Had a lot of free time over a few days so I took another crack at a settlement-themed set with counters functioning loosely as the mechanical theme. It was designed in TextEdit so bear with me, please, as far as having to do formatting and card-ordering by hand. Accordingly, cards are (mostly) sorted by color, then in order by rarity and converted mana cost rather than alphabetical. Also most/all of the card names could be considered placeholders and there is no flavor text. Any and all feedback/tips/suggestions/collaboration is welcome. Thanks!
NEW KEYWORDS
WUBRG: Colonize(To colonize, put a brick counter on a land you control. It becomes a Colony in addition to its other types for as long as it has a brick counter on it.)
BRG: Ravage(Whenever this creature deals combat damage to a player, you may remove a counter from a permanent they control. If you don’t, you may put a +1/+1 counter on this creature.)
URW: Industrious – Whenever you cast your second spell each turn, [effect].
————————————————————————————————————————
Meadowland ScoutW
Creature - Human Scout
Vigilance
1/1
Arbalest OrderW
Instant (C)
Arbalest Order deals 2 damage to target attacking or blocking creature. If you control an untapped Colony, destroy that creature instead.
Bright AwakeningW
Instant (C)
Untap target creature.
Draw a card.
Settler’s Ardor1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2.
Whenever a land enters the battlefield, untap enchanted creature.
Imperial Servant1W
Creature - Human Citizen (C) Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on Imperial Servant.
2/1
Pride of the Guard1W
Instant (C)
Target creature gets +2/+2 until end of turn. If it’s blocking, put two +1/+1 counters on it instead.
Rooftop Glider1W
Creature - Human Soldier (C)
Flying
Rooftop Glider gets +1/+0 as long as you control an untapped Colony.
1/2
Architect’s Escort1W
Creature - Elf Soldier (C)
Flash
When Architect’s Escort enters the battlefield, target permanent with a counter on it gains indestructible until end of turn.
1/3
Companion Lynx1W
Creature - Cat
Companion Lynx has first strike as long as you control another creature.
2/2
Armorer of Ard Reyn2W
Creature - Human Artificer Soldier (C)
When Armorer of Ard Reyn enters the battlefield, colonize.
Colonies you control have “2, T: Target creature gets +1/+1 until end of turn.”
2/3
Displaced Ox2W
Creature - Ox (C)
Displaced Ox can’t be the target of abilities.
3/2
Crush and Rebuild2W
Instant (C)
Destroy target artifact or enchantment, then colonize.
You gain 1 life for each Colony you control.
Imperial Priest2W
Creature - Dwarf Cleric (C)
Lifelink
When Imperial Priest enters the battlefield, you may pay 1. If you do, colonize.
2/2
Holy Paralysis2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature can’t attack, block, or be sacrificed.
Ard Reyn Guardsmen3W
Creature - Dwarf Soldier (U)
Vigilance
Ard Reyn Guardsmen can block an additional creature each combat as long as you control an untapped Colony. 1W: Ard Reyn Guardsmen gets +0/+1 until end of turn.
2/4
Populous Settlement3W
Sorcery (C)
Colonize, then create three 1/1 colorless Citizen creature tokens.
Mandated Expulsion5W
Sorcery (C)
Exile target artifact, creature, or enchantment. Its controller skips their next combat phase.
Industrious WillW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has indestructible as long as it’s untapped. Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on enchanted creature and you gain 1 life.
Rally the Empire1W
Instant (U)
Creatures you control get +1/+1 until end of turn. If only mana produced by Colonies was spent to cast Rally the Empire, those creatures get +2/+2 until end of turn instead.
Imperial Prison1W
Enchantment (U)
When Imperial Prison enters the battlefield, exile target tapped creature until Imperial Prison leaves the battlefield. If that creature has a counter on it, you gain 4 life.
Martyr of Purity1W
Creature - Human Cleric (U)
When Martyr of Purity dies, remove all counters from target artifact, creature, or land an opponent controls.
2/2
Friendly Innkeeper1W
Creature - Human Citizen (U)
When Friendly Innkeeper enters the battlefield, you may colonize. If you do, each player gains 2 life.
Whenever you colonize, create a 1/1 colorless Citizen creature token.
1/1
Empire’s Glory2W
Sorcery (U)
Choose two:
-Put two +1/+1 counters on target creature.
-Colonize.
-You gain 1 life for each permanent you control with a counter on it.
Charismatic Foreman2W
Creature - Human Artificer (U)
When Charismatic Foreman enters the battlefield, scry 1. Industrious – Whenever you cast your second spell each turn, create a 1/1 colorless Citizen creature token.
2/2
Conqueror Militia3W
Creature - Human Soldier (U)
Whenever you attack with Conqueror Militia and at least two other creatures, colonize.
Colonies you control have “1W, T: Untap target creature.”
3/3
Ardent Glidecrafter2WW
Creature - Human Artificer (U)
Vigilance Industrious – Whenever you cast your second spell each turn, Ardent Glidecrafter gets +1/+1 and gains flying until end of turn.
3/3
Swift Rebirth3W
Instant (U)
Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
Draw a card.
Recruitment Outpost4W
Enchantment (U)
When Recruitment Outpost enters the battlefield, colonize.
Colonies you control have “1WW, T: Create a 2/2 white Knight creature token.”
Dorian Reyn, Noble HeirWW
Legendary Creature - Human Knight (R)
First strike, vigilance
Whenever another creature you control dies, if Dorian Reyn has fewer than two counters on it, put a +1/+1 counter on Dorian Reyn. 5W: You gain life equal to Dorian Reyn’s power.
2/2
Deathless Dwarf2W
Creature - Dwarf Knight (R)
Vigilance 2W: Target permanent gains indestructible until end of turn.
3/2
Angel of the Empire2WW
Creature - Angel (R)
Flying
When Angel of the Empire enters the battlefield, colonize.
Colonies you control have “T: You gain 2 life.”
4/4
Diligent Archaeologist3W
Creature - Human Artificer (R)
Diligent Archaeologist gets +1/+1 as long as you control an artifact or enchantment. Industrious – Whenever you cast your second spell each turn, return target artifact or enchantment card from your graveyard to your hand.
3/3
Wingbeat Roc3WW
Creature - Bird (R)
Flying
Whenever Wingbeat Roc deals combat damage to a player, abilities of nonland permanents that player controls can’t be activated until your next turn.
5/4
Arcane Mandate4WW
Sorcery (R)
Choose one:
-Destroy each nonland permanent with a counter on it.
-Destroy each nonland permanent without a counter on it.
Banners of the Empire5W
Enchantment (R)
When Banners of the Empire enters the battlefield, colonize.
Colonies you control have “T: Creatures you control get +1/+1 until end of turn.”
Imperial Overreach3WW
Enchantment (MR)
When Imperial Overreach enters the battlefield, colonize twice, then create four 1/1 colorless Citizen creature tokens.
Creatures can’t attack you or a planeswalker you control unless their controller pays X for each attacking creature, where X is the number of Colonies you control.
Rider of Ard Reyn1WW
Creature - Human Knight (MR)
Flying, vigilance
Whenever Rider of Ard Reyn attacks, other attacking creatures you control with flying or vigilance get +1/+1 until end of turn.
3/3
————
Scout’s WingsU
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, look at the top card of that player’s library.
Gather IntelU
Sorcery (C)
Scry X, where X is the number of Colonies you control.
Draw a card.
Owl of Ard KalaaU
Creature - Bird
Flying Industrious – Whenever you cast your second spell each turn, scry 1.
1/1
Containment Mage1U
Creature - Human Wizard (C)
When Containment Mage enters the battlefield, tap target creature. If it has a counter on it, it doesn’t untap during its controller’s next untap step.
2/1
Wrecked AttemptX1U
Instant (C)
Wrecked Attempt costs 1 less to cast for each permanent you control with a counter on it.
Counter target spell unless its controller pays X.
Imperial Trapmaker1U
Creature - Human Rogue (C)
When Imperial Trapmaker enters the battlefield, you may discard a card. If you do, colonize.
Colonies you control have “2, T: Tap target creature without flying.”
1/2
Whisk Away1U
Instant (C)
Return target nonland permanent to its owner’s hand. Its controller draws a card, then discards a card.
Set Plans1U
Sorcery (C)
Look at the top four cards of your library. Put one into your hand, one into your graveyard, and the rest on the bottom of your library in any order.
Carrier Drake2U
Creature - Drake
Flying
Whenever Carrier Drake attacks, target creature you control with power 1 or less gains flying until end of turn.
2/2
Imperial Diffusion2U
Instant (C)
Colonize, then target creature gets -2/-0 for each Colony you control.
Alchemist’s Insights2U
Sorcery (C)
Draw a card for each spell you’ve cast this turn, then discard a card.
Lesser Negation2U
Instant (C)
Counter target spell with converted mana cost 4 or less.
Contained by the Empire1UU
Enchantment - Aura
Enchant creature
When Contained by the Empire enters the battlefield, colonize, then tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step as long as its power is less than or equal to the number of Colonies you control.
Port Shark2U
Creature - Fish C) 2U: Untap Port Shark.
2/2
Crushing Crab3U
Creature - Crab (C)
Whenever Crushing Crab deals combat damage to a player, exile the top card of their library.
3/2
Imperial Journeymage4U
Creature - Human Wizard (C)
Imperial Journeymage costs 1 less to cast for each Colony you control.
When Imperial Journeymage enters the battlefield, return target permanent to its owner’s hand.
2/2
Cloudgift Sphinx4U
Creature - Sphinx (C)
Flying
When Cloudgift Sphinx enters the battlefield, put a +1/+1 counter on another target creature you control.
3/3
Worldtide Snapper5U
Creature - Turtle (C)
Whenever Worldtide Snapper attacks, you may tap or untap target permanent.
4/6
Elder Schoolmaster1U
Creature - Human Wizard (U)
When Elder Schoolmaster enters the battlefield, colonize, then tap any number of untapped Colonies you control. Draw that many cards, then discard that many cards.
1/3
Undersea BuilderUU
Creature - Merfolk Artificer (U) Industrious – Whenever you cast your second spell each turn, you may tap or untap target permanent.
2/2
Wave of Stillness1U
Instant (U)
Choose one:
-Tap up to three target permanents with counters on them.
-Return target nonland permanent with a counter on it to its owner’s hand.
Alleyway Strider1U
Creature - Human Rogue (U)
Alleyway Strider can’t be the target of spells.
Alleyway Strider gets +1/+0 and can’t be blocked as long as you control two or more untapped Colonies.
2/1
Imperial Manipulator2U
Creature - Human Wizard (U)
Hexproof 1U, T: Tap target creature. if only mana produced by Colonies was spent to activate this ability, that creature doesn’t untap during its controller’s next untap step.
2/2
Phantom Fury2U
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and can’t be blocked.
Regent’s Denial2UU
Instant (U)
Counter target spell, then choose one:
-Exile the top four cards of that spell’s controller’s library.
-Colonize.
Civic Planner4U
Creature - Human Advisor (U)
When Civic Planner enters the battlefield, colonize.
Colonies you control have “U, T: Draw a card, then discard a card.”
2/6
Thinking Ahead4U
Sorcery (U)
Draw three cards, then discard a card.
The next spell you cast this turn costs 2 less to cast.
Augmented Assimilation5U
Sorcery (U)
Gain control of target creature and put a +1/+1 counter on it.
Razing Leviathan5UU
Creature - Leviathan (U)
Flash
When Razing Leviathan dies, return two target lands to their owners’ hands.
6/5
Firia, Sage of Ard Kalaa1UU
Legendary Creature - Human Wizard (R)
When Firia enters the battlefield, choose two numbers.
You may look at the top card of your library at any time.
You may play the top card of your library if its converted mana cost is one of the chosen numbers.
3/3
Mystic Aqueduct2U
Enchantment (R)
Attacking creatures without flying get -1/-0. Industrious – Whenever you cast your second spell each turn, scry 4.
Citadel of High Knowledge3U
Artifact (R)
When Citadel of Ancient Academies enters the battlefield, colonize. X: Exile target instant or sorcery card with converted mana cost X from your graveyard. You may cast a copy of it without paying its mana cost. Spend only mana produced by Colonies on X.
Illusionist’s Reversal2UU
Instant (R)
Choose two:
-Create a 0/0 blue Illusion creature token with X +1/+1 counters on it, where X is target instant or sorcery spell’s converted mana cost.
-Copy target instant or sorcery spell. You may choose new targets for the copy.
-Return target instant or sorcery spell to its owner’s hand.
Sphinx of the Architects3UU
Creature - Sphinx (R)
Flying Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on Sphinx of the Architects and draw a card.
4/4
Shape the Sands of Time4UU
Sorcery (R)
Take an extra turn after this one. Permanents without counters on them don’t untap during your next untap step.
Draw two cards.
Exile Shape the Sands of Time.
Skycloud Eagle4UU
Creature - Bird (R)
Flying
As long as Skycloud Eagle is tapped, your opponents can’t draw more than one card each turn, cast more than one spell each turn, or attack with more than one creature without flying each turn.
4/5
Raging-Sea Kraken4UUU
Creature - Kraken (MR)
Raging-Sea Kraken can’t be blocked.
When Raging-Sea Kraken enters the battlefield, return up to three target permanents with counters on them to their owners’ hands.
6/6
Irio, Entitled Heir1UU
Legendary Planeswalker - Irio (MR)
[ +1 ] Tap up to one target nonland permanent with converted mana cost 3 or less. It doesn’t untap during its controller’s next untap step.
[ -3 ] Draw two cards. The next spell you cast this turn costs 1 less to cast for each spell you’ve already cast this turn.
[ -6 ] You get an emblem with “Whenever any player casts an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.”
{ 3 }
————
Barren CleansingB
Instant (C)
Choose a kind of counter on a permanent. Remove up to two counters of that kind from among permanents on the battlefield.
Scry 1.
Cut DeepB
Instant (C)
Target creature gets -1/-1 until end of turn. If it has a counter on it, draw a card.
Brutal AuraB
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+0.
When enchanted creature dies, each opponent discards a card.
Gravefeeder CentipedeB
Creature - Insect (C)
Menace 2BB, Exile a creature card from an opponent’s graveyard: Put a +1/+1 counter on Gravefeeder Centipede.
1/1
Necromancer’s Experiment1B
Creature - Zombie (C)
When Necromancer's Experiment dies, put a +1/+1 counter on target creature you control with power 2 or less.
2/1
Wildling Witch1B
Creature - Human Shaman (C)
Whenever a land enters the battlefield, you may have Wildling Witch get +2/-1 until end of turn.
1/3
Night Lynx1B
Creature - Cat (C)
2/2
Wash into the Void1B
Sorcery (C)
Target player reveals their hand. You choose an artifact or creature card from it. That player exiles that card, then exiles the top three cards of their library.
Venom-Pulse Scorpion2B
Creature - Scorpion (C)
Ravage
Venom-Pulse Scorpion has deathtouch as long as it has no counters on it.
2/1
Graveseeker2B
Creature - Human Scout (C)
When Graveseeker enters the battlefield, return target creature card from your graveyard to your hand.
1/1
Wild Infection2B
Enchantment - Aura (C)
Enchant creature
Enchanted creature has deathtouch.
At the beginning of your upkeep, destroy enchanted creature.
Imperial Extortion3B
Sorcery (C)
Target player discards two cards. If you control an untapped Colony, that player discards those cards at random.
Shrouded Dealings3B
Sorcery (C)
You draw two cards and lose 2 life.
Put the top two cards of target player’s library into their graveyard, then they lose 2 life.
Pitiless Sellswords3B
Creature - Human Mercenary (C)
When Pitiless Sellswords enters the battlefield, you may pay 2 life. If you do, colonize.
Colonies you control have “B, T: Target creature gains menace until end of turn.”
3/3
Nightform Drake3B
Creature - Drake (C)
Flying, ravage
At the beginning of your upkeep, if Nightform Drake’s power is 4 or greater, sacrifice it and draw a card.
2/2
Soultongue Basilisk4B
Creature - Basilisk (C)
Lifelink
Sacrifice two creatures: Soultongue Basilisk gains indestructible until end of turn.
4/2
Horror of the Wilds5B
Creature - Horror (C)
Ravage
5/4
Disdainful Stab1B
Instant (U)
Destroy target creature. If it had no counters on it, you lose 4 life.
Hired Sneak1B
Creature - Human Rogue (U)
When Hired Sneak enters the battlefield, put a +1/+1 counter on target creature.
Each creature you control with a counter on it has menace.
1/1
Grim Branchlord2B
Creature - Treefolk Shaman (U) 4, Sacrifice a creature: Draw a card and put a +1/+1 counter on up to one target creature.
2/2
Cemetery Constructor3B
Creature - Human Citizen (U)
When Cemetery Constructor enters the battlefield, colonize.
Colonies you control have “1B, T, Discard a card: Return target creature card from your graveyard to your hand.”
3/3
Spoiling Fumes3B
Sorcery (U)
Target player sacrifices a land. If a land with no counters on it is sacrificed this way, that player discards a card.
Divide and Conquer2BB
Sorcery (U)
Exile target creature, then colonize.
Contaminated Ooze3BB
Creature - Ooze (U)
Ravage
At the beginning of your upkeep, you lose 1 life for each counter on Contaminated Ooze.
5/4
Diabolic Theory4B
Sorcery (U)
Search your library for a card and put it into your hand, then shuffle your library.
Scry 3.
Acolyte of Wild Bones4B
Creature - Human Shaman (U)
Acolyte of Wild Bones can’t be the target of spells.
Whenever a creature dies, you may pay B. If you do, put a +1/+1 counter on another target creature.
3/3
Enthralling Nightmare5B
Creature - Nightmare (U)
At the beginning of your upkeep, each opponent loses 1 life.
5/5
Infuriated Crusher5B
Creature - Giant (U)
Ravage
Remove two counters from Infuriated Crusher: Each opponent sacrifices a creature.
4/6
Blood ThieveryXB
Sorcery (R)
Remove up to X counters from among permanents, then put a +1/+1 counter on target creature for each counter removed this way.
Wild-Talon Specter3B
Creature - Specter (R)
Flying
Whenever Wild-Night Specter deals combat damage to a player, that player discards a card at random unless they sacrifice a permanent at random.
3/2
Master Brewer2BB
Creature - Human Shaman (R)
Deathtouch 3, T: Each opponent loses X life, where X is 1 plus the number of Colonies that produced mana spent to activate this ability. You gain life equal to the life lost this way.
2/4
Imperial Lich4B
Creature - Zombie Advisor (R)
Hexproof
When Imperial Lich enters the battlefield, colonize.
Colonies you control have “T, Pay 1 life: Draw a card.”
2/2
Fell the Weak3BB
Sorcery (R)
Destroy each creature with power less than target creature’s power.
Upraised Assault5B
Enchantment (R)
When Upraised Assault enters the battlefield, create three 2/2 black Zombie creature tokens.
Whenever you attack a player with three or more creatures, that player sacrifices a creature or land.
Kreb’lech, Wild Horror6B
Legendary Creature - Horror (R)
Trample
Whenever Kreb’lech deals combat damage to a player, destroy target nonenchantment permanent that player controls with a counter on it. If a land is destroyed this way, put it onto the battlefield under your control. If a nonland permanent is destroyed this way, put a number of +1/+1 counters on Kreb’lech equal to that permanent’s converted mana cost.
8/6
Ravager Demon4BB
Creature - Demon (MR)
Flying, trample, ravage
Ravager Demon enters the battlefield with a +1/+1 counter on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Ravager Demon unless any opponent sacrifices a creature.
5/5
Reckless Necromancy3BBB
Sorcery (MR)
For each player’s graveyard, choose half of the creature cards in it at random, rounded up. Return the chosen cards to the battlefield tapped under your control.
————
Grindstone OperatorR
Creature - Human Artificer (C) 2, T: Target creature gains first strike until end of turn.
Colonies you control have “T: Target creature gains first strike until end of turn.”
1/1
Artillery BlastR
Instant (C)
Mortar Blast deals X damage to target creature, where X is 2 plus the number of Colonies you control.
Wild SlashR
Instant (C)
Target creature gets +1/+1 and gains first strike until end of turn. If it’s attacking, put a +1/+1 counter on it and it gains first strike instead.
Ridge LizardR
Creature - Lizard (C)
Ridge Lizard doesn’t untap during your untap step unless you control a creature with greater power.
2/1
Scourbeast1R
Creature - Beast (C)
Ravage
Scourbeast can’t attack unless at least one other creature attacks for each +1/+1 counter on Scourbeast.
2/1
Young Cyclops1R
Creature - Cyclops (C)
Young Cyclops gets -2/-0 as long as two or more creatures are blocking it.
3/2
Imperial Torchflinger1R
Creature - Human Warrior (C)
When Imperial Torchflinger enters the battlefield, you may pay R. If you do, colonize.
At the beginning of your end step, if you control an untapped Colony, Imperial Torchflinger deals 1 damage to target player or planeswalker.
1/3
Overtake1R
Instant (C)
Target blocked creature gets +3/+3 until end of turn.
Draw a card.
Building Rage1R
Enchantment - Aura (C)
Enchant creature Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on enchanted creature.
When enchanted creature dies, it deals damage equal to its power to target creature.
Spitfire Iguanar2R
Creature - Lizard (C)
When Spitfire Iguanar enters the battlefield, it deals 2 damage to each opponent who controls a permanent with a counter on it.
2/2
Wildgrub Renegade2R
Creature - Goblin Barbarian (C)
Haste
Sacrifice Wildgrub Renegade: Target creature gains haste until end of turn.
3/1
Repave the Way1RR
Sorcery (C)
Destroy up to one target artifact, then colonize.
Up to one target creature can’t block this turn.
Shriekbolt3R
Sorcery (C)
Shriekbolt deals 3 damage to any target.
Creatures you control gain menace until end of turn.
Reckless Barrage4R
Instant (C)
Choose one:
-Reckless Barrage deals 5 damage to any target and 3 damage to you.
-Destroy up to two target artifacts.
Wildrock Elemental3RR
Creature - Elemental (C)
Menace
Wildrock Elemental can’t be the target of spells.
3/6
Flameshaper Mystic1R
Creature - Human Shaman (U)
When Flameshaper Mystic enters the battlefield, discard your hand, then draw two cards. 1R, T, Discard a card: Put a +1/+1 counter on target creature.
1/1
Burn the FearfulRR
Sorcery (U)
Burn the Fearful deals 5 damage to target untapped creature.
Intimidating Anger2R
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +3/+2 and has menace.
Wargrub Incantation2R
Instant (U)
Wargrub Incantation deals 3 damage to any target. If you control an equipped or enchanted creature, great a 2/1 red Goblin creature token.
Wild Imp2R
Creature - Imp (U)
Flying
When Wild Imp enters the battlefield, target land doesn’t untap during its controller’s next untap step.
2/1
Prodigious Flamecrafter2R
Creature - Human Shaman (U)
Haste Industrious – Whenever you cast your second spell each turn, Prodigious Flamecrafter deals 2 damage to target creature.
2/2
Raging Colossus3R
Creature - Giant (U)
Reach, ravage
Raging Colossus attacks each combat if able as long as it has a counter on it.
4/3
Assault Sergeant3R
Creature - Human Soldier (U)
When Assault Sergeant enters the battlefield, colonize.
Colonies you control have “1R, T: Attacking creatures get +1/+0 until end of turn.”
2/4
Wargrub Warrens4R
Enchantment (U)
At the beginning of your end step, create a 2/1 red Goblin creature token.
Whenever you attack with three or more creatures, target attacking creature gains double strike until end of turn.
Kiln Giant3RR
Creature - Giant (U) Industrious – Whenever you cast your second spell each turn, Kiln Giant gets +3/+3 and gains trample until end of turn.
4/4
Forged FireXR
Sorcery (R)
Forged Fire deals X damage to any target. Industrious – Whenever you cast your second spell each turn, if Forged Fire is in your graveyard, you may pay 1RR. If you do, return Forged Fire to your hand.
Ard Reyn Bladewhirler1RR
Creature - Human Warrior (R)
At the beginning of each combat, you may have target creature with a counter on it gain double strike until end of turn. Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on And Reyn Bladewhirler.
2/2
Flamespeaker Grub2R
Creature - Goblin Warrior Shaman (R)
First strike, ravage
At the beginning of your upkeep, if there are two or more counters on Flamespeaker Grub, remove them and exile that many cards from the top of your library. You may play those cards this turn.
3/2
Freebran, Arena Champion3R
Legendary Creature - Human Warrior (R)
When Freebran, Arena Champion enters the battlefield, if a creature you control attacked this turn, colonize.
Colonies you control have “1R, T: Target creature you control fights target creature you don’t control.”
4/4
Soul Burn3R
Sorcery (R)
Target creature deals damage equal to its power to each other creature.
Flameheart Hellkite3RR
Creature - Dragon (R)
Flying, haste 3R: Put a +1/+1 counter on each attacking creature.
4/4
Tectonic Pain5R
Enchantment (R)
When Tectonic Pain enters the battlefield, it deals 3 damage to any target.
Whenever a player is dealt 3 or more damage by a single source, that player sacrifices a land.
When any player controls two or fewer lands, sacrifice Tectonic Pain.
Volcanic Being3RR
Creature - Avatar (MR)
Trample
Whenever Volcanic Avatar attacks, you may sacrifice a Mountain. If you do, Volcanic Being deals damage equal to its power to any target.
5/4
Flame Revelry2RR
Sorcery (MR)
Choose three. You may choose the same mode more than once.
-When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
-If another red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 1 to it instead.
-Discard up to two cards, then draw that many cards.
Throbbing RageG
Instant (C)
Untap target creature. It gets +1/+1 and gains reach until end of turn. If it has a counter on it, it gets an additional +2/+2.
Adventurous SearchG
Sorcery (C)
Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Shuffle the rest into your library.
Outpost Warrior1G
Creature - Human Warrior (C)
When Outpost Warrior enters the battlefield, you may pay G. If you do, colonize.
Colonies you control have “2, T: Whenever target creature you control deals combat damage to a player this turn, draw a card.”
2/1
Protector of the Lands1G
Creature - Human Druid (C)
When Protector of the Lands enters the battlefield, choose one:
-Return target land card from your graveyard to your hand.
-Target land gains hexproof and indestructible until Protector of the Lands leaves the battlefield.
1/3
Wilderness Bear1G
Creature - Bear (C)
Whenever Wilderness Bear and at least one other creature attack, Wilderness Bear gets +1/+0 until end of turn.
2/2
Bolstering Boon1G
Sorcery (C)
Put two +1/+1 counters on target creature, then you gain 1 life for each counter on that creature.
Canopy Volley1G
Instant (C)
Canopy Volley deals 5 damage divided as you choose among any number of target creatures with flying.
Wisdom of War1G
Instant (C)
Target creature you control fights target creature an opponent controls. Scry 1.
Exhaustive Exploration1G
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. It doesn’t untap during your next untap step.
Nature’s Insistence2G
Instant (C)
Destroy target artifact or enchantment.
Remove a counter from target permanent.
Imperial Envoy2G
Creature - Elf Scout (C) 2: Add one mana of any color.
3/2
Stomping Apes1GG
Creature - Ape (C)
At the beginning of your upkeep, you may sacrifice a land. If you do, put a +1/+1 counter on Stomping Apes.
3/3
Hopeful Explorer2G
Creature - Human Scout (C)
When Hopeful Explorer dies, reveal the top card of your library. If it’s a land card, put it onto the battlefield and you gain 4 life. Otherwise, put it into your graveyard.
2/2
Ivy Spider3G
Creature - Spider Plant (C)
Reach
Whenever a creature with flying enters the battlefield, put a +1/+1 counter on Cloudlash Spider.
1/4
Intruder Wurm4GG
Creature - Wurm (C)
Intruder Wurm can’t be blocked by creatures with counters on them or creatures with power 2 or less.
6/6
Tentative Exploration1G
Sorcery (U)
Reveal the top card of your library. If it’s a land card, draw two cards. Otherwise, draw a card.
Spreading Grove1G
Enchantment (U) 3G: Create a 2/2 green Treefolk creature token.
Work the Fields1G
Enchantment (U)
When Work the Fields enters the battlefield, create a 1/1 colorless Citizen creature token.
Tap two untapped creatures you control: Add G to your mana pool. Activate this ability no more than twice each turn.
Sabre Lynx1G
Creature - Cat (U)
When Sabre Lynx dies, you may destroy target artifact or enchantment.
2/2
Imperial Sage1G
Creature - Human Druid (U)
When Imperial Sage enters the battlefield, colonize.
Each creature you control with power less than the number of Colonies you control has hexproof.
1/2
Ancient Forces1GG
Sorcery (U)
Scry X, where X is the power of target creature you control. That creature deals damage equal to its power to target creature you don’t control.
Designer of Empires2G
Creature - Human Advisor (U)
When Designer of Empires enters the battlefield, colonize.
Colonies you control have “T: Add one mana of any color.”
2/3
Nature’s Winding3G
Sorcery (U)
Return target permanent card from your graveyard to your hand.
Put a +1/+1 counter on each of up to two target creatures.
Song of Strength4G
Sorcery (U)
Creatures you control get +1/+1 and gain trample and indestructible until end of turn.
Greenridge Stalker4G
Creature - Cat (U)
Ravage
When Greenridge Stalker enters the battlefield, put a +1/+1 counter on each creature you control.
2/1
Seeker’s Prowess2G
Sorcery (R)
Put a +1/+1 counter on each of up to two target creatures. Those creatures gain trample until end of turn.
Until end of turn, whenever a creature you control with a counter on it deals combat damage to a player, draw a card.
Imperial Witness3G
Creature - Human Citizen (R)
When Imperial Witness enters the battlefield, colonize, then draw a card.
Colonies you control have “1GG, T, Discard a card: Return target card from your graveyard to your hand.”
4/3
Groba, Ard Valara Botanist4G
Legendary Creature - Elf Druid (R)
When Botanist of Are Valara enters the battlefield, colonize, then create two 0/1 green Plant creature tokens for each Colony you control.
Colonies you control have “T: Put a +1/+1 counter on target Plant creature.”
4/4
Conqueror’s Might4G
Sorcery (R)
Search your library for up to X basic land cards, where X is the greatest amount of combat damage dealt to an opponent by a single source this turn, and put them onto the battlefield tapped. Then shuffle your library.
Phytoreplicant4GG
Creature - Plant Ilusion (R)
Whenever a nontoken creature enters the battlefield under your control, you may have it become a copy of Phytoreplicant.
6/6
Grand Company7G
Instant (R)
Look at the top ten cards of your library. You may put up to four creature cards with converted mana cost 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Encompassing Ooze2GG
Creature - Ooze (MR)
Vigilance, reach
Exile a land card from your hand: Put a +1/+1 counter on Encompassing Ooze.
When Encompassing Ooze leaves the battlefield, put each land card exiled with it onto the battlefield under your control.
4/5
Sages’ Wisdom2G
Enchantment - Aura (MR)
Enchant creature
Enchanted creature gets +1/+1 for each card in your hand and has indestructible.
When Sages’ Wisdom is put into your graveyard from the battlefield, return it to your hand, then draw a card.
————
Civic Planner1WU
Creature - Human Citizen (U)
When Civic Planner enters the battlefield, colonize.
Whenever you colonize, you may draw a card.
2/2
Grotto Specter3UB
Creature - Specter (U)
Flying
Whenever Grotto Specter deals combat damage to a player, look at the top card of target player’s library. You may put it into their graveyard.
4/3
Noxious IguanarBR
Creature - Lizard (U)
When Noxious Iguanar dies, you may destroy target creature with converted mana cost 3 or less.
2/2
Firetooth Crocodile4RG
Creature - Crocodile (U)
When Firetooth Crocodile enters the battlefield, it deals 3 damage divided as you choose among up to three target creatures.
5/3
Arbor Ancient2GW
Creature - Treefolk (U)
Reach
When Arbor Ancient enters the battlefield, create a 2/2 green Treefolk creature token.
3/4
Inquisitor Knight1WB
Creature - Human Knight (U)
First strike
When Inquisitor Knight enters the battlefield, target opponent reveals their hand and you choose a nonland card from it. Exile that card until Inquisitor Knight leaves the battlefield.
3/2
Rotting Fiend3BG
Creature - Treefolk Demon (U)
Trample
Sacrifice a creature: Rotting Fiend gets +2/+0 until end of turn.
4/5
GlimmerwingGU
Creature - Bird (U)
Flying
When Glimmerwing enters the battlefield, you gain 2 life.
2/3
Determined ArtificerUR
Creature - Human Artificer (U) Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on Determined Artificer, then put a +1/+1 counter on up to one target artifact creature.
1/2
Strategist Brigade2RW
Creature - Human Soldier (U)
Whenever Strategist Brigade deals combat damage to a player, you may colonize.
Colonies you control have “RW, T: Target creature can’t attack or block this turn.”
3/4
Convene the Skies3WU
Enchantment (R)
At the beginning of your upkeep, put a wing counter on Convene the Skies. Then create a 1/1 white and blue Bird creature token with flying for each wing counter on Convene the Skies.
Mystic Strix1UUB
Creature - Bird (R)
Flash
Flying, deathtouch
When Mystic Strix enters the battlefield, counter target spell.
1/1
Elven InstigatorRRG
Creature - Elf Warrior (R)
Haste
At least one creature must attack each combat if able.
4/4
Luminant Arbor1GW
Creature - Treefolk Druid (R)
Hexproof
Other creatures you control get +0/+2.
3/3
Affliction Angel3WB
Creature - Angel (R)
Flying, lifelink
At the beginning of your upkeep, put a disease counter on Afflicted Angel. Then, if there are four or more disease counters on it, destroy all creatures.
5/5
Murkshine CentipedeBG
Creature - Insect (R)
Whenever Murkshine Centipede becomes blocked, draw a card. T: Add one mana of any color.
3/2
Proficient Planner2GU
Creature - Human Citizen (R)
When Proficient Planner enters the battlefield, colonize.
Colonies you control have “T: Add CC.” 2GU: Return Proficient Planner to its owner’s hand.
2/6
Enigmatic Drake1UR
Creature - Drake (R)
Flying 3UR: Shuffle Enigmatic Drake into your library, then reveal the top three cards of your library. Put all cards named Enigmatic Drake revealed this way onto the battlefield, then put the rest into your hand.
3/3
Wizened Colossus3RW
Creature - Giant (R)
Vigilance Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on each creature you control.
4/4
Kartza, Wildwalker3RG
Legendary Planeswalker - Kartza (MR)
[ +2 ] Put a +1/+1 counter on up to one target creature. Creatures you control gain trample until end of turn.
[ -3 ] Create a 3/3 green Beast creature token.
[ -3 ] Target creature you control deals damage equal to its power to any target.
{ 6 }
Carax, Draconian Recruiter4WUB
Legendary Creature - Dragon (MR)
Flying, lifelink
Whenever Carax attacks, you may gain control of target permanent with a counter on it. 1WUB: Put a +1/+1 counter on target creature.
4/7
Builder’s Compass1
Artifact (C) T: Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types. If that land is a Colony, untap it.
Parapet Trap2
Artifact (C) 4, T, Sacrifice Parapet Trap: Parapet Trap deals 5 damage to target attacking or blocking creature.
Surveyor Drone3
Artifact Creature - Construct (C)
When Surveyor Drone enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
When Surveyor Drone dies, scry 2.
1/1
Industrial Armor3
Artifact - Equipment (C)
Whenever equipped creature attacks or blocks, put a +1/+1 counter on it.
Equip 2
Ancient Relic3
Artifact (C) T: Add one mana of any color. 3, Sacrifice Ancient Relic: Discard up to two cards, then draw that many cards.
Ancient Wanderer4
Artifact Creature - Golem (C)
3/4
Rescue Net4
Artifact (C)
Flash
When Rescue Net enters the battlefield, you may return another target permanent you control to its owner’s hand. T, Sacrifice Rescue Net: Return another target permanent you control to its owner’s hand.
Null Sword2
Artifact - Equipment (U)
Equipped creature has vigilance.
Whenever equipped creature blocks or becomes blocked, remove all counters from each creature blocking or blocked by it.
Equip 2
Obelisk of Progress2
Artifact (U)
When Obelisk of Progress enters the battlefield, draw a card. Industrious – Whenever you cast your second spell each turn, each player draws a card.
Flawed Halberd3
Artifact - Equipment (U)
Equipped creature gets +4/+1.
When equipped creature dies, you lose 4 life.
Equip 1
Enchanter’s Prism3
Artifact (U) 1, T: Add one mana of any color. 1, T: Target artifact or enchantment gains hexproof until end of turn.
Burrower Drone3
Artifact Creature - Wurm Construct (U)
Whenever a land enters the battlefield under your control, Burrower Drone gets +1/+0 and gains menace until end of turn.
2/2
Invasion Engine4
Artifact Creature - Construct (U)
Menace
When Invasion Engine enters the battlefield, if you control three or more artifacts, put a +1/+1 counter on Invasion Engine.
4/1
Manipulator’s Armor4
Artifact - Equipment (U)
Equipped creature gets +1/+3 and has “2, T: Tap target artifact, creature, or land.”
Equip 3
Groutblade Wall5
Artifact Creature - Wall (U)
Defender
The second spell you cast each turn costs 2 less to cast.
3/5
Weightless Cloak5
Artifact - Equipment (U)
When Weightless Cloak enters the battlefield, you gain 3 life.
Equipped creature can’t be blocked.
Equip 0
Imperial Skyship4
Artifact - Vehicle (R)
Flying
As long as Imperial Skyship is tapped, spells your opponents cast that target you or a permanent you control cost 2 more to cast.
Crew 2
5/5
Ancient Plate2
Artifact - Equipment (R)
Equipped creature gets +1/+1 for each other creature you control and has trample.
Equip 5
Awoken Guardian7
Artifact Creature - Golem (R)
As long as your life total is equal to or less than half your starting life total, Awoken Guardian costs 4 less to cast.
Reach 2: Until end of turn, Awoken Guardian can block an additional creature each combat.
7/7
Shadowcut, Heir’s Blade3
Legendary Artifact - Equipment (MR)
Equipped creature gets +2/+2, has haste, and can’t be blocked by more than one creature each combat.
Whenever equipped creature deals combat damage, you may exile the top three cards of your library. 4: Put a creature card exiled with Shadowcut, Heir’s Blade onto the battlefield and attach Shadowcut, Heir’s Blade to it.
Equip 4
Reckoning Stone3
Artifact (MR)
At the beginning of your upkeep, put a fate counter on Reckoning Stone. 3, T: Exile up to X target nonland permanents, where X is the number of fate counters on Reckoning Stone. Then exile Reckoning Stone.
Dazzling Chromanticore5
Artifact Creature - Manticore (MR)
Flying, hexproof T: For each color among permanents you control, add one mana of that color.
3/4
————
Stonecraft Heights
Land (C) T: Add C. 1, T: Add one mana of any color.
Shining Highlands
Land (U)
Shining Highlands enters the battlefield tapped with a shine counter on it. T: Add G or W. T, Remove a counter from Shining Highlands: Target creature gets +2/+0 until end of turn.
Shining Nimbus
Land (U)
Shining Nimbus enters the battlefield tapped with a shine counter on it. T: Add W or U. T, Remove a counter from Shining Nimbus: Target creature gains flying until end of turn.
Shining Grotto
Land (U)
Shining Grotto enters the battlefield tapped with a shine counter on it. T: Add U or B. T, Remove a counter from Shining Grotto: Draw a card, then discard a card.
Shining Pit
Land (U)
Shining Pit enters the battlefield tapped with a shine counter on it. T: Add B or R. T, Remove a counter from Shining Pit: Shining Ridge deals 1 damage to any target.
Shining Ridge
Land (U)
Shining Ridge enters the battlefield tapped with a shine counter on it. T: Add R or G. T, Remove a counter from Shining Ridge: Target creature gains haste until end of turn.
Slumbering Meadow
Land (R)
Slumbering Meadow enters the battlefield tapped. T: Add W. WWW: Put a +1/+1 counter on Slumbering Meadow, then it becomes a 0/0 creature with lifelink until end of turn. It’s still a land.
Slumbering Bog
Land (R)
Slumbering Bog enters the battlefield tapped. T: Add B. BBB: Put a +1/+1 counter on Slumbering Bog, then it becomes a 0/0 creature with deathtouch until end of turn. It’s still a land.
Slumbering Grove
Land (R)
Slumbering Grove enters the battlefield tapped. T: Add G. GGG: Put a +1/+1 counter on Slumbering Grove, then it becomes a 0/0 creature with trample until end of turn. It’s still a land.
Slumbering Pinnacle
Land (R)
Slumbering Pinnacle enters the battlefield tapped. T: Add R. RRR: Put a +1/+1 counter on Slumbering Pinnacle, then it becomes a 0/0 creature with first strike until end of turn. It’s still a land.
Slumbering Cloud
Land (R)
Slumbering Cloud enters the battlefield tapped. T: Add U. UUU: Put a +1/+1 counter on Slumbering Cloud, then it becomes a 0/0 creature with flying until end of turn. It’s still a land.
NEW KEYWORDS
WUBRG:
Colonize (To colonize, put a brick counter on a land you control. It becomes a Colony in addition to its other types for as long as it has a brick counter on it.)
BRG:
Ravage (Whenever this creature deals combat damage to a player, you may remove a counter from a permanent they control. If you don’t, you may put a +1/+1 counter on this creature.)
URW:
Industrious – Whenever you cast your second spell each turn, [effect].
————————————————————————————————————————
Meadowland Scout W
Creature - Human Scout
Vigilance
1/1
Arbalest Order W
Instant (C)
Arbalest Order deals 2 damage to target attacking or blocking creature. If you control an untapped Colony, destroy that creature instead.
Bright Awakening W
Instant (C)
Untap target creature.
Draw a card.
Settler’s Ardor 1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2.
Whenever a land enters the battlefield, untap enchanted creature.
Imperial Servant 1W
Creature - Human Citizen (C)
Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on Imperial Servant.
2/1
Pride of the Guard 1W
Instant (C)
Target creature gets +2/+2 until end of turn. If it’s blocking, put two +1/+1 counters on it instead.
Rooftop Glider 1W
Creature - Human Soldier (C)
Flying
Rooftop Glider gets +1/+0 as long as you control an untapped Colony.
1/2
Architect’s Escort 1W
Creature - Elf Soldier (C)
Flash
When Architect’s Escort enters the battlefield, target permanent with a counter on it gains indestructible until end of turn.
1/3
Companion Lynx 1W
Creature - Cat
Companion Lynx has first strike as long as you control another creature.
2/2
Armorer of Ard Reyn 2W
Creature - Human Artificer Soldier (C)
When Armorer of Ard Reyn enters the battlefield, colonize.
Colonies you control have “2, T: Target creature gets +1/+1 until end of turn.”
2/3
Displaced Ox 2W
Creature - Ox (C)
Displaced Ox can’t be the target of abilities.
3/2
Crush and Rebuild 2W
Instant (C)
Destroy target artifact or enchantment, then colonize.
You gain 1 life for each Colony you control.
Imperial Priest 2W
Creature - Dwarf Cleric (C)
Lifelink
When Imperial Priest enters the battlefield, you may pay 1. If you do, colonize.
2/2
Holy Paralysis 2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature can’t attack, block, or be sacrificed.
Ard Reyn Guardsmen 3W
Creature - Dwarf Soldier (U)
Vigilance
Ard Reyn Guardsmen can block an additional creature each combat as long as you control an untapped Colony.
1W: Ard Reyn Guardsmen gets +0/+1 until end of turn.
2/4
Populous Settlement 3W
Sorcery (C)
Colonize, then create three 1/1 colorless Citizen creature tokens.
Ridgesweeper Falcon 4W
Creature - Bird (C)
Flying
2/5
Mandated Expulsion 5W
Sorcery (C)
Exile target artifact, creature, or enchantment. Its controller skips their next combat phase.
Industrious Will W
Enchantment - Aura (U)
Enchant creature
Enchanted creature has indestructible as long as it’s untapped.
Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on enchanted creature and you gain 1 life.
Rally the Empire 1W
Instant (U)
Creatures you control get +1/+1 until end of turn. If only mana produced by Colonies was spent to cast Rally the Empire, those creatures get +2/+2 until end of turn instead.
Imperial Prison 1W
Enchantment (U)
When Imperial Prison enters the battlefield, exile target tapped creature until Imperial Prison leaves the battlefield. If that creature has a counter on it, you gain 4 life.
Martyr of Purity 1W
Creature - Human Cleric (U)
When Martyr of Purity dies, remove all counters from target artifact, creature, or land an opponent controls.
2/2
Friendly Innkeeper 1W
Creature - Human Citizen (U)
When Friendly Innkeeper enters the battlefield, you may colonize. If you do, each player gains 2 life.
Whenever you colonize, create a 1/1 colorless Citizen creature token.
1/1
Empire’s Glory 2W
Sorcery (U)
Choose two:
-Put two +1/+1 counters on target creature.
-Colonize.
-You gain 1 life for each permanent you control with a counter on it.
Charismatic Foreman 2W
Creature - Human Artificer (U)
When Charismatic Foreman enters the battlefield, scry 1.
Industrious – Whenever you cast your second spell each turn, create a 1/1 colorless Citizen creature token.
2/2
Conqueror Militia 3W
Creature - Human Soldier (U)
Whenever you attack with Conqueror Militia and at least two other creatures, colonize.
Colonies you control have “1W, T: Untap target creature.”
3/3
Ardent Glidecrafter 2WW
Creature - Human Artificer (U)
Vigilance
Industrious – Whenever you cast your second spell each turn, Ardent Glidecrafter gets +1/+1 and gains flying until end of turn.
3/3
Swift Rebirth 3W
Instant (U)
Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
Draw a card.
Recruitment Outpost 4W
Enchantment (U)
When Recruitment Outpost enters the battlefield, colonize.
Colonies you control have “1WW, T: Create a 2/2 white Knight creature token.”
Dorian Reyn, Noble Heir WW
Legendary Creature - Human Knight (R)
First strike, vigilance
Whenever another creature you control dies, if Dorian Reyn has fewer than two counters on it, put a +1/+1 counter on Dorian Reyn.
5W: You gain life equal to Dorian Reyn’s power.
2/2
Deathless Dwarf 2W
Creature - Dwarf Knight (R)
Vigilance
2W: Target permanent gains indestructible until end of turn.
3/2
Angel of the Empire 2WW
Creature - Angel (R)
Flying
When Angel of the Empire enters the battlefield, colonize.
Colonies you control have “T: You gain 2 life.”
4/4
Diligent Archaeologist 3W
Creature - Human Artificer (R)
Diligent Archaeologist gets +1/+1 as long as you control an artifact or enchantment.
Industrious – Whenever you cast your second spell each turn, return target artifact or enchantment card from your graveyard to your hand.
3/3
Wingbeat Roc 3WW
Creature - Bird (R)
Flying
Whenever Wingbeat Roc deals combat damage to a player, abilities of nonland permanents that player controls can’t be activated until your next turn.
5/4
Arcane Mandate 4WW
Sorcery (R)
Choose one:
-Destroy each nonland permanent with a counter on it.
-Destroy each nonland permanent without a counter on it.
Banners of the Empire 5W
Enchantment (R)
When Banners of the Empire enters the battlefield, colonize.
Colonies you control have “T: Creatures you control get +1/+1 until end of turn.”
Imperial Overreach 3WW
Enchantment (MR)
When Imperial Overreach enters the battlefield, colonize twice, then create four 1/1 colorless Citizen creature tokens.
Creatures can’t attack you or a planeswalker you control unless their controller pays X for each attacking creature, where X is the number of Colonies you control.
Rider of Ard Reyn 1WW
Creature - Human Knight (MR)
Flying, vigilance
Whenever Rider of Ard Reyn attacks, other attacking creatures you control with flying or vigilance get +1/+1 until end of turn.
3/3
Scout’s Wings U
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, look at the top card of that player’s library.
Gather Intel U
Sorcery (C)
Scry X, where X is the number of Colonies you control.
Draw a card.
Owl of Ard Kalaa U
Creature - Bird
Flying
Industrious – Whenever you cast your second spell each turn, scry 1.
1/1
Containment Mage 1U
Creature - Human Wizard (C)
When Containment Mage enters the battlefield, tap target creature. If it has a counter on it, it doesn’t untap during its controller’s next untap step.
2/1
Wrecked Attempt X1U
Instant (C)
Wrecked Attempt costs 1 less to cast for each permanent you control with a counter on it.
Counter target spell unless its controller pays X.
Imperial Trapmaker 1U
Creature - Human Rogue (C)
When Imperial Trapmaker enters the battlefield, you may discard a card. If you do, colonize.
Colonies you control have “2, T: Tap target creature without flying.”
1/2
Whisk Away 1U
Instant (C)
Return target nonland permanent to its owner’s hand. Its controller draws a card, then discards a card.
Set Plans 1U
Sorcery (C)
Look at the top four cards of your library. Put one into your hand, one into your graveyard, and the rest on the bottom of your library in any order.
Carrier Drake 2U
Creature - Drake
Flying
Whenever Carrier Drake attacks, target creature you control with power 1 or less gains flying until end of turn.
2/2
Imperial Diffusion 2U
Instant (C)
Colonize, then target creature gets -2/-0 for each Colony you control.
Alchemist’s Insights 2U
Sorcery (C)
Draw a card for each spell you’ve cast this turn, then discard a card.
Lesser Negation 2U
Instant (C)
Counter target spell with converted mana cost 4 or less.
Contained by the Empire 1UU
Enchantment - Aura
Enchant creature
When Contained by the Empire enters the battlefield, colonize, then tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step as long as its power is less than or equal to the number of Colonies you control.
Port Shark 2U
Creature - Fish C)
2U: Untap Port Shark.
2/2
Crushing Crab 3U
Creature - Crab (C)
Whenever Crushing Crab deals combat damage to a player, exile the top card of their library.
3/2
Imperial Journeymage 4U
Creature - Human Wizard (C)
Imperial Journeymage costs 1 less to cast for each Colony you control.
When Imperial Journeymage enters the battlefield, return target permanent to its owner’s hand.
2/2
Cloudgift Sphinx 4U
Creature - Sphinx (C)
Flying
When Cloudgift Sphinx enters the battlefield, put a +1/+1 counter on another target creature you control.
3/3
Worldtide Snapper 5U
Creature - Turtle (C)
Whenever Worldtide Snapper attacks, you may tap or untap target permanent.
4/6
Elder Schoolmaster 1U
Creature - Human Wizard (U)
When Elder Schoolmaster enters the battlefield, colonize, then tap any number of untapped Colonies you control. Draw that many cards, then discard that many cards.
1/3
Undersea Builder UU
Creature - Merfolk Artificer (U)
Industrious – Whenever you cast your second spell each turn, you may tap or untap target permanent.
2/2
Wave of Stillness 1U
Instant (U)
Choose one:
-Tap up to three target permanents with counters on them.
-Return target nonland permanent with a counter on it to its owner’s hand.
Alleyway Strider 1U
Creature - Human Rogue (U)
Alleyway Strider can’t be the target of spells.
Alleyway Strider gets +1/+0 and can’t be blocked as long as you control two or more untapped Colonies.
2/1
Imperial Manipulator 2U
Creature - Human Wizard (U)
Hexproof
1U, T: Tap target creature. if only mana produced by Colonies was spent to activate this ability, that creature doesn’t untap during its controller’s next untap step.
2/2
Phantom Fury 2U
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and can’t be blocked.
Regent’s Denial 2UU
Instant (U)
Counter target spell, then choose one:
-Exile the top four cards of that spell’s controller’s library.
-Colonize.
Civic Planner 4U
Creature - Human Advisor (U)
When Civic Planner enters the battlefield, colonize.
Colonies you control have “U, T: Draw a card, then discard a card.”
2/6
Thinking Ahead 4U
Sorcery (U)
Draw three cards, then discard a card.
The next spell you cast this turn costs 2 less to cast.
Augmented Assimilation 5U
Sorcery (U)
Gain control of target creature and put a +1/+1 counter on it.
Razing Leviathan 5UU
Creature - Leviathan (U)
Flash
When Razing Leviathan dies, return two target lands to their owners’ hands.
6/5
Firia, Sage of Ard Kalaa 1UU
Legendary Creature - Human Wizard (R)
When Firia enters the battlefield, choose two numbers.
You may look at the top card of your library at any time.
You may play the top card of your library if its converted mana cost is one of the chosen numbers.
3/3
Mystic Aqueduct 2U
Enchantment (R)
Attacking creatures without flying get -1/-0.
Industrious – Whenever you cast your second spell each turn, scry 4.
Citadel of High Knowledge 3U
Artifact (R)
When Citadel of Ancient Academies enters the battlefield, colonize.
X: Exile target instant or sorcery card with converted mana cost X from your graveyard. You may cast a copy of it without paying its mana cost. Spend only mana produced by Colonies on X.
Illusionist’s Reversal 2UU
Instant (R)
Choose two:
-Create a 0/0 blue Illusion creature token with X +1/+1 counters on it, where X is target instant or sorcery spell’s converted mana cost.
-Copy target instant or sorcery spell. You may choose new targets for the copy.
-Return target instant or sorcery spell to its owner’s hand.
Sphinx of the Architects 3UU
Creature - Sphinx (R)
Flying
Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on Sphinx of the Architects and draw a card.
4/4
Shape the Sands of Time 4UU
Sorcery (R)
Take an extra turn after this one. Permanents without counters on them don’t untap during your next untap step.
Draw two cards.
Exile Shape the Sands of Time.
Skycloud Eagle 4UU
Creature - Bird (R)
Flying
As long as Skycloud Eagle is tapped, your opponents can’t draw more than one card each turn, cast more than one spell each turn, or attack with more than one creature without flying each turn.
4/5
Raging-Sea Kraken 4UUU
Creature - Kraken (MR)
Raging-Sea Kraken can’t be blocked.
When Raging-Sea Kraken enters the battlefield, return up to three target permanents with counters on them to their owners’ hands.
6/6
Irio, Entitled Heir 1UU
Legendary Planeswalker - Irio (MR)
[ +1 ] Tap up to one target nonland permanent with converted mana cost 3 or less. It doesn’t untap during its controller’s next untap step.
[ -3 ] Draw two cards. The next spell you cast this turn costs 1 less to cast for each spell you’ve already cast this turn.
[ -6 ] You get an emblem with “Whenever any player casts an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.”
{ 3 }
Barren Cleansing B
Instant (C)
Choose a kind of counter on a permanent. Remove up to two counters of that kind from among permanents on the battlefield.
Scry 1.
Cut Deep B
Instant (C)
Target creature gets -1/-1 until end of turn. If it has a counter on it, draw a card.
Brutal Aura B
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+0.
When enchanted creature dies, each opponent discards a card.
Gravefeeder Centipede B
Creature - Insect (C)
Menace
2BB, Exile a creature card from an opponent’s graveyard: Put a +1/+1 counter on Gravefeeder Centipede.
1/1
Necromancer’s Experiment 1B
Creature - Zombie (C)
When Necromancer's Experiment dies, put a +1/+1 counter on target creature you control with power 2 or less.
2/1
Wildling Witch 1B
Creature - Human Shaman (C)
Whenever a land enters the battlefield, you may have Wildling Witch get +2/-1 until end of turn.
1/3
Night Lynx 1B
Creature - Cat (C)
2/2
Wash into the Void 1B
Sorcery (C)
Target player reveals their hand. You choose an artifact or creature card from it. That player exiles that card, then exiles the top three cards of their library.
Venom-Pulse Scorpion 2B
Creature - Scorpion (C)
Ravage
Venom-Pulse Scorpion has deathtouch as long as it has no counters on it.
2/1
Graveseeker 2B
Creature - Human Scout (C)
When Graveseeker enters the battlefield, return target creature card from your graveyard to your hand.
1/1
Wild Infection 2B
Enchantment - Aura (C)
Enchant creature
Enchanted creature has deathtouch.
At the beginning of your upkeep, destroy enchanted creature.
Imperial Extortion 3B
Sorcery (C)
Target player discards two cards. If you control an untapped Colony, that player discards those cards at random.
Shrouded Dealings 3B
Sorcery (C)
You draw two cards and lose 2 life.
Put the top two cards of target player’s library into their graveyard, then they lose 2 life.
Pitiless Sellswords 3B
Creature - Human Mercenary (C)
When Pitiless Sellswords enters the battlefield, you may pay 2 life. If you do, colonize.
Colonies you control have “B, T: Target creature gains menace until end of turn.”
3/3
Nightform Drake 3B
Creature - Drake (C)
Flying, ravage
At the beginning of your upkeep, if Nightform Drake’s power is 4 or greater, sacrifice it and draw a card.
2/2
Soultongue Basilisk 4B
Creature - Basilisk (C)
Lifelink
Sacrifice two creatures: Soultongue Basilisk gains indestructible until end of turn.
4/2
Horror of the Wilds 5B
Creature - Horror (C)
Ravage
5/4
Disdainful Stab 1B
Instant (U)
Destroy target creature. If it had no counters on it, you lose 4 life.
Hired Sneak 1B
Creature - Human Rogue (U)
When Hired Sneak enters the battlefield, put a +1/+1 counter on target creature.
Each creature you control with a counter on it has menace.
1/1
Grim Branchlord 2B
Creature - Treefolk Shaman (U)
4, Sacrifice a creature: Draw a card and put a +1/+1 counter on up to one target creature.
2/2
Cemetery Constructor 3B
Creature - Human Citizen (U)
When Cemetery Constructor enters the battlefield, colonize.
Colonies you control have “1B, T, Discard a card: Return target creature card from your graveyard to your hand.”
3/3
Spoiling Fumes 3B
Sorcery (U)
Target player sacrifices a land. If a land with no counters on it is sacrificed this way, that player discards a card.
Divide and Conquer 2BB
Sorcery (U)
Exile target creature, then colonize.
Contaminated Ooze 3BB
Creature - Ooze (U)
Ravage
At the beginning of your upkeep, you lose 1 life for each counter on Contaminated Ooze.
5/4
Diabolic Theory 4B
Sorcery (U)
Search your library for a card and put it into your hand, then shuffle your library.
Scry 3.
Acolyte of Wild Bones 4B
Creature - Human Shaman (U)
Acolyte of Wild Bones can’t be the target of spells.
Whenever a creature dies, you may pay B. If you do, put a +1/+1 counter on another target creature.
3/3
Enthralling Nightmare 5B
Creature - Nightmare (U)
At the beginning of your upkeep, each opponent loses 1 life.
5/5
Infuriated Crusher 5B
Creature - Giant (U)
Ravage
Remove two counters from Infuriated Crusher: Each opponent sacrifices a creature.
4/6
Blood Thievery XB
Sorcery (R)
Remove up to X counters from among permanents, then put a +1/+1 counter on target creature for each counter removed this way.
Wild-Talon Specter 3B
Creature - Specter (R)
Flying
Whenever Wild-Night Specter deals combat damage to a player, that player discards a card at random unless they sacrifice a permanent at random.
3/2
Master Brewer 2BB
Creature - Human Shaman (R)
Deathtouch
3, T: Each opponent loses X life, where X is 1 plus the number of Colonies that produced mana spent to activate this ability. You gain life equal to the life lost this way.
2/4
Imperial Lich 4B
Creature - Zombie Advisor (R)
Hexproof
When Imperial Lich enters the battlefield, colonize.
Colonies you control have “T, Pay 1 life: Draw a card.”
2/2
Fell the Weak 3BB
Sorcery (R)
Destroy each creature with power less than target creature’s power.
Upraised Assault 5B
Enchantment (R)
When Upraised Assault enters the battlefield, create three 2/2 black Zombie creature tokens.
Whenever you attack a player with three or more creatures, that player sacrifices a creature or land.
Kreb’lech, Wild Horror 6B
Legendary Creature - Horror (R)
Trample
Whenever Kreb’lech deals combat damage to a player, destroy target nonenchantment permanent that player controls with a counter on it. If a land is destroyed this way, put it onto the battlefield under your control. If a nonland permanent is destroyed this way, put a number of +1/+1 counters on Kreb’lech equal to that permanent’s converted mana cost.
8/6
Ravager Demon 4BB
Creature - Demon (MR)
Flying, trample, ravage
Ravager Demon enters the battlefield with a +1/+1 counter on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Ravager Demon unless any opponent sacrifices a creature.
5/5
Reckless Necromancy 3BBB
Sorcery (MR)
For each player’s graveyard, choose half of the creature cards in it at random, rounded up. Return the chosen cards to the battlefield tapped under your control.
Grindstone Operator R
Creature - Human Artificer (C)
2, T: Target creature gains first strike until end of turn.
Colonies you control have “T: Target creature gains first strike until end of turn.”
1/1
Artillery Blast R
Instant (C)
Mortar Blast deals X damage to target creature, where X is 2 plus the number of Colonies you control.
Wild Slash R
Instant (C)
Target creature gets +1/+1 and gains first strike until end of turn. If it’s attacking, put a +1/+1 counter on it and it gains first strike instead.
Ridge Lizard R
Creature - Lizard (C)
Ridge Lizard doesn’t untap during your untap step unless you control a creature with greater power.
2/1
Scourbeast 1R
Creature - Beast (C)
Ravage
Scourbeast can’t attack unless at least one other creature attacks for each +1/+1 counter on Scourbeast.
2/1
Young Cyclops 1R
Creature - Cyclops (C)
Young Cyclops gets -2/-0 as long as two or more creatures are blocking it.
3/2
Imperial Torchflinger 1R
Creature - Human Warrior (C)
When Imperial Torchflinger enters the battlefield, you may pay R. If you do, colonize.
At the beginning of your end step, if you control an untapped Colony, Imperial Torchflinger deals 1 damage to target player or planeswalker.
1/3
Overtake 1R
Instant (C)
Target blocked creature gets +3/+3 until end of turn.
Draw a card.
Building Rage 1R
Enchantment - Aura (C)
Enchant creature
Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on enchanted creature.
When enchanted creature dies, it deals damage equal to its power to target creature.
Spitfire Iguanar 2R
Creature - Lizard (C)
When Spitfire Iguanar enters the battlefield, it deals 2 damage to each opponent who controls a permanent with a counter on it.
2/2
Wildgrub Renegade 2R
Creature - Goblin Barbarian (C)
Haste
Sacrifice Wildgrub Renegade: Target creature gains haste until end of turn.
3/1
Repave the Way 1RR
Sorcery (C)
Destroy up to one target artifact, then colonize.
Up to one target creature can’t block this turn.
Shriekbolt 3R
Sorcery (C)
Shriekbolt deals 3 damage to any target.
Creatures you control gain menace until end of turn.
Tectonic Mysticism 3R
Sorcery (C)
Destroy target land.
Scry 2.
Ard Reyn Raiders 3R
Creature - Human Warrior (C)
Whenever Are Reyn Raiders attacks, you may pay R. If you do, discard a card, then draw a card.
3/3
Ridgeback Baloth 2RR
Creature - Beast (C)
Ravage
4/2
Reckless Barrage 4R
Instant (C)
Choose one:
-Reckless Barrage deals 5 damage to any target and 3 damage to you.
-Destroy up to two target artifacts.
Wildrock Elemental 3RR
Creature - Elemental (C)
Menace
Wildrock Elemental can’t be the target of spells.
3/6
Flameshaper Mystic 1R
Creature - Human Shaman (U)
When Flameshaper Mystic enters the battlefield, discard your hand, then draw two cards.
1R, T, Discard a card: Put a +1/+1 counter on target creature.
1/1
Grotesque Salamander 1R
Creature - Lizard (U)
Whenever Grotesque Salamander attacks alone, target creature can’t block this turn.
3/1
Burn the Fearful RR
Sorcery (U)
Burn the Fearful deals 5 damage to target untapped creature.
Intimidating Anger 2R
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +3/+2 and has menace.
Wargrub Incantation 2R
Instant (U)
Wargrub Incantation deals 3 damage to any target. If you control an equipped or enchanted creature, great a 2/1 red Goblin creature token.
Wild Imp 2R
Creature - Imp (U)
Flying
When Wild Imp enters the battlefield, target land doesn’t untap during its controller’s next untap step.
2/1
Prodigious Flamecrafter 2R
Creature - Human Shaman (U)
Haste
Industrious – Whenever you cast your second spell each turn, Prodigious Flamecrafter deals 2 damage to target creature.
2/2
Raging Colossus 3R
Creature - Giant (U)
Reach, ravage
Raging Colossus attacks each combat if able as long as it has a counter on it.
4/3
Assault Sergeant 3R
Creature - Human Soldier (U)
When Assault Sergeant enters the battlefield, colonize.
Colonies you control have “1R, T: Attacking creatures get +1/+0 until end of turn.”
2/4
Wargrub Warrens 4R
Enchantment (U)
At the beginning of your end step, create a 2/1 red Goblin creature token.
Whenever you attack with three or more creatures, target attacking creature gains double strike until end of turn.
Kiln Giant 3RR
Creature - Giant (U)
Industrious – Whenever you cast your second spell each turn, Kiln Giant gets +3/+3 and gains trample until end of turn.
4/4
Forged Fire XR
Sorcery (R)
Forged Fire deals X damage to any target.
Industrious – Whenever you cast your second spell each turn, if Forged Fire is in your graveyard, you may pay 1RR. If you do, return Forged Fire to your hand.
Ard Reyn Bladewhirler 1RR
Creature - Human Warrior (R)
At the beginning of each combat, you may have target creature with a counter on it gain double strike until end of turn.
Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on And Reyn Bladewhirler.
2/2
Flamespeaker Grub 2R
Creature - Goblin Warrior Shaman (R)
First strike, ravage
At the beginning of your upkeep, if there are two or more counters on Flamespeaker Grub, remove them and exile that many cards from the top of your library. You may play those cards this turn.
3/2
Freebran, Arena Champion 3R
Legendary Creature - Human Warrior (R)
When Freebran, Arena Champion enters the battlefield, if a creature you control attacked this turn, colonize.
Colonies you control have “1R, T: Target creature you control fights target creature you don’t control.”
4/4
Soul Burn 3R
Sorcery (R)
Target creature deals damage equal to its power to each other creature.
Flameheart Hellkite 3RR
Creature - Dragon (R)
Flying, haste
3R: Put a +1/+1 counter on each attacking creature.
4/4
Tectonic Pain 5R
Enchantment (R)
When Tectonic Pain enters the battlefield, it deals 3 damage to any target.
Whenever a player is dealt 3 or more damage by a single source, that player sacrifices a land.
When any player controls two or fewer lands, sacrifice Tectonic Pain.
Volcanic Being 3RR
Creature - Avatar (MR)
Trample
Whenever Volcanic Avatar attacks, you may sacrifice a Mountain. If you do, Volcanic Being deals damage equal to its power to any target.
5/4
Flame Revelry 2RR
Sorcery (MR)
Choose three. You may choose the same mode more than once.
-When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
-If another red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 1 to it instead.
-Discard up to two cards, then draw that many cards.
Ard Valara Builder G
Creature - Elf Citizen (C)
T: Add C.
1/2
Throbbing Rage G
Instant (C)
Untap target creature. It gets +1/+1 and gains reach until end of turn. If it has a counter on it, it gets an additional +2/+2.
Adventurous Search G
Sorcery (C)
Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Shuffle the rest into your library.
Outpost Warrior 1G
Creature - Human Warrior (C)
When Outpost Warrior enters the battlefield, you may pay G. If you do, colonize.
Colonies you control have “2, T: Whenever target creature you control deals combat damage to a player this turn, draw a card.”
2/1
Protector of the Lands 1G
Creature - Human Druid (C)
When Protector of the Lands enters the battlefield, choose one:
-Return target land card from your graveyard to your hand.
-Target land gains hexproof and indestructible until Protector of the Lands leaves the battlefield.
1/3
Wilderness Bear 1G
Creature - Bear (C)
Whenever Wilderness Bear and at least one other creature attack, Wilderness Bear gets +1/+0 until end of turn.
2/2
Bolstering Boon 1G
Sorcery (C)
Put two +1/+1 counters on target creature, then you gain 1 life for each counter on that creature.
Canopy Volley 1G
Instant (C)
Canopy Volley deals 5 damage divided as you choose among any number of target creatures with flying.
Wisdom of War 1G
Instant (C)
Target creature you control fights target creature an opponent controls. Scry 1.
Exhaustive Exploration 1G
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. It doesn’t untap during your next untap step.
Nature’s Insistence 2G
Instant (C)
Destroy target artifact or enchantment.
Remove a counter from target permanent.
Imperial Envoy 2G
Creature - Elf Scout (C)
2: Add one mana of any color.
3/2
Stomping Apes 1GG
Creature - Ape (C)
At the beginning of your upkeep, you may sacrifice a land. If you do, put a +1/+1 counter on Stomping Apes.
3/3
Hopeful Explorer 2G
Creature - Human Scout (C)
When Hopeful Explorer dies, reveal the top card of your library. If it’s a land card, put it onto the battlefield and you gain 4 life. Otherwise, put it into your graveyard.
2/2
Ivy Spider 3G
Creature - Spider Plant (C)
Reach
Whenever a creature with flying enters the battlefield, put a +1/+1 counter on Cloudlash Spider.
1/4
Venomous Brakk 3G
Creature - Beast (C)
Deathtouch
3/3
Arbor Reclaimer 3GG
Creature - Treefolk (C)
Vigilance, ravage
3/4
Intruder Wurm 4GG
Creature - Wurm (C)
Intruder Wurm can’t be blocked by creatures with counters on them or creatures with power 2 or less.
6/6
Tentative Exploration 1G
Sorcery (U)
Reveal the top card of your library. If it’s a land card, draw two cards. Otherwise, draw a card.
Spreading Grove 1G
Enchantment (U)
3G: Create a 2/2 green Treefolk creature token.
Work the Fields 1G
Enchantment (U)
When Work the Fields enters the battlefield, create a 1/1 colorless Citizen creature token.
Tap two untapped creatures you control: Add G to your mana pool. Activate this ability no more than twice each turn.
Sabre Lynx 1G
Creature - Cat (U)
When Sabre Lynx dies, you may destroy target artifact or enchantment.
2/2
Imperial Sage 1G
Creature - Human Druid (U)
When Imperial Sage enters the battlefield, colonize.
Each creature you control with power less than the number of Colonies you control has hexproof.
1/2
Ancient Forces 1GG
Sorcery (U)
Scry X, where X is the power of target creature you control. That creature deals damage equal to its power to target creature you don’t control.
Designer of Empires 2G
Creature - Human Advisor (U)
When Designer of Empires enters the battlefield, colonize.
Colonies you control have “T: Add one mana of any color.”
2/3
Nature’s Winding 3G
Sorcery (U)
Return target permanent card from your graveyard to your hand.
Put a +1/+1 counter on each of up to two target creatures.
Song of Strength 4G
Sorcery (U)
Creatures you control get +1/+1 and gain trample and indestructible until end of turn.
Greenridge Stalker 4G
Creature - Cat (U)
Ravage
When Greenridge Stalker enters the battlefield, put a +1/+1 counter on each creature you control.
2/1
Colostodon 4GGG
Creature - Elephant (U)
Trample
8/9
Razorclaw Panther 1GG
Creature - Cat (R)
Trample, ravage
5G: Razorclaw Panther fights target creature.
3/3
Seeker’s Prowess 2G
Sorcery (R)
Put a +1/+1 counter on each of up to two target creatures. Those creatures gain trample until end of turn.
Until end of turn, whenever a creature you control with a counter on it deals combat damage to a player, draw a card.
Imperial Witness 3G
Creature - Human Citizen (R)
When Imperial Witness enters the battlefield, colonize, then draw a card.
Colonies you control have “1GG, T, Discard a card: Return target card from your graveyard to your hand.”
4/3
Groba, Ard Valara Botanist 4G
Legendary Creature - Elf Druid (R)
When Botanist of Are Valara enters the battlefield, colonize, then create two 0/1 green Plant creature tokens for each Colony you control.
Colonies you control have “T: Put a +1/+1 counter on target Plant creature.”
4/4
Conqueror’s Might 4G
Sorcery (R)
Search your library for up to X basic land cards, where X is the greatest amount of combat damage dealt to an opponent by a single source this turn, and put them onto the battlefield tapped. Then shuffle your library.
Phytoreplicant 4GG
Creature - Plant Ilusion (R)
Whenever a nontoken creature enters the battlefield under your control, you may have it become a copy of Phytoreplicant.
6/6
Grand Company 7G
Instant (R)
Look at the top ten cards of your library. You may put up to four creature cards with converted mana cost 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Encompassing Ooze 2GG
Creature - Ooze (MR)
Vigilance, reach
Exile a land card from your hand: Put a +1/+1 counter on Encompassing Ooze.
When Encompassing Ooze leaves the battlefield, put each land card exiled with it onto the battlefield under your control.
4/5
Sages’ Wisdom 2G
Enchantment - Aura (MR)
Enchant creature
Enchanted creature gets +1/+1 for each card in your hand and has indestructible.
When Sages’ Wisdom is put into your graveyard from the battlefield, return it to your hand, then draw a card.
Civic Planner 1WU
Creature - Human Citizen (U)
When Civic Planner enters the battlefield, colonize.
Whenever you colonize, you may draw a card.
2/2
Grotto Specter 3UB
Creature - Specter (U)
Flying
Whenever Grotto Specter deals combat damage to a player, look at the top card of target player’s library. You may put it into their graveyard.
4/3
Noxious Iguanar BR
Creature - Lizard (U)
When Noxious Iguanar dies, you may destroy target creature with converted mana cost 3 or less.
2/2
Firetooth Crocodile 4RG
Creature - Crocodile (U)
When Firetooth Crocodile enters the battlefield, it deals 3 damage divided as you choose among up to three target creatures.
5/3
Arbor Ancient 2GW
Creature - Treefolk (U)
Reach
When Arbor Ancient enters the battlefield, create a 2/2 green Treefolk creature token.
3/4
Inquisitor Knight 1WB
Creature - Human Knight (U)
First strike
When Inquisitor Knight enters the battlefield, target opponent reveals their hand and you choose a nonland card from it. Exile that card until Inquisitor Knight leaves the battlefield.
3/2
Rotting Fiend 3BG
Creature - Treefolk Demon (U)
Trample
Sacrifice a creature: Rotting Fiend gets +2/+0 until end of turn.
4/5
Glimmerwing GU
Creature - Bird (U)
Flying
When Glimmerwing enters the battlefield, you gain 2 life.
2/3
Determined Artificer UR
Creature - Human Artificer (U)
Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on Determined Artificer, then put a +1/+1 counter on up to one target artifact creature.
1/2
Strategist Brigade 2RW
Creature - Human Soldier (U)
Whenever Strategist Brigade deals combat damage to a player, you may colonize.
Colonies you control have “RW, T: Target creature can’t attack or block this turn.”
3/4
Convene the Skies 3WU
Enchantment (R)
At the beginning of your upkeep, put a wing counter on Convene the Skies. Then create a 1/1 white and blue Bird creature token with flying for each wing counter on Convene the Skies.
Mystic Strix 1UUB
Creature - Bird (R)
Flash
Flying, deathtouch
When Mystic Strix enters the battlefield, counter target spell.
1/1
Wargrub Polluter 2BR
Creature - Goblin Shaman (R)
Menace
BR, T, Sacrifice a creature: Destroy target nonbasic land.
3/4
Elven Instigator RRG
Creature - Elf Warrior (R)
Haste
At least one creature must attack each combat if able.
4/4
Luminant Arbor 1GW
Creature - Treefolk Druid (R)
Hexproof
Other creatures you control get +0/+2.
3/3
Affliction Angel 3WB
Creature - Angel (R)
Flying, lifelink
At the beginning of your upkeep, put a disease counter on Afflicted Angel. Then, if there are four or more disease counters on it, destroy all creatures.
5/5
Murkshine Centipede BG
Creature - Insect (R)
Whenever Murkshine Centipede becomes blocked, draw a card.
T: Add one mana of any color.
3/2
Proficient Planner 2GU
Creature - Human Citizen (R)
When Proficient Planner enters the battlefield, colonize.
Colonies you control have “T: Add CC.”
2GU: Return Proficient Planner to its owner’s hand.
2/6
Enigmatic Drake 1UR
Creature - Drake (R)
Flying
3UR: Shuffle Enigmatic Drake into your library, then reveal the top three cards of your library. Put all cards named Enigmatic Drake revealed this way onto the battlefield, then put the rest into your hand.
3/3
Wizened Colossus 3RW
Creature - Giant (R)
Vigilance
Industrious – Whenever you cast your second spell each turn, put a +1/+1 counter on each creature you control.
4/4
Kartza, Wildwalker 3RG
Legendary Planeswalker - Kartza (MR)
[ +2 ] Put a +1/+1 counter on up to one target creature. Creatures you control gain trample until end of turn.
[ -3 ] Create a 3/3 green Beast creature token.
[ -3 ] Target creature you control deals damage equal to its power to any target.
{ 6 }
Carax, Draconian Recruiter 4WUB
Legendary Creature - Dragon (MR)
Flying, lifelink
Whenever Carax attacks, you may gain control of target permanent with a counter on it.
1WUB: Put a +1/+1 counter on target creature.
4/7
Seeker’s Blade 1
Artifact - Equipment (C)
Equipped creature gets +1/+0.
Whenever equipped creature attacks, scry 1.
Equip 1
Builder’s Compass 1
Artifact (C)
T: Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types. If that land is a Colony, untap it.
Constructor Drone 2
Artifact Creature - Construct (C)
4, Sacrifice Constructor Drone: Colonize.
2/1
Parapet Trap 2
Artifact (C)
4, T, Sacrifice Parapet Trap: Parapet Trap deals 5 damage to target attacking or blocking creature.
Surveyor Drone 3
Artifact Creature - Construct (C)
When Surveyor Drone enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
When Surveyor Drone dies, scry 2.
1/1
Industrial Armor 3
Artifact - Equipment (C)
Whenever equipped creature attacks or blocks, put a +1/+1 counter on it.
Equip 2
Ancient Relic 3
Artifact (C)
T: Add one mana of any color.
3, Sacrifice Ancient Relic: Discard up to two cards, then draw that many cards.
Ancient Wanderer 4
Artifact Creature - Golem (C)
3/4
Rescue Net 4
Artifact (C)
Flash
When Rescue Net enters the battlefield, you may return another target permanent you control to its owner’s hand.
T, Sacrifice Rescue Net: Return another target permanent you control to its owner’s hand.
Ravager Construct 6
Artifact Creature (C)
Ravage
4/4
Avian Drone 1
Artifact Creature - Bird (U)
Flying
Avian Drone can’t attack alone.
1/2
Null Sword 2
Artifact - Equipment (U)
Equipped creature has vigilance.
Whenever equipped creature blocks or becomes blocked, remove all counters from each creature blocking or blocked by it.
Equip 2
Obelisk of Progress 2
Artifact (U)
When Obelisk of Progress enters the battlefield, draw a card.
Industrious – Whenever you cast your second spell each turn, each player draws a card.
Flawed Halberd 3
Artifact - Equipment (U)
Equipped creature gets +4/+1.
When equipped creature dies, you lose 4 life.
Equip 1
Enchanter’s Prism 3
Artifact (U)
1, T: Add one mana of any color.
1, T: Target artifact or enchantment gains hexproof until end of turn.
Burrower Drone 3
Artifact Creature - Wurm Construct (U)
Whenever a land enters the battlefield under your control, Burrower Drone gets +1/+0 and gains menace until end of turn.
2/2
Invasion Engine 4
Artifact Creature - Construct (U)
Menace
When Invasion Engine enters the battlefield, if you control three or more artifacts, put a +1/+1 counter on Invasion Engine.
4/1
Manipulator’s Armor 4
Artifact - Equipment (U)
Equipped creature gets +1/+3 and has “2, T: Tap target artifact, creature, or land.”
Equip 3
Groutblade Wall 5
Artifact Creature - Wall (U)
Defender
The second spell you cast each turn costs 2 less to cast.
3/5
Weightless Cloak 5
Artifact - Equipment (U)
When Weightless Cloak enters the battlefield, you gain 3 life.
Equipped creature can’t be blocked.
Equip 0
Imperial Skyship 4
Artifact - Vehicle (R)
Flying
As long as Imperial Skyship is tapped, spells your opponents cast that target you or a permanent you control cost 2 more to cast.
Crew 2
5/5
Ancient Plate 2
Artifact - Equipment (R)
Equipped creature gets +1/+1 for each other creature you control and has trample.
Equip 5
Awoken Guardian 7
Artifact Creature - Golem (R)
As long as your life total is equal to or less than half your starting life total, Awoken Guardian costs 4 less to cast.
Reach
2: Until end of turn, Awoken Guardian can block an additional creature each combat.
7/7
Shadowcut, Heir’s Blade 3
Legendary Artifact - Equipment (MR)
Equipped creature gets +2/+2, has haste, and can’t be blocked by more than one creature each combat.
Whenever equipped creature deals combat damage, you may exile the top three cards of your library.
4: Put a creature card exiled with Shadowcut, Heir’s Blade onto the battlefield and attach Shadowcut, Heir’s Blade to it.
Equip 4
Reckoning Stone 3
Artifact (MR)
At the beginning of your upkeep, put a fate counter on Reckoning Stone.
3, T: Exile up to X target nonland permanents, where X is the number of fate counters on Reckoning Stone. Then exile Reckoning Stone.
Dazzling Chromanticore 5
Artifact Creature - Manticore (MR)
Flying, hexproof
T: For each color among permanents you control, add one mana of that color.
3/4
Stonecraft Heights
Land (C)
T: Add C.
1, T: Add one mana of any color.
Shining Highlands
Land (U)
Shining Highlands enters the battlefield tapped with a shine counter on it.
T: Add G or W.
T, Remove a counter from Shining Highlands: Target creature gets +2/+0 until end of turn.
Shining Nimbus
Land (U)
Shining Nimbus enters the battlefield tapped with a shine counter on it.
T: Add W or U.
T, Remove a counter from Shining Nimbus: Target creature gains flying until end of turn.
Shining Grotto
Land (U)
Shining Grotto enters the battlefield tapped with a shine counter on it.
T: Add U or B.
T, Remove a counter from Shining Grotto: Draw a card, then discard a card.
Shining Pit
Land (U)
Shining Pit enters the battlefield tapped with a shine counter on it.
T: Add B or R.
T, Remove a counter from Shining Pit: Shining Ridge deals 1 damage to any target.
Shining Ridge
Land (U)
Shining Ridge enters the battlefield tapped with a shine counter on it.
T: Add R or G.
T, Remove a counter from Shining Ridge: Target creature gains haste until end of turn.
Slumbering Meadow
Land (R)
Slumbering Meadow enters the battlefield tapped.
T: Add W.
WWW: Put a +1/+1 counter on Slumbering Meadow, then it becomes a 0/0 creature with lifelink until end of turn. It’s still a land.
Slumbering Bog
Land (R)
Slumbering Bog enters the battlefield tapped.
T: Add B.
BBB: Put a +1/+1 counter on Slumbering Bog, then it becomes a 0/0 creature with deathtouch until end of turn. It’s still a land.
Slumbering Grove
Land (R)
Slumbering Grove enters the battlefield tapped.
T: Add G.
GGG: Put a +1/+1 counter on Slumbering Grove, then it becomes a 0/0 creature with trample until end of turn. It’s still a land.
Slumbering Pinnacle
Land (R)
Slumbering Pinnacle enters the battlefield tapped.
T: Add R.
RRR: Put a +1/+1 counter on Slumbering Pinnacle, then it becomes a 0/0 creature with first strike until end of turn. It’s still a land.
Slumbering Cloud
Land (R)
Slumbering Cloud enters the battlefield tapped.
T: Add U.
UUU: Put a +1/+1 counter on Slumbering Cloud, then it becomes a 0/0 creature with flying until end of turn. It’s still a land.