3GG: Silent Savage gets +2/+2 until end of turn. Activate this ability no more than once each turn.
2/3
Shining Star of the Academy2UW
Creature - Human Wizard
When Shining Star of the Academy enters the battlefield, you gain 2 life, then put target creature on top
of its owner's library.
1/1
Valiant FarmerGW
Creature - Human T: Add one mana of any color to your mana pool.
Sacrifice Valiant Farmer: Add one mana of any color to your mana pool.
1/2
Even Exchange2UB
Sorcery
Target player draws or discards cards until they have exactly two in hand.
Devil's Rite1BR
Sorcery
As an additional cost to cast Devil's Rite, discard a card.
Add BBRRR to your mana pool.
Master the DisciplinesUR
Instant
Choose 1 --
• Tap or untap target permanent.
• Master the Disciplines deals 1 damage to each creature and player.
Necessary Losses1WB
Sorcery
Each player sacrifices a creature, then gains life equal to the total power of the sacrificed creatures.
Return to the Dirt2BG
Sorcery
Destroy target nonblack, nonartifact creature. Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
Freedom March Crusader1RW
Creature - Human Soldier
Attacking creatures you control get +1/+1.
2/2
Glitterdust Frog1GU
Creature - Frog
Flash
Sacrifice Glitterdust Frog: Creatures opponents control get -3/-0 until end of turn. Draw a card.
3/3
Rough and Tumble Trio2BR
Creature - Devil
Haste, Grudge (When this creature dies, it deals damage equal to its power to target player.)
When this creature dies, target player discards a card.
3/1
Splicer Thallid2GU
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Splicer Thallid.
Remove three spore counters from Splicer Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature loses all abilities and becomes a 1/1 green Saproling until end of turn.
3/3
Convert1WU
Instant
Gain control of target creature that was spared this turn.
Gather the Tribes3RG
Sorcery
Search your library for up to three green or red Rogue, Barbarian, or Warrior creature cards, reveal them, put them into your hand, then shuffle your library.
Innocuous Gift2UR
Enchantment
When Innocuous Gift enters the battlefield, target opponent gains control of it.
When Innocuous Gift becomes the target of a spell or ability, transform it.
-------------------- FLIPPED -------------------- Hidden Bomb
Artifact
When this permanent transforms into Hidden Bomb, sacrifice it. If you do, deal 4 damage to you and each creature you control.
Return of the Betrayed3BR
Instant
Return target creature card in an opponent's graveyard to the battlefield under your control. You may have it fight a creature controlled by its owner.
Start Over3WB
Sorcery
Destroy all creatures. Each player may return up to one creature card from his or her graveyard to his or her hand.
Tip the Scales2WUU
Instant
You gain 1 life for each creature target opponent controls. Draw a card for each card in target opponent's hand.
Ouki, Giant King4RW
Legendary Creature - Giant
Other Giant creatures you control get +1/+1.
Whenever another Giant creature enters the battlefield under your control, it deals damage equal to its power to target creature or player.
5/5
Raz the Disillusioned3WB
Legendary Creature - Human Soldier
First strike, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Raz the Disillusioned spares a creature, destroy all creatures except for Raz the Disillusioned and the spared creature.
6/4
Kira, Queen of Marion3UB
Legendary Planeswalker - Kira
+1: Look at target player's hand. You may exile a nonland card from it. If you do, that player draws a card.
-2: Exile target creature.
-5: You may cast any number of nonland cards exiled with Kira, Queen of Marion without paying their mana costs.
3
Thallid Origin4BBGG
Legendary Enchantment
When Thallid Origin enters the battlefield, each player discards his or her hand.
At the beginning of your upkeep, you may search your library for a Fungus creature card and put it onto the battlefield. If you do, shuffle your library.
Prototype Soldier2
Artifact Creature - Golem
2/1
Staller Automaton3
Artifact Creature - Golem
1/3
Protective Suit2
Artifact - Equipment
If damage would be dealt to equipped creature, prevent one of it.
Equip 2
Resonant Diviner1
Artifact
You may look at the top card of your library. 3, T: Put the top card of your library on the bottom.
Temporary Conduit2
Artifact
Temporary Conduit enters the battlefield tapped. T: Add 1 to your mana pool. T, Sacrifice Temporary Conduit: Search your library for a basic land card,
reveal it, put it into your hand, then shuffle your library.
Rigged Golem4
Artifact Creature - Golem
Whenever Rigged Golem blocks or becomes blocked by a creature, it deals 7 damage to that creature, then sacrifice Rigged Golem.
4/4
Mana Ore1
Artifact T, Sacrifice Mana Ore: Add one mana of any color to your mana pool.
Pyromancer's Kit3
Artifact - Equipment
Equipped creature has "1, T: This creature deals 1 damage to target creature or player."
Equip 3
Mass Storage Unit6
Artifact
Mana doesn't empty from your mana pool at the end of phases or turns.
Portal Space3
Artifact T: Exile target creature you control, then put a charge counter on Portal Space. 2, T, Sacrifice Portal Space: Return all creature cards exiled with Portal Space
to the battlefield under their owner's control with +1/+1 counters equal to the number of charge counters
on Portal Space.
Anak, the Calamity6
Legendary Planeswalker - Anak
+1: Add 3 to your mana pool.
-X: Search your library for a nonland card with converted mana cost X or less, exile it, then shuffle your library. You may cast that card without paying its mana cost.
-6: Exile all other permanents you control, then put that many 8/8 blue Horror creature tokens with flying onto the battlefield.
3
Bustling City
Land T: Add 1 to your mana pool.
Sacrifice Bustling City: Search your library for a Plains or Swamp card, reveal it, put it into your hand, then shuffle your library.
Foothill Geysers
Land T: Add 1 to your mana pool.
Sacrifice Foothill Geysers: Search your library for an Island or Mountain card, reveal it, put it into your hand, then shuffle your library.
Forest Creek
Land T: Add 1 to your mana pool.
Sacrifice Forest Creek: Search your library for a Forest or Island card, reveal it, put it into your hand, then shuffle your library.
Makeshift Fort
Land T: Add 1 to your mana pool.
Sacrifice Makeshift Fort: Search your library for a Mountain or Plains card, reveal it, put it into your hand, then shuffle your library.
Overgrown Bog
Land T: Add 1 to your mana pool.
Sacrifice Overgrown Bog: Search your library for a Swamp or Forest card, reveal it, put it into your hand, then shuffle your library.
High Road
Land T: Add 1 to your mana pool. 1, T, Sacrifice High Road: Destroy target nonbasic land. Activate this ability only if you control at least 3 basic lands.
Costly Refuge
Land
Costly Refuge enters the battlefield tapped. T: Add W or B to your mana pool. 1WB, T, Pay 1 life: Untap target attacking creature an opponent controls. Prevent all damage that would be dealt to you by that creature this turn.
Hidden Preservation
Land
Hidden Preservation enters the battlefield tapped. T: Add G or U to your mana pool. 2GU, T: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
Natural Gravescape
Land
Natural Gravescape enters the battlefield tapped. T: Add B or G to your mana pool. 1BG, T, Exile a creature card from your graveyard: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Titan's Den
Land
Titan's Den enters the battlefield tapped. T: Add R or W to your mana pool. 3RW, T: You gain life equal to the greatest power among creatures you control.
Volatile Classroom
Land
Hidden Preservation enters the battlefield tapped. T: Add U or R to your mana pool. 2UR, T: Switch each creature's power and toughness until end of turn.
Arturan Academy
Legendary Land
Arturan Academy enters the battlefield tapped. T: Add U to your mana pool. 3UU, T, Sacrifice Arturan Academy: Draw a card for each Wizard you control.
Generally speaking this is amazing for a first-ever set. There's a lot that's fun/a lot to like here; I may post in-depth comments later but I think you have a great future ahead of you as a custom designer.
How I intend it to work is that if there are multiple lethal sources, you could choose one to spare the creature, which would then replace that instance's damage. If the creature would still be dealt lethal damage from a source with mercy, you could choose another, and so on.
So five 2/2s with mercy block a 3/3 and you get four instances of mercy? How would that logistically (chronologically) work? Combat damage is dealt in a singular event, not one by one - and afterwards SBAs are checked before the destruction event that would need to be replaced and as part of that replacement effect the damage dealt earlier would need to be removed.
This means that - to make the rules consistent about different ways to destroy a creature - damage is actually dealt, even if you later decide to undo it as part of "sparing" the creature.
So, if a grown 5/4 Merciful Hunter "spares" a Fungal Nest that would still be five Saproling tokens, because the damage has to be dealt for a short moment for the rules to recognize the destruction event.
Interesting is also the question how mercy should interact with Blight Sickle or something similar granting an ability that replaces the effect of damage with something else (in this case -1/-1 counters). While lethal damage is a concept codified well enough in the rules to potentially track, would mercy be able to recognize putting -1/-1 counters as part of the combat damage resolution and consider putting a -1/-1 counters on a creature "destroying" it? (note that this is obviously only a question if the counters do not reduce the toughness to 0 or less, but damage from another source becomes lethal due to the toughness damage destruction caused by the -1/-1 counters, since a creature with toughness 0 or less is not "destroyed" by SBAs.)
For that matter: If a creature with 5 toughness has 3 damage marked on it by a creature with mercy and later that turn a player uses Last Gasp on that creature, the damage retroactively becomes lethal and the creature is destroyed by that damage from a creature with mercy. Can it still be spared?
Would sparing a creature undo lifegain from lifelink? Would undoing that lifegain considered losing life for clauses like Sygg, River Cutthroat's?
How about dealing damage to an animated planeswalker creature (not one like Gideon animated by their own ability - because their damage prevention is already taking care of lethal damage -, but something like turning a planeswalker into an artifact in addition to its other types and then using artifact animation). The damage now has multiple effects: marked damage on the creature and removed loyalty counters. If the damage is not lethal, but enough to remove all the loyalty counters, should the creature with mercy be able to "spare" the planeswalker creature? Would that return the loyalty counters?
The straightforward thing is that your five 2/2s could also block the 3/3 and have three of them "spare" the creature, but the damage would never be reduced below lethal levels. Quite a merciful bunch they are!
---
Now you could use replacement effects earlier in the process by not dealing damage in the first place, but that would create inconsistencies with the interaction with other destruction replacement effects e. g. regeneration, Totem Armor etc.
This also would make you wonder: If a creature is indestructible, would a creature with mercy be able to "spare" it from lethal damage despite that damage never causing destruction? It seems like it shouldn't, so actually dealing the damage and waiting for the outcome seems more genuine if you consider the reminder text.
The replacement effect of mercy would happen during damage assignment and before the damage is dealt, as you mentioned in the later part of your post. As for the other stuff:
• To check for lethal damage, it would look at the amount of damage being dealt and the creature's toughness. In that case, you could spare a creature even if your creature has wither.
• For an animated planeswalker, I imagine it could check the damage against both the loyalty counters and the toughness to determine if the damage is lethal.
• You couldn't retroactively spare a creature in the Last Gasp scenario.
• I don't know the rules well enough to say what order mercy would have in relation to totem armor and regeneration. Maybe it has something to do with active/inactive player? Either way, one would happen first, then the other.
• A creature with mercy would not be able to spare a creature with indestructible, as it can't be destroyed by lethal damage.
The replacement effect of mercy would happen during damage assignment and before the damage is dealt, as you mentioned in the later part of your post. As for the other stuff:
In that case you probably should change the reminder text to reflect that difference: "If this creature would destroy another creature or deal lethal damage to it, you may instead spare that creature." The issue is that the two events "dealing lethal damage" and "lethal damage causing a creature to be destroyed" are separate from each other, so mercy should better be explicit that the damage gets replaced (in which case a lot of the above scenarios are resolved differently - e. g. totem aura/regeneration don't come into play at all).
Except in (at least) one scenario:
• To check for lethal damage, it would look at the amount of damage being dealt and the creature's toughness. In that case, you could spare a creature even if your creature has wither.
• A creature with mercy would not be able to spare a creature with indestructible, as it can't be destroyed by lethal damage.
But what if a creature with wither has enough power to reduce the toughness of a creature with indestructible to 0? Which one takes precedence?
One question: Why does the reminder text mention "destroy" at all rather than "lethal damage"? No creature I could find (and maybe I missed some, because I could only find white creatures with mercy) is inherently able to destroy a creature without the use of lethal damage.
EDIT:
Found I missed multicolored! So, is Raz the Disillusioned meant to be able to use mercy on its own triggered ability and spare the creatures that would be destroyed by it? Because that would allow the player to stack multiple instances of the ability and just destroy all creatures (other than Raz; including any creature spared previously - as long as there are at least three other creatures on the battlefield).
Yes, the reminder text probably needs some revision. My intent with mentioning destroy is that you could use a card like Role of the Executioner (black common) on a mercy creature, but that might not be necessary. Raz is an oversight.
As for the wither and indestructible thing, I'd like for it to work so that a wither creature could spare an indestructible creature, as that's more intuitive, but I'd have to put more thought into how the rules interactions work.
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Thallidpocalypse
_______________________________________________
Hello everyone! This is my first magic set, which for lack of a better name, I'm calling Thallidpocalypse.
It contains 110 commons, 65 uncommons, 52 rares, and 17 mythics for a total of 244 cards. I'm looking for feedback,
so please let me know what you think!
The story starts at the end of a great war between several different factions. Those include:
The Thur Tribe
The Thurans are a tribe of forest dwellers that live in, study, and manipulate nature. In order to win the great war, they attempt to turn the Thallids into a bioweapon. However, they lose control and the Thallids begin reproducing exponentially, bringing about the Thallidpocalypse. Now, they have focused their science and genetic manipulations on creating the ultimate super-predator to combat the Thallid threat.
The Gondolin Nation
The Gondolin people largely consider themselves to be the last bastion of civilized humanity in the world. They have strict laws and moral codes that must be followed, though they also pride themselves on their compassion and understanding. The Gondolins also have close ties with the Giant nation of Stonekeep, and their king, Ouki. When the Thallidpocalypse occurs, the Gondolins are the first to attempt to unite everyone against this common threat.
The Denizens of the Pit
Over centuries of persecution, the Devil race has gradually been pushed back all the way to the great pit of Heiyum, where they have been forced to reside. The devils had hope that by winning the great war, they would be able to expand to the world above again, but that hope was swiftly crushed by the Thallids.
The Marion Nation
The Marion nation is a cutthroat, corrupt society led by the newly ascended planeswalker Queen Kira. They grudgingly agreed to postpone aggression until after the Thallid threat is dealt with, but they are constantly looking for any way to profit from their terrible situation. Kira is especially interested in reaching Artura herself in order to seize its power and take over the world.
Other Groups:
The Arturan Academy
Long ago, the people living on the island of Artura were the foremost masters of reality-manipulating magic. However, in their attempts to solve all of their problems by changing reality, they end up creating the entity known as Anak the Calamity. The Arturans are forced to flee the island and abandon their hard-won progress. Now, Arturan Academy houses and teaches the descendants of the Arturan people their ancestral magics. The Academy's dream is to someday locate Artura and uncover its secrets, but this is no easy task. The city of Artura has been cloaked in powerful illusionary magics, making it impossible to locate, and the sea is filled with enormous sea serpents that seem to appear from out of nowhere.
The Auburn Squad
After the Thallidpocalypse occurred, the Arturan Academy which had traditionally only taught their signature reality magic acknowledged the crisis and created a special advanced pyrotechnics course taught by Professor Auburn. The course was a massive success and the fire magic allowed the academy to protect itself from the Thallids. However, in one of his experiments Professor Auburn accidentally unleashed a huge inferno upon the academy, destroying priceless research and artifacts. He, and every student who chose to follow him, were exiled from the school and formed the Auburn Squad, which traveled around fighting the Thallids.
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Grudge (When this creature dies, it deals damage equal to its power to target player.)
Thallid Mechanics (I'm keeping the same spore counter mechanic.)
Illusions (Double faced Illusion cards that transform when targeted.)
Fort Mystic 3WW
Creature - Human Wizard
When Fort Mystic enters the battlefield, exile another target creature, then return it to the battlefield under its owner's control.
3/3
Gate Guardsman W
Creature - Human Soldier
Defender
2/2
Gondolin Footsoldier 1W
Creature - Human Soldier
2/2
Gondolin Peacekeeper 2W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Gondolin Peacekeeper spares a creature, you gain 5 life.
2/3
Gondolin Soldier Priest WW
Creature - Human Soldier
First strike, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Gondolin Soldier Priest spares a creature, you may exile target creature, then return it to the battlefield under its owner's control.
2/1
Gondolin Squad Leader 2WW
Creature - Human Soldier
When Gondolin Squad Leader enters the battlefield, put two 1/1 white Human Soldier creature tokens onto the battlefield.
1/1
Hopeful Peaceseeker W
Creature - Human Soldier
When Hopeful Peaceseeker enters the battlefield, you gain 3 life.
1/1
Horde Specialist 3W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Horde Specialist spares a creature, you gain 1 life for each creature opponents control.
1/5
Hunting Hawk 1W
Creature - Bird
Flying
2/1
Master Tactician W
Creature - Human Soldier
W, T: Tap target creature.
1/1
Stonekeep Ambassador 2W
Creature - Human Soldier
Vigilance
As long as you control a Giant, Stonekeep Ambassador gets +1/+1 and has flying.
2/2
Watchful Giant 4W
Creature - Giant
Vigilance
3/4
Bar the Gates 1W
Instant
Prevent all damage that creatures would deal to you this turn.
Complete Lockdown 3W
Enchantment - Aura
Enchant creature
Enchanted creature loses all abilities and cannot attack or block.
Humble the Mighty 2W
Instant
Target creature loses all abilities until end of turn. Draw a card.
Moral Ascension 1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Recover Remains 1W
Sorcery
Exile target creature card in a graveyard. You gain life equal to that creature's converted mana cost.
Role of the Captain 2W
Instant
Target creature gains "T: Creatures you control get +2/+2 until end of turn" until end of turn.
Valiant Defense W
Instant
Target creature gets +2/+2 and may block an additional creature until end of turn.
Wardbreak W
Sorcery
Destroy target enchantment. You gain 2 life.
Champion of the People 2W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Champion of the People's power and toughness are equal to the number of creatures you control.
Whenever Champion of the People spares a creature, put two 1/1 white Human Soldier creature tokens onto the battlefield.
*/*
Drifting Harvesters 1WW
Creature - Human
Flying, Lifelink
When Drifting Harvesters enters the battlefield, you may search your library for a Plains card, reveal it, then put it into your hand. If you do, shuffle your library.
1/1
Giant Council 4WW
Creature - Giant
When Giant Council enters the battlefield, you gain 4 life for each Giant you control.
4/4
Impenetrable Wall 3W
Creature - Wall
Defender
Impenetrable Wall may block an additional creature.
0/10
Wizened Peacekeeper 3W
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Wizened Peacekeeper spares a creature, that creature's controller skips his or her next combat phase.
2/4
Deliver Justice 1WW
Instant
Destroy target creature that dealt damage to you this turn. That creature's controller skips his or her next combat phase.
Path to Peace 3W
Enchantment
Whenever a creature an opponent controls is spared, draw a card.
Snatch Victory 1W
Instant
Exile target creature with power 4 or greater.
Soldier's Pride W
Instant
Soldier creatures you control get +1/+1 and gain lifelink until end of turn.
Wish for Peace 1W
Instant
Prevent all combat damage that would be dealt this turn.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Peace from your graveyard to your hand.
Funeral Priest 1W
Creature - Human
Creatures can't trigger abilities when they die.
2/2
Grand Tower Mystic 3WW
Creature - Human Wizard
Lifelink
When Grand Tower Mystic enters the battlefield, you may search your library for an enchantment card, reveal it, and put it into your hand. If you do, shuffle your library.
3/4
Merciful Hunter 2W
Creature - Human Soldier
First strike, Vigilance, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Merciful Hunter spares a creature, exile that creature and put two +1/+1 counters on Merciful Hunter.
When Merciful Hunter dies, return all creature cards exiled with Merciful Hunter to their owner's hands.
3/2
Oblivious Giant 5WW
Creature - Giant
When Oblivious Giant enters the battlefield, destroy all creatures with converted mana cost 3 or less.
Oblivious Giant cannot be dealt damage or targeted by creatures or spells with converted mana cost 3 or less.
5/6
Moment of Silence 2W
Sorcery
Until your next turn, players can't cast spells. Draw a card.
Sit Among the Clouds 1WW
Enchantment
Whenever you become the target of a spell or ability an opponent controls, you gain 4 life.
Trailing History WW
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Put a 1/1 white Spirit creature token with flying onto the battlefield.
• Return target enchantment card from your graveyard to your hand.
• Search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
Hal the Stronghearted 1WW
Legendary Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Hal the Stronghearted spares a creature, if your life total is less than your starting life total, it becomes equal to your starting life total.
1/1
Academy Assistant 2U
Creature - Human Wizard
When Academy Assistant enters the battlefield, draw a card.
1/2
Academy Duelist 3UU
Creature - Human Wizard
Academy Duelist cannot be blocked.
When Academy Duelist enters the battlefield, return target creature to its owner's hand.
2/2
Bluescale Drake 3U
Creature - Illusion Drake
Flying
When Bluescale Drake becomes the target of a spell or ability, transform it.
4/3
-------------------- FLIPPED --------------------
Common Bluejay
Creature - Bird
Flying
1/1
Freeform Elemental 1U
Creature - Illusion Elemental
1: Freeform Elemental gets +1/-1 until end of turn.
1: Freeform Elemental gets -1/+1 until end of turn.
When Freeform Elemental becomes the target of a spell or ability, transform it.
2/2
-------------------- FLIPPED --------------------
Water Ball
Creature - Elemental
0/1
Gravity Defier U
Creature - Human Wizard
Flying
1/1
Projected Barrier 1U
Creature - Illusion Wall
Defender, Flying
When Projected Barrier becomes the target of a spell or ability, sacrifice it.
0/6
Serpent of the Depths 4UU
Creature - Sea Serpent
Hexproof
Serpent of the Depths can't attack unless defending player controls an Island.
5/5
Thought Researcher 2U
Creature - Human Wizard
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Thought Researcher spares a creature, draw a card.
2/2
Future Investments U
Enchantment
2U, Sacrifice Future Investments: Draw two cards.
Hoard Secrets 1U
Sorcery
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in your hand.
Lost in the Possibilities 1U
Enchantment - Aura
Enchant creature
Flash
Enchanted creature gets -X/-0, where X is the number of cards in your hand.
Midleap Portal 1U
Instant
Exile target attacking creature. Return that creature to the battlefield tapped and attacking under its owner's control at the beginning of the declare attackers step on its owner's next turn. Draw a card.
Mysterious Disappearances 3UU
Instant
Return up to two target creatures to their owner's hands.
Preserve Lore U
Instant
Target noncreature permanent gains hexproof until end of turn.
Pull from the Depths U
Sorcery
Look at the bottom card of your library. You may put that card on top of your library. Draw a card.
Remove Complications 1U
Instant
Counter target noncreature spell.
Role of the Genius 3U
Instant
Target creature gains "T: Draw three cards, then discard a card. This creature doesn't untap during its controller's next untap step" until end of turn.
Study Aid U
Instant
Untap target creature. Draw a card.
Take Apart 2U
Instant
Counter target spell unless its controller pays 4. If you control two or more Wizards, draw a card.
Diving Osprey 1U
Creature - Bird
Flying
Whenever Diving Osprey deals combat damage to a player, draw a card, then discard a card.
1/1
Phantasmal Crusher 1UU
Creature - Illusion
When Phantasmal Crusher becomes the target of a spell or ability, transform it.
3/4
-------------------- FLIPPED --------------------
Phantasmal Crusher
Creature - Illusion
When Phantasmal Crusher becomes the target of a spell or ability, sacrifice it.
Illusions within illusions...
3/4
Portal Infiltrator 2UU
Creature - Human Wizard
1U: Exile target attacking creature you control. Return it to the battlefield tapped and attacking under its owner's control at the beginning of its owner's next declare attackers step. It cannot be blocked until the end of that turn.
2/3
Disrupt Connection 1U
Instant
Return target creature to its owner's hand unless its controller pays 1. Draw a card.
Essence Manipulation XU
Instant
Put target spell under X cards of its owner's library unless its controller pays X.
Mystic Boundaries 2UU
Enchantment
Whenever a creature attacks you, put a 1/1 blue Illusion creature token onto the battlefield unless its controller returns a permanent he or she controls to its owner's hand.
Suppress Will 3UU
Enchantment - Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, put the top X cards of your library into your graveyard, where X is enchanted creature's power.
Wish for Knowledge 1U
Instant
Draw a card.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Knowledge from your graveyard to your hand.
Essence Former 3U
Creature - Human Wizard
Flash, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Essence Former spares a creature, put a token that's a copy of that creature onto the battlefield.
3/4
Phantasmal Aberration 1UUU
Creature - Illusion Horror
When Phantasmal Aberration becomes the target of a spell or ability, transform it.
6/6
-------------------- FLIPPED --------------------
Captivating Peacock
Creature - Bird
Flying
When this creature transforms into Captivating Peacock, tap target creature. It doesn't untap during its controller's next untap step.
When Captivating Peacock dies, draw a card.
2/2
Portal Mage 1UU
Creature - Human Wizard
U, T: Exile target attacking creature. Return it to the battlefield tapped and attacking under its owner's control at the beginning of its owner's next declare attackers step.
2/2
Spiked Serpent 3UU
Creature - Sea Serpent
Flash, Hexproof
Spiked Serpent cannot be countered.
3/6
Chance for Redemption 3UU
Sorcery
Return all nonland permanents you control to their owner's hands.
Take an additional turn after this one.
In Vitro Modifications 1U
Instant
Counter target creature spell. That spell's controller reveals cards from the top of his or her library
until he or she reveals a creature card. That player puts that card onto the battlefield, then shuffles all other cards revealed this way into his or her library.
Perceptual Buffer 2U
Enchantment
Illusion creatures you control have hexproof.
Trailing Thought 1UU
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Destroy target creature. Its controller puts a 3/3 green Ape creature token onto the battlefield.
• Look at the top five cards of your library, then put them back in any order.
• Draw a card.
Wave of Horrors XX3UU
Sorcery
Put X 8/8 blue Horror creature tokens with flying onto the battlefield.
Guardian of Artura 4UUUU
Creature - Sea Serpent
Flash
Guardian of Artura cannot be blocked.
U: Exile Guardian of Artura. For as long as Guardian of Artura remains exiled, you may cast it from exile without paying its mana cost.
7/10
Artura, the Lost City 4UU
Legendary Enchantment
U: Target non-Illusion creature becomes an Illusion in addition to its other types and gains "When this creature becomes the target of a spell or ability, sacrifice it" until end of turn.
2UU: Sacrifice an Illusion: Put an 8/8 blue Horror creature token with flying onto the battlefield.
Out of Time 2UUU
Instant
End the turn. If a spell would be countered by Out of Time, exile it instead. For as long as it remains exiled, that spell's owner may cast it any time he or she could cast a sorcery without paying its mana cost.
Batwing Swooper 3B
Creature - Bat
Flying
2/2
Bog Monster 4B
Creature - Beast
5/3
Diseased Castout 1B
Creature - Human
When Diseased Castout dies, target player discards a card and loses 1 life.
1/1
Exiled Thief 3B
Creature - Human Rogue
Lifelink, Grudge (When this creature dies, it deals damage equal to its power to target player.)
2/2
Marion Entrepreneur 1BB
Creature - Human
When Marion Entrepreneur enters the battlefield, sacrifice a creature.
B: Marion Entrepreneur gets +1/+1 until end of turn.
2/2
Marion Negotiator 2B
Creature - Human
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Marion Negotiator spares a creature, you may put any number of creature cards in your graveyard
on top of your library in any order.
3/2
Marion Recruit 1B
Creature - Human Soldier
When Marion Recruit enters the battlefield, you lose 2 life.
2/2
Pit Devil 2BB
Creature - Devil
When Pit Devil dies, each player loses 2 life.
3/3
Scavenger Thallid B
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Scavenger Thallid.
Remove three spore counters from Scavenger Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Exile target card in a graveyard.
1/1
Solitary Warlord 3BB
Creature - Human Soldier
Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Solitary Warlord spares a creature, that creature's controller discards two cards.
4/4
Thuran Pit Shaman 2B
Creature - Human Shaman
Menace
Sacrifice a creature: Thuran Pit Shaman gets +2/+2 until end of turn.
1/1
Cruel Actuality B
Instant
Destroy target creature that was spared this turn.
Death Shift 1B
Sorcery
Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Easy Pickings 2B
Sorcery
Each opponent loses 2 life. You gain life equal to the life lost this way.
Last Gasp 1B
Instant
Target creature gets -3/-3 until end of turn.
Evil's Rewards 4BB
Sorcery
You draw 3 cards and you lose 3 life.
Expel into Shadows 3BB
Sorcery
Exile target creature. If that creature had power 3 or less, you gain 3 life.
Makeshift Immortality 1B
Enchantment - Aura
Enchant creature
1: Enchanted creature gains indestructible until end of turn.
Role of the Executioner 2B
Instant
Target creature gains "T: Destroy target tapped creature" until end of turn.
Corrosive Thallid 1B
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Scavenger Thallid.
Remove three spore counters from Scavenger Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
1/2
Marion Elite B
Creature - Human Soldier
Pay 2 life: Marion Elite gets +2/+1 until end of turn. Activate this ability no more than once each turn.
1/1
Salvager Symbiote 2B
Creature - Insect
Whenever another creature dies, you may put a spore counter on Salvager Symbiote.
Sacrifice Salvager Symbiote: Distribute spore counters equal to the number on Salvager Symbiote among any number of Fungus creatures you control.
2/3
Thuran Corpsewalker 4B
Creature - Human Shade
Grudge (When this creature dies, it deals damage equal to its power to target player.)
Thuran Corpsewalker's power and toughness are equal to the number of creature cards in your graveyard.
*/*
War Profiteer 1B
Creature - Human
Whenever another creature dies, each opponent loses 1 life and you gain 1 life.
1/1
Winged Devil 2B
Creature - Devil
Flying
Winged Devil cannot block.
When Winged Devil enters the battlefield, target creature gets -2/-2 until end of turn.
2/1
Overwhelm 2B
Instant
Destroy target nonartifact creature.
Scan for Abnormalities B
Sorcery
Choose even or odd. Target player reveals his or her hand. You choose a nonland card with the chosen converted mana cost from it. That player discards that card.
Stitching Operator 1BB
Enchantment
1, Sacrifice a creature: Target creature gains indestructible until end of turn.
Wish for Power 1B
Instant
Target creature gains deathtouch until end of turn.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Power from your graveyard to your hand.
Calculating Enforcer 2B
Creature - Human Soldier
Menace, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Calculating Enforcer spares a creature, you may destroy another target creature (you may not spare the targeted creature).
3/2
Devil Overseer 3BB
Creature - Devil
Whenever a Devil creature you control enters the battlefield or dies, you draw a card and you lose 1 life.
4/3
Invincible Blackblade BB
Creature - Human Soldier
First strike, Deathtouch
2/2
Grasp for Secrets 3B
Sorcery
Target player separates his or her hand into a face-up and a face-down pile. That player discards all the cards in the pile of your choice, then returns the rest to his or her hand.
Scavenging Grounds B
Enchantment
1B: Exile target card in an opponent's graveyard. That player loses 1 life and you gain 1 life.
Trailing Desecration 3BB
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Return target creature card from your graveyard to the battlefield.
• Target player discards two cards.
• Target player sacrifices a creature. You gain life equal to that creature's toughness.
Earl of the Bottomless Chasm 6BB
Legendary Creature - Devil
Flying
Whenever Earl of the Bottomless Chasm enters the battlefield or attacks, search target opponent's library
for up to five cards and exile them, then he or she shuffle his or her library.
8/6
Overwhelming Despair X2BB
Sorcery
Target player discards X cards and loses X life. You draw X cards and gain X life.
Auburn Squad Trainee 1R
Creature - Human Wizard
When Auburn Squad Trainee enters the battlefield, it deals 1 damage to target creature or player.
1/1
Boiling Gut Devil 1R
Creature - Devil
R: Boiling Gut Devil gets +1/+0 until end of turn.
0/2
Groundshaker Giant 4R
Creature - Giant
When Groundshaker Giant enters the battlefield, it deals 1 damage to each other creature without flying.
3/3
New Era Devil R
Creature - Devil
Grudge (When this creature dies, it deals damage equal to its power to target player.)
1/1
Reckless Experimenter 3R
Creature - Human Wizard
When Reckless Experimenter enters the battlefield, target opponent reveals a card at random from his or her hand, then takes damage equal to that card's converted mana cost.
2/2
Rumbler Giant 3RR
Creature - Giant
6/3
Stunted Giant 2R
Creature - Giant
Giant spells you cast cost 2 less.
2/2
Thickskinned Giant 2RR
Creature - Giant
Haste
3/3
Warpressed Bandits 2R
Creature - Human Rogue
Grudge (When this creature dies, it deals damage equal to its power to target player.)
3/2
Wartorn Survivor 1R
Creature - Human Warrior
Grudge (When this creature dies, it deals damage equal to its power to target player.)
2/1
Devil's Whispers 1R
Sorcery
Gain control of target creature with toughness 4 or less until end of turn. Untap that creature. It gains haste until end of turn.
Firebombing 4R
Sorcery
Firebombing deals 3 damage to target creature and that creature's controller.
Grasp for Freedom 2R
Instant
Attacking creatures get +1/+0 and gain menace until end of turn.
Incendiary Flesh 1R
Instant
As an additional cost to cast Incendiary Flesh, sacrifice a creature.
Incendiary Flesh deals 3 damage divided as you choose among any number of target creatures and/or players.
Incite Blame 1R
Instant
Target creature gets +1/+0 and gains grudge until end of turn. (When targeted creature dies, it deals damage equal to its power to target player.)
Pressure Blast 3R
Sorcery
Pressure Blast deals 4 damage to target player.
Role of the Daredevil R
Instant
Target creature gains "T: Flip a coin. If you win the flip, this creature deals 3 damage to target creature or player. Otherwise, it deals 3 damage to itself" until end of turn.
Slapdash Trials 3R
Sorcery
Draw four cards, then discard two cards at random.
Auburn Squad Battlemage 2RR
Creature - Human Wizard
First strike, Haste
T: Auburn Squad Battlemage deals 1 damage to target creature or player.
2/2
Barrelchested Brawler 4RR
Creature - Giant Barbarian
Menace, Trample
5/5
Freedom March Slasher 3R
Creature - Human Soldier
Double strike
Freedom March Slasher gets +1/+0 as long as it's attacking.
2/1
Frontline Rager R
Creature - Human Warrior
Wartorn Rager attacks each turn if able.
R: Wartorn Rager gets +1/+0 until end of turn.
1/1
Newborn Hellion RR
Creature - Hellion
Newborn Hellion enters the battlefield tapped and doesn't untap during its controller's untap step.
Whenever you are dealt damage, untap Newborn Hellion and put two +1/+1 counters on it.
1/1
Earthshatter Stomp 2R
Sorcery
Target Giant creature you control deals damage equal to its power to target creature. Creatures can't block this turn.
Inner Struggle 3R
Instant
Target creature deals damage to itself equal to its power.
Last Ditch Charge XR
Instant
Up to two target creatures you control get +X/+0 until end of turn. Sacrifice them at the beginning of the next end step.
Sterilizing Flames 1R
Instant
Destroy target green or black permanent.
Wish for Vengeance 1R
Instant
Wish for Vengeance deals 2 damage to target creature or player and 3 damage to you.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Vengeance from your graveyard to your hand.
Blazing Trail Devil 1RR
Creature - Devil
Haste, Grudge (When this creature dies, it deals damage equal to its power to target player.)
At the beginning of the end step, sacrifice Blazing Trail Devil.
3/1
Coverfire Mage 2RR
Creature - Human Wizard
Whenever a creature attacks you, Coverfire Mage deals 1 damage to it.
3/4
Cursed Flame Devil 1R
Creature - Devil
If a player would gain life, he or she gains half that much life instead, rounded up.
At the beginning of your upkeep, Cursed Flame Devil deals 1 damage to target player.
2/1
Unstoppable Crasher 3RRR
Creature - Giant
Trample, Haste
Unstoppable Crasher is indestructible as long as it's attacking.
6/6
Crash Course 3R
Sorcery
Creatures you control gain "T: This creature deals 2 damage to target creature or player" until end of turn.
Instinctual Casting 2RR
Instant
Copy target spell twice. You may choose new targets for the copies.
Trailing Flames 1RR
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Destroy target nonbasic land.
• Trailing Flames deals 2 damage to target creature or player.
• Target creature you control gets +2/+0 and gains flying until end of turn. Sacrifice it at the beginning of the next end step.
Lathnu, Volcanic Hellion 5RR
Legendary Creature - Hellion
Trample
Lathnu, Volcanic Hellion enters the battlefield tapped and doesn't untap during its controller's untap step.
Whenever you are dealt damage, untap Lathnu, Volcanic Hellion and it deals 4 damage to each other creature.
6/6
Professor Auburn 3RR
Legendary Creature - Human Wizard
Whenever another creature dies, you may add RR to your mana pool.
1RR: Professor Auburn deals 2 damage to target creature.
4/4
Inferno at the Academy 6RRR
Sorcery
Each player flips a coin until he or she flips four heads. For each coin flipped,
that player sacrifices a permanent.
Arachnid Colossus 5GG
Creature - Spider Beast
Reach
7/7
Caustic Thallid 3G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Caustic Thallid.
Remove three spore counters from Caustic Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Destroy target artifact or enchantment.
3/3
Enhanced Boar 1G
Creature - Boar
2G: Enhanced Boar gains indestructible until end of turn.
2/2
Hulking Barbarian 4GG
Creature - Human Barbarian
Whenever Hulking Barbarian becomes blocked, it gets +2/+2 until end of turn.
5/4
Longlimb Thallid 1GG
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Longlimb Thallid.
Remove three spore counters from Longlimb Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Destroy target creature with flying.
2/2
Soldier Thallid 1G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Soldier Thallid.
Remove three spore counters from Soldier Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
2/2
Thuran Caretaker G
Creature - Human Druid
When Thuran Caretaker enters the battlefield, you may put three spore counters on target Fungus creature you control.
1/2
Trial Predator 2G
Creature - Beast
3/3
Wilderness Traverser 1G
Creature - Human Scout
When Wilderness Traverser enters the battlefield, you may search your library for a basic land card, reveal it, then shuffle your library and put it on top.
2/2
Abandon Home 4G
Sorcery
Put target land on top of its owner's library.
Accelerate Growth 1G
Sorcery
Put a spore counter on any number of Fungus creatures you control. Draw a card.
Life Goes On G
Instant
You gain 4 life. If a creature died this turn, you gain 8 life instead.
Nature's Strength 3G
Enchantment - Aura
Enchant creature
When Nature's Strength enters the battlefield, you gain 3 life.
Enchanted creature gets +3/+3.
New Life XG
Sorcery
You gain X life. Put a 1/1 green Saproling creature token onto the battlefield.
Predator's Strike 1G
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Protected Farmland 1G
Enchantment - Aura
Enchant basic land
Enchanted land is indestructible.
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
Role of the Predator G
Instant
Target creature gains "T: This creature fights another target creature" until end of turn.
Thuran Enhancement 2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3 and has reach.
Wander the Land 2G
Sorcery
Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library.
Enhanced Wurm 2GG
Creature - Wurm
6/4
Forest Sloth G
Creature - Sloth
Forest Sloth doesn't untap during your untap step unless you pay 1G.
2/3
Fungal Nest 1G
Creature - Fungus
Defender
Whenever Fungal Nest is dealt damage, put that many 1/1 green Saproling creature tokens onto the battlefield.
0/2
Thallid Stimulator 2G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Thallid Stimulator.
Remove three spore counters from Thallid Stimulator: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Fungus creatures you control get +1/+1 until end of turn.
4/2
Venomous Treecrawler G
Creature - Insect
Reach, Deathtouch
1/1
Dominance Contest 2GG
Enchantment
3GG: Target creature you control fights target creature you don't control.
Draw Attention 2G
Sorcery
All creatures able to block target creature you control must do so until end of turn.
Invoke Might GG
Instant
Target creature gets +X/+X until end of turn, where X is that creature's power.
Mold from Within 2GG
Sorcery
Destroy target noncreature permanent. Put a 1/1 green Saproling creature token onto the battlefield.
Revitalize 3G
Sorcery
Untap all lands you control.
Wish for Strength 1G
Instant
Untap target creature. It gets +2/+2 until end of turn.
At the beginning of each end step, if three or more creatures died this turn, you may return Wish for Strength from your graveyard to your hand.
Hardsap Thallid 1G
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Hardsap Thallid.
Remove three spore counters from Hardsap Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature gains indestructible until end of turn.
2/1
Pod Collector Thallid 1GG
Creature - Fungus
At the beginning of your upkeep, you may put a spore counter on any number of Fungus creatures you control.
Saproling creatures you control and other Fungus creatures you control get +1/+!.
2/2
Rooted Den Thallid 3GG
Creature - Fungus
Defender
At the beginning of your upkeep, put a spore counter on Rooted Den Thallid.
Remove three spore counters from Rooted Den Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
At the beginning of your end step, you gain life equal to the number of Saprolings you control.
4/7
Mass Wave 2GG
Sorcery
Creature tokens you control get +3/+3 and gain trample until end of turn.
Sudden Appearance 1G
Instant
The next creature spell you cast this turn may be cast at any time you could cast an instant. Draw a card.
Trailing Pack GG
Sorcery
Choose two if you cast another spell this turn. Otherwise, choose one --
• Target creature must be blocked this turn if able.
• Search your library for a creature card with the same name as a creature you control, reveal it, put it into your hand, then shuffle your library.
• Put target creature card from your graveyard on top of your library.
Mouk, Born to Hunt 3GGG
Legendary Creature - Beast
All creatures able to block Mouk, Born to Hunt must do so.
1G: Mouk, Born to Hunt gains indestructible until end of turn.
G: Target nonland noncreature permanent an opponent controls becomes a 1/1 creature until end of turn.
6/6
Symbiotic Colossus 8GG
Creature - Spirit Avatar
At the beginning of your upkeep, put three 1/1 green Saproling creature tokens onto the battlefield.
Sacrifice a Saproling: Return target card from your graveyard to your hand.
8/8
Viscous Thallid 1GU
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Viscous Thallid.
Remove three spore counters from Viscous Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature doesn't untap during its controller's next untap step.
1/4
Crumble Away 2RW
Sorcery
Destroy target artifact, enchantment, or land.
Land Expansion 1GW
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. Put a 1/1 white Human creature token onto the battlefield.
Numbing Rage 1UR
Enchantment - Aura
Enchant creature
Enchanted creature attacks each turn if able.
Whenever enchanted creature attacks, it doesn't untap during its controller's next untap step.
Prideful Loss BG
Sorcery
Each player discards a card then creates a 1/1 green Saproling creature token.
Illusionist Assassin 1UB
Creature - Illusion Beast
Flash
When Illusionist Assassin becomes the target of a spell or ability, transform it.
0: Transform Illusionist Assassin.
4/3
-------------------- FLIPPED --------------------
Revealed Assassin
Creature - Human Rogue Wizard
Deathtouch
1/1
Long Forgotten Remnant 6GW
Creature - Spirit Avatar
Vigilance
When Long Forgotten Remnant enters the battlefield, you may return up to two cards from your graveyard to your hand.
4/7
Raging Hermit RG
Creature - Human Druid Barbarian
Trample, Haste, Grudge (When this creature dies, it deals damage equal to its power to target player.)
2/2
Silent Savage 1RG
Creature - Human Barbarian
Grudge (When this creature dies, it deals damage equal to its power to target player.)
3GG: Silent Savage gets +2/+2 until end of turn. Activate this ability no more than once each turn.
2/3
Shining Star of the Academy 2UW
Creature - Human Wizard
When Shining Star of the Academy enters the battlefield, you gain 2 life, then put target creature on top
of its owner's library.
1/1
Valiant Farmer GW
Creature - Human
T: Add one mana of any color to your mana pool.
Sacrifice Valiant Farmer: Add one mana of any color to your mana pool.
1/2
Even Exchange 2UB
Sorcery
Target player draws or discards cards until they have exactly two in hand.
Devil's Rite 1BR
Sorcery
As an additional cost to cast Devil's Rite, discard a card.
Add BBRRR to your mana pool.
Master the Disciplines UR
Instant
Choose 1 --
• Tap or untap target permanent.
• Master the Disciplines deals 1 damage to each creature and player.
Necessary Losses 1WB
Sorcery
Each player sacrifices a creature, then gains life equal to the total power of the sacrificed creatures.
Return to the Dirt 2BG
Sorcery
Destroy target nonblack, nonartifact creature. Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
Freedom March Crusader 1RW
Creature - Human Soldier
Attacking creatures you control get +1/+1.
2/2
Glitterdust Frog 1GU
Creature - Frog
Flash
Sacrifice Glitterdust Frog: Creatures opponents control get -3/-0 until end of turn. Draw a card.
3/3
Rough and Tumble Trio 2BR
Creature - Devil
Haste, Grudge (When this creature dies, it deals damage equal to its power to target player.)
When this creature dies, target player discards a card.
3/1
Splicer Thallid 2GU
Creature - Fungus
At the beginning of your upkeep, put a spore counter on Splicer Thallid.
Remove three spore counters from Splicer Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice a Saproling: Target creature loses all abilities and becomes a 1/1 green Saproling until end of turn.
3/3
Convert 1WU
Instant
Gain control of target creature that was spared this turn.
Gather the Tribes 3RG
Sorcery
Search your library for up to three green or red Rogue, Barbarian, or Warrior creature cards, reveal them, put them into your hand, then shuffle your library.
Innocuous Gift 2UR
Enchantment
When Innocuous Gift enters the battlefield, target opponent gains control of it.
When Innocuous Gift becomes the target of a spell or ability, transform it.
-------------------- FLIPPED --------------------
Hidden Bomb
Artifact
When this permanent transforms into Hidden Bomb, sacrifice it. If you do, deal 4 damage to you and each creature you control.
Return of the Betrayed 3BR
Instant
Return target creature card in an opponent's graveyard to the battlefield under your control. You may have it fight a creature controlled by its owner.
Start Over 3WB
Sorcery
Destroy all creatures. Each player may return up to one creature card from his or her graveyard to his or her hand.
Tip the Scales 2WUU
Instant
You gain 1 life for each creature target opponent controls. Draw a card for each card in target opponent's hand.
Ouki, Giant King 4RW
Legendary Creature - Giant
Other Giant creatures you control get +1/+1.
Whenever another Giant creature enters the battlefield under your control, it deals damage equal to its power to target creature or player.
5/5
Raz the Disillusioned 3WB
Legendary Creature - Human Soldier
First strike, Mercy (If this creature would destroy another creature, you may instead spare that creature.)
Whenever Raz the Disillusioned spares a creature, destroy all creatures except for Raz the Disillusioned and the spared creature.
6/4
Kira, Queen of Marion 3UB
Legendary Planeswalker - Kira
+1: Look at target player's hand. You may exile a nonland card from it. If you do, that player draws a card.
-2: Exile target creature.
-5: You may cast any number of nonland cards exiled with Kira, Queen of Marion without paying their mana costs.
3
Thallid Origin 4BBGG
Legendary Enchantment
When Thallid Origin enters the battlefield, each player discards his or her hand.
At the beginning of your upkeep, you may search your library for a Fungus creature card and put it onto the battlefield. If you do, shuffle your library.
Prototype Soldier 2
Artifact Creature - Golem
2/1
Staller Automaton 3
Artifact Creature - Golem
1/3
Protective Suit 2
Artifact - Equipment
If damage would be dealt to equipped creature, prevent one of it.
Equip 2
Resonant Diviner 1
Artifact
You may look at the top card of your library.
3, T: Put the top card of your library on the bottom.
Temporary Conduit 2
Artifact
Temporary Conduit enters the battlefield tapped.
T: Add 1 to your mana pool.
T, Sacrifice Temporary Conduit: Search your library for a basic land card,
reveal it, put it into your hand, then shuffle your library.
Rigged Golem 4
Artifact Creature - Golem
Whenever Rigged Golem blocks or becomes blocked by a creature, it deals 7 damage to that creature, then sacrifice Rigged Golem.
4/4
Mana Ore 1
Artifact
T, Sacrifice Mana Ore: Add one mana of any color to your mana pool.
Planted Mine 2
Artifact
Sacrifice Planted Mine: Planted Mine deals 2 damage to target attacking creature.
Pyromancer's Kit 3
Artifact - Equipment
Equipped creature has "1, T: This creature deals 1 damage to target creature or player."
Equip 3
Mass Storage Unit 6
Artifact
Mana doesn't empty from your mana pool at the end of phases or turns.
Portal Space 3
Artifact
T: Exile target creature you control, then put a charge counter on Portal Space.
2, T, Sacrifice Portal Space: Return all creature cards exiled with Portal Space
to the battlefield under their owner's control with +1/+1 counters equal to the number of charge counters
on Portal Space.
Anak, the Calamity 6
Legendary Planeswalker - Anak
+1: Add 3 to your mana pool.
-X: Search your library for a nonland card with converted mana cost X or less, exile it, then shuffle your library. You may cast that card without paying its mana cost.
-6: Exile all other permanents you control, then put that many 8/8 blue Horror creature tokens with flying onto the battlefield.
3
Bustling City
Land
T: Add 1 to your mana pool.
Sacrifice Bustling City: Search your library for a Plains or Swamp card, reveal it, put it into your hand, then shuffle your library.
Foothill Geysers
Land
T: Add 1 to your mana pool.
Sacrifice Foothill Geysers: Search your library for an Island or Mountain card, reveal it, put it into your hand, then shuffle your library.
Forest Creek
Land
T: Add 1 to your mana pool.
Sacrifice Forest Creek: Search your library for a Forest or Island card, reveal it, put it into your hand, then shuffle your library.
Makeshift Fort
Land
T: Add 1 to your mana pool.
Sacrifice Makeshift Fort: Search your library for a Mountain or Plains card, reveal it, put it into your hand, then shuffle your library.
Overgrown Bog
Land
T: Add 1 to your mana pool.
Sacrifice Overgrown Bog: Search your library for a Swamp or Forest card, reveal it, put it into your hand, then shuffle your library.
High Road
Land
T: Add 1 to your mana pool.
1, T, Sacrifice High Road: Destroy target nonbasic land. Activate this ability only if you control at least 3 basic lands.
Costly Refuge
Land
Costly Refuge enters the battlefield tapped.
T: Add W or B to your mana pool.
1WB, T, Pay 1 life: Untap target attacking creature an opponent controls. Prevent all damage that would be dealt to you by that creature this turn.
Hidden Preservation
Land
Hidden Preservation enters the battlefield tapped.
T: Add G or U to your mana pool.
2GU, T: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
Natural Gravescape
Land
Natural Gravescape enters the battlefield tapped.
T: Add B or G to your mana pool.
1BG, T, Exile a creature card from your graveyard: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Titan's Den
Land
Titan's Den enters the battlefield tapped.
T: Add R or W to your mana pool.
3RW, T: You gain life equal to the greatest power among creatures you control.
Volatile Classroom
Land
Hidden Preservation enters the battlefield tapped.
T: Add U or R to your mana pool.
2UR, T: Switch each creature's power and toughness until end of turn.
Arturan Academy
Legendary Land
Arturan Academy enters the battlefield tapped.
T: Add U to your mana pool.
3UU, T, Sacrifice Arturan Academy: Draw a card for each Wizard you control.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
This means that - to make the rules consistent about different ways to destroy a creature - damage is actually dealt, even if you later decide to undo it as part of "sparing" the creature.
So, if a grown 5/4 Merciful Hunter "spares" a Fungal Nest that would still be five Saproling tokens, because the damage has to be dealt for a short moment for the rules to recognize the destruction event.
Interesting is also the question how mercy should interact with Blight Sickle or something similar granting an ability that replaces the effect of damage with something else (in this case -1/-1 counters). While lethal damage is a concept codified well enough in the rules to potentially track, would mercy be able to recognize putting -1/-1 counters as part of the combat damage resolution and consider putting a -1/-1 counters on a creature "destroying" it? (note that this is obviously only a question if the counters do not reduce the toughness to 0 or less, but damage from another source becomes lethal due to the toughness damage destruction caused by the -1/-1 counters, since a creature with toughness 0 or less is not "destroyed" by SBAs.)
For that matter: If a creature with 5 toughness has 3 damage marked on it by a creature with mercy and later that turn a player uses Last Gasp on that creature, the damage retroactively becomes lethal and the creature is destroyed by that damage from a creature with mercy. Can it still be spared?
Would sparing a creature undo lifegain from lifelink? Would undoing that lifegain considered losing life for clauses like Sygg, River Cutthroat's?
How about dealing damage to an animated planeswalker creature (not one like Gideon animated by their own ability - because their damage prevention is already taking care of lethal damage -, but something like turning a planeswalker into an artifact in addition to its other types and then using artifact animation). The damage now has multiple effects: marked damage on the creature and removed loyalty counters. If the damage is not lethal, but enough to remove all the loyalty counters, should the creature with mercy be able to "spare" the planeswalker creature? Would that return the loyalty counters?
The straightforward thing is that your five 2/2s could also block the 3/3 and have three of them "spare" the creature, but the damage would never be reduced below lethal levels. Quite a merciful bunch they are!
---
Now you could use replacement effects earlier in the process by not dealing damage in the first place, but that would create inconsistencies with the interaction with other destruction replacement effects e. g. regeneration, Totem Armor etc.
This also would make you wonder: If a creature is indestructible, would a creature with mercy be able to "spare" it from lethal damage despite that damage never causing destruction? It seems like it shouldn't, so actually dealing the damage and waiting for the outcome seems more genuine if you consider the reminder text.
Both pathes are hard. :/
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
• To check for lethal damage, it would look at the amount of damage being dealt and the creature's toughness. In that case, you could spare a creature even if your creature has wither.
• For an animated planeswalker, I imagine it could check the damage against both the loyalty counters and the toughness to determine if the damage is lethal.
• You couldn't retroactively spare a creature in the Last Gasp scenario.
• I don't know the rules well enough to say what order mercy would have in relation to totem armor and regeneration. Maybe it has something to do with active/inactive player? Either way, one would happen first, then the other.
• A creature with mercy would not be able to spare a creature with indestructible, as it can't be destroyed by lethal damage.
In that case you probably should change the reminder text to reflect that difference: "If this creature would destroy another creature or deal lethal damage to it, you may instead spare that creature." The issue is that the two events "dealing lethal damage" and "lethal damage causing a creature to be destroyed" are separate from each other, so mercy should better be explicit that the damage gets replaced (in which case a lot of the above scenarios are resolved differently - e. g. totem aura/regeneration don't come into play at all).
Except in (at least) one scenario:
But what if a creature with wither has enough power to reduce the toughness of a creature with indestructible to 0? Which one takes precedence?
One question: Why does the reminder text mention "destroy" at all rather than "lethal damage"? No creature I could find (and maybe I missed some, because I could only find white creatures with mercy) is inherently able to destroy a creature without the use of lethal damage.
EDIT:
Found I missed multicolored! So, is Raz the Disillusioned meant to be able to use mercy on its own triggered ability and spare the creatures that would be destroyed by it? Because that would allow the player to stack multiple instances of the ability and just destroy all creatures (other than Raz; including any creature spared previously - as long as there are at least three other creatures on the battlefield).
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
As for the wither and indestructible thing, I'd like for it to work so that a wither creature could spare an indestructible creature, as that's more intuitive, but I'd have to put more thought into how the rules interactions work.