It is well-known by now that the original Kamigawa block had a number of problems. It came out in the aftermath of an incredibly broken block (OG Mirrodin) and failed to make any dent in the Affinity-dominated standard environment. None of its mechanics really caught on and Betrayers/Saviors were both incredibly weak at the time. While the setting was deep and authentic, it required a multi-page glossary to explain what terms mean and how to pronounce the various names on the plane. With all of that in mind, it is no great surprise that Kamigawa scores sligthly higher on the Rabiah Scale than planes that… uh… no longer exist.
With that in mind, I wanted to attempt a single Kamigawa set with modern sensibilities (mythic rares, draft archetypes with multicolor uncommons as guideposts, and legends designed with Commander in mind (unlike the problematic Runetail/Erayo or the useless Ishi-Ishi/Kentaro)). I think that most of the problems of the former block could be fixed with mindful set design. For example, we are no longer locked into 3-set blocks and only need to salvage enough material for a single flavorful set. Likewise, the existence of planeswalkers can give players familiar characters to use as anchors as the plane of Kamigawa is revisited. In the end, I can see only two main barriers to revisiting Kamigawa:
1. Rebranding: With the release of Dominaria, revisiting Kamigawa became a lot more difficult. While Kamigawa is known for legends and deep lore, it would have a hard time topping Dominaria in either respect. With the release of sagas, historic card, and legendary spells, Dominaria has released more legendary support than the entirety of the Kamigawa block and has proven that it has more (known) lore and legends to explore. If we try to sell Kamigawa as a set of Lore and Legend, it is likely to disappoint or be seen as a watered-down Dominaria.
To get around this, we may have to rebrand Kamigawa to highlight a secondary theme: “Hand Matters”. While this theme flew somewhat under the radar until Saviors, it was somewhat present throughout the block. Look at ninjutsu. Look at any moonfolk. Look at the shoals. Look at Hisoka. Look at the central spirit engine that encourages pumping out a bunch of arcane/spirit cards to trigger your spirits before using soulshift to refill your hand and keep the engine flowing. Look at how splicing arcane spells lets your hand full while casting “multiple” spells. While this theme fell flat on its face, I refuse to believe that it is inherently flawed. Rather, I want to play with it and turn it into something fun (while still retaining a huge dose of legends, of course).
2. Poor Reputation: While Vorthos enthusiasts and Commander players may have nostalgia for Kamigawa, we must remember that the original Kamigawa didn’t impact the competitive scene… and that Betrayers and Saviors (especially Saviors) were pretty much seen as failures at the time. With that in mind, building hype with competitive players (the sort who regularly join FNM) and game shops is something of an uphill battle. Worse, we don’t really have any tools for getting standard- or modern-legal kitsune/oni/moonfolk into the hands of players to build interest in Kamigawa (seeing as core sets are now telling specific stories).
Barring the creation of new standard-legal products (which many players wouldn’t like), this one is a tough nut to crack. Ultimately, we might be playing the waiting game here. Over time, players may start to gloss over some of the worst aspects of the block and remember which sets gave players Blazing/Nourishing Shoal, Goryo’s Vengeance, Through the Breach, and Sensei’s Divining Top… giving us a chance to revisit Kamigawa.
Maintaining Flavor:
Compared to where we last left off in our story, we have a major time jump to make. Some have suggested using that time jump to make some serious changes to the world, making its fluff accessible by introducing more japanese stereotypes. Instead of focusing on the samurai and ninjas of old, some may feel that a “neo-kamigawa” should feature magical girls, kaiju, giant robots, and monks that shoot energy beams. I... did not choose to take that route. While the names and places have changed over time, I feel that Kamigawa was designed to feel as though it was happening in some epic and heroic past and I wanted to preserve that feel and make most of the plane feel recognizable. With that said, I am taking small steps to help new players digest this plane’s peculiarities.
To start, terms like Jushi, Kannushi, Yamabushi, and Budoka are invariably paired with flavor text to give a player some context for the term. Further, some of the creature types have had their frequency... massaged… to better meld with popular trends. The number of spirits was slightly reduced, the set boasts a large number of Rats, Snakes, Ninjas, and Samurai (popular creature types), and moonfolk and kitsune (the less mainstream creature types) each have about a half-dozen card in the entire set. The number of artifacts is a bit smaller as well (15 compared with the 22 of Champions of Kamigawa) as Kamigawa artifacts are known for introducing new terms (Daisho, Gohei, Hankyu, Koto, Shaku, etc.) that many players aren’t familiar with… which some would claim is necessary to establish flavor.
Hands Matter. Fun Also Matters
To put it lightly, Saviors did a rather poor job at trying to make hand size matters. Maintaining a hand size of 7 or greater (or trying to be the player with most cards in hand) leads to grindy “draw-go” gameplay that viciously punishes mulligans. Beyond all of that, the “payoff” cards weren’t even worth the trouble outside of limited.
I wanted to fix all of this in a couple of ways. First of all, this set rewards both large hands and small hands to reward both conservative/control and reckless/aggro playstyles. Further, the standards for hand size are reasonable and never require players to measure their hand size against one another. Finally, the payoff for meeting these standards is typically pretty powerful (around the power level of good metalcraft cards) as the control cards will generally lose power after the first few turns while the aggro cards need a few turns to get started.
As the flavor of magic links drawing cards to mental wellness (knowledge, wisdom, etc) and discarding cards to mental injury (trauma, madness, etc), these two playstyles would be marketed as a battle of “Insight vs. Insanity”
Nostalgia Abounds: Yeah, I put a lot of work into making things recognizable. Not quite a “Time Spiral” level of work, though I may come close. All rare creatures (all 42 of them) are still legendary. We still have spirits and splicing cards in all colors. All of the popular tribes still appear. Many of the vanillas/french vanillas in this set are based on others from the original kamigawa set. A few legendary creatures are homages to previous legends. New mechanics were made to work with previous mechanics.
Some of this stuff goes pretty deep, too. While a version of the old “spiritcraft” (“whenever you cast a spirit or arcane spell…”) ability appears in this set, every creature that has the ability is based on a spirit of an enemy color from the previous kamigawa block that did not previously have a “spiritcraft” ability. The non-rare splice cards in each color are based on previous splice cards from each other color. Take a look for yourself and see what else you can find in here.
One-Sided Story: So… there was one thing that I really struggled with over the course of set development. As the flip cards of the original Kamigawa predated Figure of Destiny, Level-up cards, and Dual Face cards, I have heard people wondering on multiple occasions whether a return to Kamigawa would involve DFCs.
To be clear, I can totally understand this idea. It would be an excellent way to insert legends at uncommon rarity, would act as a callback to those original flip cards, and would be a good way to explore many “pop japan” tropes (a young girl who moonlights as a jushi, a fox or tanuki masquerading as a human, a demon who becomes a curse when killed, a sacred statue that becomes a giant robot vehicle, a ninja who transforms into an indestructible log when blocked, etc.) in a controlled manner. In this particular set, however, there’s a kinda-dumb reason why I am not using dual-face cards.
I am currently borrowing another mechanic that appeared in the second Innistrad block… and have insight vs. insanity as a prominent theme of this set. If I take Dual-Face Cards as well… it just doesn’t look good. While I personally think that DFCs would be awesome here, I don’t want this set to be seen as a reskinned Shadows Over Innistrad.
The Set At a Glance: Mechanics, Draft Archetypes, and Disclaimers
Insight vs. Madness: The first two mechanics of this set are equal and opposite in many regards, increasing the power of your spells as long as certain conditions are met. The first of these mechanics, appearing in White, Blue, and Green, is a more reasonable version of the “7 or more cards” mechanic from Saviors of Kamigawa, giving some wiggle room for mulligans and… you know... playing the game.
Erudite- As long as there are four or more cards in your hand…
The opposite ability is a bit more familiar, having appeared on several cards in Amonkhet. Colloquially referred to as “Heckbent”, these effects reward you for having one or fewer cards in your hand. As this ability is incredibly close to Hellbent, the decision was made not to give this ability a proper keyword. While this ability holds considerable power (no limits on mulligans, encourages rapid play, instant activation with a discard outlet), this ease is balanced against having finding yourself in a very precarious gamestate.
Let’s. Splice. Everything. Okay, maybe not everything (no host/augment nonsense here). Even so, Whispers of Kamigawa introduces a much-requested mechanic:
Splice onto Instant or Sorcery <Cost> (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card’s effects to that spell).
To be clear, I am aware that this is not a balanced mechanic. The moment you let a spell splice freely, you need to price it with the expectation that it will be spliced onto spells with alternative costs/phyrexian mana costs/buyback costs. For each of these cards, I asked myself if I would personally feel oppressed if the card could be spliced onto an endless stream of one mana cantrip spells. That is the baseline level of power that I personally expect in most cases.
Shinobi: Skulking in Shadows What is a visit to Kamigawa without a few ninjas darting through the shadows? As before, our hired shinobi are smaller creatures who sneak in to deal damage before causing some serious havoc. This time around, though, ninja have a few new tricks in their shozoku. New for ninjas, in any case.
Skulk (this creature can’t be blocked by creatures with greater power.)
I know that some of you are probably confused. As ninjutsu was one of the few functional (if unexciting) mechanics from the first block, why not bring it back? A few reasons, as it turns out.
1. I sincerely doubt that “commander ninjutsu” will ever appear on any card other than Yuriko and I wanted legendary ninjas that work as possible commanders.
2. I have never liked how “ninja decks” need to load up on small and evasive non-ninjas to enable ninjutsu. These skulk ninjas act as perfect enablers to ninjutsu ninjas.
3. The fact that black cards in this set want a small hand size makes designing for ninjutsu somewhat difficult.
If skulk isn’t enough to impress you, these ninjas have another trick. While the original ninjas needed to deal combat damage, these ninjas trigger when they attack and aren’t blocked.
If your opponent has a fog effect, your unblocked ninjas still trigger.
If your ninja is reduced to 0 power (making it almost unblockable), it still triggers.
You can attack with your new ninja and use its evasion to trigger its ability… before using ninjutsu to throw in an old ninja and trigger its ability as well.
Samurai: Art of the Challenge In times of relative peace, the samurai of kamigawa have become somewhat ceremonial in function. While still bound by honor, they cannot count on warfare to improve their rank. Instead, honorable samurai claim prestige by challenging their peers to duels, claiming association with other high-ranking samurai (building up the prestige of their benefactor), and fending off challengers to their own position. Ronin, meanwhile, are likely to challenge anything they come across to prove their mastery with a blade.
Challenge (Whenever you attack with one or more creatures, up to one target creature must block this combat if able)
As a mixture of Exalted and Provoke, Challenge synergizes with the old bushido ability (forcing additional blockers to get additional bonuses). In spite of its simplicity, it seems to be a deceptively powerful ability that can knock out any weak creature that your opponents would want to hold back (delver, pyromancer, etc.).
Spirits: A Unique Twist One last tribe that I should really go over are the spirits. Last time around, Kamigawa featured a strong spirit tribal theme that extended across every color. Since then, Innistrad has done a pretty good job of making Spirits a decidedly W/U tribe. Working on this set, I had to ask myself how to explore spirits without making the white and blue ones seem leagues more useful… and I found a unique answer.
Rather than joining together as a spiritual army to oppose mortals, the kami of the present day work together with mortals in harmony. To reflect this harmony, the running theme of spirits in this set is Anti-tribal synergy. You heard me right. While there are a few exceptions, most spirits in this set are specifically designed to pair spirits with non-spirits. This design encourages players to pick up only a couple of spirits in the course of a draft instead of trying to force a 5-color tribal deck, letting every player have a chance to use spirits.
To start, I was unable to find 259 pictures for all of these cards. While I did do a brief check, getting images with the right feel is pretty hard.
I know that my weakness as a card creator is definitely visible in the creation of commons/uncommons. I do apologize if the complexity/power runs high.
I know that land manipulation (even if land destruction is practically nonexistent) isn't something that wizards is ever likely to release as a main limited archetype. With that said, the kamigawa was the last block where land destruction was really allowed to be a thing and I just wanted to live in a fantasy world for a bit.
While I will be the first to admit that I'm not a great writer, I did have a rough story of sorts for the story of this set. Feel free to read at your own risk.
Setting/Timeskip Dressing:
When O-Kagachi was slain by the Sisters of Flesh and Soul, on of their first actions was changing the very foundations of kami and their magic to promote peace and unity. This has had a number of positive effects over the intervening 1300 years. While many kami still spend time in Kakuriyo, they have allied themselves with mortals and frequently act as guides, advisors, or protectors in exchange for offerings or veneration. The arcane magic of kami was rendered so similar to mortal magic that the two are hard to distinguish between, though a certain stigma against “kami magic” has lasted far longer than any enmity toward the kami themselves. With their magic so similar, however, master scholars (and those Studying under Kami Instructors) have learned the secrets of splicing spells together.
Where Eiganjo castle once stood, a massive shrine (“Ojinja”) has been built in honor of the sisters, who still spend much of their time in the mortal world as gods. Due to their power and active role in the lives of citizens, the worship and reverence of tribal patrons and myojin have steadily decreased over time and the former have faded out of existence entirely. Minamo was returned to its former glory in the aftermath of Hidetsugu’s massacre. To prevent a repeat of the kami war and counter the breed of blind ambition that started it, the sisters created five powerful Kami to act as their eyes and ears across the land. Additionally, a single official (traditionally a kanji magician in honor of an ancient “hero”) is placed within Minamo, preserving knowledge of the ancient past and sending regular reports to the sisters and their advisors.
Over time, the Matsu and Kashi Orochi tribes combined into the Matsukashi tribe. Further, the remnants of Numai have been abandoned by humans after it was razed by a great dragon (Nicol Bolas) in the past, now occupied only by a self-styled Oni King named Omo. While a small standing army of samurai still serve the sisters by attacking oni, fending off nezumi raids, and neutralizing belligerent kami, they have become a lot more ceremonial in function, spending less time on the battlefield and more time jockeying for status and challenging each other to duels. The one big change that samurai have made in the past millennia was weakening the bond between ogres and oni. After Omo attempted a massive raid of Ojinja a few hundred years ago, the largest ogre force in a thousand years was torn asunder. Since that day, ogres have been hesitant to form pacts with oni (and those that do often hide that fact). Finally, spirit-hunters have grown incredibly scarce while kannushi have gained significant popularity.
Recently, however, things have been going incredibly wrong. For reasons nobody seems able to explain, some individuals seem to be reverting into a violent, feral mindset. This is seen most prominently among the Nezumi (several villages have already collapsed under the depravities of these savage rats) and the Orochi (who exile those affected into the Takenuma, referring to them as the Nanashi tribe, or “nameless tribe”). The humans of Araba, fearing that this madness may spread, have turned against the Kitsune that live among them and have lead skirmishes against orochi villages. While the Soratami have been insulated from these threats for years, their leader (an aloof scholar named Kiretsu), claims that he has found a way for his people to escape possible persecution (and infection) in Kakuriyo and moonfolk are starting to make the “migration” to the other side. A small sect of orochi, led by a firebrand named Haji, have started wielding the blades of their foes and coating them in stronger toxins derived the crushed fangs of their fallen brethren.
For all of their atrocities, many humans insist that they are immune to the spreading madness and interpret this immunity as as sign of human superiority… conveniently ignoring reports of bloodthirsty ronin lurking in the mountains. Others question whether this madness results from generations of contact with the kami and their magic. Others still claim that the Onis have launched their most sinister plot to date, claiming that the first “infections” appeared around the Takenuma. Not helping the flow of misinformation and conflicting stories are the ongoing machinations of ninjas throughout Kamigawa. The sisters of flesh and soul, for their part, have stayed silent on the matter.
The Actual Story:
In the aftermath of defeating a Big Villain (In the future), we find Gideon, Jace, and Vivien exhausted. The former has taken a serious beating in the fight, where his touted “invincibility” was shattered and he was seriously injured. Jace feels some small measure of guilt over being unable to stop that attack. This guilt is well-masked by anxiety over being caught off-guard, causing him to question and redouble his safeguards and contingency plans. Vivien is in the best shape, physically and mentally speaking, though her commitment to the team is faint at best and she is tempted to move on for greener (and more ferocious) pastures.
The group is contacted by Tamiyo, who asks for some assistance with a task on Kamigawa. While Tamiyo is vague about the nature of the thread, she mentions that her children may be in danger… and that she may know of a kami who can restore what Gideon has lost. When asked for clarification on “kami”, the promise of a world with millions of unique and fantastic creatures captures Vivien’s curiosity as well (Note: Yes, we have W/U/G planeswalkers and a WUG planeswalker. I think that’s pretty snazzy).
The Planewalkers arrive in Otawara (Tamiyo’s Home), where the presence of humans is initially greeted with alarm and aggression. Tamiyo manages to talk down a couple of Illusionists and it is revealed that humans are seen as aggressors at the moment. The group runs into Tamiyo’s family as the Moonfolk leader Kiretsu starts a speech, urging all moonfolk to flee to the spirit realm so that they can be spared from the coming wave of madness. Jace and Tamiyo hold a brief telepathic conversation while Gideon notices the cold glares aimed at Tamiyo’s adopted son, Nashi.
The assembled group stays with Tamiyo and her husband Genku for the evening. Jace and Gideon talk with Tamiyo late into the night. It is revealed that part of Tamiyo’s interest in the recent events on Innistrad came from the superficial similarity to the situation on Kamigawa. There are no signs of eldrazi or obvious signs of modification to the realm’s leylines, though the possibility of outside interference can’t be dismissed. Tamiyo shares that she has been searching the planes for answers on her own (among her other, unrelated studies) but that Kiretsu’s recent insistence upon his people entering the spirit world has led her to seek help. Tamiyo doesn’t want to see her people become more isolated than they already are. As this conversation goes on, Vivien walks the streets of Otawara and observes the casual interactions between Kami and mortals. The sight of such essentially natural beings fawning over civilized creatures, apparently by choice, sets Vivien on edge.
The next day, the walkers leave by kami-pulled chariot to the school at Minamo to meet with one of Tamiyo’s contacts, an archivist named Shodou who is trained in kanji magic. After being introduced to the gang, Shodou shares that he was working on a report for the Divine Sisters and their head advisor, Kibishii. Tamiyo calls in a favor and asks him to deliver his report in person so they might gain an audience. Before they leave, Jace asks to borrow a number of scrolls involving Kamigawa magic.
On the way to Araba, Vivien gets sidetracked by the sight of a tremendous kami. Vivien separates from the rest of the group and stalks it, lining up her Arkbow before Tamiyo confronts her. Tamiyo mentions that the kami are seen as sacred to the people on Kamigawa. Vivien disregards her, claiming to have hunted the great beasts of Naya as well. Tamiyo further insists that kami are intelligent and generally benign or benevolent. Things grow heated and only Gideon’s intervention stops outright fighting, though Vivien feels that she was led to the plane under false pretenses.
Arriving at Ojinja, the group observes several interesting sights. Two samurai duel in the middle of road, claiming that they are fighting for honor. A Kitsune spiritual leader, One-Ear, preaches to her people to persevere in the face of adversity until a group of samurai walk up and demands to relocate outside of the temple. The group meet Kibishii, the head mortal advisor to the Sisters of Flesh and Soul. Kibishii advises the group that the sisters have been in a private meeting with their regents for the past three days, though she is able to share some news regarding recent events. Rumors claim that the plague of madness may have started with the nezumi in the Takenuma to the West, though they are more alarmed by reports of an orochi army in the East. While there have only been a few skirmishes so far, scouts have seen groups of Orochi marching to and from the Takenuma and some have claimed to see large armies wielding poisoned samurai swords. Kibishii also notes that she has not received the missive with Shodou’s most recent report, pondering whether the orochi have been shooting down moths.
The group splits in two as Tamiyo and Jace travel to the Takenuma to look for clues while Gideon heads to the Jukai with Vivien to track down the Orochi.
Team G/V: Gideon and Vivien successfully follow some tracks to find the Sakura-Tribe Orochi. When asked about recent happenings, the orochi acknowledge traveling to the Takenuma. They claim that they disable and transport any infected individual to the swamp to get them as far away as possible, allowing them to the join the Nanashi-Tribe. When asked about a possible army, the orochi laugh. While a small group off outcasts led by a hotheaded youth named Haji have led skirmishes against scouting parties, they claim that these forces are small. Gideon and Vivien decide to investigate rather than taking their word for it and successfully track down Haji’s camp. Counting only twenty individuals, the pair try to leave but are ambushed by scouts. The both of them escape with their lives but Vivien has been poisoned by a small scratch to her arm.
Team T/J: After entering the swamp, Jace and Tamiyo are attracted to a loud howling sound. The sound comes from an ancient shrine that has apparently animated as a piteous and immobile kami. The both of them ignore this kami and continue their search, occasionally encountering a feral nezumi or orochi that are misled with illusions. Eventually, the two of them run into the planeswalker Tibalt in the remains of an abandoned Nezumi settlement. When questioned, Tibalt claims that he is working for a local demon who knows everything about the local area. While it seems suspicious, Tamiyo and Jace follow Tibalt to the ruins of numai, where the “oni king” Omo reclines. Omo makes small talk with the walkers for a bit, remaining polite but claiming to know nothing of the madness or its cause. As time moves on, other oni continue to gather in the ruins. In the course of telepathic conversation with one another, Jace and Tamiyo realize that Omo is gathering an army of Oni to do what an army of Ogres could not, to Destroy Araba. While this realization was made telepathically, the demons descend upon them the moment that it is made. Jace and Tamiyo barely escape with their lives.
The two groups rejoin at Araba and deliver their news to Kibishii and the leader of the samurai forces, Mikata: That the true threat lies not with the eastern snakes but the western demons. The walkers are told to rest while the forces discuss how best to proceed. That evening…
-Jace reviews the scrolls he brought from Minamo with Tamiyo, eventually finding a description of a mental maze called a Meishin that catches his eye. While he is told that no Jushi has created a Meishin in hundreds of years, Jace still toys with the idea.
-Vivien is brought to One-ear by Gideon to have the poison treated. Unable to treat it directly, One-ear calls upon the services of a giant Kami that resembles the beast she tried to kill earlier. The beast neutralizes the poison with ease. Vivien spends several hours simply following that beast, making no effort to hide herself or to harm it.
-Gideon practices with swordplay and even challenges Mikata after a couple of victories, only to be dismissed as unworthy. Gideon learns the value of prestige to these samurai, learning that Mikata’s curt manner comes from a need to prove herself. Her predecessor lost the most valuable pair of blades in Kamigawa, owned by every samurai general since the great Takeno. With the Oathkeepers lost, however, Mikata has to prove her status every single day.
-After helping Jace, Tamiyo receives a letter from Genku. A Soratami recently fell victim to the plague of madness and killed three guards before being disabled. Everyone is scared and Genku does not know what to do. He states that he will wait five days for a reply. If he doesn’t hear back, he intends to travel to the other side with the others until things calm down. Tamiyo leaves in the dead of night to visit Otawara.
Tamiyo’s Journey: Upon reaching Otawara, the streets are entirely empty. Only an occasional kami produces any movement or noise. In the center of town, a giant black mirror now stands. Pressing one hand upon the mirror, it passes through with ease, admitting access to the spirit world. Stepping through the mirror, Tamiyo finds that the letter arrived too late. The lifeless bodies of hundreds of moonfolk float in the empty void, thoroughly suffused with black mana. Her parents… her siblings… Genku… Her children, Hiroku and Rumiyo… All gone. Tamiyo spends an unknown period of time floating aimlessly through Kakuriyo, stopping only when she notices something unusual… a lock spell of some sort left hanging in the air. Tamiyo idly undoes the lock, only to reveal a much more complex lock spell behind it. Tamiyo takes out all of her anger and frustration on this new lock, shattering it and causing space to bend around her. Tamiyo finds herself floating before the chained form of Towazu, the Unspeakable. Reinforcing the spirit’s chains are the Myojin of Life’s Web and the Myojin of Cleansing Flame. The two myojin notice the sudden removal of the locks that concealed them and feverishly work to replace them, though none of them seem to notice Tamiyo herself… apparently shielded by Towazu itself. With the locks replaced, the Myojin leave. Tamiyo realizes that this prison holds a number of holes in the barrier between worlds. Pushing her way through one of them, Tamiyo finds herself in the Takenuma once more… standing next to the howling shrine.
Jace/Vivien/Gideon: In the morning, the three of them and Shodou are brought out in front of Mikata and her forces. Mikata brings out a couple of reports, claiming that the orochi army, numbering in the hundreds, have gathered among the Jukai’s border and that Gideon and Vivien were seen adding an unknown fluid to the drinking water. Jace is incapable of mentally controlling an entire army and killing off the army who they might need in a fight against the oni seems inadvisable. Instead, they retreat to the south. In spite of a few close calls with mounted archers (one of which hits Gideon), Kannushi-bound kami, and a Kirin-mounted Mikata, the four of them manage to injure a number of troops and mounts before escaping amongst the slopes of Sokenzan.
Camping for that evening, the four of them brainstorm possible plans. Gideon notes that with the damage they have inflicted, any direct attack against the Orochi will likely be delayed by a couple of days (likely delaying the oni attack as well). Vivien recommends heading to the Jukai, warning them away from the forest’s edge to prevent a war… only for Shodou to counter that Ojinja shrine and the hundreds of families living there would be exposed to attack. Jace recommends sneaking past the army and infiltrating Ojinja to talk with the Sisters directly… though Shodou reminds them that their only evidence would come from the memories of a mage who warps minds (Shodou is in a very dark place right now, accustomed to a life of comfortable solitude).
Before they can come to a decision, they are ambushed by a nezumi assassin. Jace neutralizes this assassin and uses his talents to dig in deep. Coming from the Okiba clan, this ninja’s master (“Darkfang”) works for one of Omo’s lieutenants (“Kufuku”), who promised to protect their minds from the plague in exchange for service. The Okiba clan infiltrated Ojinja several years ago and have delayed, removed, and falsified missives and scrolls to sow discord and confusion. It was the clan who framed the walkers and it was them who delivered a letter to Tamiyo nearly a week after it arrived in the hope that she would bring all of the interlopers away. Vivien kills the disabled nezumi and everyone goes to bed.
The next day, everyone is descending the slopes when they are met by a team of ronin and yamabushi. Headed by the human ronin Doro, his ogre attendant Yume, and his akki smith Gon-Gon. One ronin strikes out at the group and is quickly dispatched by Gideon. Doro makes conversation with the gatewatch as they are slowly surrounded… though they are not attacked. Instead, they are ushered into the hideout Doro’s gang uses. Doro shares that he is trying to do the walkers a favor, as scouts indicate that the samurai plan on summoning the Myojin of Cleansing Flame to assist in their campaign against the Orochi. Doro admits that he holds no grudge against the samurai, having led their forces until he lost the Oathkeepers. As far as Oni are concerned, everyone assembled (especially Yume and the other ogres) hates them and they would be willing to lend some assistance… though their numbers are small and the samurai would never listen to them. When the planeswalkers share that they are going on their own, Gon-gon shares that he has spent his life forging replicas of great blades and asks to see Blackblade before the group heads off to their doom. At this moment, Tamiyo walks into sight.
Everyone talks and shares condolences as the big picture slowly sinks into place. While the system of leylines wasn’t altered as it was on Innistrad, they’ve been arranged to favor the five Myojin since time immemorial. The five spirits must’ve captured Towazu, a being known for inspiring madness in mortals, and placed him at a spiritual crossroads so his influence could leak out through every abandoned shrine. With a decline in worship, however, the Myojin must have been siphoning power from elsewhere… such as the essence of foolish mortals who dared to enter Kakuriyo. The reason for this plague of madness remains unclear, though it is likely a ploy to regain the attention of mortals or punish them for their neglect. Everyone present agrees that this is news that the Sisters must hear. With their plan clear, Gideon approached Gon-Gon and asks for a single favor.
Elsewhere in the mountains: Baki-Baki, an akki warlord, receives an unexpected visitor. Tibalt walks in, congratulating Baki-Baki on the defeat of his final rival and reminding the akki that a planeswalker’s assistance always comes with a price. Baki-Baki attempts to ask what price when a second intruder returns. Yume staggers into the cave, apparently in some sort of daze. Tibalt asks for a report and the ogre reports that the planeswalkers intend to storm Ojinja. Tibalt dismisses the ogre, ordering the akki to gather his frost shamans and wait for further orders.
By Ojinja, Kannushi are in the midst of summoning their Myojin when they are disturbed by a commotion outside. The samurai guarding them are approached by Gideon. Gideon draws forth the legendary Oathkeepers and openly challenges Mikata for control of her forces. Mikata demands to know where Gideon found the blades but Gideon only repeats his challenge. A samurai walks forward to confront Gideon, only to be pounced by a phantasmal jaguar launched from Vivien’s arkbow. Gideon insists that he will only fight Mikata, who finally accepts his challenge.
While the duel begins, Jace and Tamiyo sneak into the Ojinja with Shodou, finding the Sisters of Flesh and Soul in conversation with their five regents. Shodou begs for forgiveness and requests permission to make his report in person, as there is much that needs to be told. While the regents are restless, the sisters agree to listen. The story is told. The sisters urge Shodou to place the kanji for “truth” upon himself and channels considerable magic into it before having Shodou repeat his story. The Sisters vanish briefly into Kakuriyo before reappearing and marching outside with her regents in tow.
The duel between Gideon and Mikata has been going strong for quite a while, with Gideon staying on the defensive to buy the others more time. At last, Gideon breaks breaks through her guard and halts his wakizashi an inch over her head. Before she can respond, the Sisters walk around and the duel is forgotten. The sisters inform their kannushi that there has been a change in plans. Rather than summoning the Myojin of Cleansing Flames, all Myojin will be summoned. Lending out some of her energy to assist, all five myojin answer the call. When confronted with their crimes, the myojin utter all sorts of excuses or deflections… except for the Myojin of Night’s Reach, who remains perfectly silent. In the end, The sisters compress all five of the myojin into a single sphere the size of a pearl. The sisters hand this pearl over to Gideon as a token of her thanks, even over Mikata’s objections. The sisters return inside as her regents scatter to the corners of Kamigawa.
Jace risks making telepathic contact to her as she departs, asking what she plans to do about the Oni invasion. While the sisters plan to protect themselves and will not allow humanity to become extinct, they share that they are deities for all of kamigawa, including the Oni. She will not take an active role in the battle to come.
Between wielding the Oathkeepers, beating Mikata, and receiving the favor of the sisters, the samurai are now more willing to listen to Gideon regarding the Oni army. Listening to him and Tamiyo, the Kannushi of Ojinja send kami messengers to the Orochi tribes, apologizing for their poor treatment. Vivien goes missing and Jace continues reviewing his scrolls (which he left at Ojinja when he fled for the south). Everyone else trains and watches the Western Horizon. On the third day, battle comes to Ojinja.
Battle Highlights:
-Battle starts out relatively even.
-Clouds quickly darken and freezing rain begins to fall from overhead, the work of Akki shamans. Other shamans shake and crack the ground, sowing chaos and breaking formations. The battlefield is quickly soaked, making it a slog for humans to move and fight while the larger demons fight with impunity.
-Vivien returns, leading a stampede of “wild” kami through the Oni ranks.
-Doro and his bandits return, attacking the Akki to limit their interference. This goes sour when the Ogre Yume appears to lose his mind and starts attacking allies. Jace sense mental influence and traces it back to the demon Kufuku. Jace attempts to free Yume, giving Kufuku a chance to influence jace as well. This was just a trap, however, capturing Kufuku within Jace’s Meishin.
-The oni launch cages filled with feral nezumi and orochi at the allied forces,which was quickly dispatched as a detachment of Matsukashi-tribe orochi join the fight.
-Omo wades into combat, destroying anything that gets in his path. Every drop of blood he sheds seems to energize the rest of the oni, which start pushing the forces back.
-Gideon engages in combat with Omo, fighting alongside Mikata. The two of them fight well in combination but the Oni is a powerhouse and one his strikes shatters Gideon’s Katana, revealing his daisho to be Gon-Gon’s imitation. Omo prepares to crush the walker and samurai when he is distracted by his true target.
-Shodou joins the fight and finds that he has far more power than expected. It seems that the energy pumped into him from the sisters still remains within him, acting much as a pact for power in exchange for his honesty.
-When things seem dire, the Sisters of Flesh and Soul casually walk onto the battlefield, peering around the battlefield with minor interest and obliterating any oni that attacks her. When Omo catches sight of them, he charges at them and swings his blade… only for his sword arm to be ripped from his body… followed by his other arm… and both of his legs… and his eyes.
-Without their leader, the other oni are quickly routed.
-Before anyone can celebrate, however, Mikata stabs Gideon in the back. On top of her wounded pride, Gideon’s “Oathkeepers” represent a deception and mockery of sacred treasures that she cannot allow. Her blade shatters upon Gideon’s skin as Gideon’s pearl glows. It appears that the pearl carries the divinity of the five myojin, rendering Gideon invincible once more for as long as he possesses it.
Story Cleanup:
-Many (but not all) who went feral seem to be regaining their senses.
-Shodou gives his thanks to the walkers before returning to Minamo.
-One kami from Vivien’s herd lingers behind, willfully entering her Arkbow.
-Jace asks the sisters why they changed their mind and decided to join the fight. The sisters respond that they did no such thing. They were simply taking a walk through Araba, as is their right. As they said before, however, they will always protect themselves.
-Mikata runs off in disgrace and Doro is offered the opportunity to return to his previous post, along with any of his ronin who care to repent for past behavior.
-The walkers all travel to Otawara to help Tamiyo mourn the loss of her family. While a small number of moonfolk remain, they are few in number and have gathered in Oboro. While walking the streets of the town, however, they hear a noise from a nearby shop. Tamiyo’s adopted son, Nashi, is found scavenging for food. The other moonfolk refused to let him travel to the other side, lest he bring madness with him. Tamiyo enjoys a moment of solace.
-What remains of Omo is exiled to a budoka monastery in the Jukai forest, doomed to serve as a fresh reminder of what happens to those with unchecked ambitions. Less than two days into his new fate, however, Omo hears the roar of flames and the screams of humans. The voice of Tibalt fills his ears, reminding Omo that he was told that he could name his price. Tibalt rips out Omo’s heart, laughing to himself as he planeswalks to parts unknown.
-Kiretsu floats in Kakuriyo, holding a reflective conversation with an illusion of himself. His reflection is interrupted by the arrival of one he calls master, the Myojin of Night’s Reach. It becomes clear that the silent Myojin who answered the Sister’s call was simply Kiretsu’s illusion, leaving the Myojin of Night’s Reach as the last one standing. The Myojin asks where “it” was incorporated into the illusion and Kiretsu confirms it, implying that something other than the Myojin may rest in Gideon’s pearl. The Myojin stops Kiretsu’s heart and begins searching for her next pawn, turning her attention to a disgraced samurai seeking refuge in the ruins of Numai...
Aika, Born of Regret
Legendary Creature- Spirit (R)
Whenever a card is put into a graveyard from anywhere, exile it unless its owner pays .
2/1 “I once prayed to see her face. Now I pray that I may forget”
Benevolent Yoba
Creature- Spirit (C)
Whenever you cast a non-spirit creature spell, you gain 1 life.
2/2 As its song passed through the nursery, tears were replaced with laughter.
Bolstering Shoal
Instant (U)
You may exile a white card from your hand with a converted mana cost of X instead of paying when you cast Bolstering Shoal.
Each blocking creature you control gets +X/+0 and each attacking creature you control gets +0/+X until end of turn.
Celebrated Blademaster
Creature- Fox Samurai (U)i
Challenge, First Strike
4/4 Some poets use words. Others use swords
Dazzling Mothrider
Creature- Human Samurai (C)
Flying, Challenge
2/1 “Three moths at the break of dawn? Someone must feel confident about their next match…”
Demand Fealty
Instant (R)
If any opponent controls at least two more lands than you, you may search your library for a land card, reveal it, and put it into your hand, then shuffle your library.
Splice onto Instant or Sorcery , Sacrifice a creature
Dutiful Support
Enchantment- Aura (C)
Enchant Creature
Enchanted creature can’t attack or block and gains Challenge (Whenever you attack with one or more creatures, up to one target creature must block this combat if able)
Enlightened Grandmaster
Creature- Human Samurai (U)
Challenge (Whenever you attack with one or more creatures, up to one target creature must block this combat if able)
Whenever a Samurai blocks or becomes blocked, if gains lifelink until end of turn.
3/2
Eiyokan of Cleansing Fire
Creature- Spirit Wall (C)
Defender
When Eiyokan of Cleansing Fire enters the battlefield or blocks, you gain X life. X equals the number of creatures you control with defender.
0/4 Born of neglect, its flesh still burns on auspicious days.
Honorbound Enforcers
Creature- Human Samurai (C)
Challenge, Defender
Whenever a creature you control becomes blocked by two or more creatures, Honorbound Enforcers loses Defender (this effect does not end at end of turn).
3/3 ”Don’t interfere.”
Favored Kannushi
Creature- Fox Cleric (U)
When Favored Kannushi enters the battlefield, exile target creature until Favored Kannushi leaves the battlefield.
Tap an untapped Spirit you control: Favored Kannushi gains Indestructible until end of turn.
1/1 A kannushi’s faith is a kami’s treasure, flaunted in public and guarded from harm.
Hearthdweller Kami
Creature- Spirit (U)
Whenever you cast a non-spirit creature spell, you may return an artifact card with a converted mana cost of 1 or less from your graveyard to your hand.
2/1 The warmth of kinship meets the comforts of home.
Humble Offering
Instant (U)
Target opponent sacrifices an artifact or enchantment.
Splice onto Instant or Sorcery
Iron-Flesh Zubera
Creature- Zubera Spirit (U)
When Iron-Flesh Zubera dies, untap all non-spirit creatures you control. They gain indestructible until end of turn.
, Sacrifice Iron-Flesh Zubera: Draw a card.
1/2 In exchange for pious devotion, the Kami of Araba act as stalwart guardians.
Joyous Return
Instant (C)
You may return target enchantment, artifact, or spirit creature from your graveyard to your hand.
Draw a card.
Kabe, Absolute Defense
Legendary Creature- Human Samurai (R)
Challenge, Defender
Other legendary permanents you control gain indestructible.
2/7
Kami of Hope
Creature- Spirit (C)
Defender
When Kami of Hope enters the battlefield, target nonspirit creature gains indestructible until end of turn.
0/4 Hope never truly dies.
Kibishii, Strict Advisor
Legendary Creature- Human Advisor (R)
Each player can’t draw more than one card or cast more than one spell during their turn.
Erudite- As long as there are four or more cards in your hand, opponents can’t cast spells or draw cards during your turn.
2/1
Kitsune Pariah
Creature- Fox Wizard (U)
When choosing targets as part of casting a spell or activating an ability, players must choose Kitsune Pariah if possible.
0/3 “First the nezumi… then the orochi… How long until the kitsune turn against us?”
Kitsune Protector
Creature- Fox Cleric (C)
Lifelink
Sacrifice Kitsune Protector: Prevent all combat damage that would be dealt this turn.
2/1 The healing arts of kitsune have dwindled over time. The desire for peace has not.
Lantern Festival
Sorcery (C)
For each card in your hand, create a 1/1 white spirit creature token with flying. Each burnt talisman releases new prayers into the evening air
Lantern Guide
Creature- Fox Cleric (C)
, : If you control no spirits, create a 1/1 white spirit creature token with flying.
0/3 Some spirits guide the lost home. Kannushi guide lost spirits home.
Lightning Iaijutsu
Instant (C)
Destroy target blocking creature. First to draw, last to fall
Luminous Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control get +0/+2 and have vigilance.
2/4
Mai, Artful Dancer
Legendary Creature- Human Advisor (R)
Mai, Artful Dancer gets +1/+1 for each artifact or enchantment card in any graveyard.
: Destroy target artifact or enchantment of your choice, then destroy target artifact or enchantment of an opponent’s choice.
1/1
Mark of Leadership
Enchantment- Aura (C)
Enchant creature
Enchanted creature gains vigilance and “Other creatures you control get +1/+1”. “Leadership is not my right. It is the privilege I earn each day.”
-Mikata
Mikata, Stalwart Blade
Legendary Creature- Human Samurai (R)
Challenge, Vigilance
Tap an untapped creature you control: Target attacking or blocking creature gains +1/+0 or +0/+1 until end of turn.
1/2
Mikata’s Cry
Instant (U)
Exile target creature with the highest power among creatures on the battlefield. You lose life equal to its power.
Splice onto Instant or Sorcery
Moment of Brilliance
Instant (C)
Moment of Brilliance costs less to cast for each other card in your hand.
Destroy target creature or enchantment with a higher converted mana cost the the number of cards in its owner’s hand. The brightest of minds burn like brilliant flames.
Mothrider Courier
Creature- Human Scout (C)
Flying
Erudite- Mothrider Courier gets +1/+1 as long as there are four or more cards in your hand.
1/1 ”Orochi gathered at the edge of Jukai. Entire Matsukashi force visible. Invasion imminent.”
-Ojinja Scout Report
One-Ear, Kitsune Guardian
Legendary Creature- Fox Cleric (R)
At the beginning of each opponent’s end step, put a +1/+1 counter on One-Ear, Kitsune Guardian if you have lost no life this turn.
, : Create X 1/1 white spirit creature tokens with flying, where X is One-Ear’s power.
1/3
Otherwhere Gateway
Instant (C)
Return target creature you control to its owner’s hand.
Splice onto Instant or Sorcery
Pious Kannushi
Creature- Human Cleric (U)
Whenever you block with three or more creatures, you may draw a card.
Erudite- At the beginning of your upkeep, if there are four or more cards in your hand, you may create a 1/1 colorless spirit creature token.
1/1 Drawn to mortal reverence, Kami often gather near temples, shrines, and kannushi.
Proud Retainer
Creature- Human Samurai (C)
Challenge (whenever you attack with one or more creatures, target creature must block this turn if able).
1/1 ”Do you have any clue who I serve? Get in my way again if you dare.”
Purity Kami
Ceature- Spirit (C)
When Purity Kami enters the battlefield, remove a counter of your choice from target player or permanent.
4/4 It drains away all but the truth.
Samurai of the Vibrant Banner
Creature- Fox Samurai (U)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able)
At the beginning of each opponent’s combat step, up to one target creature that player controls must attack this turn if able.
2/2
Smolder
Instant (C)
Prevent all damage that target permanent would deal this turn.
Splice onto Instant or Sorcery (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card’s effects to that spell).
Spiritual Revelation
Instant (U)
Tap target creature.
Erudite- If there are four or more cards in your hand, exile that creature instead. “It seemed like such a simple thing, to end the conflict with a single strike. As I lifted my blade, I felt the weight of a thousand weary eyes upon me, and I abandoned the folly of vengeance.”
-Firepaw, Kitsune Poet
Suntouched Kirin
Legendary Creature- Kirin Spirit (R)
Flying
As long as you control two or more non-spirit creatures, creatures can’t attack you or planeswalkers you control unless their controller pays for each of those creatures.
4/4
Terashi, Sun Embodied
Legendary Creature- Spirit (M)
Flying, Vigilance
When Terashi, Sun Embodied enters the battlefield, attacks, or blocks, you may exile target permanent.
6/9 The storm clouds above were torn asunder by brilliant rays of light. The fighting paused, if just for a moment, to acknowledge the arrival of the sun.
Terashi’s Wrath
Sorcery (R)
Exile each tapped creature. Some fires cleanse. Others scour.
Unbreakable Honor
Enchantment (R)
Whenever a nontoken attacking creature you control dies, return it to your hand at the beginning of the next end step. As long as mortals persist on this plane, so too will the virtue of honor.
Unearthly Intervention
Sorcery (M)
Unearthly Intervention costs less to cast for each creature card in your graveyard.
Create a number of 1/1 white spirit creature tokens with flying equal to the number of creature cards in your graveyard. Then, shuffle those creature cards into your library.
Bizarre Distortion
Instant (C)
Tap target untapped creature and untap target tapped creature.
Splice onto Instant or Sorcery
Careful Contemplation
Enchantment (U)
Whenever a player casts a spell, each other player may draw a card.
Erudite- Whenever you cast a spell, Scry 1 if there are four or more cards in your hand.
Chishiki, Lorekeeper
Legendary Creature- Spirit (R)
Hexproof
You cannot discard cards or exile cards from your hand.
You are treated as having seven additional cards in your hand.
2/4
Combat Saboteur
Creature- Human Ninja (C)
Skulk (Combat Saboteur can’t be blocked by creatures with greater power).
Whenever Combat Saboteur attacks and isn’t blocked, all blocking creatures get -2/-0 until end of turn.
1/1 itching powder in their armor… acid on their blades… tar for their shoes…
Cloudborne Observer
Creature- Moonfolk Ninja (C)
Flying, Skulk
Whenever Cloudborne Observer attacks and isn’t blocked, tap or untap target permanent and return Cloudborne Observer to its owner’s hand.
2/1
Disperse
Instant (C)
Return target nonland permanent to its owner’s hand. When the mist cleared, Himitsu found himself in need of a new student.
Eiyokan of Seeing Winds
Creature- Spirit Wall (C)
Defender
When Eiyokan of Seeing Winds enters the battlefield or blocks, scry X. X equals the number of creature you control with defender.
0/4 Born of neglect, its winds carry only visions of solitude.
Enlightened Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain hexproof and cannot be blocked unless the defending player pays for each blocking creature.
2/4
Exploit Opening
Instant (C)
Tap target creature. It doesn’t untap during its owner’s next untap step. There are no unfair attacks, only unwary opponents.
Failed Iteration
Instant (R)
Counter target spell. Return all nonland permanents with an equal or lower converted mana cost to their owners’ hand. ”Some students clearly need to revisit the basics.”
-Himitsu, Minamo Sensei
Flashburst Assailant
Creature- Human Ninja (U)
Flash
Skulk (Flashburst Assailant can’t be blocked by creatures with higher power).
Whenever Flashburst Assailant enters the battlefield or attacks and isn’t blocked, tap target creature. It doesn’t untap during its controller’s next untap step.
1/3
Freezing Shoal
Instant (U)
You may exile a blue card from your hand with a converted mana cost of X instead of paying when you cast Freezing Shoal.
Tap X target nonland permanents.
Glittermist
Creature- Spirit (C)
Flying
Whenever you cast a non-spirit creature spell, you may return target creature you control to its owner’s hand at the beginning of the next end step.
1/1 Even with the veil repaired, there remain spaces where one could slip through.
Hasu Kami
Creature- Spirit (U)
Whenever you cast a non-spirit creature spell, you may pay . If you do, return target instant or sorcery spell from your graveyard to the top of your library.
1/1 While it grows in tranquil waters, its roots reach down to the secrets below.
Himitsu, Minamo Sensei
Legendary creature- Human Wizard (R)
Whenever you draw a card, you may place a card from your hand on top of your library.
: Reveal the top card of your library. If it shares a converted mana cost with target spell, counter that spell and draw a card.
2/5
Kakusa, Dance of Cranes
Legendary Creature- Human Ninja (R)
Skulk
Creatures you control can only be blocked if each attacking creature with lower power is also being blocked.
Whenever Kakusa, Dance of Cranes attacks and isn’t blocked, all attacking and unblocked creatures you control gain +2/+2 until end of turn.
3/5
Kami of the Formless Mirror
Legendary Creature- Shapeshifter Spirit (R)
Flash
When you cast Kami of the Formless Mirror, it becomes a copy of target spell (You may not choose new modes or targets for that spell. If you would be unable to choose the same targets, counter this spell. If the target is an instant or sorcery spell, put this card into its owner’s graveyard when it resolves).
0/0
Kiretsu, the Mirrored
Legendary Creature- Moonfolk Wizard (R)
Flying
The legendary rule doesn’t apply to Kiretsu, the Mirrored.
Other moonfolk you control get +1/+1
At the beginning of your end step, if you control no other creatures, return a land you control to its owner’s hand and creature a creature token that’s a copy of Kiretsu, the Mirrored.
1/3
Kiretsu’s Deception
Instant (U)
Create a creature token that’s a copy of target legendary creature an opponent controls. It gains haste. Exile it at the beginning of the next end step.
Splice onto Instant or Sorcery
Legacy of the Soratami
Sorcery (C)
As an additional cost to cast this spell, return a land you control to its owner’s hand.
Draw 2 cards.
Minamo Scrollkeeper
Creature- Human Wizard (C)
When Minamo Scrollkeeper enters the battlefield, scry 1.
You have no maximum hand size.
1/1 The school’s archives have survived through fires, floods, swarms of vermin, kami attacks, magical accidents, ogre massacres...
Mirrorwise Watcher
Creature- Moonfolk Wizard (U)
Flying
Erudite- As long as there are four or more cards in your hand, Mirrorwise Watcher’s activated abilities cost less to activate.
, Return Mirrorwise Watcher to its owner’s hand: Draw a card.
2/1 Moonfolk sages are masters of self-reflection.
Mistwalker Shinobi
Creature- Human Ninja (C)
Skulk (Mistwalker Shinobi can’t be blocked by creatures with greater power)
Whenever Mistwalker Shiinobi attacks and isn’t blocked, you may return a creature you control to its owner’s hand.
1/1
Moment of Reflection
Instant (C)
Moment of Reflection costs less to cast for each other card in your hand.
Counter target spell. Mirrors rarely hold pleasant truths
Mooncaller Kirin
Legendary Creature- Kirin Spirit (R)
Flying
You may draw an additional card at the beginning of your end step as long as you control two or more non-spirit creatures.
4/4
Obstinate Jushi
Creature- Human Wizard (C)
Whenever you cast an instant or sorcery spell, target creature gets -2/-0 until end of turn.
1/3 All jushi learning magic at Minamo are taught how to drive off intruders. For this reason, one should never intrude upon a jushi’s studies.
Perfect Revelation
Instant (M)
Until end of turn, whenever you would draw one or more cards, draw twice that many cards instead. Gripped by grief and desperation, Tamiyo finally grasped the truth.
Sensei of the Subtle Path
Creature- Human Ninja (U)
Skulk (Sensei of the Subtle Path can’t be blocked by creatures with greater power).
Whenever a ninja you control attacks and isn’t blocked, Scry 1.
1/2
Shadow Guide
Creature- Human Ninja (U)
Skulk (Shadow Guide can’t be blocked by creatures with greater power).
Whenever Shadow Guide attacks and isn’t blocked, target blocked creature becomes unblocked (all creatures blocking it are no longer blocking it).
2/2
Shinobi’s Whisper
Instant (C)
Until end of turn, whenever a creature attacks and is not blocked, it gets +2/+0 until end of turn.
Splice onto Instant or Sorcery :
Shodou, Historical Preserver
Legendary Creature- Human Monk (R)
, : The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
Erudite- As long as there are four or more cards in your hand, Shodou, Historical Preserver untaps during each opponent’s untap step.
1/1
Soratami Cloudsculptor
Creature- Moonfolk Wizard (U)
Flying
, return a creature you control to its owner’s hand: Target creature gains Hexproof until end of turn.
2/1
Soratami Doomsayer
Creature- Moonfolk Wizard (C)
Flying
, return a creature you control to its owner’s hand: Put the top two cards of your library into your graveyard.
1/2 Alone and adrift on a sea of ill omens.
Soratami Moonchaser
Creature- Moonfolk Wizard (U)
Flying
When Soratami Moonchaser enters the battlefield, return target creature you control to its owner’s hand.
2/1 “Oh, to embrace this moonlit breeze once more before we depart for Kakuriyo”
Spirit Away
Enchantment- Aura (R)
Enchant Creature
You control enchanted creature
Enchanted creature gets +2/+2 and has flying.
Subtle Machinations
Enchantment- Aura (C)
Enchant Creature
Enchanted creature gets -4/-0 and gains Skulk. ”Information is an army’s lifeblood. Tamper with the flow and you can bring it to its knees.”
-Kakusa, Dance of Cranes
Tideturner Kaijin
Creature- Spirit (C)
When Tideturner Kaijin enters the battlefield, put a flood counter on target land. That card is an island as long as it has a flood counter on it.
1/4 Even in times of peace and tranquility, some kami revel in mischief and destruction.
Towazu, the Ineffable
Legendary Creature- Spirit (M)
Towazu, the Ineffable costs less to cast for each instant and sorcery spell players have cast this turn
Flying, Trample
At the beginning of each upkeep, you may return an instant or sorcery card at random from your graveyard to the top of your library.
7/8 Madness in form and function.
Unravel Divinity
Instant (U)
Name a card. All permanents with the chosen name lose hexproof and indestructible until end of turn.
Splice onto Instant or Sorcery
Vivid Visions
Instant (C)
Return target spell to its owner’s hand.
Erudite- If there are four or more cards in your hand, instead put that spell on top of its owner’s library. “An interesting idea. Have you tried it yet?”
Vortex to Nowhere
Instant (R)
Return target nonland permanent to its owner’s hand.
Splice onto Instant or Sorcery , Discard two cards
Wall of Scrolls
Creature- Wall (C)
Defender
Wall of Scrolls costs less to cast for each other card in your hand.
0/6 Just a bit of light reading.
Watching-Eye Zubera
Creature- Zubera Spirit (U)
When Watching-Eye Zubera dies, look at each opponent’s hand and scry X, where X is the number of non-spirit creatures you control.
, Sacrifice Watching-Eye Zubera: Draw a card.
1/2 In exchange for dutiful service, the kami of Kamitaki Lake act as wise instructors.
Wise Countermeasures
Instant (U)
Counter target spell with a converted mana cost of 1 or less.
Erudite- If there are four or more cards in your hand, instead counter target spell with a converted mana cost of 3 or less.
Anguished Oni
Creature-- Demon Spirit (C)
Menace, Trample
At the beginning of your upkeep, discard a card and sacrifice a creature.
5/4 “No one calls. No one sings. Blood devours all and only blood remains”
- Oni Chant
Begrudging Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain lifelink and “When this creature dies, each opponent loses 1 life”.
3/3
Darkfang, Okiba Spymaster
Legendary Creature- Rat Ninja (R)
Skulk (Darkfang, Okiba Spymaster can’t be blocked by creatures with greater power).
Darkfang, Okiba Spymaster gets -1/-0 for each other creature Rat and/or Ninja on the battlefield.
Whenever Darkfang, Okiba Spymaster attacks and isn’t blocked, you may search the defending player’s library for up to four cards and exile them face-down. That player shuffles his or her library afterwards.
4/4
Drain Vitae
Instant (C)
Target player loses 2 life and you gain 2 life.
Splice onto Instant or Sorcery
Eiyokan of Night’s Reach
Creature- Spirit Wall (C)
Defender
When Eiyokan of Night’s Reach enters the battlefield or blocks, exile the top X cards of target player’s library. X equals the number of creatures you control with defender.
0/4 Born of neglect, it knows nothing of light and warmth.
End of Mortality
Instant (R)
Destroy target nonspirit creature.
Splice onto Instant or Sorcery , Pay 4 life
Entrail Watcher
Creature- Rat Shaman (C)
When Entrail Watcher enters the battlefield, name a nonland card. Each opponent reveals their hand and discards all cards with that name.
1/1 “I’m sure that they’re holding it somewhere. Check their bags while I open their stomachs.”
Eternal Damnation
Enchantment (M)
Whenever a player discards a card, that player gains 1 life.
Whenever a player casts a spell, if that player has no cards in hand, that player draws a card and loses 1 life. The worst of all possible choices.
Fearsome Shoal
Instant (U)
You may exile a black card from your hand with a converted mana cost of X instead of paying when you cast Fearsome Shoal.
Target player reveals X cards from his or her hand. You choose one of them. That player discards that card.
Forbidden Art Shinobi
Creature- Rat Ninja (U)
Skulk (Forbidden Art Shinobi cannot be blocked by creatures with higher power)
Whenever Forbidden art Shinobi attacks and isn’t blocked, you may return a creature card from your graveyard to your hand.
2/1
Glimpse of Devastation
Sorcery (R)
Whenever a creature dies this turn, draw a card and lose 1 life. As Omo reposed in the ruins of Numai, his dreams were filled with whispers of power and glory. And as he slept, the path to divinity revealed itself to him.
Goryo’s Resurgence
Sorcery (U)
Return target creature of an opponent’s choice from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Exile Goryo’s Resurgence.
If you have one or fewer cards in hand and control no nonland permanents, Goryo’s Resurgence costs less to cast and you may cast it from your graveyard.
Horrid Return
Sorcery (C)
Return target creature card from any graveyard to its owner’s hand. You may return another creature card from any graveyard to the top of its owner’s library. When the Kami War came to a close, one last army began to assemble.
Hundred-Fang Strike
Instant (C)
Target creature gets +1/+0 and gains deathtouch until end of turn.
Splice onto Instant or Sorcery
Information Network
Sorcery (C)
Draw a card and lose 1 life. At the beginning of your next upkeep, draw a card and love 1 life.
Kinfeast Nezumi
Creature- Rat Rogue (C)
When Kinfeast Nezumi enters the battlefield, sacrifice a creature. If you have one or fewer cards in your hand, each opponent sacrifices a creature.
2/1 Nezumi who succumbed to the madness were consumed by insatiable hunger, preying upon everything in sight.
Kufuku, Twisted Patron
Legendary Creature- Demon Spirit (R)
Whenever a player draws a card, they lose one life.
At the beginning of your end step, target player draws two cards.
6/5 Some evils eat away at the mind. Other prefer more tangible fare.
Maddening Wail
Instant (C)
Any number of target creatures get -1/-1 until end of turn. Legends tell of an ancient town that was razed by kami. Its ashes yet hang in the air, present in every howling wind.
Master of Toxins
Creature- Rat Ninja (U)
Skulk (Master of Toxins can’t be blocked by creatures with higher power).
Whenever Master of Toxins becomes blocked, sacrifice it.
Whenever Master of Toxins attacks and isn’t blocked, all creatures controlled by the defending player get -1/-1 until end of turn.
1/1
Mental Venom
Enchantment (U)
At the beginning of your upkeep, if you have one or fewer cards in your hand, create a 1/1 black snake creature token.
Whenever a snake dies, each opponent discards a card. Not all venom seeks the heart.
Mindshear
Sorcery (R)
Each player reveals his or her hand. All cards revealed in this way with a converted mana cost of 4 or greater are discarded. “All of those thoughts must feel so heavy. Why not unburden yourself?”
-Kufuku, Twisted Patron
Moment of Despair
Instant (C)
Moment of Despair costs more to cast for each other card in your hand.
Target creature gets -5/-5 until end of turn. ”The pit of despair has no bottom. Should you give in, prepare to fall forever.”
Nanashi-Tribe Ambusher
Creature- Snake Rogue (C)
Flash
Deathtouch
When Nanashi-Tribe Ambusher enters the battlefield, destroy target tapped creature.
1/1 Insane orochi are exiled to the Takenuma, giving birth to the Nanashi-tribe.
Nanashi-Tribe Glutton
Creature- Snake Warrior (C)
Whenever you draw a card, you lose 1 life.
Sacrifice a creature: You gain 2 life.
6/6 Calling them a tribe is a grave exaggeration. The Nanashi-tribe are barely more than animals, often praying upon one another.
Nanashi-Tribe Scavenger
Creature- Snake Rogue (U)
Nanashi-Tribe Scavenger has Deathtouch and First Strike as long as you have one or fewer cards in your hand.
: Exile a creature card from target player’s graveyard. If you do, you gain 1 life.
2/1
Nezumi Broodmother
Creature- Rat (C)
, , Discard a card: Create a 1/1 black rat creature token.
1/1
Nezumi Enforcer
Creature- Rat Rogue (C)
Menace
Nezumi Enforcer can’t block.
4/2 “Between the roaming Oni, restless Goryo, and cannibalistic psychopaths, nezumi have grown more vicious and crafty just to stay alive. I think we can use that.”
-Kufuku, Twisted Patron
Nezumi Outcast
Creature- Rat Rogue (U)
Deathtouch
When Nezumi Outcast enters the battlefield, target opponent discards a card.
1/1 Never engage a nezumi encountered outside of a village.
Nezumi Storyteller
Creature- Rat Shaman (U)
Whenever Nezumi Storyteller or another nontoken rat enters the battlefield under your control, exile the top card of target opponent’s library.
During each of your turns, you may cast a card exiled by Nezumi Storyteller.
1/1 Each story of brighter days inspires Nezumi to take those days back.
Nightshade Moth
Creature- Spirit (C)
Flying
Whenever you cast a non-spirit creature spell, target creature gets +1/+0 and gains deathtouch until end of turn.
1/2 “While our poison can slow intruders, we require something more… potent.”
-Haji, Orochi Dissident
Ninja of Dark Crossroads
Creature- Rat Ninja (C)
Skulk (Ninja of Dark Crossroads can’t be blocked by creatures with higher power).
Whenever Ninja of Dark Crossroads attacks and isn’t blocked, draw a card and lose 1 life.
2/2
Noroi, Unsettled Grudge
Legendary Creature- Demon Spirit (R)
When Noroi, Unsettled Grudge enters the battlefield, destroy target creature.
Whenever Noroi, Unsettled Grudge dies, if you have one or fewer cards in your hand, return it from your graveyard to your hand at the next end step..
6/4
Obscure Legacy
Instant (U)
Exile up to four target cards from a single graveyard.
Splice onto Instant or Sorcery
Ominous Ceremony
Instant (U)
Black spells cost you less to cast until end of turn.
Splice onto Instant or Sorcery
Omo, Blood’s Fealty
Legendary Creature- Demon Spirit (R)
Trample, Lifelink
Pay 3 Life: Put a +1/+1 counter on each Demon you control.
At the beginning of each end step, you may put a Demon card with converted mana cost X or less from your hand onto the battlefield, where X is the amount of life you lost this turn.
9/9 “Kneel!”
Oni-Bound Cultist
Creature- Ogre Rogue Shaman (U)
At the beginning of your upkeep, you may sacrifice Oni-Bound Cultist. If you do, return target demon card from your graveyard to your hand. If that card is legendary, instead return it to the battlefield.
3/2
Painspreader Oni
Creature- Demon Spirit (U)
Whenever another creature you control dies, target creature gets -1/-1 until end of turn.
Whenever you discard a card, each opponent loses 1 life.
4/4 Pain is the one thing that Oni are eager to share.
Ravenous Gravedigger
Creature- Rat Rogue (C)
Menace
Discard a card: Target player dealt damage by Ravenous Gravedigger this turn exiles a card from his or her graveyard.
1/1 No fare is too profane for the palate of the mad.
Rootclaw Kami
Creature- Spirit (U)
Menace
Whenever you cast a non-spirit creature spell, target creature’s base power becomes equal to the number of swamps on the battlefield until end of turn.
0/1 Those who reside in the Takenuma are all too eager eager to embrace intruders.
Scentbiter, Eternal Hunger
Legendary Creature- Rat Rogue (R)
Pay 1 life: Create a 1/1 black rat creature token.
Whenever a rat you control attacks, blocks, or leaves the battlefield, each player loses 1 life unless he or she exiles a card from his or her graveyard..
3/4
Sensou, Justice Undone
Legendary Creature- Spirit (M)
Indestructible, Deathtouch
Cards in graveyards cannot be exiled.
Sensou’s power and toughness are each equal to the number of creature cards in all graveyards.
*/* The cries of war still echo in each unmarked grave.
Snare of Madness
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets -1/-1 for each card in its controller’s hand. A single untamed thought can lead to the greatest of nightmares.
Soul-Cursed Zubera
Creature- Zubera Spirit (U)
When Soul-Cursed Zubera dies, return to your hand each non-spirit creature card in your graveyard that was put there from the battlefield this turn. All creatures get -1/-1 until end of turn.
, Sacrifice Soul-Cursed Zubera: Draw a card.
1/2 In exchange for profane rites, the kami of Takenuma act as tireless wardens.
Swarm Miser
Creature- Rat Shaman (U)
Each opponent’s maximum hand is decreased by Swarm Miser’s power.
Discard a card: Put a +1/+1 counter on Swarm Miser.
3/3 Nezumi are fluent in the language of hunger.
Voidwalker Kirin
Legendary Creature- Kirin Spirit (R)
Flying
At the beginning of each opponent’s end step, that opponent discards a card at random if you control two or more non-spirit creatures.
4/4
Whispertongue, Moonlight Dealer
Legendary Creature- Rat Shaman (R)
: Draw a card unless any opponent discards a card.
: Create a 1/1 black rat creature token with deathtouch unless any opponent sacrifices a nonland permanent.
: Put a +1/+1 counter on target creature unless any opponent pays 3 life.
1/1
Akki Coalrunner
Creature- Goblin Warrior (U)
Haste
When Akki Coalrunner enters the battlefield, tap target land. That land doesn’t untap during its owner’s untap step as long as you control Akki Coalrunner.
2/2 The akki game of ‘coal-jumper’ only ends when the playing field has caught fire
Akki Frosthoarder
Creature- Goblin Rogue Shaman (C)
When Akki Frosthoarder enters the battlefield each player chooses a land they control. Tap those lands. They do not untap during their controllers’ next untap step.
1/1 When dark clouds gathered over Araba, none where more surprised than the shamans who called them.”
Akki Lavaspeaker
Creature- Goblin Shaman (C)
When Akki Lavaspeaker dies, you may discard a card. If you do, draw two cards and add
1/1 The death of an akki is rarely boring.
Akki Motivator
Creature- Goblin Rogue (U)
Sacrifice a permanent: Target goblin you control gains haste until end of turn.
3/1 In Yogan’s defense, cave-ins are known to be excellent motivators.
Akki Pyromancer
Creature- Goblin Shaman (C)
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn.
2/1 Akki rarely hesitate to chase the biggest flame in sight.
Akki Stoneherder
Creature- Goblin Warrior (C)
Trample
Whenever you attack with one or more creatures, target attacking creature gets +X/+0 until end of turn, where X is the number of tapped lands the defending player controls.
2/3 ”...and as the young akki ran down the slope, his herd of rolling stones grew larger and larger.”
-Akki Monogatari
Baki-Baki, Akki Warlord
Legendary Creature- Goblin Warrior (R)
Whenever one or more nonbasic lands enter or leave the battlefield, target creature gains doublestrike until end of turn.
Sacrifice two lands: create a 1/1 goblin creature token with haste.
3/3 “Start digging! We can make homes AND make new rocks!”
-Baki-Baki, Akki Warlord
Batsu, Pain Savant
Legendary Creature- Ogre Warrior (R)
Whenever a player draws a card, shuffles their library, or casts a noncreature spell, you may place a pain counter on target permanent.
Whenever a permanent with one or more pain counters attacks, blocks, or uses an activated ability, it deals damage to its controller equal to the number of pain counters on it.
4/4
Brainfire Akki
Creature- Goblin Warrior (C)
Discard a card: Brainfire Akki gains haste until end of turn.
Brainfire Akki gets +2/+2 and must attack each turn if able as long as you have one or fewer cards in your hand.
1/1 ”How can you tell the difference?”
Break Will
Enchantment (C)
Whenever you attack with one or more creatures, target creature can’t block until end of turn. “Let those hounds run back to their master. We are done here.”
Canyon-Dweller Ronin
Creature- Human Samurai (C)
Challenge (Whenever one or more creatures you control attacks, target creature must block this turn if able)
4/4 Any who wish to pass down his road must pay a toll of blood or steel.
Cruel Flames
Instant (U)
Cruel Flames deals 2 damage to each creature.
Splice onto Instant or Sorcery
Doro, Scavenged Blade
Legendary Creature- Human Samurai (R)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able)
Whenever another creature dies, you gain control of all equipment attached to the creature.
: Untap all attacking creatures you control: After this phase, there is an additional combat phase. Activate this ability only if three or more attacking creatures you control are blocked.
3/3
Eiyokan of Infinite Rage
Creature- Spirit Wall (C)
Defender
When Eiyokan of Infinite Rage enters the battlefield or blocks, deal X damage to target opponent. X equals the number of creatures you control with defender.
0/4 Born of neglect, it has nothing to hate but itself.
Excruciating Judgment
Sorcery (R)
Deal damage to target opponent equal to half of that player’s life total unless they exile a creature they control. If they do, they lose 1 life at the beginning of their upkeep for the rest of the game. Under the care of a well-trained torturer, a victim’s anguish can be savored for centuries.
Fire-Gut Zubera
Creature- Zubera Spirit (U)
When Fire-Gut Zubera dies, deal 2 damage to each spirit and to each non-spirit creature you don’t control. All other creatures gain first strike and trample until end of turn.
, Sacrifice Fire-Gut Zubera: Draw a card.
1/2 In exchange for burnt offerings, the Kami of Sokenzan act as dauntless warriors.
Fires Within
Enchantment (U)
Whenever you cast an instant or sorcery spell, add . ”...and in that moment, the little Akki realized that the fire was inside him all along.
-Akki Monogatari
Fractured Mind
Sorcery (C)
As an additional cost to cast this spell, discard a card.
Scry 3, then draw a card. ”I still dream of the man I once was. The honorable samurai. The wise father and husband. Where has that man gone? Why has he forsaken me?”
-Unnamed Ronin
Glowing Embers
Instant (U)
Until end of turn, damage can’t be prevented and players cannot gain life. Glowing Embers deals 2 damage to each player.
Splice onto Instant or Sorcery
Gon-Gon, Mirrorsmith
Legendary Creature- Goblin Shaman (R)
Haste
: Create a token that’s a copy of target nonlegendary equipment artifact and equip it to target creature you control. Sacrifice it at the beginning of the next end step.
2/2
Grasped by Earth
Instant (C)
Deal 2 damage to target creature with flying. It loses flying until end of turn.
Splice onto Instant or Sorcery
Hand of Rebellion
Creature- Human Samurai (U)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able).
Whenever a creature blocks, it deals one damage to its controller.
2/2 ”The samurai is just a tool. It is a Ronin who guides his own fate.”
Hulking Simpleton
Creature- Ogre Warrior (U)
Other creatures you control lose all abilities.
5/4 Instead of a brain, its skull houses more muscle.
Hunger for Battle
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +1/+1 and gains Haste and Challenge.
Jagged Shoal
Instant (U)
You may exile a red card from your hand with a converted mana cost of X instead of paying :x: when you cast Jagged Shoal.
Deal X damage to target creature.
Kakkazan, Rekindled Flame
Legendary Creature- Spirit (M)
You may cast Kakkazan, Rekindled Flame from your graveyard if three or more creatures have died this turn.
When Kakkazan, Rekindled Flame enters or leaves the battlefield, it deals 2 damage to each player, planeswalker, and creature without flying
6/6 The flames of rage will never stop burning
Kami of Primal Law
Creature- Spirit (C)
Whenever you cast a non-spirit creature spell, you may sacrifice a creature. If you do, destroy target artifact.
2/2
Konton, Waking Dream
Legendary Creature- Spirit (R)
Haste
At the beginning of your end step, discard you hand and draw up to that many cards. For each card fewer that you draw, Konton, Waking Dream deals 1 damage to each player and planeswalker..
4/3
Mad Yamabushi
Creature- Human Shaman (U)
Haste
When Mad Yamabushi enters the battlefield, its deal 3 damage to target creature if you have one or fewer cards in your hand. If a creature dealt damage in this way would die this turn, exile it instead.
3/2 All Yamabushi live in the mountains. Many practice a spiritual form of pyromancy. A few lose themselves to the glory of the flame..
Melting Earth
Enchantment (R)
Whenever any player casts a spell, Melting Earth deals 1 damage to any target. The akki, for their part, were glad to be involved.
Moment of Rage
Instant (C)
Moment of Rage costs more to cast for each other card in your hand.
Moment of Rage deals 4 damage to any target. Nothing to lose. Everything to hate.
Reversal of Progress
Instant (R)
Destroy target artifact or nonbasic land.
Splice onto Instant or Sorcery , Discard a card at random.
Ronin Beastmaster
Creature- Human Samurai (U)
Challenge, Haste, Trample
6/1 Curs find solace among hounds. Monsters find solace among beasts.
Savage Urge
Instant (C)
Target creature gets +3/+0 until end of turn.
Splice onto Instant or Sorcery
Scavenge Gear
Sorcery (C)
Return an artifact equipment with a converted mana cost of 2 or less to the battlefield, equipped to target creature you control. Sacrifice that equipment at the beginning of the end end step. ”Thank you for the armor. I’m sure you won’t be needing it.”
-Gon-Gon, Mirrorsmith
Shape Melder
Creature- Spirit (U)
Shape Melder must attack each turn if able.
Whenever you cast a non-spirit creature spell, Shape Melder gains the base power and toughness of target creature until end of turn.
1/1
Shattered Ground
Sorcery (C)
Tap target land. It doesn’t untap during its controller’s next untap step. For many merchants, “akki” is synonymous with “detour”
Sokenzan Brute
Creature- Ogre Warrior (C)
Menace
5/5 “We tracked the traitors to the Sokenzan Mountains and sent our three best scouts to seek them out. The silence was broken by three anguished screams that night.”
-Mikata, report to Ojinja
Starblazer Kirin
Legendary Creature- Kirin Spirit (R)
Flying
As long as you control two or more non-spirit creatures, double all combat damage that would be dealt to opponents and permanents they control.
4/4
Territorial Ogre
Creature- Ogre Warrior (C)
Defender
Territorial Ogre can attack as though it didn’t have defender if the defending player controls two or more tapped lands.
3/3 An Ogre’s Sense of territory extends as far as their eyes can see..
Unruly Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain +2/+0 and gain Haste.
3/3
Unstable Rift
Sorcery (U)
Exile the top five cards of your library. You may put a creature card exiled in this way onto the battlefield. It gains haste. Exile it at the beginning of the next end step. Exile Unstable Rift.
If you have one or fewer cards in hand and control no nonland permanents, Unstable Rift costs less to cast and you may cast it from your graveyard.
Wheel of Destiny
Sorcery (M)
Each player may discard his or her hand and exile the top seven cards of his or her library. Players may play cards they own that are exiled in this manner until the beginning of their next end step.
Yume, Haunted Ronin
Legendary Creature- Ogre Samurai (R)
Challenge, Haste
Whenever Yumei, Haunted Ronin attacks, discard a card and exile the top card of your library. Then, if you have one or fewer cards in your hand, exile an additional card from the top of your library. Until end of turn, you may play those exiled cards.
5/4
Budoka Caretaker
Creature- Human Monk (U)
You may play an additional land each turn.
1/2 ”Being a budoka means more than just fighting. Reflect upon the world around you and return when you are ready for peace.”
Densho, Story Collector
Legendary Creature- Human Monk (R)
Whenever you would draw a card, you may choose to return a legendary card from the graveyard to the top of your library instead (you do not draw that card).
1/1
Eiyokan of Life’s Web
Creature- Spirit Wall (C)
Defender
When Eiyokan of LIfe’s Web enters the battlefield or blocks, create X 0/1 green plant creature tokens. X equals the number of creatures you control with defender.
0/4 Born of neglect, it is forever choked by a net of vines.
Enlightened Observer
Creature- Human Monk (C)
Enlightened Observer can’t be countered by spells or abilities.
Erudite- As long as there are four or more cards in your hand, Enlightened Observer has hexproof.
1/1 A single leaf can hold more wisdom than a thousand scrolls.
Gift of Insight
Enchantment- Aura (C)
Enchant Creature
Enchanted creature gets +1/+1 for each card in its controller’s hand. A single observation can lead to the greatest enlightenment
Glassridge Sentinel
Creature- Spirit (U)
Reach
Whenever you cast a non-spirit creature spell, target creature gains hexproof until end of turn.
4/4 Where glasskites fall to earth, new spirits claim formidable armor.
Haji, Orochi Dissident
Legendary Creature- Snake Samurai (R)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able)
Whenever one or more creatures attack you and/or planeswalkers you control, create a 1/1 green snake creature token.
, Sacrifice a creature: Target creature gains deathtouch until end of turnn.
2/1
Haji’s Fang
Creature- Snake Samurai (U)
Challenge, Deathtouch
3/2 Humans call her methods “disgraceful”.
Haji prefers the term “merciful”.
Hanashi, Seshiro’s Descendant
Legendary Creature- Snake Shaman Warrior (R)
At the beginning of your precombat main phase, if you control five or more creatures, add to your mana pool for each creature you control.
: Each snake you control gets +1/+1 and gains Trample and “When this creature deals combat damage to a player, draw a card” until end of turn.
3/3
Hatchery Guardian
Creature- Snake Shaman (U)
Whenever a non-snake creature becomes untapped, prevent all combat damage it would deal to snakes you control until the beginning of your next end step.
Sacrifice Hatchery Guardian: Create two 1/1 green snake creature tokens.
2/2
Inscrutable Hontei
Legendary Creature- Human Monk (R)
Opponents can cast spells only during their own turns.
As an additional cost to casting noncreature spells, players must sacrifice a noncreature permanent.
4/4
Jukai Branchwalker
Creature- Human Monk (C)
Reach
3/3 To prove their devotion and hone their physical prowess, some budoka spend years in the forest without ever touching the ground.
Kami Convergence
Instant (C)
Create a 1/1 colorless spirit creature token.
Splice onto Instant or Sorcery
Kodama of the Western Tree
Legendary Creature- Spirit (R)
Noncreature permanents your opponents control enter the battlefield tapped.
Nonland permanents you opponents control lose all mana abilities.
5/5
Kodama of the Eastern Tree
Legendary Creature- Spirit (R)
Hexproof
Whenever a land enters the battlefield, its controller chooses another target creature. Kodama of the Eastern Tree fights that creature.
7/5
Kodama’s Dictate
Enchantment- Aura (U)
Enchant Permanent
If enchanted permanent is a land, it gains “ : Add “
Otherwise, enchanted permanent loses all mana abilities. The kami have an odd sense of what makes for a “harmless prank”
Kongen, Kodama Progenitor
Legendary Creature- Spirit (M)
Whenever a land enters the battlefield, put a +1/+1 counter on each creature you control.
, Remove two counters from permanents you control: Choose one—
-Create two 1/1 colorless spirit creature tokens.
-Destroy target artifact, enchantment, or creature with flying.
5/5 Each kodama can be traced back to its roots.
Lifeweb Kumo
Creature- Spirit (C)
Defender, Reach
When Lifeweb Kumo dies, you may return a nonspirit creature card with a converted mana cost of 1 or less from your graveyard to your hand.
1/3 Merciful kumo may cut their own webs, feeding on the gratitude of those they spare.
Matsukashi-Tribe Guard
Creature- Snake Warrior (C)
When Matsukashi-Tribe Guard enters the battlefield, target snake you control fights target creature you don’t control.
Whenever Matsukashi-Tribe Guard deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step
1/3 Since the Tsuyoki Accords, the Matsukashi tribe has watched over much of the Jukai.
Matsukashi-Tribe Lookout
Creature- Snake Warrior Scout (C)
: Untap Matsukashi-Tribe Scout. It gets -1/-0 and gains reach until end of turn.
Whenever Matsukashi-Tribe Scout deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step
:3/3
Matsukashi-Tribe Tactician
Creature- Snake Warrior (U)
At the beginning of each opponent’s precombat main phase, you may draw a card for each tapped creature that player controls.
Whenever Matsukashi-Tribe Tactician deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.
2/4
Mold Kami
Creature- Spirit (C)
Sacrifice a non-spirit creature: Mold Kami gets +1/+1 and gains trample until end of turn.
5/5 Some kami manifest as otherworldly beings formed of abstract concepts. Others manifest as masses of fungus and mold.
Moment of Discovery
Sorcery (C)
Moment of Discovery costs less to cast for each other card in your hand.
Reveal the top 5 cards of your library. You may put up to one land card and up to one creature card revealed in this way into your hand, then shuffle your library. New vistas are opened when the wise commune with nature.
Natural Splendor
Instant (U)
Search your library for a forest and put it onto the battlefield, then shuffle your library.
Erudite- If there are four or more cards in your hand, instead search your library for two forests and put them onto the battlefield, then shuffle your library.
Orochi Grandmaster
Creature- Snake Warrior (U)
Whenever one or more snakes deal combat damage to an opponent, draw a card.
Erudite- As long as there are four or more cards in your hand, Orochi grandmaster gets +2/+2.
1/2 She sees your every heartbeat and tastes your every movement.
Orochi Scout
Creature- Snake Warrior (C)
Whenever Orochi Scout deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.
1/1 “Why does it feel like the trees are watching us?”
Practiced Invocation
Sorcery (R)
Reveal the top X cards of your library, where X is the number of cards in your hand. You may put up to two creatures card revealed in this way onto the battlefield, then shuffle your library.
Restore the Lost
Instant (R)
Return target permanent card from your graveyard to your hand.
Splice onto Instant or Sorcery , Sacrifice two lands
Sakura-Tribe Channeler
Creature- Snake Shaman (U)
At the beginning of each main phase, add .
1/3 While the Matsu and Kashi tribes forged their great alliance, the Sakura-tribe pursued its own studies under Kaseto’s guidance.
Sakura-Tribe Cultivator
Creature- Snake Shaman (C)
: Untap target land that has not been tapped for mana this turn.
1/1 “Raw feeling is not enough. Take time to reflect upon all that you see.”
-Kaseto, Orochi Archmage
Sakura-Tribe Reclaimer
Creature- Snake Shaman (C)
Sacrifice Sakura-Tribe Reclaimer: Return target permanent card from your graveyard to the top of your library. If that card is a land, draw a card.
1/1 Beneath each great tree in the Jukai rests the fallen form of an Orochi. To them, the forest is both home and family.
Savage Combat
Sorcery (R)
Target creature you control fights target creature an opponent controls. You may repeat this process up to X times. ”Each heartbeat is proof that it can still fight.
Scent of Honey
Instant (C)
Target creature with the lowest power among creatures on the battlefield must block this turn if able.
Splice onto Instant or Sorcery
Scout’s Vigilance
Instant (C)
Cast Scout’s Vigilance only during the declare blockers step.
Target creature you control blocks target attacking creature an opponent controls, even if it is tapped or otherwise incapable of blocking that creature. ”Humans on the border. Prepare to fight!”.
Seasonsower Kirin
Legendary Creature- Kirin Spirit (R)
Flying
If you control two or more non-spirit creatures, untap all permanents you control at the beginning of each opponent’s untap step.
4/4
Silent Meditation
Instant (C)
Prevent all combat damage that would be dealt this turn. Each player attacking or blocking with three or more creatures may draw a card. Friendships and grudges can be washed away by a single moment of silence
Spiritual Embrace
Instant (U)
Target creature gains hexproof and can’t be blocked by more than one creature until end of turn.
Splice onto Instant or Sorcery
Suppress the Unnatural
Sorcery (C)
Put target artifact, enchantment, or land to the top of its owner’s library. That which fails to respect the Jukai soon finds itself buried in its roots.”
Sustaining Shoal
Instant (U)
You may exile a green card from your hand with a converted mana cost of X instead of paying when you cast Refreshing Shoal.
X target permanents gain indestructible until end of turn.
Thornmaw Kami
Creature- Spirit (C)
Whenever you cast a non-spirit creature spell, target creature and each creature that shares one or more colors with it must block this turn if able.
4/5
Verdant-Tread Zubera
Creature- Zubera Spirit (U)
When Verdant-Tread Zubera dies, add for each non-spirit creature you control. Put a +1/+1 counter on each of those creatures.
, Sacrifice Verdant-Treat Zubera: Draw a card.
1/2 In exchange for grand ceremonies, the kami of Jukai act as enlightened guides.
Vivien, Empathic Huntress
Legendary Planeswalker- Vivien (M)
+1: Reveal the top card of your library.If it is a creature or land card, put it into your hand.
+1: Untap target creature or land. It gains hexproof until the beginning of your next upkeep.
-3: Create a 3/3 green spirit beast creature token. It fights target creature an opponent controls.
-10 Each player’s life total becomes equal to the number of creatures that player controls.
{4}
Wild Reclamation
Instant (U)
You may return a land card from your graveyard to your hand.
Splice onto Instant or Sorcery
Wild Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain +1/+1 and gain trample.
3/4
Enlightened Yamabushi
Creature- Human Shaman (U)
At the beginning of your end step, Enlightened Yamabushi deals 1 damage to each opponent who controls as least four tapped lands and to each creature they control. If a creature damaged in this way would die this turn, exile it instead.
Tap target land. Untap target land.
2/2
Haji’s Disciple
Creature- Snake Shaman (U)
Deathtouch
: Each player loses life equal to the number of tapped creatures he or she controls. Each tapped creature gets -1/-1 until end of turn.
1/3
Inspired Kannushi
Creature- Human Cleric (U)
Whenever a creature token enters the battlefield, you may pay . If you do, draw a card.
Erudite- At the beginning of your upkeep, if there are four or more cards in your hand, you may pay . If you do, create a 1/1 colorless spirit creature token.
2/2
Mad Seer
Creature- Ogre Shaman (U)
At the beginning of your upkeep, discard a card. Then, if there is one or fewer cards in your hand, exile the top card of your library and lose 1 life. You may play that card this turn.
3/3 She predicts all that was never meant to be.
Monk Ascendant
Creature- Human Monk (U)
Whenever you draw a card, target creature gains flying until end of turn.
As long as there are nine or more cards in your hand, Monk Ascendant gets +5/+5.
1/1 ”Always strive for the impossible”
Moonlit Whisperer
Creature- Human Ninja (U)
Skulk
Whenever a creature you control attacks and is unblocked, the defending player loses 1 life and exiles the top card of his or her library.
1/1
Of Song and Story
Sorcery (R)
Search your library for a legendary card, reveal it, and put into your hand, then shuffle your library. For those with youthful hearts, each legend and poem is a call to adventure.
Order of the Winding Coils
Creature- Snake Monk (U)
At the beginning of each player’s upkeep, that player returns a tapped creature he or she controls of his or her choice to its owner’s hand.
, Tap two untapped creatures you control: Draw a card.
4/3
Practiced Blademaster
Creature- Human Samurai (U)
Challenge, Doublestrike
Whenever a creature is blocked by two or more creatures, put a +1/+1 counter on it.
1/1
Sisters of Flesh and Spirit
Legendary Creature- Spirit God (M)
Indestructible
, Sacrifice five spirits: Search your library for a nonland permanent card with a converted mana cost of X and put it onto the battlefield, then shuffle your library. It gains indestructible.
8/8
Spectacle Kami
Creature- Spirit (U)
Spectacle Kami’s power and toughness are each equal to the number of instant and sorcery cards in your graveyard.
Exile an instant or sorcery card from your graveyard: Spectacle Kami gains first strike, flying, haste, or hexproof until end of turn.
*/*
Tamiyo, Memory Keeper
Legendary Planeswalker,- Tamiyo (M)
+1 Untap up to two target permanents. Each creature untapped in this way gains vigilance until end of turn.
-2 Each player skips his or her next untap step. Until your next turn, all permanents enter the battlefield tapped.
-6 Untap all permanents you control. For each permanent untapped in this way, you gain 1 life.
{4}
Tibalt, Spitewaker
Legendary Planeswalker- Tibalt (M)
+1: Discard a card. Until your next turn, whenever Tibalt, Spikewalker is dealt damage, you may draw a card.
0: Sacrifice up to two creatures. For each creature sacrificed, spells cost you less to cast until end of turn.
-5 Search your library for a card and add it to your hand, then shuffle your library. Choose a random card in your hand and discard the rest.
{3}
Unseen Masterstroke
Enchantment (R)
Whenever you attack with one or more creatures and none of them are blocked, put a plot counter on Unseen Masterstroke.
At the beginning of your upkeep, you may remove five plot counters from Unseen Masterstroke. If you do, target player loses the game.
Yomiji’s Hand
Creature- Spirit (U)
Flying
Whenever a nonspirit creature dies, create a 1/1 colorless spirit creature token.
Sacrifice three creature tokens: Return target creature card from your graveyard to your hand.
3/3
Eiyu, Pearl of Eternity
Legendary Artifact- Equipment (M)
You can only cast Eiyu, Pearl of Eternity if you control seven or more lands.
Equipped creature has Hexproof and Indestructible.
Equip
Elite Diashou
Artifact- Equipment (R)
Equipped creature gets +2/+2 and gains hexproof.
When Elite Daishou is destroyed, if it was attached to a creature, put a +1/+1 counter on that creature. It gains hexproof until end of turn.
Equip Two blades. One purpose
Grinning Oni Netsuke
Artifact (R)
At the beginning of each player’s upkeep, if that player has one or fewer cards in their hand, each other player discards a card and loses 2 life.
History of Kamigawa
Legendary Artifact (R)
Whenever you cast a legendary spell, draw a card. The past can hold the secrets to change one’s destiny
Kagami, Gate to Kakuriyo
Legendary Artifact (M)
Pay 1 life: Exile another target permanent you control.
Exile target permanent an opponent controls.
At the beginning of each end step, return all permanents exiled by Kagami, Gateway to Kakuriyo onto the battlefield under their owner’s control.
Oni Hachiwari
Artifact- Equipment (U)
Equipped creature gets +2/+0 for each creature opponents control with toughness 4 or greater.
Equip Some blades are made to slash. Others are made to crush.
Ornate Orizuru
Artifact Creature- Bird (C)
Flying
When Ornate Orizuru enters the battlefield, choose a basic land type.
All lands you control gain that basic land type (they retain all other abilities).
1/1 Not all beauty born from parchment needs the kiss of ink.
Paper Charm
Artifact (C)
When Paper Charm is destroyed, draw a card and gain 1 life.
Discard a card: Paper Charm becomes a 1/1 spirit artifact creature with flying. Sacrifice it at the beginning of the next end step.
Shrine Guardian
Artifact (U)
All spells targeting you cost more to cast.
Whenever you lose life, Shrine Guardian becomes a 4/4 spirit artifact creature with hexproof until the beginning of your next end step.
Sealed Norimono
Artifact- Vehicle (C)
When Sacred Norimono is destroyed, create a 1/1 colorless spirit creature token.
Crew 1
2/1 Its esteemed passenger requires no doors.
Soaring Cloud Chariot
Artifact- Vehicle (U)
Flying
Prevent all combat damage that would be dealt to and dealt by Soaring Cloud Chariot this turn.
Crew 2
3/3
Somber Monk Netsuke
Artifact (R)
At the beginning of each player’s upkeep, if that player has four or more cards in their hand, that player draws a card and gains 2 life.
Tessen of a Thousand Winds
Artifact-Equipment (U)
: Return target creature blocking or blocked by the equipped creature to its owner’s hand. Return Tessen of a Thousand Winds to its owners’ hands.
Equip
Tetsujin, Iron Samurai
Legendary Creature- Samurai Construct (R)
Tetsujin, Iron Samurai costs less to cast for each equipment you control..
When Tetsujin, Iron Samurai enters the battlefield, attach all equipment you control to it.
All creatures able to block Tetsujin, Iron Samurai must do so.
7/7
Toxic Fukiya
Artifact- Equipment (C)
Equipped creature has defender and gains “ , : target creature gets -1/-1 until end of turn.”
Equip Invented by Orochi. Perfected by Shinobi.
Canyon Stream
Land - Island Mountain (R)
Canyon Stream enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or .
Celestial Peak
Land- Plains Mountain (R)
Celestial Peak enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or .
Desecrated Shrine
Land- Plains Swamp (R)
Desecrated Shrine enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or .
Numai, Forsaken Ruins
Legendary Land (R)
Numai, Sunken Ruins enters the battlefield tapped.
Whenever Numai, Forsaken Ruins becomes untapped, discard a card.
: add to your mana pool.
Meditation Garden
Land (C)
: Add to your mana pool
, Tap an untapped creature you control: Add one mana of any color to your mana pool.
Ojinja, House of Peace
Legendary Land (R)
: Add to your mana pool.
, : Target legendary creature gains hexproof until end of turn.
Verdant Tributary
Land- Island Forest (R)
Verdant Tributary enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or
Whispering Grove
Land- Swamp Forest (R)
Whispering Grove enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or
It is well-known by now that the original Kamigawa block had a number of problems. It came out in the aftermath of an incredibly broken block (OG Mirrodin) and failed to make any dent in the Affinity-dominated standard environment. None of its mechanics really caught on and Betrayers/Saviors were both incredibly weak at the time. While the setting was deep and authentic, it required a multi-page glossary to explain what terms mean and how to pronounce the various names on the plane. With all of that in mind, it is no great surprise that Kamigawa scores sligthly higher on the Rabiah Scale than planes that… uh… no longer exist.
With that in mind, I wanted to attempt a single Kamigawa set with modern sensibilities (mythic rares, draft archetypes with multicolor uncommons as guideposts, and legends designed with Commander in mind (unlike the problematic Runetail/Erayo or the useless Ishi-Ishi/Kentaro)). I think that most of the problems of the former block could be fixed with mindful set design. For example, we are no longer locked into 3-set blocks and only need to salvage enough material for a single flavorful set. Likewise, the existence of planeswalkers can give players familiar characters to use as anchors as the plane of Kamigawa is revisited. In the end, I can see only two main barriers to revisiting Kamigawa:
1. Rebranding: With the release of Dominaria, revisiting Kamigawa became a lot more difficult. While Kamigawa is known for legends and deep lore, it would have a hard time topping Dominaria in either respect. With the release of sagas, historic card, and legendary spells, Dominaria has released more legendary support than the entirety of the Kamigawa block and has proven that it has more (known) lore and legends to explore. If we try to sell Kamigawa as a set of Lore and Legend, it is likely to disappoint or be seen as a watered-down Dominaria.
To get around this, we may have to rebrand Kamigawa to highlight a secondary theme: “Hand Matters”. While this theme flew somewhat under the radar until Saviors, it was somewhat present throughout the block. Look at ninjutsu. Look at any moonfolk. Look at the shoals. Look at Hisoka. Look at the central spirit engine that encourages pumping out a bunch of arcane/spirit cards to trigger your spirits before using soulshift to refill your hand and keep the engine flowing. Look at how splicing arcane spells lets your hand full while casting “multiple” spells. While this theme fell flat on its face, I refuse to believe that it is inherently flawed. Rather, I want to play with it and turn it into something fun (while still retaining a huge dose of legends, of course).
2. Poor Reputation: While Vorthos enthusiasts and Commander players may have nostalgia for Kamigawa, we must remember that the original Kamigawa didn’t impact the competitive scene… and that Betrayers and Saviors (especially Saviors) were pretty much seen as failures at the time. With that in mind, building hype with competitive players (the sort who regularly join FNM) and game shops is something of an uphill battle. Worse, we don’t really have any tools for getting standard- or modern-legal kitsune/oni/moonfolk into the hands of players to build interest in Kamigawa (seeing as core sets are now telling specific stories).
Barring the creation of new standard-legal products (which many players wouldn’t like), this one is a tough nut to crack. Ultimately, we might be playing the waiting game here. Over time, players may start to gloss over some of the worst aspects of the block and remember which sets gave players Blazing/Nourishing Shoal, Goryo’s Vengeance, Through the Breach, and Sensei’s Divining Top… giving us a chance to revisit Kamigawa.
Maintaining Flavor:
Compared to where we last left off in our story, we have a major time jump to make. Some have suggested using that time jump to make some serious changes to the world, making its fluff accessible by introducing more japanese stereotypes. Instead of focusing on the samurai and ninjas of old, some may feel that a “neo-kamigawa” should feature magical girls, kaiju, giant robots, and monks that shoot energy beams. I... did not choose to take that route. While the names and places have changed over time, I feel that Kamigawa was designed to feel as though it was happening in some epic and heroic past and I wanted to preserve that feel and make most of the plane feel recognizable. With that said, I am taking small steps to help new players digest this plane’s peculiarities.
To start, terms like Jushi, Kannushi, Yamabushi, and Budoka are invariably paired with flavor text to give a player some context for the term. Further, some of the creature types have had their frequency... massaged… to better meld with popular trends. The number of spirits was slightly reduced, the set boasts a large number of Rats, Snakes, Ninjas, and Samurai (popular creature types), and moonfolk and kitsune (the less mainstream creature types) each have about a half-dozen card in the entire set. The number of artifacts is a bit smaller as well (15 compared with the 22 of Champions of Kamigawa) as Kamigawa artifacts are known for introducing new terms (Daisho, Gohei, Hankyu, Koto, Shaku, etc.) that many players aren’t familiar with… which some would claim is necessary to establish flavor.
Hands Matter. Fun Also Matters
To put it lightly, Saviors did a rather poor job at trying to make hand size matters. Maintaining a hand size of 7 or greater (or trying to be the player with most cards in hand) leads to grindy “draw-go” gameplay that viciously punishes mulligans. Beyond all of that, the “payoff” cards weren’t even worth the trouble outside of limited.
I wanted to fix all of this in a couple of ways. First of all, this set rewards both large hands and small hands to reward both conservative/control and reckless/aggro playstyles. Further, the standards for hand size are reasonable and never require players to measure their hand size against one another. Finally, the payoff for meeting these standards is typically pretty powerful (around the power level of good metalcraft cards) as the control cards will generally lose power after the first few turns while the aggro cards need a few turns to get started.
As the flavor of magic links drawing cards to mental wellness (knowledge, wisdom, etc) and discarding cards to mental injury (trauma, madness, etc), these two playstyles would be marketed as a battle of “Insight vs. Insanity”
Nostalgia Abounds: Yeah, I put a lot of work into making things recognizable. Not quite a “Time Spiral” level of work, though I may come close. All rare creatures (all 42 of them) are still legendary. We still have spirits and splicing cards in all colors. All of the popular tribes still appear. Many of the vanillas/french vanillas in this set are based on others from the original kamigawa set. A few legendary creatures are homages to previous legends. New mechanics were made to work with previous mechanics.
Some of this stuff goes pretty deep, too. While a version of the old “spiritcraft” (“whenever you cast a spirit or arcane spell…”) ability appears in this set, every creature that has the ability is based on a spirit of an enemy color from the previous kamigawa block that did not previously have a “spiritcraft” ability. The non-rare splice cards in each color are based on previous splice cards from each other color. Take a look for yourself and see what else you can find in here.
One-Sided Story: So… there was one thing that I really struggled with over the course of set development. As the flip cards of the original Kamigawa predated Figure of Destiny, Level-up cards, and Dual Face cards, I have heard people wondering on multiple occasions whether a return to Kamigawa would involve DFCs.
To be clear, I can totally understand this idea. It would be an excellent way to insert legends at uncommon rarity, would act as a callback to those original flip cards, and would be a good way to explore many “pop japan” tropes (a young girl who moonlights as a jushi, a fox or tanuki masquerading as a human, a demon who becomes a curse when killed, a sacred statue that becomes a
giant robotvehicle, a ninja who transforms into an indestructible log when blocked, etc.) in a controlled manner. In this particular set, however, there’s a kinda-dumb reason why I am not using dual-face cards.I am currently borrowing another mechanic that appeared in the second Innistrad block… and have insight vs. insanity as a prominent theme of this set. If I take Dual-Face Cards as well… it just doesn’t look good. While I personally think that DFCs would be awesome here, I don’t want this set to be seen as a reskinned Shadows Over Innistrad.
Insight vs. Madness: The first two mechanics of this set are equal and opposite in many regards, increasing the power of your spells as long as certain conditions are met. The first of these mechanics, appearing in White, Blue, and Green, is a more reasonable version of the “7 or more cards” mechanic from Saviors of Kamigawa, giving some wiggle room for mulligans and… you know... playing the game.
Erudite- As long as there are four or more cards in your hand…
The opposite ability is a bit more familiar, having appeared on several cards in Amonkhet. Colloquially referred to as “Heckbent”, these effects reward you for having one or fewer cards in your hand. As this ability is incredibly close to Hellbent, the decision was made not to give this ability a proper keyword. While this ability holds considerable power (no limits on mulligans, encourages rapid play, instant activation with a discard outlet), this ease is balanced against having finding yourself in a very precarious gamestate.
Let’s. Splice. Everything. Okay, maybe not everything (no host/augment nonsense here). Even so, Whispers of Kamigawa introduces a much-requested mechanic:
Splice onto Instant or Sorcery <Cost> (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card’s effects to that spell).
To be clear, I am aware that this is not a balanced mechanic. The moment you let a spell splice freely, you need to price it with the expectation that it will be spliced onto spells with alternative costs/phyrexian mana costs/buyback costs. For each of these cards, I asked myself if I would personally feel oppressed if the card could be spliced onto an endless stream of one mana cantrip spells. That is the baseline level of power that I personally expect in most cases.
Shinobi: Skulking in Shadows What is a visit to Kamigawa without a few ninjas darting through the shadows? As before, our hired shinobi are smaller creatures who sneak in to deal damage before causing some serious havoc. This time around, though, ninja have a few new tricks in their shozoku. New for ninjas, in any case.
Skulk (this creature can’t be blocked by creatures with greater power.)
I know that some of you are probably confused. As ninjutsu was one of the few functional (if unexciting) mechanics from the first block, why not bring it back? A few reasons, as it turns out.
1. I sincerely doubt that “commander ninjutsu” will ever appear on any card other than Yuriko and I wanted legendary ninjas that work as possible commanders.
2. I have never liked how “ninja decks” need to load up on small and evasive non-ninjas to enable ninjutsu. These skulk ninjas act as perfect enablers to ninjutsu ninjas.
3. The fact that black cards in this set want a small hand size makes designing for ninjutsu somewhat difficult.
If skulk isn’t enough to impress you, these ninjas have another trick. While the original ninjas needed to deal combat damage, these ninjas trigger when they attack and aren’t blocked.
Samurai: Art of the Challenge In times of relative peace, the samurai of kamigawa have become somewhat ceremonial in function. While still bound by honor, they cannot count on warfare to improve their rank. Instead, honorable samurai claim prestige by challenging their peers to duels, claiming association with other high-ranking samurai (building up the prestige of their benefactor), and fending off challengers to their own position. Ronin, meanwhile, are likely to challenge anything they come across to prove their mastery with a blade.
Challenge (Whenever you attack with one or more creatures, up to one target creature must block this combat if able)
As a mixture of Exalted and Provoke, Challenge synergizes with the old bushido ability (forcing additional blockers to get additional bonuses). In spite of its simplicity, it seems to be a deceptively powerful ability that can knock out any weak creature that your opponents would want to hold back (delver, pyromancer, etc.).
Spirits: A Unique Twist One last tribe that I should really go over are the spirits. Last time around, Kamigawa featured a strong spirit tribal theme that extended across every color. Since then, Innistrad has done a pretty good job of making Spirits a decidedly W/U tribe. Working on this set, I had to ask myself how to explore spirits without making the white and blue ones seem leagues more useful… and I found a unique answer.
Rather than joining together as a spiritual army to oppose mortals, the kami of the present day work together with mortals in harmony. To reflect this harmony, the running theme of spirits in this set is Anti-tribal synergy. You heard me right. While there are a few exceptions, most spirits in this set are specifically designed to pair spirits with non-spirits. This design encourages players to pick up only a couple of spirits in the course of a draft instead of trying to force a 5-color tribal deck, letting every player have a chance to use spirits.
Draft Archetypes:
W/U: Erudite Control
W/B: Tokens
W/R: Samurai
W/G: Erudite Swarm
U/B: Ninjas
U/R: Spells Matter
U/G: Erudite Tapdown
B/R: Heckbent Aggro
B/G: Snakes
R/G: Land Manipulation
Disclaimers:
When O-Kagachi was slain by the Sisters of Flesh and Soul, on of their first actions was changing the very foundations of kami and their magic to promote peace and unity. This has had a number of positive effects over the intervening 1300 years. While many kami still spend time in Kakuriyo, they have allied themselves with mortals and frequently act as guides, advisors, or protectors in exchange for offerings or veneration. The arcane magic of kami was rendered so similar to mortal magic that the two are hard to distinguish between, though a certain stigma against “kami magic” has lasted far longer than any enmity toward the kami themselves. With their magic so similar, however, master scholars (and those Studying under Kami Instructors) have learned the secrets of splicing spells together.
Where Eiganjo castle once stood, a massive shrine (“Ojinja”) has been built in honor of the sisters, who still spend much of their time in the mortal world as gods. Due to their power and active role in the lives of citizens, the worship and reverence of tribal patrons and myojin have steadily decreased over time and the former have faded out of existence entirely. Minamo was returned to its former glory in the aftermath of Hidetsugu’s massacre. To prevent a repeat of the kami war and counter the breed of blind ambition that started it, the sisters created five powerful Kami to act as their eyes and ears across the land. Additionally, a single official (traditionally a kanji magician in honor of an ancient “hero”) is placed within Minamo, preserving knowledge of the ancient past and sending regular reports to the sisters and their advisors.
Over time, the Matsu and Kashi Orochi tribes combined into the Matsukashi tribe. Further, the remnants of Numai have been abandoned by humans after it was razed by a great dragon (Nicol Bolas) in the past, now occupied only by a self-styled Oni King named Omo. While a small standing army of samurai still serve the sisters by attacking oni, fending off nezumi raids, and neutralizing belligerent kami, they have become a lot more ceremonial in function, spending less time on the battlefield and more time jockeying for status and challenging each other to duels. The one big change that samurai have made in the past millennia was weakening the bond between ogres and oni. After Omo attempted a massive raid of Ojinja a few hundred years ago, the largest ogre force in a thousand years was torn asunder. Since that day, ogres have been hesitant to form pacts with oni (and those that do often hide that fact). Finally, spirit-hunters have grown incredibly scarce while kannushi have gained significant popularity.
Recently, however, things have been going incredibly wrong. For reasons nobody seems able to explain, some individuals seem to be reverting into a violent, feral mindset. This is seen most prominently among the Nezumi (several villages have already collapsed under the depravities of these savage rats) and the Orochi (who exile those affected into the Takenuma, referring to them as the Nanashi tribe, or “nameless tribe”). The humans of Araba, fearing that this madness may spread, have turned against the Kitsune that live among them and have lead skirmishes against orochi villages. While the Soratami have been insulated from these threats for years, their leader (an aloof scholar named Kiretsu), claims that he has found a way for his people to escape possible persecution (and infection) in Kakuriyo and moonfolk are starting to make the “migration” to the other side. A small sect of orochi, led by a firebrand named Haji, have started wielding the blades of their foes and coating them in stronger toxins derived the crushed fangs of their fallen brethren.
For all of their atrocities, many humans insist that they are immune to the spreading madness and interpret this immunity as as sign of human superiority… conveniently ignoring reports of bloodthirsty ronin lurking in the mountains. Others question whether this madness results from generations of contact with the kami and their magic. Others still claim that the Onis have launched their most sinister plot to date, claiming that the first “infections” appeared around the Takenuma. Not helping the flow of misinformation and conflicting stories are the ongoing machinations of ninjas throughout Kamigawa. The sisters of flesh and soul, for their part, have stayed silent on the matter.
The Actual Story:
In the aftermath of defeating a Big Villain (In the future), we find Gideon, Jace, and Vivien exhausted. The former has taken a serious beating in the fight, where his touted “invincibility” was shattered and he was seriously injured. Jace feels some small measure of guilt over being unable to stop that attack. This guilt is well-masked by anxiety over being caught off-guard, causing him to question and redouble his safeguards and contingency plans. Vivien is in the best shape, physically and mentally speaking, though her commitment to the team is faint at best and she is tempted to move on for greener (and more ferocious) pastures.
The group is contacted by Tamiyo, who asks for some assistance with a task on Kamigawa. While Tamiyo is vague about the nature of the thread, she mentions that her children may be in danger… and that she may know of a kami who can restore what Gideon has lost. When asked for clarification on “kami”, the promise of a world with millions of unique and fantastic creatures captures Vivien’s curiosity as well (Note: Yes, we have W/U/G planeswalkers and a WUG planeswalker. I think that’s pretty snazzy).
The Planewalkers arrive in Otawara (Tamiyo’s Home), where the presence of humans is initially greeted with alarm and aggression. Tamiyo manages to talk down a couple of Illusionists and it is revealed that humans are seen as aggressors at the moment. The group runs into Tamiyo’s family as the Moonfolk leader Kiretsu starts a speech, urging all moonfolk to flee to the spirit realm so that they can be spared from the coming wave of madness. Jace and Tamiyo hold a brief telepathic conversation while Gideon notices the cold glares aimed at Tamiyo’s adopted son, Nashi.
The assembled group stays with Tamiyo and her husband Genku for the evening. Jace and Gideon talk with Tamiyo late into the night. It is revealed that part of Tamiyo’s interest in the recent events on Innistrad came from the superficial similarity to the situation on Kamigawa. There are no signs of eldrazi or obvious signs of modification to the realm’s leylines, though the possibility of outside interference can’t be dismissed. Tamiyo shares that she has been searching the planes for answers on her own (among her other, unrelated studies) but that Kiretsu’s recent insistence upon his people entering the spirit world has led her to seek help. Tamiyo doesn’t want to see her people become more isolated than they already are. As this conversation goes on, Vivien walks the streets of Otawara and observes the casual interactions between Kami and mortals. The sight of such essentially natural beings fawning over civilized creatures, apparently by choice, sets Vivien on edge.
The next day, the walkers leave by kami-pulled chariot to the school at Minamo to meet with one of Tamiyo’s contacts, an archivist named Shodou who is trained in kanji magic. After being introduced to the gang, Shodou shares that he was working on a report for the Divine Sisters and their head advisor, Kibishii. Tamiyo calls in a favor and asks him to deliver his report in person so they might gain an audience. Before they leave, Jace asks to borrow a number of scrolls involving Kamigawa magic.
On the way to Araba, Vivien gets sidetracked by the sight of a tremendous kami. Vivien separates from the rest of the group and stalks it, lining up her Arkbow before Tamiyo confronts her. Tamiyo mentions that the kami are seen as sacred to the people on Kamigawa. Vivien disregards her, claiming to have hunted the great beasts of Naya as well. Tamiyo further insists that kami are intelligent and generally benign or benevolent. Things grow heated and only Gideon’s intervention stops outright fighting, though Vivien feels that she was led to the plane under false pretenses.
Arriving at Ojinja, the group observes several interesting sights. Two samurai duel in the middle of road, claiming that they are fighting for honor. A Kitsune spiritual leader, One-Ear, preaches to her people to persevere in the face of adversity until a group of samurai walk up and demands to relocate outside of the temple. The group meet Kibishii, the head mortal advisor to the Sisters of Flesh and Soul. Kibishii advises the group that the sisters have been in a private meeting with their regents for the past three days, though she is able to share some news regarding recent events. Rumors claim that the plague of madness may have started with the nezumi in the Takenuma to the West, though they are more alarmed by reports of an orochi army in the East. While there have only been a few skirmishes so far, scouts have seen groups of Orochi marching to and from the Takenuma and some have claimed to see large armies wielding poisoned samurai swords. Kibishii also notes that she has not received the missive with Shodou’s most recent report, pondering whether the orochi have been shooting down moths.
The group splits in two as Tamiyo and Jace travel to the Takenuma to look for clues while Gideon heads to the Jukai with Vivien to track down the Orochi.
Team G/V: Gideon and Vivien successfully follow some tracks to find the Sakura-Tribe Orochi. When asked about recent happenings, the orochi acknowledge traveling to the Takenuma. They claim that they disable and transport any infected individual to the swamp to get them as far away as possible, allowing them to the join the Nanashi-Tribe. When asked about a possible army, the orochi laugh. While a small group off outcasts led by a hotheaded youth named Haji have led skirmishes against scouting parties, they claim that these forces are small. Gideon and Vivien decide to investigate rather than taking their word for it and successfully track down Haji’s camp. Counting only twenty individuals, the pair try to leave but are ambushed by scouts. The both of them escape with their lives but Vivien has been poisoned by a small scratch to her arm.
Team T/J: After entering the swamp, Jace and Tamiyo are attracted to a loud howling sound. The sound comes from an ancient shrine that has apparently animated as a piteous and immobile kami. The both of them ignore this kami and continue their search, occasionally encountering a feral nezumi or orochi that are misled with illusions. Eventually, the two of them run into the planeswalker Tibalt in the remains of an abandoned Nezumi settlement. When questioned, Tibalt claims that he is working for a local demon who knows everything about the local area. While it seems suspicious, Tamiyo and Jace follow Tibalt to the ruins of numai, where the “oni king” Omo reclines. Omo makes small talk with the walkers for a bit, remaining polite but claiming to know nothing of the madness or its cause. As time moves on, other oni continue to gather in the ruins. In the course of telepathic conversation with one another, Jace and Tamiyo realize that Omo is gathering an army of Oni to do what an army of Ogres could not, to Destroy Araba. While this realization was made telepathically, the demons descend upon them the moment that it is made. Jace and Tamiyo barely escape with their lives.
The two groups rejoin at Araba and deliver their news to Kibishii and the leader of the samurai forces, Mikata: That the true threat lies not with the eastern snakes but the western demons. The walkers are told to rest while the forces discuss how best to proceed. That evening…
-Jace reviews the scrolls he brought from Minamo with Tamiyo, eventually finding a description of a mental maze called a Meishin that catches his eye. While he is told that no Jushi has created a Meishin in hundreds of years, Jace still toys with the idea.
-Vivien is brought to One-ear by Gideon to have the poison treated. Unable to treat it directly, One-ear calls upon the services of a giant Kami that resembles the beast she tried to kill earlier. The beast neutralizes the poison with ease. Vivien spends several hours simply following that beast, making no effort to hide herself or to harm it.
-Gideon practices with swordplay and even challenges Mikata after a couple of victories, only to be dismissed as unworthy. Gideon learns the value of prestige to these samurai, learning that Mikata’s curt manner comes from a need to prove herself. Her predecessor lost the most valuable pair of blades in Kamigawa, owned by every samurai general since the great Takeno. With the Oathkeepers lost, however, Mikata has to prove her status every single day.
-After helping Jace, Tamiyo receives a letter from Genku. A Soratami recently fell victim to the plague of madness and killed three guards before being disabled. Everyone is scared and Genku does not know what to do. He states that he will wait five days for a reply. If he doesn’t hear back, he intends to travel to the other side with the others until things calm down. Tamiyo leaves in the dead of night to visit Otawara.
Tamiyo’s Journey: Upon reaching Otawara, the streets are entirely empty. Only an occasional kami produces any movement or noise. In the center of town, a giant black mirror now stands. Pressing one hand upon the mirror, it passes through with ease, admitting access to the spirit world. Stepping through the mirror, Tamiyo finds that the letter arrived too late. The lifeless bodies of hundreds of moonfolk float in the empty void, thoroughly suffused with black mana. Her parents… her siblings… Genku… Her children, Hiroku and Rumiyo… All gone. Tamiyo spends an unknown period of time floating aimlessly through Kakuriyo, stopping only when she notices something unusual… a lock spell of some sort left hanging in the air. Tamiyo idly undoes the lock, only to reveal a much more complex lock spell behind it. Tamiyo takes out all of her anger and frustration on this new lock, shattering it and causing space to bend around her. Tamiyo finds herself floating before the chained form of Towazu, the Unspeakable. Reinforcing the spirit’s chains are the Myojin of Life’s Web and the Myojin of Cleansing Flame. The two myojin notice the sudden removal of the locks that concealed them and feverishly work to replace them, though none of them seem to notice Tamiyo herself… apparently shielded by Towazu itself. With the locks replaced, the Myojin leave. Tamiyo realizes that this prison holds a number of holes in the barrier between worlds. Pushing her way through one of them, Tamiyo finds herself in the Takenuma once more… standing next to the howling shrine.
Jace/Vivien/Gideon: In the morning, the three of them and Shodou are brought out in front of Mikata and her forces. Mikata brings out a couple of reports, claiming that the orochi army, numbering in the hundreds, have gathered among the Jukai’s border and that Gideon and Vivien were seen adding an unknown fluid to the drinking water. Jace is incapable of mentally controlling an entire army and killing off the army who they might need in a fight against the oni seems inadvisable. Instead, they retreat to the south. In spite of a few close calls with mounted archers (one of which hits Gideon), Kannushi-bound kami, and a Kirin-mounted Mikata, the four of them manage to injure a number of troops and mounts before escaping amongst the slopes of Sokenzan.
Camping for that evening, the four of them brainstorm possible plans. Gideon notes that with the damage they have inflicted, any direct attack against the Orochi will likely be delayed by a couple of days (likely delaying the oni attack as well). Vivien recommends heading to the Jukai, warning them away from the forest’s edge to prevent a war… only for Shodou to counter that Ojinja shrine and the hundreds of families living there would be exposed to attack. Jace recommends sneaking past the army and infiltrating Ojinja to talk with the Sisters directly… though Shodou reminds them that their only evidence would come from the memories of a mage who warps minds (Shodou is in a very dark place right now, accustomed to a life of comfortable solitude).
Before they can come to a decision, they are ambushed by a nezumi assassin. Jace neutralizes this assassin and uses his talents to dig in deep. Coming from the Okiba clan, this ninja’s master (“Darkfang”) works for one of Omo’s lieutenants (“Kufuku”), who promised to protect their minds from the plague in exchange for service. The Okiba clan infiltrated Ojinja several years ago and have delayed, removed, and falsified missives and scrolls to sow discord and confusion. It was the clan who framed the walkers and it was them who delivered a letter to Tamiyo nearly a week after it arrived in the hope that she would bring all of the interlopers away. Vivien kills the disabled nezumi and everyone goes to bed.
The next day, everyone is descending the slopes when they are met by a team of ronin and yamabushi. Headed by the human ronin Doro, his ogre attendant Yume, and his akki smith Gon-Gon. One ronin strikes out at the group and is quickly dispatched by Gideon. Doro makes conversation with the gatewatch as they are slowly surrounded… though they are not attacked. Instead, they are ushered into the hideout Doro’s gang uses. Doro shares that he is trying to do the walkers a favor, as scouts indicate that the samurai plan on summoning the Myojin of Cleansing Flame to assist in their campaign against the Orochi. Doro admits that he holds no grudge against the samurai, having led their forces until he lost the Oathkeepers. As far as Oni are concerned, everyone assembled (especially Yume and the other ogres) hates them and they would be willing to lend some assistance… though their numbers are small and the samurai would never listen to them. When the planeswalkers share that they are going on their own, Gon-gon shares that he has spent his life forging replicas of great blades and asks to see Blackblade before the group heads off to their doom. At this moment, Tamiyo walks into sight.
Everyone talks and shares condolences as the big picture slowly sinks into place. While the system of leylines wasn’t altered as it was on Innistrad, they’ve been arranged to favor the five Myojin since time immemorial. The five spirits must’ve captured Towazu, a being known for inspiring madness in mortals, and placed him at a spiritual crossroads so his influence could leak out through every abandoned shrine. With a decline in worship, however, the Myojin must have been siphoning power from elsewhere… such as the essence of foolish mortals who dared to enter Kakuriyo. The reason for this plague of madness remains unclear, though it is likely a ploy to regain the attention of mortals or punish them for their neglect. Everyone present agrees that this is news that the Sisters must hear. With their plan clear, Gideon approached Gon-Gon and asks for a single favor.
Elsewhere in the mountains: Baki-Baki, an akki warlord, receives an unexpected visitor. Tibalt walks in, congratulating Baki-Baki on the defeat of his final rival and reminding the akki that a planeswalker’s assistance always comes with a price. Baki-Baki attempts to ask what price when a second intruder returns. Yume staggers into the cave, apparently in some sort of daze. Tibalt asks for a report and the ogre reports that the planeswalkers intend to storm Ojinja. Tibalt dismisses the ogre, ordering the akki to gather his frost shamans and wait for further orders.
By Ojinja, Kannushi are in the midst of summoning their Myojin when they are disturbed by a commotion outside. The samurai guarding them are approached by Gideon. Gideon draws forth the legendary Oathkeepers and openly challenges Mikata for control of her forces. Mikata demands to know where Gideon found the blades but Gideon only repeats his challenge. A samurai walks forward to confront Gideon, only to be pounced by a phantasmal jaguar launched from Vivien’s arkbow. Gideon insists that he will only fight Mikata, who finally accepts his challenge.
While the duel begins, Jace and Tamiyo sneak into the Ojinja with Shodou, finding the Sisters of Flesh and Soul in conversation with their five regents. Shodou begs for forgiveness and requests permission to make his report in person, as there is much that needs to be told. While the regents are restless, the sisters agree to listen. The story is told. The sisters urge Shodou to place the kanji for “truth” upon himself and channels considerable magic into it before having Shodou repeat his story. The Sisters vanish briefly into Kakuriyo before reappearing and marching outside with her regents in tow.
The duel between Gideon and Mikata has been going strong for quite a while, with Gideon staying on the defensive to buy the others more time. At last, Gideon breaks breaks through her guard and halts his wakizashi an inch over her head. Before she can respond, the Sisters walk around and the duel is forgotten. The sisters inform their kannushi that there has been a change in plans. Rather than summoning the Myojin of Cleansing Flames, all Myojin will be summoned. Lending out some of her energy to assist, all five myojin answer the call. When confronted with their crimes, the myojin utter all sorts of excuses or deflections… except for the Myojin of Night’s Reach, who remains perfectly silent. In the end, The sisters compress all five of the myojin into a single sphere the size of a pearl. The sisters hand this pearl over to Gideon as a token of her thanks, even over Mikata’s objections. The sisters return inside as her regents scatter to the corners of Kamigawa.
Jace risks making telepathic contact to her as she departs, asking what she plans to do about the Oni invasion. While the sisters plan to protect themselves and will not allow humanity to become extinct, they share that they are deities for all of kamigawa, including the Oni. She will not take an active role in the battle to come.
Between wielding the Oathkeepers, beating Mikata, and receiving the favor of the sisters, the samurai are now more willing to listen to Gideon regarding the Oni army. Listening to him and Tamiyo, the Kannushi of Ojinja send kami messengers to the Orochi tribes, apologizing for their poor treatment. Vivien goes missing and Jace continues reviewing his scrolls (which he left at Ojinja when he fled for the south). Everyone else trains and watches the Western Horizon. On the third day, battle comes to Ojinja.
Battle Highlights:
-Battle starts out relatively even.
-Clouds quickly darken and freezing rain begins to fall from overhead, the work of Akki shamans. Other shamans shake and crack the ground, sowing chaos and breaking formations. The battlefield is quickly soaked, making it a slog for humans to move and fight while the larger demons fight with impunity.
-Vivien returns, leading a stampede of “wild” kami through the Oni ranks.
-Doro and his bandits return, attacking the Akki to limit their interference. This goes sour when the Ogre Yume appears to lose his mind and starts attacking allies. Jace sense mental influence and traces it back to the demon Kufuku. Jace attempts to free Yume, giving Kufuku a chance to influence jace as well. This was just a trap, however, capturing Kufuku within Jace’s Meishin.
-The oni launch cages filled with feral nezumi and orochi at the allied forces,which was quickly dispatched as a detachment of Matsukashi-tribe orochi join the fight.
-Omo wades into combat, destroying anything that gets in his path. Every drop of blood he sheds seems to energize the rest of the oni, which start pushing the forces back.
-Gideon engages in combat with Omo, fighting alongside Mikata. The two of them fight well in combination but the Oni is a powerhouse and one his strikes shatters Gideon’s Katana, revealing his daisho to be Gon-Gon’s imitation. Omo prepares to crush the walker and samurai when he is distracted by his true target.
-Shodou joins the fight and finds that he has far more power than expected. It seems that the energy pumped into him from the sisters still remains within him, acting much as a pact for power in exchange for his honesty.
-When things seem dire, the Sisters of Flesh and Soul casually walk onto the battlefield, peering around the battlefield with minor interest and obliterating any oni that attacks her. When Omo catches sight of them, he charges at them and swings his blade… only for his sword arm to be ripped from his body… followed by his other arm… and both of his legs… and his eyes.
-Without their leader, the other oni are quickly routed.
-Before anyone can celebrate, however, Mikata stabs Gideon in the back. On top of her wounded pride, Gideon’s “Oathkeepers” represent a deception and mockery of sacred treasures that she cannot allow. Her blade shatters upon Gideon’s skin as Gideon’s pearl glows. It appears that the pearl carries the divinity of the five myojin, rendering Gideon invincible once more for as long as he possesses it.
Story Cleanup:
-Many (but not all) who went feral seem to be regaining their senses.
-Shodou gives his thanks to the walkers before returning to Minamo.
-One kami from Vivien’s herd lingers behind, willfully entering her Arkbow.
-Jace asks the sisters why they changed their mind and decided to join the fight. The sisters respond that they did no such thing. They were simply taking a walk through Araba, as is their right. As they said before, however, they will always protect themselves.
-Mikata runs off in disgrace and Doro is offered the opportunity to return to his previous post, along with any of his ronin who care to repent for past behavior.
-The walkers all travel to Otawara to help Tamiyo mourn the loss of her family. While a small number of moonfolk remain, they are few in number and have gathered in Oboro. While walking the streets of the town, however, they hear a noise from a nearby shop. Tamiyo’s adopted son, Nashi, is found scavenging for food. The other moonfolk refused to let him travel to the other side, lest he bring madness with him. Tamiyo enjoys a moment of solace.
-What remains of Omo is exiled to a budoka monastery in the Jukai forest, doomed to serve as a fresh reminder of what happens to those with unchecked ambitions. Less than two days into his new fate, however, Omo hears the roar of flames and the screams of humans. The voice of Tibalt fills his ears, reminding Omo that he was told that he could name his price. Tibalt rips out Omo’s heart, laughing to himself as he planeswalks to parts unknown.
-Kiretsu floats in Kakuriyo, holding a reflective conversation with an illusion of himself. His reflection is interrupted by the arrival of one he calls master, the Myojin of Night’s Reach. It becomes clear that the silent Myojin who answered the Sister’s call was simply Kiretsu’s illusion, leaving the Myojin of Night’s Reach as the last one standing. The Myojin asks where “it” was incorporated into the illusion and Kiretsu confirms it, implying that something other than the Myojin may rest in Gideon’s pearl. The Myojin stops Kiretsu’s heart and begins searching for her next pawn, turning her attention to a disgraced samurai seeking refuge in the ruins of Numai...
Aika, Born of Regret
Legendary Creature- Spirit (R)
Whenever a card is put into a graveyard from anywhere, exile it unless its owner pays .
2/1
“I once prayed to see her face. Now I pray that I may forget”
Benevolent Yoba
Creature- Spirit (C)
Whenever you cast a non-spirit creature spell, you gain 1 life.
2/2
As its song passed through the nursery, tears were replaced with laughter.
Bolstering Shoal
Instant (U)
You may exile a white card from your hand with a converted mana cost of X instead of paying when you cast Bolstering Shoal.
Each blocking creature you control gets +X/+0 and each attacking creature you control gets +0/+X until end of turn.
Celebrated Blademaster
Creature- Fox Samurai (U)i
Challenge, First Strike
4/4
Some poets use words. Others use swords
Dazzling Mothrider
Creature- Human Samurai (C)
Flying, Challenge
2/1
“Three moths at the break of dawn? Someone must feel confident about their next match…”
Demand Fealty
Instant (R)
If any opponent controls at least two more lands than you, you may search your library for a land card, reveal it, and put it into your hand, then shuffle your library.
Splice onto Instant or Sorcery , Sacrifice a creature
Dutiful Support
Enchantment- Aura (C)
Enchant Creature
Enchanted creature can’t attack or block and gains Challenge (Whenever you attack with one or more creatures, up to one target creature must block this combat if able)
Enlightened Grandmaster
Creature- Human Samurai (U)
Challenge (Whenever you attack with one or more creatures, up to one target creature must block this combat if able)
Whenever a Samurai blocks or becomes blocked, if gains lifelink until end of turn.
3/2
Eiyokan of Cleansing Fire
Creature- Spirit Wall (C)
Defender
When Eiyokan of Cleansing Fire enters the battlefield or blocks, you gain X life. X equals the number of creatures you control with defender.
0/4
Born of neglect, its flesh still burns on auspicious days.
Honorbound Enforcers
Creature- Human Samurai (C)
Challenge, Defender
Whenever a creature you control becomes blocked by two or more creatures, Honorbound Enforcers loses Defender (this effect does not end at end of turn).
3/3
”Don’t interfere.”
Favored Kannushi
Creature- Fox Cleric (U)
When Favored Kannushi enters the battlefield, exile target creature until Favored Kannushi leaves the battlefield.
Tap an untapped Spirit you control: Favored Kannushi gains Indestructible until end of turn.
1/1
A kannushi’s faith is a kami’s treasure, flaunted in public and guarded from harm.
Hearthdweller Kami
Creature- Spirit (U)
Whenever you cast a non-spirit creature spell, you may return an artifact card with a converted mana cost of 1 or less from your graveyard to your hand.
2/1
The warmth of kinship meets the comforts of home.
Humble Offering
Instant (U)
Target opponent sacrifices an artifact or enchantment.
Splice onto Instant or Sorcery
Iron-Flesh Zubera
Creature- Zubera Spirit (U)
When Iron-Flesh Zubera dies, untap all non-spirit creatures you control. They gain indestructible until end of turn.
, Sacrifice Iron-Flesh Zubera: Draw a card.
1/2
In exchange for pious devotion, the Kami of Araba act as stalwart guardians.
Joyous Return
Instant (C)
You may return target enchantment, artifact, or spirit creature from your graveyard to your hand.
Draw a card.
Kabe, Absolute Defense
Legendary Creature- Human Samurai (R)
Challenge, Defender
Other legendary permanents you control gain indestructible.
2/7
Kami of Hope
Creature- Spirit (C)
Defender
When Kami of Hope enters the battlefield, target nonspirit creature gains indestructible until end of turn.
0/4
Hope never truly dies.
Kibishii, Strict Advisor
Legendary Creature- Human Advisor (R)
Each player can’t draw more than one card or cast more than one spell during their turn.
Erudite- As long as there are four or more cards in your hand, opponents can’t cast spells or draw cards during your turn.
2/1
Kitsune Pariah
Creature- Fox Wizard (U)
When choosing targets as part of casting a spell or activating an ability, players must choose Kitsune Pariah if possible.
0/3
“First the nezumi… then the orochi… How long until the kitsune turn against us?”
Kitsune Protector
Creature- Fox Cleric (C)
Lifelink
Sacrifice Kitsune Protector: Prevent all combat damage that would be dealt this turn.
2/1
The healing arts of kitsune have dwindled over time. The desire for peace has not.
Lantern Festival
Sorcery (C)
For each card in your hand, create a 1/1 white spirit creature token with flying.
Each burnt talisman releases new prayers into the evening air
Lantern Guide
Creature- Fox Cleric (C)
, : If you control no spirits, create a 1/1 white spirit creature token with flying.
0/3
Some spirits guide the lost home. Kannushi guide lost spirits home.
Lightning Iaijutsu
Instant (C)
Destroy target blocking creature.
First to draw, last to fall
Luminous Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control get +0/+2 and have vigilance.
2/4
Mai, Artful Dancer
Legendary Creature- Human Advisor (R)
Mai, Artful Dancer gets +1/+1 for each artifact or enchantment card in any graveyard.
: Destroy target artifact or enchantment of your choice, then destroy target artifact or enchantment of an opponent’s choice.
1/1
Mark of Leadership
Enchantment- Aura (C)
Enchant creature
Enchanted creature gains vigilance and “Other creatures you control get +1/+1”.
“Leadership is not my right. It is the privilege I earn each day.”
-Mikata
Mikata, Stalwart Blade
Legendary Creature- Human Samurai (R)
Challenge, Vigilance
Tap an untapped creature you control: Target attacking or blocking creature gains +1/+0 or +0/+1 until end of turn.
1/2
Mikata’s Cry
Instant (U)
Exile target creature with the highest power among creatures on the battlefield. You lose life equal to its power.
Splice onto Instant or Sorcery
Moment of Brilliance
Instant (C)
Moment of Brilliance costs less to cast for each other card in your hand.
Destroy target creature or enchantment with a higher converted mana cost the the number of cards in its owner’s hand.
The brightest of minds burn like brilliant flames.
Mothrider Courier
Creature- Human Scout (C)
Flying
Erudite- Mothrider Courier gets +1/+1 as long as there are four or more cards in your hand.
1/1
”Orochi gathered at the edge of Jukai. Entire Matsukashi force visible. Invasion imminent.”
-Ojinja Scout Report
One-Ear, Kitsune Guardian
Legendary Creature- Fox Cleric (R)
At the beginning of each opponent’s end step, put a +1/+1 counter on One-Ear, Kitsune Guardian if you have lost no life this turn.
, : Create X 1/1 white spirit creature tokens with flying, where X is One-Ear’s power.
1/3
Otherwhere Gateway
Instant (C)
Return target creature you control to its owner’s hand.
Splice onto Instant or Sorcery
Pious Kannushi
Creature- Human Cleric (U)
Whenever you block with three or more creatures, you may draw a card.
Erudite- At the beginning of your upkeep, if there are four or more cards in your hand, you may create a 1/1 colorless spirit creature token.
1/1
Drawn to mortal reverence, Kami often gather near temples, shrines, and kannushi.
Proud Retainer
Creature- Human Samurai (C)
Challenge (whenever you attack with one or more creatures, target creature must block this turn if able).
1/1
”Do you have any clue who I serve? Get in my way again if you dare.”
Purity Kami
Ceature- Spirit (C)
When Purity Kami enters the battlefield, remove a counter of your choice from target player or permanent.
4/4
It drains away all but the truth.
Samurai of the Vibrant Banner
Creature- Fox Samurai (U)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able)
At the beginning of each opponent’s combat step, up to one target creature that player controls must attack this turn if able.
2/2
Smolder
Instant (C)
Prevent all damage that target permanent would deal this turn.
Splice onto Instant or Sorcery (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card’s effects to that spell).
Spiritual Revelation
Instant (U)
Tap target creature.
Erudite- If there are four or more cards in your hand, exile that creature instead.
“It seemed like such a simple thing, to end the conflict with a single strike. As I lifted my blade, I felt the weight of a thousand weary eyes upon me, and I abandoned the folly of vengeance.”
-Firepaw, Kitsune Poet
Suntouched Kirin
Legendary Creature- Kirin Spirit (R)
Flying
As long as you control two or more non-spirit creatures, creatures can’t attack you or planeswalkers you control unless their controller pays for each of those creatures.
4/4
Terashi, Sun Embodied
Legendary Creature- Spirit (M)
Flying, Vigilance
When Terashi, Sun Embodied enters the battlefield, attacks, or blocks, you may exile target permanent.
6/9
The storm clouds above were torn asunder by brilliant rays of light. The fighting paused, if just for a moment, to acknowledge the arrival of the sun.
Terashi’s Wrath
Sorcery (R)
Exile each tapped creature.
Some fires cleanse. Others scour.
Unbreakable Honor
Enchantment (R)
Whenever a nontoken attacking creature you control dies, return it to your hand at the beginning of the next end step.
As long as mortals persist on this plane, so too will the virtue of honor.
Unearthly Intervention
Sorcery (M)
Unearthly Intervention costs less to cast for each creature card in your graveyard.
Create a number of 1/1 white spirit creature tokens with flying equal to the number of creature cards in your graveyard. Then, shuffle those creature cards into your library.
Bizarre Distortion
Instant (C)
Tap target untapped creature and untap target tapped creature.
Splice onto Instant or Sorcery
Careful Contemplation
Enchantment (U)
Whenever a player casts a spell, each other player may draw a card.
Erudite- Whenever you cast a spell, Scry 1 if there are four or more cards in your hand.
Chishiki, Lorekeeper
Legendary Creature- Spirit (R)
Hexproof
You cannot discard cards or exile cards from your hand.
You are treated as having seven additional cards in your hand.
2/4
Combat Saboteur
Creature- Human Ninja (C)
Skulk (Combat Saboteur can’t be blocked by creatures with greater power).
Whenever Combat Saboteur attacks and isn’t blocked, all blocking creatures get -2/-0 until end of turn.
1/1
itching powder in their armor… acid on their blades… tar for their shoes…
Cloudborne Observer
Creature- Moonfolk Ninja (C)
Flying, Skulk
Whenever Cloudborne Observer attacks and isn’t blocked, tap or untap target permanent and return Cloudborne Observer to its owner’s hand.
2/1
Disperse
Instant (C)
Return target nonland permanent to its owner’s hand.
When the mist cleared, Himitsu found himself in need of a new student.
Eiyokan of Seeing Winds
Creature- Spirit Wall (C)
Defender
When Eiyokan of Seeing Winds enters the battlefield or blocks, scry X. X equals the number of creature you control with defender.
0/4
Born of neglect, its winds carry only visions of solitude.
Enlightened Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain hexproof and cannot be blocked unless the defending player pays for each blocking creature.
2/4
Exploit Opening
Instant (C)
Tap target creature. It doesn’t untap during its owner’s next untap step.
There are no unfair attacks, only unwary opponents.
Failed Iteration
Instant (R)
Counter target spell. Return all nonland permanents with an equal or lower converted mana cost to their owners’ hand.
”Some students clearly need to revisit the basics.”
-Himitsu, Minamo Sensei
Flashburst Assailant
Creature- Human Ninja (U)
Flash
Skulk (Flashburst Assailant can’t be blocked by creatures with higher power).
Whenever Flashburst Assailant enters the battlefield or attacks and isn’t blocked, tap target creature. It doesn’t untap during its controller’s next untap step.
1/3
Freezing Shoal
Instant (U)
You may exile a blue card from your hand with a converted mana cost of X instead of paying when you cast Freezing Shoal.
Tap X target nonland permanents.
Glittermist
Creature- Spirit (C)
Flying
Whenever you cast a non-spirit creature spell, you may return target creature you control to its owner’s hand at the beginning of the next end step.
1/1
Even with the veil repaired, there remain spaces where one could slip through.
Hasu Kami
Creature- Spirit (U)
Whenever you cast a non-spirit creature spell, you may pay . If you do, return target instant or sorcery spell from your graveyard to the top of your library.
1/1
While it grows in tranquil waters, its roots reach down to the secrets below.
Himitsu, Minamo Sensei
Legendary creature- Human Wizard (R)
Whenever you draw a card, you may place a card from your hand on top of your library.
: Reveal the top card of your library. If it shares a converted mana cost with target spell, counter that spell and draw a card.
2/5
Kakusa, Dance of Cranes
Legendary Creature- Human Ninja (R)
Skulk
Creatures you control can only be blocked if each attacking creature with lower power is also being blocked.
Whenever Kakusa, Dance of Cranes attacks and isn’t blocked, all attacking and unblocked creatures you control gain +2/+2 until end of turn.
3/5
Kami of the Formless Mirror
Legendary Creature- Shapeshifter Spirit (R)
Flash
When you cast Kami of the Formless Mirror, it becomes a copy of target spell (You may not choose new modes or targets for that spell. If you would be unable to choose the same targets, counter this spell. If the target is an instant or sorcery spell, put this card into its owner’s graveyard when it resolves).
0/0
Kiretsu, the Mirrored
Legendary Creature- Moonfolk Wizard (R)
Flying
The legendary rule doesn’t apply to Kiretsu, the Mirrored.
Other moonfolk you control get +1/+1
At the beginning of your end step, if you control no other creatures, return a land you control to its owner’s hand and creature a creature token that’s a copy of Kiretsu, the Mirrored.
1/3
Kiretsu’s Deception
Instant (U)
Create a creature token that’s a copy of target legendary creature an opponent controls. It gains haste. Exile it at the beginning of the next end step.
Splice onto Instant or Sorcery
Legacy of the Soratami
Sorcery (C)
As an additional cost to cast this spell, return a land you control to its owner’s hand.
Draw 2 cards.
Minamo Scrollkeeper
Creature- Human Wizard (C)
When Minamo Scrollkeeper enters the battlefield, scry 1.
You have no maximum hand size.
1/1
The school’s archives have survived through fires, floods, swarms of vermin, kami attacks, magical accidents, ogre massacres...
Mirrorwise Watcher
Creature- Moonfolk Wizard (U)
Flying
Erudite- As long as there are four or more cards in your hand, Mirrorwise Watcher’s activated abilities cost less to activate.
, Return Mirrorwise Watcher to its owner’s hand: Draw a card.
2/1
Moonfolk sages are masters of self-reflection.
Mistwalker Shinobi
Creature- Human Ninja (C)
Skulk (Mistwalker Shinobi can’t be blocked by creatures with greater power)
Whenever Mistwalker Shiinobi attacks and isn’t blocked, you may return a creature you control to its owner’s hand.
1/1
Moment of Reflection
Instant (C)
Moment of Reflection costs less to cast for each other card in your hand.
Counter target spell.
Mirrors rarely hold pleasant truths
Mooncaller Kirin
Legendary Creature- Kirin Spirit (R)
Flying
You may draw an additional card at the beginning of your end step as long as you control two or more non-spirit creatures.
4/4
Obstinate Jushi
Creature- Human Wizard (C)
Whenever you cast an instant or sorcery spell, target creature gets -2/-0 until end of turn.
1/3
All jushi learning magic at Minamo are taught how to drive off intruders. For this reason, one should never intrude upon a jushi’s studies.
Perfect Revelation
Instant (M)
Until end of turn, whenever you would draw one or more cards, draw twice that many cards instead.
Gripped by grief and desperation, Tamiyo finally grasped the truth.
Sensei of the Subtle Path
Creature- Human Ninja (U)
Skulk (Sensei of the Subtle Path can’t be blocked by creatures with greater power).
Whenever a ninja you control attacks and isn’t blocked, Scry 1.
1/2
Shadow Guide
Creature- Human Ninja (U)
Skulk (Shadow Guide can’t be blocked by creatures with greater power).
Whenever Shadow Guide attacks and isn’t blocked, target blocked creature becomes unblocked (all creatures blocking it are no longer blocking it).
2/2
Shinobi’s Whisper
Instant (C)
Until end of turn, whenever a creature attacks and is not blocked, it gets +2/+0 until end of turn.
Splice onto Instant or Sorcery :
Shodou, Historical Preserver
Legendary Creature- Human Monk (R)
, : The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
Erudite- As long as there are four or more cards in your hand, Shodou, Historical Preserver untaps during each opponent’s untap step.
1/1
Soratami Cloudsculptor
Creature- Moonfolk Wizard (U)
Flying
, return a creature you control to its owner’s hand: Target creature gains Hexproof until end of turn.
2/1
Soratami Doomsayer
Creature- Moonfolk Wizard (C)
Flying
, return a creature you control to its owner’s hand: Put the top two cards of your library into your graveyard.
1/2
Alone and adrift on a sea of ill omens.
Soratami Moonchaser
Creature- Moonfolk Wizard (U)
Flying
When Soratami Moonchaser enters the battlefield, return target creature you control to its owner’s hand.
2/1
“Oh, to embrace this moonlit breeze once more before we depart for Kakuriyo”
Spirit Away
Enchantment- Aura (R)
Enchant Creature
You control enchanted creature
Enchanted creature gets +2/+2 and has flying.
Subtle Machinations
Enchantment- Aura (C)
Enchant Creature
Enchanted creature gets -4/-0 and gains Skulk.
”Information is an army’s lifeblood. Tamper with the flow and you can bring it to its knees.”
-Kakusa, Dance of Cranes
Tideturner Kaijin
Creature- Spirit (C)
When Tideturner Kaijin enters the battlefield, put a flood counter on target land. That card is an island as long as it has a flood counter on it.
1/4
Even in times of peace and tranquility, some kami revel in mischief and destruction.
Towazu, the Ineffable
Legendary Creature- Spirit (M)
Towazu, the Ineffable costs less to cast for each instant and sorcery spell players have cast this turn
Flying, Trample
At the beginning of each upkeep, you may return an instant or sorcery card at random from your graveyard to the top of your library.
7/8
Madness in form and function.
Unravel Divinity
Instant (U)
Name a card. All permanents with the chosen name lose hexproof and indestructible until end of turn.
Splice onto Instant or Sorcery
Vivid Visions
Instant (C)
Return target spell to its owner’s hand.
Erudite- If there are four or more cards in your hand, instead put that spell on top of its owner’s library.
“An interesting idea. Have you tried it yet?”
Vortex to Nowhere
Instant (R)
Return target nonland permanent to its owner’s hand.
Splice onto Instant or Sorcery , Discard two cards
Wall of Scrolls
Creature- Wall (C)
Defender
Wall of Scrolls costs less to cast for each other card in your hand.
0/6
Just a bit of light reading.
Watching-Eye Zubera
Creature- Zubera Spirit (U)
When Watching-Eye Zubera dies, look at each opponent’s hand and scry X, where X is the number of non-spirit creatures you control.
, Sacrifice Watching-Eye Zubera: Draw a card.
1/2
In exchange for dutiful service, the kami of Kamitaki Lake act as wise instructors.
Wise Countermeasures
Instant (U)
Counter target spell with a converted mana cost of 1 or less.
Erudite- If there are four or more cards in your hand, instead counter target spell with a converted mana cost of 3 or less.
Anguished Oni
Creature-- Demon Spirit (C)
Menace, Trample
At the beginning of your upkeep, discard a card and sacrifice a creature.
5/4
“No one calls. No one sings. Blood devours all and only blood remains”
- Oni Chant
Begrudging Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain lifelink and “When this creature dies, each opponent loses 1 life”.
3/3
Darkfang, Okiba Spymaster
Legendary Creature- Rat Ninja (R)
Skulk (Darkfang, Okiba Spymaster can’t be blocked by creatures with greater power).
Darkfang, Okiba Spymaster gets -1/-0 for each other creature Rat and/or Ninja on the battlefield.
Whenever Darkfang, Okiba Spymaster attacks and isn’t blocked, you may search the defending player’s library for up to four cards and exile them face-down. That player shuffles his or her library afterwards.
4/4
Drain Vitae
Instant (C)
Target player loses 2 life and you gain 2 life.
Splice onto Instant or Sorcery
Eiyokan of Night’s Reach
Creature- Spirit Wall (C)
Defender
When Eiyokan of Night’s Reach enters the battlefield or blocks, exile the top X cards of target player’s library. X equals the number of creatures you control with defender.
0/4
Born of neglect, it knows nothing of light and warmth.
End of Mortality
Instant (R)
Destroy target nonspirit creature.
Splice onto Instant or Sorcery , Pay 4 life
Entrail Watcher
Creature- Rat Shaman (C)
When Entrail Watcher enters the battlefield, name a nonland card. Each opponent reveals their hand and discards all cards with that name.
1/1
“I’m sure that they’re holding it somewhere. Check their bags while I open their stomachs.”
Eternal Damnation
Enchantment (M)
Whenever a player discards a card, that player gains 1 life.
Whenever a player casts a spell, if that player has no cards in hand, that player draws a card and loses 1 life.
The worst of all possible choices.
Fearsome Shoal
Instant (U)
You may exile a black card from your hand with a converted mana cost of X instead of paying when you cast Fearsome Shoal.
Target player reveals X cards from his or her hand. You choose one of them. That player discards that card.
Forbidden Art Shinobi
Creature- Rat Ninja (U)
Skulk (Forbidden Art Shinobi cannot be blocked by creatures with higher power)
Whenever Forbidden art Shinobi attacks and isn’t blocked, you may return a creature card from your graveyard to your hand.
2/1
Glimpse of Devastation
Sorcery (R)
Whenever a creature dies this turn, draw a card and lose 1 life.
As Omo reposed in the ruins of Numai, his dreams were filled with whispers of power and glory. And as he slept, the path to divinity revealed itself to him.
Goryo’s Resurgence
Sorcery (U)
Return target creature of an opponent’s choice from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Exile Goryo’s Resurgence.
If you have one or fewer cards in hand and control no nonland permanents, Goryo’s Resurgence costs less to cast and you may cast it from your graveyard.
Horrid Return
Sorcery (C)
Return target creature card from any graveyard to its owner’s hand. You may return another creature card from any graveyard to the top of its owner’s library.
When the Kami War came to a close, one last army began to assemble.
Hundred-Fang Strike
Instant (C)
Target creature gets +1/+0 and gains deathtouch until end of turn.
Splice onto Instant or Sorcery
Information Network
Sorcery (C)
Draw a card and lose 1 life. At the beginning of your next upkeep, draw a card and love 1 life.
Kinfeast Nezumi
Creature- Rat Rogue (C)
When Kinfeast Nezumi enters the battlefield, sacrifice a creature. If you have one or fewer cards in your hand, each opponent sacrifices a creature.
2/1
Nezumi who succumbed to the madness were consumed by insatiable hunger, preying upon everything in sight.
Kufuku, Twisted Patron
Legendary Creature- Demon Spirit (R)
Whenever a player draws a card, they lose one life.
At the beginning of your end step, target player draws two cards.
6/5
Some evils eat away at the mind. Other prefer more tangible fare.
Maddening Wail
Instant (C)
Any number of target creatures get -1/-1 until end of turn.
Legends tell of an ancient town that was razed by kami. Its ashes yet hang in the air, present in every howling wind.
Master of Toxins
Creature- Rat Ninja (U)
Skulk (Master of Toxins can’t be blocked by creatures with higher power).
Whenever Master of Toxins becomes blocked, sacrifice it.
Whenever Master of Toxins attacks and isn’t blocked, all creatures controlled by the defending player get -1/-1 until end of turn.
1/1
Mental Venom
Enchantment (U)
At the beginning of your upkeep, if you have one or fewer cards in your hand, create a 1/1 black snake creature token.
Whenever a snake dies, each opponent discards a card.
Not all venom seeks the heart.
Mindshear
Sorcery (R)
Each player reveals his or her hand. All cards revealed in this way with a converted mana cost of 4 or greater are discarded.
“All of those thoughts must feel so heavy. Why not unburden yourself?”
-Kufuku, Twisted Patron
Moment of Despair
Instant (C)
Moment of Despair costs more to cast for each other card in your hand.
Target creature gets -5/-5 until end of turn.
”The pit of despair has no bottom. Should you give in, prepare to fall forever.”
Nanashi-Tribe Ambusher
Creature- Snake Rogue (C)
Flash
Deathtouch
When Nanashi-Tribe Ambusher enters the battlefield, destroy target tapped creature.
1/1
Insane orochi are exiled to the Takenuma, giving birth to the Nanashi-tribe.
Nanashi-Tribe Glutton
Creature- Snake Warrior (C)
Whenever you draw a card, you lose 1 life.
Sacrifice a creature: You gain 2 life.
6/6
Calling them a tribe is a grave exaggeration. The Nanashi-tribe are barely more than animals, often praying upon one another.
Nanashi-Tribe Scavenger
Creature- Snake Rogue (U)
Nanashi-Tribe Scavenger has Deathtouch and First Strike as long as you have one or fewer cards in your hand.
: Exile a creature card from target player’s graveyard. If you do, you gain 1 life.
2/1
Nezumi Broodmother
Creature- Rat (C)
, , Discard a card: Create a 1/1 black rat creature token.
1/1
Nezumi Enforcer
Creature- Rat Rogue (C)
Menace
Nezumi Enforcer can’t block.
4/2
“Between the roaming Oni, restless Goryo, and cannibalistic psychopaths, nezumi have grown more vicious and crafty just to stay alive. I think we can use that.”
-Kufuku, Twisted Patron
Nezumi Outcast
Creature- Rat Rogue (U)
Deathtouch
When Nezumi Outcast enters the battlefield, target opponent discards a card.
1/1
Never engage a nezumi encountered outside of a village.
Nezumi Storyteller
Creature- Rat Shaman (U)
Whenever Nezumi Storyteller or another nontoken rat enters the battlefield under your control, exile the top card of target opponent’s library.
During each of your turns, you may cast a card exiled by Nezumi Storyteller.
1/1
Each story of brighter days inspires Nezumi to take those days back.
Nightshade Moth
Creature- Spirit (C)
Flying
Whenever you cast a non-spirit creature spell, target creature gets +1/+0 and gains deathtouch until end of turn.
1/2
“While our poison can slow intruders, we require something more… potent.”
-Haji, Orochi Dissident
Ninja of Dark Crossroads
Creature- Rat Ninja (C)
Skulk (Ninja of Dark Crossroads can’t be blocked by creatures with higher power).
Whenever Ninja of Dark Crossroads attacks and isn’t blocked, draw a card and lose 1 life.
2/2
Noroi, Unsettled Grudge
Legendary Creature- Demon Spirit (R)
When Noroi, Unsettled Grudge enters the battlefield, destroy target creature.
Whenever Noroi, Unsettled Grudge dies, if you have one or fewer cards in your hand, return it from your graveyard to your hand at the next end step..
6/4
Obscure Legacy
Instant (U)
Exile up to four target cards from a single graveyard.
Splice onto Instant or Sorcery
Ominous Ceremony
Instant (U)
Black spells cost you less to cast until end of turn.
Splice onto Instant or Sorcery
Omo, Blood’s Fealty
Legendary Creature- Demon Spirit (R)
Trample, Lifelink
Pay 3 Life: Put a +1/+1 counter on each Demon you control.
At the beginning of each end step, you may put a Demon card with converted mana cost X or less from your hand onto the battlefield, where X is the amount of life you lost this turn.
9/9
“Kneel!”
Oni-Bound Cultist
Creature- Ogre Rogue Shaman (U)
At the beginning of your upkeep, you may sacrifice Oni-Bound Cultist. If you do, return target demon card from your graveyard to your hand. If that card is legendary, instead return it to the battlefield.
3/2
Painspreader Oni
Creature- Demon Spirit (U)
Whenever another creature you control dies, target creature gets -1/-1 until end of turn.
Whenever you discard a card, each opponent loses 1 life.
4/4
Pain is the one thing that Oni are eager to share.
Ravenous Gravedigger
Creature- Rat Rogue (C)
Menace
Discard a card: Target player dealt damage by Ravenous Gravedigger this turn exiles a card from his or her graveyard.
1/1
No fare is too profane for the palate of the mad.
Rootclaw Kami
Creature- Spirit (U)
Menace
Whenever you cast a non-spirit creature spell, target creature’s base power becomes equal to the number of swamps on the battlefield until end of turn.
0/1
Those who reside in the Takenuma are all too eager eager to embrace intruders.
Scentbiter, Eternal Hunger
Legendary Creature- Rat Rogue (R)
Pay 1 life: Create a 1/1 black rat creature token.
Whenever a rat you control attacks, blocks, or leaves the battlefield, each player loses 1 life unless he or she exiles a card from his or her graveyard..
3/4
Sensou, Justice Undone
Legendary Creature- Spirit (M)
Indestructible, Deathtouch
Cards in graveyards cannot be exiled.
Sensou’s power and toughness are each equal to the number of creature cards in all graveyards.
*/*
The cries of war still echo in each unmarked grave.
Snare of Madness
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets -1/-1 for each card in its controller’s hand.
A single untamed thought can lead to the greatest of nightmares.
Soul-Cursed Zubera
Creature- Zubera Spirit (U)
When Soul-Cursed Zubera dies, return to your hand each non-spirit creature card in your graveyard that was put there from the battlefield this turn. All creatures get -1/-1 until end of turn.
, Sacrifice Soul-Cursed Zubera: Draw a card.
1/2
In exchange for profane rites, the kami of Takenuma act as tireless wardens.
Swarm Miser
Creature- Rat Shaman (U)
Each opponent’s maximum hand is decreased by Swarm Miser’s power.
Discard a card: Put a +1/+1 counter on Swarm Miser.
3/3
Nezumi are fluent in the language of hunger.
Voidwalker Kirin
Legendary Creature- Kirin Spirit (R)
Flying
At the beginning of each opponent’s end step, that opponent discards a card at random if you control two or more non-spirit creatures.
4/4
Whispertongue, Moonlight Dealer
Legendary Creature- Rat Shaman (R)
: Draw a card unless any opponent discards a card.
: Create a 1/1 black rat creature token with deathtouch unless any opponent sacrifices a nonland permanent.
: Put a +1/+1 counter on target creature unless any opponent pays 3 life.
1/1
Akki Coalrunner
Creature- Goblin Warrior (U)
Haste
When Akki Coalrunner enters the battlefield, tap target land. That land doesn’t untap during its owner’s untap step as long as you control Akki Coalrunner.
2/2
The akki game of ‘coal-jumper’ only ends when the playing field has caught fire
Akki Frosthoarder
Creature- Goblin Rogue Shaman (C)
When Akki Frosthoarder enters the battlefield each player chooses a land they control. Tap those lands. They do not untap during their controllers’ next untap step.
1/1
When dark clouds gathered over Araba, none where more surprised than the shamans who called them.”
Akki Lavaspeaker
Creature- Goblin Shaman (C)
When Akki Lavaspeaker dies, you may discard a card. If you do, draw two cards and add
1/1
The death of an akki is rarely boring.
Akki Motivator
Creature- Goblin Rogue (U)
Sacrifice a permanent: Target goblin you control gains haste until end of turn.
3/1
In Yogan’s defense, cave-ins are known to be excellent motivators.
Akki Pyromancer
Creature- Goblin Shaman (C)
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn.
2/1
Akki rarely hesitate to chase the biggest flame in sight.
Akki Stoneherder
Creature- Goblin Warrior (C)
Trample
Whenever you attack with one or more creatures, target attacking creature gets +X/+0 until end of turn, where X is the number of tapped lands the defending player controls.
2/3
”...and as the young akki ran down the slope, his herd of rolling stones grew larger and larger.”
-Akki Monogatari
Baki-Baki, Akki Warlord
Legendary Creature- Goblin Warrior (R)
Whenever one or more nonbasic lands enter or leave the battlefield, target creature gains doublestrike until end of turn.
Sacrifice two lands: create a 1/1 goblin creature token with haste.
3/3
“Start digging! We can make homes AND make new rocks!”
-Baki-Baki, Akki Warlord
Batsu, Pain Savant
Legendary Creature- Ogre Warrior (R)
Whenever a player draws a card, shuffles their library, or casts a noncreature spell, you may place a pain counter on target permanent.
Whenever a permanent with one or more pain counters attacks, blocks, or uses an activated ability, it deals damage to its controller equal to the number of pain counters on it.
4/4
Brainfire Akki
Creature- Goblin Warrior (C)
Discard a card: Brainfire Akki gains haste until end of turn.
Brainfire Akki gets +2/+2 and must attack each turn if able as long as you have one or fewer cards in your hand.
1/1
”How can you tell the difference?”
Break Will
Enchantment (C)
Whenever you attack with one or more creatures, target creature can’t block until end of turn.
“Let those hounds run back to their master. We are done here.”
Canyon-Dweller Ronin
Creature- Human Samurai (C)
Challenge (Whenever one or more creatures you control attacks, target creature must block this turn if able)
4/4
Any who wish to pass down his road must pay a toll of blood or steel.
Cruel Flames
Instant (U)
Cruel Flames deals 2 damage to each creature.
Splice onto Instant or Sorcery
Doro, Scavenged Blade
Legendary Creature- Human Samurai (R)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able)
Whenever another creature dies, you gain control of all equipment attached to the creature.
: Untap all attacking creatures you control: After this phase, there is an additional combat phase. Activate this ability only if three or more attacking creatures you control are blocked.
3/3
Eiyokan of Infinite Rage
Creature- Spirit Wall (C)
Defender
When Eiyokan of Infinite Rage enters the battlefield or blocks, deal X damage to target opponent. X equals the number of creatures you control with defender.
0/4
Born of neglect, it has nothing to hate but itself.
Excruciating Judgment
Sorcery (R)
Deal damage to target opponent equal to half of that player’s life total unless they exile a creature they control. If they do, they lose 1 life at the beginning of their upkeep for the rest of the game.
Under the care of a well-trained torturer, a victim’s anguish can be savored for centuries.
Fire-Gut Zubera
Creature- Zubera Spirit (U)
When Fire-Gut Zubera dies, deal 2 damage to each spirit and to each non-spirit creature you don’t control. All other creatures gain first strike and trample until end of turn.
, Sacrifice Fire-Gut Zubera: Draw a card.
1/2
In exchange for burnt offerings, the Kami of Sokenzan act as dauntless warriors.
Fires Within
Enchantment (U)
Whenever you cast an instant or sorcery spell, add .
”...and in that moment, the little Akki realized that the fire was inside him all along.
-Akki Monogatari
Fractured Mind
Sorcery (C)
As an additional cost to cast this spell, discard a card.
Scry 3, then draw a card.
”I still dream of the man I once was. The honorable samurai. The wise father and husband. Where has that man gone? Why has he forsaken me?”
-Unnamed Ronin
Glowing Embers
Instant (U)
Until end of turn, damage can’t be prevented and players cannot gain life. Glowing Embers deals 2 damage to each player.
Splice onto Instant or Sorcery
Gon-Gon, Mirrorsmith
Legendary Creature- Goblin Shaman (R)
Haste
: Create a token that’s a copy of target nonlegendary equipment artifact and equip it to target creature you control. Sacrifice it at the beginning of the next end step.
2/2
Grasped by Earth
Instant (C)
Deal 2 damage to target creature with flying. It loses flying until end of turn.
Splice onto Instant or Sorcery
Hand of Rebellion
Creature- Human Samurai (U)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able).
Whenever a creature blocks, it deals one damage to its controller.
2/2
”The samurai is just a tool. It is a Ronin who guides his own fate.”
Hulking Simpleton
Creature- Ogre Warrior (U)
Other creatures you control lose all abilities.
5/4
Instead of a brain, its skull houses more muscle.
Hunger for Battle
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +1/+1 and gains Haste and Challenge.
Jagged Shoal
Instant (U)
You may exile a red card from your hand with a converted mana cost of X instead of paying :x: when you cast Jagged Shoal.
Deal X damage to target creature.
Kakkazan, Rekindled Flame
Legendary Creature- Spirit (M)
You may cast Kakkazan, Rekindled Flame from your graveyard if three or more creatures have died this turn.
When Kakkazan, Rekindled Flame enters or leaves the battlefield, it deals 2 damage to each player, planeswalker, and creature without flying
6/6
The flames of rage will never stop burning
Kami of Primal Law
Creature- Spirit (C)
Whenever you cast a non-spirit creature spell, you may sacrifice a creature. If you do, destroy target artifact.
2/2
Konton, Waking Dream
Legendary Creature- Spirit (R)
Haste
At the beginning of your end step, discard you hand and draw up to that many cards. For each card fewer that you draw, Konton, Waking Dream deals 1 damage to each player and planeswalker..
4/3
Mad Yamabushi
Creature- Human Shaman (U)
Haste
When Mad Yamabushi enters the battlefield, its deal 3 damage to target creature if you have one or fewer cards in your hand. If a creature dealt damage in this way would die this turn, exile it instead.
3/2
All Yamabushi live in the mountains. Many practice a spiritual form of pyromancy. A few lose themselves to the glory of the flame..
Melting Earth
Enchantment (R)
Whenever any player casts a spell, Melting Earth deals 1 damage to any target.
The akki, for their part, were glad to be involved.
Moment of Rage
Instant (C)
Moment of Rage costs more to cast for each other card in your hand.
Moment of Rage deals 4 damage to any target.
Nothing to lose. Everything to hate.
Reversal of Progress
Instant (R)
Destroy target artifact or nonbasic land.
Splice onto Instant or Sorcery , Discard a card at random.
Ronin Beastmaster
Creature- Human Samurai (U)
Challenge, Haste, Trample
6/1
Curs find solace among hounds. Monsters find solace among beasts.
Savage Urge
Instant (C)
Target creature gets +3/+0 until end of turn.
Splice onto Instant or Sorcery
Scavenge Gear
Sorcery (C)
Return an artifact equipment with a converted mana cost of 2 or less to the battlefield, equipped to target creature you control. Sacrifice that equipment at the beginning of the end end step.
”Thank you for the armor. I’m sure you won’t be needing it.”
-Gon-Gon, Mirrorsmith
Shape Melder
Creature- Spirit (U)
Shape Melder must attack each turn if able.
Whenever you cast a non-spirit creature spell, Shape Melder gains the base power and toughness of target creature until end of turn.
1/1
Shattered Ground
Sorcery (C)
Tap target land. It doesn’t untap during its controller’s next untap step.
For many merchants, “akki” is synonymous with “detour”
Sokenzan Brute
Creature- Ogre Warrior (C)
Menace
5/5
“We tracked the traitors to the Sokenzan Mountains and sent our three best scouts to seek them out. The silence was broken by three anguished screams that night.”
-Mikata, report to Ojinja
Starblazer Kirin
Legendary Creature- Kirin Spirit (R)
Flying
As long as you control two or more non-spirit creatures, double all combat damage that would be dealt to opponents and permanents they control.
4/4
Territorial Ogre
Creature- Ogre Warrior (C)
Defender
Territorial Ogre can attack as though it didn’t have defender if the defending player controls two or more tapped lands.
3/3
An Ogre’s Sense of territory extends as far as their eyes can see..
Unruly Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain +2/+0 and gain Haste.
3/3
Unstable Rift
Sorcery (U)
Exile the top five cards of your library. You may put a creature card exiled in this way onto the battlefield. It gains haste. Exile it at the beginning of the next end step. Exile Unstable Rift.
If you have one or fewer cards in hand and control no nonland permanents, Unstable Rift costs less to cast and you may cast it from your graveyard.
Wheel of Destiny
Sorcery (M)
Each player may discard his or her hand and exile the top seven cards of his or her library. Players may play cards they own that are exiled in this manner until the beginning of their next end step.
Yume, Haunted Ronin
Legendary Creature- Ogre Samurai (R)
Challenge, Haste
Whenever Yumei, Haunted Ronin attacks, discard a card and exile the top card of your library. Then, if you have one or fewer cards in your hand, exile an additional card from the top of your library. Until end of turn, you may play those exiled cards.
5/4
Budoka Caretaker
Creature- Human Monk (U)
You may play an additional land each turn.
1/2
”Being a budoka means more than just fighting. Reflect upon the world around you and return when you are ready for peace.”
Densho, Story Collector
Legendary Creature- Human Monk (R)
Whenever you would draw a card, you may choose to return a legendary card from the graveyard to the top of your library instead (you do not draw that card).
1/1
Eiyokan of Life’s Web
Creature- Spirit Wall (C)
Defender
When Eiyokan of LIfe’s Web enters the battlefield or blocks, create X 0/1 green plant creature tokens. X equals the number of creatures you control with defender.
0/4
Born of neglect, it is forever choked by a net of vines.
Enlightened Observer
Creature- Human Monk (C)
Enlightened Observer can’t be countered by spells or abilities.
Erudite- As long as there are four or more cards in your hand, Enlightened Observer has hexproof.
1/1
A single leaf can hold more wisdom than a thousand scrolls.
Gift of Insight
Enchantment- Aura (C)
Enchant Creature
Enchanted creature gets +1/+1 for each card in its controller’s hand.
A single observation can lead to the greatest enlightenment
Glassridge Sentinel
Creature- Spirit (U)
Reach
Whenever you cast a non-spirit creature spell, target creature gains hexproof until end of turn.
4/4
Where glasskites fall to earth, new spirits claim formidable armor.
Haji, Orochi Dissident
Legendary Creature- Snake Samurai (R)
Challenge (Whenever one or more creatures you control attack, target creature must block this turn if able)
Whenever one or more creatures attack you and/or planeswalkers you control, create a 1/1 green snake creature token.
, Sacrifice a creature: Target creature gains deathtouch until end of turnn.
2/1
Haji’s Fang
Creature- Snake Samurai (U)
Challenge, Deathtouch
3/2
Humans call her methods “disgraceful”.
Haji prefers the term “merciful”.
Hanashi, Seshiro’s Descendant
Legendary Creature- Snake Shaman Warrior (R)
At the beginning of your precombat main phase, if you control five or more creatures, add to your mana pool for each creature you control.
: Each snake you control gets +1/+1 and gains Trample and “When this creature deals combat damage to a player, draw a card” until end of turn.
3/3
Hatchery Guardian
Creature- Snake Shaman (U)
Whenever a non-snake creature becomes untapped, prevent all combat damage it would deal to snakes you control until the beginning of your next end step.
Sacrifice Hatchery Guardian: Create two 1/1 green snake creature tokens.
2/2
Inscrutable Hontei
Legendary Creature- Human Monk (R)
Opponents can cast spells only during their own turns.
As an additional cost to casting noncreature spells, players must sacrifice a noncreature permanent.
4/4
Jukai Branchwalker
Creature- Human Monk (C)
Reach
3/3
To prove their devotion and hone their physical prowess, some budoka spend years in the forest without ever touching the ground.
Kami Convergence
Instant (C)
Create a 1/1 colorless spirit creature token.
Splice onto Instant or Sorcery
Kodama of the Western Tree
Legendary Creature- Spirit (R)
Noncreature permanents your opponents control enter the battlefield tapped.
Nonland permanents you opponents control lose all mana abilities.
5/5
Kodama of the Eastern Tree
Legendary Creature- Spirit (R)
Hexproof
Whenever a land enters the battlefield, its controller chooses another target creature. Kodama of the Eastern Tree fights that creature.
7/5
Kodama’s Dictate
Enchantment- Aura (U)
Enchant Permanent
If enchanted permanent is a land, it gains “ : Add “
Otherwise, enchanted permanent loses all mana abilities.
The kami have an odd sense of what makes for a “harmless prank”
Kongen, Kodama Progenitor
Legendary Creature- Spirit (M)
Whenever a land enters the battlefield, put a +1/+1 counter on each creature you control.
, Remove two counters from permanents you control: Choose one—
-Create two 1/1 colorless spirit creature tokens.
-Destroy target artifact, enchantment, or creature with flying.
5/5
Each kodama can be traced back to its roots.
Lifeweb Kumo
Creature- Spirit (C)
Defender, Reach
When Lifeweb Kumo dies, you may return a nonspirit creature card with a converted mana cost of 1 or less from your graveyard to your hand.
1/3
Merciful kumo may cut their own webs, feeding on the gratitude of those they spare.
Matsukashi-Tribe Guard
Creature- Snake Warrior (C)
When Matsukashi-Tribe Guard enters the battlefield, target snake you control fights target creature you don’t control.
Whenever Matsukashi-Tribe Guard deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step
1/3
Since the Tsuyoki Accords, the Matsukashi tribe has watched over much of the Jukai.
Matsukashi-Tribe Lookout
Creature- Snake Warrior Scout (C)
: Untap Matsukashi-Tribe Scout. It gets -1/-0 and gains reach until end of turn.
Whenever Matsukashi-Tribe Scout deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step
:3/3
Matsukashi-Tribe Tactician
Creature- Snake Warrior (U)
At the beginning of each opponent’s precombat main phase, you may draw a card for each tapped creature that player controls.
Whenever Matsukashi-Tribe Tactician deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.
2/4
Mold Kami
Creature- Spirit (C)
Sacrifice a non-spirit creature: Mold Kami gets +1/+1 and gains trample until end of turn.
5/5
Some kami manifest as otherworldly beings formed of abstract concepts. Others manifest as masses of fungus and mold.
Moment of Discovery
Sorcery (C)
Moment of Discovery costs less to cast for each other card in your hand.
Reveal the top 5 cards of your library. You may put up to one land card and up to one creature card revealed in this way into your hand, then shuffle your library.
New vistas are opened when the wise commune with nature.
Natural Splendor
Instant (U)
Search your library for a forest and put it onto the battlefield, then shuffle your library.
Erudite- If there are four or more cards in your hand, instead search your library for two forests and put them onto the battlefield, then shuffle your library.
Orochi Grandmaster
Creature- Snake Warrior (U)
Whenever one or more snakes deal combat damage to an opponent, draw a card.
Erudite- As long as there are four or more cards in your hand, Orochi grandmaster gets +2/+2.
1/2
She sees your every heartbeat and tastes your every movement.
Orochi Scout
Creature- Snake Warrior (C)
Whenever Orochi Scout deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.
1/1
“Why does it feel like the trees are watching us?”
Practiced Invocation
Sorcery (R)
Reveal the top X cards of your library, where X is the number of cards in your hand. You may put up to two creatures card revealed in this way onto the battlefield, then shuffle your library.
Restore the Lost
Instant (R)
Return target permanent card from your graveyard to your hand.
Splice onto Instant or Sorcery , Sacrifice two lands
Sakura-Tribe Channeler
Creature- Snake Shaman (U)
At the beginning of each main phase, add .
1/3
While the Matsu and Kashi tribes forged their great alliance, the Sakura-tribe pursued its own studies under Kaseto’s guidance.
Sakura-Tribe Cultivator
Creature- Snake Shaman (C)
: Untap target land that has not been tapped for mana this turn.
1/1
“Raw feeling is not enough. Take time to reflect upon all that you see.”
-Kaseto, Orochi Archmage
Sakura-Tribe Reclaimer
Creature- Snake Shaman (C)
Sacrifice Sakura-Tribe Reclaimer: Return target permanent card from your graveyard to the top of your library. If that card is a land, draw a card.
1/1
Beneath each great tree in the Jukai rests the fallen form of an Orochi. To them, the forest is both home and family.
Savage Combat
Sorcery (R)
Target creature you control fights target creature an opponent controls. You may repeat this process up to X times.
”Each heartbeat is proof that it can still fight.
Scent of Honey
Instant (C)
Target creature with the lowest power among creatures on the battlefield must block this turn if able.
Splice onto Instant or Sorcery
Scout’s Vigilance
Instant (C)
Cast Scout’s Vigilance only during the declare blockers step.
Target creature you control blocks target attacking creature an opponent controls, even if it is tapped or otherwise incapable of blocking that creature.
”Humans on the border. Prepare to fight!”.
Seasonsower Kirin
Legendary Creature- Kirin Spirit (R)
Flying
If you control two or more non-spirit creatures, untap all permanents you control at the beginning of each opponent’s untap step.
4/4
Silent Meditation
Instant (C)
Prevent all combat damage that would be dealt this turn. Each player attacking or blocking with three or more creatures may draw a card.
Friendships and grudges can be washed away by a single moment of silence
Spiritual Embrace
Instant (U)
Target creature gains hexproof and can’t be blocked by more than one creature until end of turn.
Splice onto Instant or Sorcery
Suppress the Unnatural
Sorcery (C)
Put target artifact, enchantment, or land to the top of its owner’s library.
That which fails to respect the Jukai soon finds itself buried in its roots.”
Sustaining Shoal
Instant (U)
You may exile a green card from your hand with a converted mana cost of X instead of paying when you cast Refreshing Shoal.
X target permanents gain indestructible until end of turn.
Thornmaw Kami
Creature- Spirit (C)
Whenever you cast a non-spirit creature spell, target creature and each creature that shares one or more colors with it must block this turn if able.
4/5
Verdant-Tread Zubera
Creature- Zubera Spirit (U)
When Verdant-Tread Zubera dies, add for each non-spirit creature you control. Put a +1/+1 counter on each of those creatures.
, Sacrifice Verdant-Treat Zubera: Draw a card.
1/2
In exchange for grand ceremonies, the kami of Jukai act as enlightened guides.
Vivien, Empathic Huntress
Legendary Planeswalker- Vivien (M)
+1: Reveal the top card of your library.If it is a creature or land card, put it into your hand.
+1: Untap target creature or land. It gains hexproof until the beginning of your next upkeep.
-3: Create a 3/3 green spirit beast creature token. It fights target creature an opponent controls.
-10 Each player’s life total becomes equal to the number of creatures that player controls.
{4}
Wild Reclamation
Instant (U)
You may return a land card from your graveyard to your hand.
Splice onto Instant or Sorcery
Wild Revealer
Creature- Spirit (C)
Play with the top card of your library revealed.
As long as the top card of your library is a land, non-spirit creatures you control gain +1/+1 and gain trample.
3/4
Enlightened Yamabushi
Creature- Human Shaman (U)
At the beginning of your end step, Enlightened Yamabushi deals 1 damage to each opponent who controls as least four tapped lands and to each creature they control. If a creature damaged in this way would die this turn, exile it instead.
Tap target land. Untap target land.
2/2
Haji’s Disciple
Creature- Snake Shaman (U)
Deathtouch
: Each player loses life equal to the number of tapped creatures he or she controls. Each tapped creature gets -1/-1 until end of turn.
1/3
Inspired Kannushi
Creature- Human Cleric (U)
Whenever a creature token enters the battlefield, you may pay . If you do, draw a card.
Erudite- At the beginning of your upkeep, if there are four or more cards in your hand, you may pay . If you do, create a 1/1 colorless spirit creature token.
2/2
Mad Seer
Creature- Ogre Shaman (U)
At the beginning of your upkeep, discard a card. Then, if there is one or fewer cards in your hand, exile the top card of your library and lose 1 life. You may play that card this turn.
3/3
She predicts all that was never meant to be.
Monk Ascendant
Creature- Human Monk (U)
Whenever you draw a card, target creature gains flying until end of turn.
As long as there are nine or more cards in your hand, Monk Ascendant gets +5/+5.
1/1
”Always strive for the impossible”
Moonlit Whisperer
Creature- Human Ninja (U)
Skulk
Whenever a creature you control attacks and is unblocked, the defending player loses 1 life and exiles the top card of his or her library.
1/1
Of Song and Story
Sorcery (R)
Search your library for a legendary card, reveal it, and put into your hand, then shuffle your library.
For those with youthful hearts, each legend and poem is a call to adventure.
Order of the Winding Coils
Creature- Snake Monk (U)
At the beginning of each player’s upkeep, that player returns a tapped creature he or she controls of his or her choice to its owner’s hand.
, Tap two untapped creatures you control: Draw a card.
4/3
Practiced Blademaster
Creature- Human Samurai (U)
Challenge, Doublestrike
Whenever a creature is blocked by two or more creatures, put a +1/+1 counter on it.
1/1
Sisters of Flesh and Spirit
Legendary Creature- Spirit God (M)
Indestructible
, Sacrifice five spirits: Search your library for a nonland permanent card with a converted mana cost of X and put it onto the battlefield, then shuffle your library. It gains indestructible.
8/8
Spectacle Kami
Creature- Spirit (U)
Spectacle Kami’s power and toughness are each equal to the number of instant and sorcery cards in your graveyard.
Exile an instant or sorcery card from your graveyard: Spectacle Kami gains first strike, flying, haste, or hexproof until end of turn.
*/*
Tamiyo, Memory Keeper
Legendary Planeswalker,- Tamiyo (M)
+1 Untap up to two target permanents. Each creature untapped in this way gains vigilance until end of turn.
-2 Each player skips his or her next untap step. Until your next turn, all permanents enter the battlefield tapped.
-6 Untap all permanents you control. For each permanent untapped in this way, you gain 1 life.
{4}
Tibalt, Spitewaker
Legendary Planeswalker- Tibalt (M)
+1: Discard a card. Until your next turn, whenever Tibalt, Spikewalker is dealt damage, you may draw a card.
0: Sacrifice up to two creatures. For each creature sacrificed, spells cost you less to cast until end of turn.
-5 Search your library for a card and add it to your hand, then shuffle your library. Choose a random card in your hand and discard the rest.
{3}
Unseen Masterstroke
Enchantment (R)
Whenever you attack with one or more creatures and none of them are blocked, put a plot counter on Unseen Masterstroke.
At the beginning of your upkeep, you may remove five plot counters from Unseen Masterstroke. If you do, target player loses the game.
Yomiji’s Hand
Creature- Spirit (U)
Flying
Whenever a nonspirit creature dies, create a 1/1 colorless spirit creature token.
Sacrifice three creature tokens: Return target creature card from your graveyard to your hand.
3/3
Eiyu, Pearl of Eternity
Legendary Artifact- Equipment (M)
You can only cast Eiyu, Pearl of Eternity if you control seven or more lands.
Equipped creature has Hexproof and Indestructible.
Equip
Elite Diashou
Artifact- Equipment (R)
Equipped creature gets +2/+2 and gains hexproof.
When Elite Daishou is destroyed, if it was attached to a creature, put a +1/+1 counter on that creature. It gains hexproof until end of turn.
Equip
Two blades. One purpose
Grinning Oni Netsuke
Artifact (R)
At the beginning of each player’s upkeep, if that player has one or fewer cards in their hand, each other player discards a card and loses 2 life.
History of Kamigawa
Legendary Artifact (R)
Whenever you cast a legendary spell, draw a card.
The past can hold the secrets to change one’s destiny
Kagami, Gate to Kakuriyo
Legendary Artifact (M)
Pay 1 life: Exile another target permanent you control.
Exile target permanent an opponent controls.
At the beginning of each end step, return all permanents exiled by Kagami, Gateway to Kakuriyo onto the battlefield under their owner’s control.
Oni Hachiwari
Artifact- Equipment (U)
Equipped creature gets +2/+0 for each creature opponents control with toughness 4 or greater.
Equip
Some blades are made to slash. Others are made to crush.
Ornate Orizuru
Artifact Creature- Bird (C)
Flying
When Ornate Orizuru enters the battlefield, choose a basic land type.
All lands you control gain that basic land type (they retain all other abilities).
1/1
Not all beauty born from parchment needs the kiss of ink.
Paper Charm
Artifact (C)
When Paper Charm is destroyed, draw a card and gain 1 life.
Discard a card: Paper Charm becomes a 1/1 spirit artifact creature with flying. Sacrifice it at the beginning of the next end step.
Shrine Guardian
Artifact (U)
All spells targeting you cost more to cast.
Whenever you lose life, Shrine Guardian becomes a 4/4 spirit artifact creature with hexproof until the beginning of your next end step.
Sealed Norimono
Artifact- Vehicle (C)
When Sacred Norimono is destroyed, create a 1/1 colorless spirit creature token.
Crew 1
2/1
Its esteemed passenger requires no doors.
Soaring Cloud Chariot
Artifact- Vehicle (U)
Flying
Prevent all combat damage that would be dealt to and dealt by Soaring Cloud Chariot this turn.
Crew 2
3/3
Somber Monk Netsuke
Artifact (R)
At the beginning of each player’s upkeep, if that player has four or more cards in their hand, that player draws a card and gains 2 life.
Tessen of a Thousand Winds
Artifact-Equipment (U)
: Return target creature blocking or blocked by the equipped creature to its owner’s hand. Return Tessen of a Thousand Winds to its owners’ hands.
Equip
Tetsujin, Iron Samurai
Legendary Creature- Samurai Construct (R)
Tetsujin, Iron Samurai costs less to cast for each equipment you control..
When Tetsujin, Iron Samurai enters the battlefield, attach all equipment you control to it.
All creatures able to block Tetsujin, Iron Samurai must do so.
7/7
Toxic Fukiya
Artifact- Equipment (C)
Equipped creature has defender and gains “ , : target creature gets -1/-1 until end of turn.”
Equip
Invented by Orochi. Perfected by Shinobi.
Canyon Stream
Land - Island Mountain (R)
Canyon Stream enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or .
Celestial Peak
Land- Plains Mountain (R)
Celestial Peak enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or .
Desecrated Shrine
Land- Plains Swamp (R)
Desecrated Shrine enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or .
Numai, Forsaken Ruins
Legendary Land (R)
Numai, Sunken Ruins enters the battlefield tapped.
Whenever Numai, Forsaken Ruins becomes untapped, discard a card.
: add to your mana pool.
Meditation Garden
Land (C)
: Add to your mana pool
, Tap an untapped creature you control: Add one mana of any color to your mana pool.
Ojinja, House of Peace
Legendary Land (R)
: Add to your mana pool.
, : Target legendary creature gains hexproof until end of turn.
Verdant Tributary
Land- Island Forest (R)
Verdant Tributary enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or
Whispering Grove
Land- Swamp Forest (R)
Whispering Grove enters the battlefield tapped if you have three or fewer cards in your hand.
: Add or