Set Size - 318
Common - 120
Uncommon - 72
Rare - 74
Mythic - 22
Land Slot - 10
Basic Land - 20
Set Status 2022.04.30 - [Final Play Balance]
Post Update Log:
2022.04.30 – Added text based complete set list. Updated visual mechanical examples and inscribe mechanic. Updated Token visual spoiler.
2022.03.29 – updated base set description. Added set teaser. Added token spoiler. Updated mechanic descriptions and added set mechanics visual spoilers.
2021.10.24 – Base Information posted. Set in Development stages.
Industrial revolution is the first of a tetralogy of sets set in the Antiquities timeline. This set started out as a 540 card singleton designed set/cube hybrid that was initially developed in 2019. That design was equally an artifacts matters and graveyard matters design. It has since been redesigned as a set designed for sealed/draft play focused on the artifacts matter world of Antiquities.
The set is designed with a power level suitable for a supplementary limited set direct to eternal formats.
Each set of the tetralogy represents a different era of technological advancement. The world of industrial revolution represents a medieval world experiencing a renaissance into a steampunk world. The world of Antiquities is a reimagining of the origin story leading up to the brother's war. The world of Industrial Revolution has reached a tipping point, where technology is sweeping up the denizens of Terisiare in a frenzy of to grasp and control this newfound power. It’s with the world flavor that energy as a mechanic takes center stage, representing the vibrancy and zeal for technological evolution.
Set size metrics were chosen for simplified ratio of randomization. The set size will host an 8 player sealed pool or 12 player draft environment. Packs include a set based common duel land in the land slot. Basic lands are not included in the packs, but are used for the basic land kit. Mythics have aprx a 1:5 ratio of appearance. A set pool consists of:
4x Common = 480 total pool size
2x Uncommon = 144 total pool size
1x Rare + 1x Mythic = 96 total pool size
5x Land slot common duel = 50 total pool size
10x each basic = 200 total pool size.
970 Total card pool size (including 200 basic lands)
Just like Maro does at the start of spoiler season, I though it would do a quick set teaser. here are some things you can expect:
• 12 Characters from the story of Antiquities appear as legendary creatures
• 5 Original characters appear as legendary creatures to fill in the story and color balance
• A mythic artifact cycle that all activate for a spell effect originally designed in Alpha
• 7 Artifacts, and 8 cards overall originally printed in Antiquities are reprinted here (including one from the reserved list)
• A land that creates Tetravite tokens
• A spell that creates an emblem
• A 2 mana planeswalkers
• A spell that continually grows as it’s recast
• An enchantment that reverses the game
• An artifact that makes Fallaji Warriors
• The first sword of a new cycle that will appear across all four Antiquities sets
• Creature – Thran Artificer
• Creature – Dog Shade
• Creature – Spirit Knight
Visual Spoiler: Coming soon
*Note – I left flavor text intact in the text card file, even if I couldn’t fit them on the visual spoiler cards due to space limitations.
— White: Common —
WC01 – Vanguard of Korlis W
Creature – Human Soldier
When Vanguard of Korlis dies, choose one —
• You gain 3 life.
• Create a 1/1 white Soldier creature token. The soldiers of Korlis acted with ultimate unity. When a soldier fell, another stood to take their place.
1/1
WC02 – Salvageborn Oxen 1W
Artifact Creature – Ox
Vigilance Modeled to emulate beasts they look like, these hulking metal contraptions could complete in days the work that used to take farmers months.
1/3
WC03 – Templar Errant 1W
Creature – Human Knight
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Korlis deserved a dream of tomorrow, and the templars vowed to deliver that dream.
1/1
WC04 – Argivian Skychaser 1W
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
At the beginning of combat on your turn, you may pay E. If you do, Argivian Skychaser gains flying until end of turn. Believe strongly enough, and anything can be accomplished.
2/1
WC05 – Argivian Archeologist 1W
Creature – Human Scout
Whenever Argivian Archeologist attacks, you may pay 1 and exile target card from a graveyard. If you do, create a treasure token and you gain 1 life. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
“Accused of robbing the dead, as soon as I meet a Thran, I’ll ask for its forgiveness.”
2/2
WC06 – Relic Hunter 1W
Creature – Human Scout
When Relic Hunter enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Terisiare held as many secrets as there were souls seeking answers.
3/1
WC07 – Knight of Unity 2W
Creature – Human Knight
Vigilance
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
2/1
WC08 – Wayfinder Griffin 2W
Creature – Griffin
Flying
When Wayfinder Griffin enters the battlefield, choose one —
• Target creature gains flying until end of turn.
• Create a Treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
Griffins were prized for their ability to get in and out of dangerous locations.
2/2
WC09 – Red Sands Explorer 3W
Creature – Human Scout
When Red Sands Explorer enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
The Fallaji say every grain of sand holds a secret, and to stand in the center of the desert is to know them all.
2/4
WC10 – Sanctifier Priestess 2WW
Creature – Human Cleric
When Sanctifier Priestess enters the battlefield, you may destroy target artifact or enchantment. As long as artifice exists, so remains the lust for power it manifests. The Church of Koilos is devout in its mission to end the depravity.
2/3
WC11 – Nightwatch Patroller 4W
Creature - Human Soldier
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Nightwatch Patroller attacks, you may pay E. If you do, tap target creature an opponent controls. Watchful eyes no longer slept.
4/4
WC12 – Protector of the Peace 4W
Creature – Human Knight
Flying
When Protector of the Peace enters the battlefield, you gain 1 life for each creature you control.
3/4
WC13 (Reprint) – Dispeller's Capsule W
Artifact 2W, T , Sacrifice Dispeller's Capsule: Destroy target artifact or enchantment. "True we don’t know the nature of the Thran relics, but does a work of art ever truly require comprehension?" —Feldon, Master Archeologist
WC14 – Rejuvenating Vessel 2W
Artifact
When Rejuvenating Vessel enters the battlefield, you get EEE (three energy counters).
Pay E, T: You gain 1 life. For such a small device, it produces an almost effervescent sensation its user.
WC15 – Indolence 2W
Enchantment – Aura
Enchant creature Enchanted creature can’t attack or block, and its activated abilities can't be activated. As the world began to burn, some were content to simply let it happen.
WC16 – Technical Expertise 1W
Enchantment – Aura
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Enchant creature
Enchanted creature gets +1/+3 and has "Whenever this creature attacks, you may pay 1W. If you do, create a 1/1 colorless Robot artifact creature token." In a world where brilliance can truly shine, the capable find a way to do so.
WC17 – Energize the Spirit W
Instant
You may pay up to EEE (three energy counters) as you cast this spell.
Target creature gets +X/+0 and has first strike until end of turn where X is equal to the amount of E you spent to cast this spell. True conviction is an unbreakable shield.
WC18 – Repel the Invaders 1W
Instant
Choose one —
• Repel the Invaders deals 3 damage to target attacking or blocking creature.
• Create an Armament token, then attach it to up to one target creature. (It’s an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
A helping hand never arrives too late.
WC19 – Sift the Sands 1W
Sorcery
You gain 4 life, and you get EE(two energy counters).
Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Whatever you could imagine, and so much more was waiting to be found.
WC20 – United Reinforcements 3W
Sorcery
if an opponent controls more creatures than you, you may cast United Reinforcements as though it had flash.
Create three 1/1 white Soldier creature tokens. The army of Korlis demonstrated to the endless waves of Argivian insurgents that they would not break for as long as a single man still stood.
— White: Uncommon —
WU01 – Knight Ranger of Korlinda 1W
Creature – Human Knight
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
When the kingdom threatened to collapse, the knight rangers rallied all who would rise to witness Korlis’s final hour.
1/1
WU02 – Argivian Guildmason 1W
Creature – Human Artificer
Whenever an artifact enters the battlefield under your control you may pay E(an energy counter), if you do, put a +1/+1 counter on Argivian Mason. In Argive, some dedicated their craft to improve life, instead of subjugating it.
2/2
WU03 – Expedition Foreman 2W
Creature – Human Scout
Lifelink
Whenever Expedition Foreman attacks, you may pay 2W. If you do, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
You may look at an additional two cards each time you excavate. Rewards are not found, they are earned.
2/3
WU04 – Rescuing Hero 3W
Creature – Human Ranger
Flash
When Rescuing Hero enters the battlefield, Choose one —
• You may return target creature you control to its owner’s hand.
• You may attach target equipment you control to Rescuing Hero.
3/3
WU05 – Argivian Sky Patroller 3WW
Creature – Human Soldier
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
Whenever Argivian Sky Patroller attacks, you may pay EEE. If you do, put a +1/+1 on another target creature you control.
4/4
WU06 – Thran Battle Gear 1W
Artifact – Equipment
Equipped creature gets +1/+1 and has “Whenever this creature attacks, tap target creature an opponent controls.”
Equip 1 It shimmers with an iridescence that speaks of a nobility not witnessed for eons.
WU07 – Banishing Nexus 1WW
Enchantment
Flash
When Banishing Nexus enters the battlefield, exile target nonland permanent until Banishing Nexus leaves the battlefield. Since the end of the Thran empire, mana eddies have terrorized Terisiare, abducting souls to realms unknown.
WU08 – Bittersweet Parting W
Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand or pay 4.
Exile target creature. “When brothers quarrel, it’s vanity to believe you can stand between them.” –Tocasia Infandel’s final words.
WU09 – Scour the Ruins 3W
Instant
For each target beyond the first, pay EE (two energy counters).
Exile any number of target artifacts.
Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
— White: Mythic & Rare —
WR01 – King Lienre Preska VII 2WW
Legendary Creature - Human Noble
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
If another nontoken creature would enter the battlefield under your control and it doesn't have battle adorned, it enters with it.
Equipped creatures you control have vigilance.
3/3
WR02 – Argivian Battleslinger 2W
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Double strike
Whenever Argivian Battleslinger attacks, you may pay E. If you do, another target creature you control gains double strike until end of turn.
2/2
WR03 – Tocasia, Queller of Conflict 2W
Legendary Creature – Human Advisor
Vigilance, Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) 2W, T: Untap another target attacking creature and remove it from combat. Tocaisa refused to believe the brother’s rivalry posed any danger until it was too late.
1/3
WR04 – Loran, Dispeller of Hubris 2WW
Legendary Creature – Human Artificer
Lifelink
When Loran, Dispeller of Hubris enters the battlefield, for each opponent, exile up to one target artifact or enchantment that player controls until Loran, Dispeller of Hubris leaves the battlefield. While the world worshiped artifice, Loran witnessed the dark path it held for humanity.
3/4
WR05 – Rusted Wardriver 3WW
Artifact Creature – Construct
Vigilance
When Rusted Wardriver enters the battlefield, create three 1/1 white Soldier creature tokens.
Rusted Wardriver's power and toughness are each equal to the number of creatures you control.
*/*
WR06 – Arclight Angel 4WW
Legendary Creature – Angel
Flying, lifelink
When Arclight Angel enters the battlefield, for each player, you may exile up to one target artifact from the battlefield that player controls, or artifact card from that player’s graveyard.
When Arclight Angel leaves the battlefield, return the exiled cards to their owner’s hands.
5/5
WR07 – Abandoned to the Desert W
Enchantment – Aura
Enchant Plains you control
Enchanted land is a Desert with "T, add C."
When Abandon to the Desert enters the battlefield, exile target nonland permanent with mana value 3 or less until Abandoned to the Desert leaves the battlefield.
WR08 – Noble Sacrament 1WW
Enchantment
Creatures you control get +1/+1.
Soldiers, Knights, and Rangers you control have vigilance. The knights of the realm vowed their finest hour, knowing it would be their final hour.
WR09 – Last Crusade of Korlis 1W
Instant
For each target beyond the first, pay EEE(three energy counters).
Put two +1/+1 counters on any number of target creatures. They gain indestructible until end of turn. Only a sliver of hope remained in Korlis. The surviving knights rallied for home, for brethren, for honor, to their last.
WR10 – Urza's Decree 3WW
Sorcery
Each player chooses a creature they control. Put all other creatures on the bottom of their owners' libraries. Each player gets E(an energy counter) for each creature put on the bottom of their library this way. Urza felt his heart rend asunder with Tocasia’s death. There were no words to describe his grief. There was no forgiveness for Mishra, the man he once called brother.
WM01 – Feldon, Vault Seeker 3WW
Legendary Creature – Human Artificer
Vigilance; metal mastery
Whenever Feldon, Vault Seeker attacks, excavate.
Pay EEEEEE, T: Return all artifact cards from all graveyards to the battlefield under their owners' control. Feldon was hellbent on finding the Thran city of Halcyon, and its trove of hidden secrets.
4/5
WM02 – Vessel of Balance 1WW
Legendary Artifact
Vessel of Balance enters the battlefield tapped. 1W, T, Exile Vessel of Balance: Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
WM03 – Chell, Paragon of Chivalry 1WW
Legendary Planeswalker – Chell
+1: You gain protection from target permanent until your next turn. (You can't be targeted, enchanted, or dealt damage by that permanent.)
-1: Create a 1/1 white Soldier creature token and an Armament token, then attach it to that creature.
-2: Whenever a creature attacks this turn, create a 1/1 white Soldier creature token tapped and attacking.
(3)
— Blue: Common —
UC01 – Apprentice Researcher U
Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Scry 1. Activate this ability only as a sorcery. By the minute, the boundaries of science were being constantly redrawn. At the forefront of those discoveries were the young minds that comprised Lat-Nam.
1/1
UC02 – Ashnod’s Assistant 1U
Creature – Demon Rogue 3U: Target creature can’t be blocked this turn. It also gains “Whenever this creature deals combat damage to a player, that player mills that many cards.” until end of turn. Gix’s demonic minions were delighted at the prospect of studying Ashnod’s brash hedonistic science.
2/1
UC03 – Comptroller of Lat-Nam 1U
Creature – Troll Wizard 1U, T: Draw a card, then discard a card. The only thing worse than a new student was their admission papers.
1/3
UC04 – Fracturing Barrier 1U
Creature — Wall
Defender (This creature can't attack.)
Whenever Fracturing Barrier is dealt combat damage, you get E(an energy counter).
When Fracturing Barrier dies, draw a card. Where there’s a barrier, there’s something work seeking.
0/4
UC05 – Salvageborn Crane 1U
Artifact Creature – Bird
Flying As the oceans began to fill with industrial waste the salvageborn birds thrived on this newly created ecosystem.
2/1
UC06 – Industrial Infiltrator 2U
Creature – Human Rogue
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Mishra’s Infiltrator can’t be blocked.
Pay EE: Mishra’s Infiltrator gets +1/-1 until end of turn. Subterfuge was the new currency.
1/3
UC07 – Coastal Surveyor 2U
Creature – Human Scout
Flying
When Coastal Surveyor enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
2/2
UC08 – Escorting Drake 3U
Creature — Drake
Flash
Flying
When Escorting Drake enters the battlefield, target creature you control gains hexproof until end of turn. A herald against the sea’s rage.
3/1
UC09 – Ronom Ice Giant 4U
Creature – Elemental Giant
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay EE: Target nonland permanent doesn’t untap during its controller’s next untap step. Activate this ability only as a sorcery.
4/4
UC10 – Knowledge Vessel 2U
Artifact
When Knowledge Vessel enters the battlefield, you get EEE(three energy counters).
Pay E, T: Scry 1. Infinite knowledge held in the palm of the hand.
UC11 (Reprint) – Courier's Capsule 1U
Artifact 1U,T, Sacrifice Courier's Capsule: Draw two cards. For centuries couriers bore messages written on ornate scrolls. The medium has grown more sophisticated, but the principle remains the same.
UC12 – Energy Syphon 3U
Enchantment – Aura
Flash
Enchant creature
When Energy Syphon enters the battlefield, tap enchanted creature and you get E(an energy counter).
At the beginning of each upkeep, if enchanted creature is untapped, tap it and you get E (an energy counter).
UC13 – Haunting Thoughts 1U
Instant
Target player mills five cards. You get E(an energy counter) for each nonland noncreature card milled this way.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”) Ideas once planted, take on a life of their own.
UC14 – Muffle into Silence U
Instant
Target creature gets -4/-0 until end of turn.
Scry 1.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Silence is golden.
UC15 – Tactical Insight 3U
Instant
You may pay up to EEE (three energy counters) as you cast this spell.
Scry X, then draw two cards, where X is equal to the amount of E you spent to cast this spell. The most valuable information gathering tool is sometimes just an open window.
UC16 – Industrial Sabotage U
Instant
You get EE(two energy counters), then you may pay any amount of E.
Counter up to one target noncreature spell unless its controller pays X, where X is equal to the amount of E you paid this way. Where Misha lacked Urza’s skills, he found other ways to even the odds.
UC17 – Hurkyl's Invocation 2U
Instant
Return target permanent to its owner's hand.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Amidst the race for technology, Hurkyl sought to save Lat-Nam from itself.
UC18 – Calculated Dismissal 1UU
Instant
Counter target spell. When that spell is countered this way, create a treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
Yotia recognized that the impending arms race was more about denying competitors the technological advantage than leading it.
UC19 – Industrial Engineering 1U
Sorcery
Choose one —
• You get EEE (three energy counters).
• Draw two cards, then discard two cards.
• Put target artifact card from your graveyard on top of your library.
UC20 – Ominous Research 4U
Sorcery
Choose one. You may pay EEE(three energy counters) If you do, choose both instead.
• Put target nonland permanent on top of it's owner's library.
• Draw two cards, then excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
The value of arcane research depended on the side of the table you were on.
— Blue: UnCommon —
UU01 – Dungeon Apparition 1U
Creature – Spirit Knight
Whenever Dungeon Apparition becomes the target of a spell or ability, or becomes blocked, it phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Delve too deep into Lat-Nam’s catacombs, and you’re likely to become a permanent resident.
2/1
UU02 – Apprentice of Tawnos 2U
Creature — Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Tap or untap another target nonland permanent. Activate this ability only as a sorcery. Tawnos discovered a shared connection in all things that could be purposed at will.
2/3
UU03 – Cunning Peddler 3U
Creature – Human Rogue
At the beginning each opponent’s upkeep, if that player controls more artifacts than you, create a treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
A fool and their money are soon parted, and Terisiare is certainly full of fools.
3/3
UU04 – Yotian Aeronaut 3UU
Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
Whenever Yotian Aeronaut attacks, you may pay up to EE. If you do, whenever a creature you control deals combat damage to a player this turn, that player mills X cards, where X is equal to amount of E you paid this way. Everyone knows to check their back. No one thinks to look up.
4/3
UU05 – Yotian Sight Enhancement 1U
Artifact – Equipment
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card."
Equip 1 When Liandra turned on the device, an entire invisible world made itself known in that moment.
UU06 – Power Imbiber 3U
Artifact T, Tap another untapped artifact you control: You get EE(two energy counters).
Pay EE, T: Target noncreature artifact becomes a creature with base power and toughness 5/5 in addition to its other types until end of turn. Power is just the manifestation of will.
UU07 – Command the Wastes XU
Instant
For each of X target permanents, tap or untap that permanent.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
The Ronom glacier had no sympathy for life.
UU08 – Unrelenting Tempest XU
Instant
Counter target spell unless its controller pays X. If that spell is countered this way, you get E(an energy counter) for each 1 that player didn’t pay this way. The storms off the coast of Lat-Nam are unruly, fierce, and truly marvelous sources of unbridled energy.
UU09 – Untold Story U
Sorcery
Draw a card, then draw a card for each time you’ve cast an Untold Story. 3U, Exile an instant or sorcery from your graveyard: Return Untold Story from your graveyard to your hand. The pen is mightier than the sword when placed in capable hands.
— Blue: Rare & Mythic —
UR01 – Subversive Arcanist UU
Creature – Human Wizard
Flash
When Subversive Arcanist enters the battlefield, you get EEE(three energy counters). You may pay any amount of E. If you do, counter target noncreature spell unless its controller pays X, where X is equal to the amount of E you paid this way. Dark deeds from a dark mind.
2/1
UR02 – Drafna, Architect of Artifice 2U
Legendary Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay EEE, Sacrifice a nontoken artifact: Create a Replicator token. Activate this ability only as a sorcery. (It’s a 1/1 colorless artifact creature, with “At the beginning of your upkeep, create a token copy of Replicator.”)
2/2
UR03 – Lat-Nam Prodigy 2U
Creature – Human Wizard
Flash
When Lat-Nam Prodigy enters the battlefield, until end of turn you may cast target instant or sorcery card from your graveyard and you may spend E(energy counters) as though they were mana of any color to cast that spell. Exile that spell as it resolves. The greatest mind with perfect recall.
2/2
UR04 – Hurkyl, The Equalizer 2UU
Legendary Creature – Human Wizard
Whenever an artifact enters the battlefield under an opponent’s control, draw a card. 4U, T, Sacrifice Hurkyl, The Equalizer: Exile all artifacts on the battlefield, and all artifact cards in graveyards. Each player loses all E(energy counters) they control. Hurkyl dedicated her life on keeping artifice away from those who would abuse it.
3/3
UR05 – Steamblaster Goliath 3UU
Artifact Creature – Construct
Flash
When Steamblaster Goliath enters the battlefield, return up to two target creatures to their owner's hands.
3/5
UR06 – Sphinx of the Archive 3UU
Legendary Creature – Sphinx
Flying
When Sphinx of the Archive enters the battlefield, return up to one target instant or sorcery card from your graveyard to your hand.
Instant and sorcery spells you control have inscribe. (To inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
4/5
UR07 – Temporal Displacement 3U
Enchantment
As long as Temporal Displacement is on the battlefield, time is inverted. (Turn structure and player turn order reverses. Each player starts their turn at the end step. Each player ends their turn with draw step, upkeep, and untap.) The mages of Lat-Nam meddled with the entropy of time itself, creating unforeseen consequences.
UR08 – Dig up the Past XUU
Instant
You excavate X times. For each time you excavate and don't reveal an artifact card this way, draw a card. (To excavate, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
What’s past, is prologue.
UR09 – Desperate Adjudication 4UU
Sorcery
Each player shuffles each nonland permanent they control into its owner’s library. Then each player draws cards equal to the greatest number of cards shuffled into a library this way. The mages of Lat-Nam tried to save Korlis from the Argivian invasion, but in the end Korlis could not be saved.
UR10 – Mishra's Decree 3UU
Sorcery
For each target beyond the first, pay EEEE(four energy counters). For each opponent, gain control of up to one target creature that player controls. If Mishra couldn’t hold his own against Urza, he would manipulate those who stood on Urza’s level.
UM01 – Tawnos, Mechanical Prodigy 3UU
Legendary Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Tap or untap target permanent other than Tawnos, Prodigy of Design.
Tap a blue permanent you control: You get E. Activate this ability only as a sorcery.
3/4
UM02 – Vessel of Knowledge 1UU
Legendary Artifact
Vessel of Knowledge enters the battlefield tapped. U, T,Exile Vessel of Knowledge: Target player draws three cards. Contained within it is a world of infinite possibilities.
UM03 – Kleo, Paragon of Vision 2UU
Legendary Planeswalker – Kleo
+2: Each opponent mills two cards. If one or more nonland cards are milled this way, scry 1.
+1: Draw a card. Until the beginning of your next turn, the next instant or sorcery spell you cast gains inscribe.
-8: You get an emblem with “Whenever an opponent casts a spell, draw a card.” and “Whenever you cast a spell, each opponent mills five cards.”
(3)
— Black: Common —
BC01 – Defecting Researcher B
Creature – Human Rogue
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Defecting Researcher attacks, you may pay E. If you do, it gains menace until end of turn. "Discovery requires experimentation."
1/1
BC02 – Salvageborn Insect 1B
Artifact Creature – Insect
Lifelink The scrapyard beetles of Argive reprocessed the nation’s slag into compost, but they mainly thrived on recycling the shells of their fallen kin.
2/1
BC03 – Bogminit Enticer 1B
Creature – Human Shaman 2, Sacrifice an artifact or another creature: Put a +1/+1 counter on Bogminit Enticer. Even amongst the Fallaji, the bogminit tribe is considered reclusive, and have complete disregard for outsiders.
2/2
BC04 – Fallaji Scrounger 2B
Creature – Human Mercenary
Whenever Fallaji Scrounger deals combat damage to a player, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
All the best things in life are free.
1/3
BC05 – Argivian Agent 2B
Creature – Human Scout
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Argivian Agent attacks, you may pay EE. If you do, draw a card. Argive sent out hundreds of agents to infiltrate every corner of Terisiare.
3/2
BC06 – Corrosive Imp 2B
Creature – Imp
Flying
Whenever Corrosive Imp enters the battlefield or dies, each player mills two cards. Gix summoned the infernal beings from all across Dominaria to do his bidding.
2/1
BC07 – Mindbender Demon 3B
Creature – Demon
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
Whenever Mindbender Demon attacks, you may pay EE. If you do, each player mills three cards. You may put a creature card you milled this way on top of your library. Gix’s minions were discord incarnate.
3/2
BC08 – Malpiri Confessor 3B
Creature – Human Cleric
When Malpiri Confessor enters the battlefield, you may pay any amount of E(energy counters).
Target player reveals a number of cards from their hand equal to the number of E you paid this way. You choose one of them. That player discards that card.
4/3
BC09 – Grotto Gravetender 4B
Creature – Human Warlock
When Grotto Gravetender enters the battlefield, you may exile target creature card from a graveyard. If you do, create a 2/2 black Zombie creature token with deathtouch. Everyone in Almaaz earns their keep, dead or alive.
3/3
BC10 – Phyrexian Ghost Walker 5B
Artifact Creature – Phyrexian Horror
Flash
When Phyrexian Ghost Walker enters the battlefield, target creature an opponent controls gets -X/-X until end of turn, where X is number of artifacts you control. Masterless and mindless, it just acts.
5/2
BC11 (Reprint) – Executioner's Capsule B
Artifact 1B, T, Sacrifice Executioner's Capsule: Destroy target nonblack creature. There is always a moment of trepidation before opening a message capsule, for fear of the judgment that might be contained within.
BC12 – Scouring Vessel 1B
Artifact
When Scouring Vessel enters the battlefield, you get EE(two energy counters).
Pay E, T: Each opponent mills a card.
BC13 – Uncouth Tactics B
Instant
Target creature gets +X/+0 and gains your choice of deathtouch or lifelink until end of turn where X is 1 plus the amount of E(energy counters) you paid to cast this spell.
Graveblast 3B, Pay any amount of E(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
There is no shame when you’re the victor.
BC14 – Avarice 2B
Instant
Target player draws two cards, gets EE(two energy counters) and loses 2 life.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Not all wealth leads to greatness.
BC15 – Consume Essence 1B
Instant
You may pay up to EEE(three energy counters) as you cast this spell.
Target creature gets -X/-X until end of turn where X is equal to 2 plus the amount of E you spent to cast this spell. True strength wants to be exercised. Allow me to demonstrate.
BC16 – Bury Deep 1B
Instant
Exile up to two target cards from opponents’ graveyards. For each nonland card exiled this way its owner loses 1 life and you gain 1 life and get E(an energy counter).
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Most of life’s problems are easily erased with some simple night digging.
BC17 – Black Market Mugging 2BB
Instant
Destroy target creature.
Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
The problem with wanting something bad enough, is there’s always someone who wants it more.
BC18 – Corpse Hunt 1B
Sorcery
Mill three cards. When you do, return up to X target creature or planeswalker cards from your graveyard to your hand where X is equal to 1 plus the amount of E(energy counters) you paid to cast this spell.
Graveblast 3BB, Pay up to EE(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
You won’t really know if you have a good corpse on your hands until you’ve given it a little squeeze.
BC19 – Call to Serve 2B
Sorcery
Create a 2/2 black Zombie creature token with deathtouch. If you paid one or more E(energy counters) to cast this spell, it gains haste and gets +1/+0 until end of turn for each E you paid this way.
Graveblast 5BB, Pay up to EEE(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
BC20 – Energize the Flesh 4B
Sorcery
Return target creature card from your graveyard to the battlefield.
You get EE(Two energy counters).
There can be no rest as long there is work to be done.
— Black: Uncommon —
BU01 – Grim Minion 1B
Creature – Dog Shade
Menace
Whenever one or more cards leaves a graveyard, put a +1/+1 counter on Grim Minion. 1B: Grim Minion gets +1/+1 until end of turn. Though masterless, it continues to protect a long-lost legacy.
1/1
BU02 – Ashnod's Inquisitor 2B
Creature – Human Rogue
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Menace
Whenever one or more other creatures die for the first time each turn, draw a card and you lose EE. (You draw a card even if you have no energy counters.)
1/3
BU03 – Crypt Ravager 3BB
Creature – Zombie Horror
When Crypt Ravager enters the battlefield, destroy target creature an opponent controls.
When Crypt Ravager dies, each opponent mills three cards. If you need to morn, best do it in the daylight.
3/2
BU04 – Malpiri Mist Reaper 3BB
Creature – Demon
Flying.
When Malpiri Mist Reaper enters the battlefield, you may pay EE(two energy counters). If you do, target opponent loses 3 life and you gain 3 life. There are things on heaven and earth, that belong to neither.
4/3
BU05 – Mechanized Graft B
Artifact – Equipment
Equipped creature gets +1/+1 and has “Whenever this creature attacks, you draw a card and you lose 1 life.”
Equip 1
BU06 – The Precipice of Phyrexia 1B
Enchantment
Discard a card: Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.") 2, Sacrifice an artifact: Each opponent loses 1 life, and you gain 1 life and you get E (an energy counter).
Silently Yawgmoth plotted his revenge on a world that had forgotten his existence.
BU07 – Lancing Rain 1B
Instant
Each opponent sacrifices a creature. You get E(an energy counter) for each creature sacrificed this way.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
A good rain can clear away your problems.
BU08 – Phyrexian Judgement 2B
Instant
Pay EEEE(four energy counters) for each target beyond the first.
Destroy any number of target nonartifact creatures. Only those who embraced the age of machines could survive Gix’s judgement.
BU09 – Frozen Preservation 2BB
Sorcery
Exile target creature or planeswalker card from a graveyard. Create a token that's a copy of that card. It enters the battlefield with your choice of X +1/+1 or loyalty counters on it, where X is equal to the amount of E(energy counters) you spent to cast this spell.
Graveblast 4BB, Pay up to EE(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
— Black: Rare & Mythic —
BR01 – Bishop of Malpiri B
Creature – Human Cleric
Whenever a creature or artifact you control dies, put a faith counter on Bishop of Malpiri. T, Sacrifice Bishop of Malpiri: Create a 5/5 black Phyrexian Demon artifact creature token with flying and trample. Activate this ability only if Bishop of Malpiri has five or more faith counters on it. Until the world was ash and rust, Gix’s work would never end.
1/1
BR02 – Gix's Inquisitor 2BB
Creature – Vampire Cleric
Flying
Whenever Gix’s Inquisitor deals combat damage to an opponent, that player loses EE(two energy counters). You get E for each E that player lost this way.
Pay EE: Exile the top card of target opponent’s library face down. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
3/3
BR03 – Thought Predator 2B
Creature – Horror
Menace
Whenever Thought Predator deals combat damage to an opponent, that player mills three cards. You may cast an instant or sorcery card that player milled this way, and you may spend mana as though it were mana of any color to cast it. It gains inscribe. (To inscribe, create an artifact Glyph token with “2, TSacrifice this artifact: Each opponent mills three cards.”)
BR04 – Ashnod, the Unscrupulous 1BB
Legendary Creature – Human Rogue
Deathtouch
Sacrifice a creature or artifact: You gain life equal to its mana value and you get EE(two energy counters).
Pay EEE,T: Choose a permanent type. Each opponent sacrifices a permanent of the chosen type. (Artifact, creature, enchantment, land, planeswalker and tribal are permanent types.) Clever didn’t have to mean altruistic.
2/3
BR05 – Mired Hellion 3BB
Artifact Creature – Hellion
Menace
When Mired Hellion enters the battlefield, nonartifact creatures get -3/-3 until end of turn. Until end of turn, whenever a creature dies, you get E(an energy counter). It rises to bring all else low.
4/4
BR06 – Mishra's Armory 2B
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
At the beginning of your upkeep create a 1/1 black Fallaji Warrior creature token with menace.
Pay EEE, T: Create an Armament token and attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
The clanking and screeching of metal was music to Mishra’s ears.
BR07 – Necrotic Galvanizer 2B
Artifact
At the beginning of your upkeep, you mill two cards and you get E(an energy counter) for each nonland card milled this way. T, Sacrifice Necrotic Galvanizer: Exile any number of creature cards from your graveyard. For each card exiled this way, you may pay an amount of E equal its mana value. If you do, return that card to battlefield.
BR08 – Alchemic Disintegration 3BB
Instant
Exile target creature or planeswalker. Create X Treasure tokens, and you get X E(energy counters), where X is its mana value. (They are artifacts with "T, Sacrifice this artifact: Add one mana of any color.")
As Terisiare found itself in an energy crisis, alchemists were to first to offer a practical solution.
BR09 – Gix’s Decree 2B
Instant
Each opponent sacrifices a creature or planeswalker they control with the greatest mana value or tied for the greatest mana value. Repeat this process X times, where X is equal to the amount of E(energy counters) you spent to cast this spell.
Graveblast 6BB, Pay any amount of E(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
BR10 – Phyrexian Forces XBB
Sorcery
Choose one ––
• Target player creates X 1/1 colorless Robot artifact creature tokens.
• All creature gets -X/-X until end of turn. Gix released Phyrexian technology to fuel Terisiare’s growing proxy wars.
BM01 – Gix, Harbinger of Phyrexia B
Legendary Creature – Human 1B: Gix, Harbinger of Phyrexia becomes a Demon with base power and toughness 3/3. 2BB: If Gix, Harbinger of Phyrexia is a Demon, it becomes a Demon Rebel with flying, deathtouch and trample. 3BBB: If Gix, Harbinger of Phyrexia is a Rebel, put four +1/+1 counters on it.
1/1
BM02 – Twisting Vessel 1BB
Legendary Artifact
Twisting Vessel enters the battlefield tapped. XB, T, Exile Twisting Vessel: Target player discards X cards at random. Contained within it is the twisted madness of the mind.
BM02 – Moriah, Paragon of Power 3BB
Legendary Planeswalker – Moriah
+1: You get EE(two energy counters) and you gain 2 life.
-2: Each opponent discards a card and loses 2 life.
-3: Create an emblem with “You may pay E(energy counters) as though they were black mana.”
(5)
— Red: Common —
RC01 – Ashen Hyena R
Creature – Elemental Dog
Haste
When Ashen Hyena dies it deals 1 damage to target opponent, and 1 damage to up to one target creature or planeswalker that player controls. Let one sink its teeth into you, and you’ll smell like barbeque for a month.
1/1
RC02 – Kher Ironstriker 1R
Creature – Human Rebel
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Kher Ironstriker attacks, you may pay EE. If you do, it gets +1/+0 and gains first strike until end of turn. Forged by conflict, she feared nothing as long as The Keep still stood.
2/2
RC03 – Impassioned Acolyte 1R
Creature – Human Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Impassioned Acolyte enters the battlefield, you may discard a card. If you do, draw a card. Every flame is a world unto itself.
1/3
RC04 – Kher Keep Raider 2R
Creature – Human Rebel
Menace
Raze — 3R: Target creature gets +2/+0 until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The clans of the Kher mountains were adept at all manner of guerrilla warfare.
2/2
RC05 – Salvageborn Hound 2R
Artifact Creature – Dog
Haste Inherently loyal, and nearly impervious, scrapyard curs were indispensable in keeping away looters.
3/2
RC06 – Crushing Ogre 2R
Creature – Ogre Warrior
When Crushing Ogre enters the battlefield, choose one —
• Destroy target artifact.
• Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Ogres are a little too indiscriminate when it comes to destroying things.
2/2
RC07 – Fallaji Reaver 2R
Creature – Human Berserker
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
As a rite of passage, a Fallaji boys must defend their honor by killing a creature that many times their own size.
4/2
RC08 – Argivian Electromancer 3R
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Argivian Electromancer attacks, you may pay E. If you do, Argivian Electromancer deals 1 damage to any target. The advent of tech allowed lightning to be harnessed as a tool.
3/3
RC09 – Ferrous Stomper 3RR
Creature – Elemental
Haste
Raze — 4R: Target creature gains trample until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
“As long as you do as I do, you’ll be just fine.” –Colekgan expeditioner’s last words.
4/3
RC10 – Kher Hellion 5R
Creature – Hellion
Raze — 4R: Target creature can't block this turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The Kher Mountains hid many ancient threats not seen for ages.
6/5
RC11 – Electrified Reflexes R
Enchantment – Aura
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Enchant creature
Enchanted creature gets +1/+1 and has haste and “Pay EE: This creature gets +1/+0 until end of turn.”
RC12 – Inspiration Capsule R
Artifact 1R, T, Discard two cards, sacrifice Inspiration Capsule: Draw three cards.
RC13 – Blazing Vessel 1R
Artifact
When Blazing Vessel enters the battlefield, you get EE(Two energy counters).
Pay E,T: Blazing Vessel deals 1 damage to each opponent. Contained within it was the power of the sun.
RC14 – Hostile Response 1R
Instant
Target creature gets +X/+0 and has double strike until end of turn, where X is equal to the amount of E(energy counters) you spent to cast this spell.
Graveblast 3R, Pay up to EEE(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
Anger is the purest fuel for the soul.
RC15 – Galvanic Surge 1R
Instant
You may pay up to EEE(three energy counters) as you cast this spell.
Galvanic Surge deals X damage to target creature or planeswalker, where X is equal to 2 plus the amount of E you spent to cast this spell. Bonus credit was given at Lat-Nam for each dungeon troll you zapped.
RC16 – Sac the Realm Instant 2R
Instant
Attacking creatures get +2/+0 and have "Whenever this creature deals combat damage to an opponent, create a Treasure token." until end of turn. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
As the Kher clans desperately defended their land, any object of value they could muster would do.
RC17 – Ringing Firewave 4R
Instant
Ringing Firewave deals 4 damage to any target. If a creature or planeswalker is targeted this way, Ringing Firewave deals 4 damage to each other creature or planeswalker with the same name. The goblins of Valei pass learned its sometimes better to just let travelers be.
RC18 – Overcharge 3R
Instant
Destroy target artifact or land. You get EE(two energy counters).
As Thran resources grew scarce, the Fallaji began a terror campaign to excise outsiders from their lands.
RC19 – Enticed by Power 2R
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste. You may pay E(an energy counter). If you do, it also gets +2/+0 until end of turn.
RC20 – Purge the Vault 1R
Instant
Discard X cards. If you do, draw X cards and create X Treasure tokens, where X is equal to 1 plus the amount of E(energy counters) you spent to cast this spell. (They are artifacts with "T, Sacrifice this artifact: Add one mana of any color.")
Graveblast 2R, Pay up to E(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
— Red: Uncommon —
RU01 – Fallaji Striker 1R
Creature – Human Warrior
As long as Fallaji Striker is equipped, it has first strike.
Whenever Fallaji Striker attacks, it gets +1/+0 until end of turn for each other attacking creature you control. The Fallaji hold the Zegon wastes sacred, and will defend it zealously.
2/2
RU02 – Wasteland Dervish 1R
Creature – Elf Warrior
Trample
Raze — 3R: Target creature gains “Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.” Until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
3/1
RU03 – Kher Ridge Agitator 2RR
Creature – Human Berserker
Haste
Other Berserker, Warrior, and Rebel creatures you control have trample. Even the suggestion of usurpation is enough to send the Kher clans into a rage. The only thing that makes them rage more is trying to spell ‘usurpation’.
4/3
RU04 – Rage Technician 4R
Creature - Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
When Rage Technician dies, you may pay up to EEE. If you do, it deals X damage to any target, where X is equal to 1 plus the amount of E you paid this way.
4/2
RU05 – Negligent Mob 5R
Creature – Human Citizen
Trample
Whenever Negligent Mob deals combat damage to an opponent, you may pay E(an energy counter). If you do, destroy target artifact that player controls chosen at random. Mob mentality is a brutal and completely unfocused impetus of destruction.
5/4
RU06 – Thran Arcbow 1R
Artifact – Equipment
Equipped creature gets +1/+1 and has “Whenever this creature attacks, target creature can’t block this turn."
Equip 1 Though its mechanisms were too advanced to identify, its use in a fight was obvious enough.
RU07 – Irregular Reinforcements 3R
Enchantment
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
Whenever one or more creatures you control attacks, you may pay 2. If you do, create a 1/1 red Rebel creature token tapped and attacking. A friend in need is a friend indeed.
RU08 – Infighting 1R
Instant
Target creature an opponent controls deals damage equal to its power divided as you choose amongst up to X other target creatures opponents control, where X is equal to 1 plus the amount of E(energy counters) you spent to cast this spell.
Graveblast 4RR, Pay up to EE(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
To the Fallaji, honor trumps unity.
RU09 – Incendiary Salvo XRR
Instant
For each target beyond the first, pay E(an energy counters).
Incendiary Salvo deals X damage divided as you choose among any number of targets. Fallaji fireslingers are adept at painting in their foes leaving no room to maneuver.
— Red: Rare & Mythic —
RR01 – Fomenter of Gix R
Creature – Devil Berserker
Haste
Whenever Fomenter of Gix deals combat damage to a player, that player creates a 1/1 white Solider creature token. Gix’s minions craved havoc, regardless of the attention it created.
2/2
RR02 – Fallaji Seer 2R
Creature – Human Shaman
Prowess, haste
When Fallaji Seer enters the battlefield, you may pay EE(two energy counters). If you do, each player exiles the top card of their library. You may have those players play those cards without paying their mana cost.
2/2
RR03 – Tavern Grifter 2R
Creature – Elf Rebel
Menace
Whenever Tavern Grifter attacks, flip a coin. If you win, exile the top three cards of defending player’s library. If you lose, exile the top card of your library. You may cast those cards this turn, and you may spend mana as though it were mana of any color to cast them. “Luck is a skill I’m happy to demonstrate.”
2/3
RR04 – Rhek Torres, Dealmaker 2RR
Legendary Creature – Human Mercenary
Metal Mastery
When Rhek Torres, Dealmaker enters the battlefield, create two Treasure tokens.
Whenever Rhek Torres, Dealmaker attacks, you may pay EEE(Three energy counters). If you do, exchange control of target artifact you control with target artifact an opponent controls. “When the world fills with desire, I win.”
3/3
RR05 – Begrudging Dragon 3RR
Creature – Dragon
Flying, haste
Raze — 5RR: Whenever target opponent is dealt combat damage this turn, gain control of target artifact that players controls until Begrudging Dragon leaves the battlefield. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
It may have been yours, but it belongs to the dragons now.
4/4
RR06 – Stormrager Golem 3RR
Artifact Creature – Golem
First Strike
When Stormrager Golem enters the battlefield, for each opponent, destroy target artifact or land that player controls. It was created in the crucible of conflict.
5/4
RR07 – Game of Chance 4R
Artifact
Metal Mastery
When Game of Chance enters the battlefield, exchange control of it with target permanent an opponent controls. Untap that permanent, it gains haste.
Pay E: Flip a coin. If you win, exchange control of Game of Chance with target permanent that hasn’t been exchanged with it. Untap that permanent. It gains haste until end of turn.
RR08 – Mishra's Retaliation RR
Instant
Copy target instant or sorcery spell X times, where X is equal to 1 plus the amount of E(energy counters) you spent to cast this spell. You may choose new targets for the copies.
Graveblast 1RRR, Pay up to EE(You may cast this card from your graveyard for its graveblast cost. Then exile it.)
Sticks and stones may break bones, but Mishra’s animosity will definitely kill you.
RR09 – Pyrrhic Reckoning 3RR
Sorcery
Destroy all artifacts. You get E(an energy counter) for each artifact destroyed this way. See how they toil. It takes ages to reach the height of civilization, and only mere moments to reduce it all to rubble.
RR10 – Verdansk’s Decree 2RR
Sorcery
Choose one. You may pay EE(two energy counters). If you do, choose both instead.
• Verdansk’s Decree deals 4 damage to each creature.
• Verdansk’s Decree deals 4 damage to each player and planeswalker. In all of Argive’s push for expansion, they never once asked themselves what the true cost of their actions were.
RM01 – Verdansk, Kher Keep Avenger 3RR
Legendary Creature – Human Rebel
Menace, haste
Other Rebels you control get +1/+0.
Raze — 4RR: Target player creates three 1/1 red Rebel creature tokens. They gain haste. Exile them at end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
Argive gave no quarter during the assault on Kher Keep. Verdansk showed them the same courtesy.
4/4
RM02 – Vessel of Fortune 1RR
Legendary Artifact
Vessel of Fortune enters the battlefield tapped. 1R, T,Exile Vessel of Fortune: Each player discards their hand, then draws seven cards. Fortune favors the bold and the foolhardy.
RM02 – Sophensa, Paragon of Verve RR
Legendary Planeswalker – Sophensa
+1: Add R. You getE(an energy counter).
0: You may discard a card. If you do, draw two cards.
-3: Exile target instant or sorcery card from your graveyard. You may cast a copy of that card this turn, and you may pay E(energy counters) as though they were red mana to cast that spell.
(2)
— Green: Common —
GC01 – Yotian Harvester G
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.) T: Add G.
Pay EEE, T: Add two mana in any combination of colors.
1/1
GC02 – Boscage Warden 1G
Creature – Elf Warrior
Reach
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
1/1
GC03 – Argothian Sentinel 1G
Creature – Human Ranger
Vigilance 4G: Argothian Sentinel gets +3/+3 until end of turn. Argoth’s ability to flourish was tied to the dedication of its denizens that protected its splendor.
2/2
GC04 – Guiding Dryad 1G
Creature – Dryad
Defender (This creature can’t attack.)
When Guiding Dryad enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. The forest always guides the initiated.
0/4
GC05 – Armored Pachyderm 1G
Creature – Rhino
Raze— 4G: Target creature gains indestructible until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
Even if it wasn’t covered in bonded steel, would you really get in its way?
3/1
GC06 – Salvageborn Bear 2G
Artifact Creature – Bear
Trample Cute, but only at a distance.
4/2
GC07 – Arachnid Angler 2G
Creature – Insect Spider
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
Whenever an opponent casts an artifact spell, you may pay E(an energy counter). If you do, create a 1/1 green Insect creature token. First they feast on your tech, then they lay eggs in your stomach. And that’s only the first day.
2/3
GC08 – Boundary Tracker 2G
Creature – Elf Ranger
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Out on the boundaries, you are armed with only your wits, and your steel.
2/2
GC09 – Yotian Paratrooper 3G
Creature – Human Soldier
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Yotian Paratrooper attacks, you may pay EE. If you do, it can't be blocked except by creatures with flying or reach this turn. Suddenly falling to your death rose to the top of the occupational hazards.
3/3
GC10 – Hillside Hulk 3G
Creature – Elemental
When Hillside Hulk enters the battlefield, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
The best treasures come with a fight.
3/4
GC11 – Siege Mammoth 4G
Creature – Elephant
When Siege Mammoth enters the battlefield, you may destroy target artifact or enchantment. Nature doesn’t waste time on subtlety.
4/4
GC12 – Wandering Ruinbinder 4GG
Creature – Elemental
Trample
Raze — 5GG: Whenever target creature deals combat damage to a player this turn, draw a card. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
Truly strange things emerge when mana seeps into Thran ruins.
5/5
GC13 – Thriving Vessel 3G
Artifact
When Thriving Vessel enters the battlefield, you get EEEE(four energy counters).
Pay EE, T: Put a +1/+1 counter on target creature. Life born through the synthesis of nature and science.
GC14 – Bellowing Capsule 1G
Artifact
Pay any amount of E(energy counters), T, sacrifice Bellowing Capsule: Target creature you control deals X damage to target creature an opponent controls, where X is equal to its power plus the amount of E you paid this way.
GC15 – Aether Extractor 1G
Enchantment – Aura
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Enchant land
Enchanted land gains "T: Add one mana of any one color. You get E."
When Aether Extractor enters the battlefield, draw a card. Somewhere deep in the earth, was an untapped power of immense magnitude.
GC16 – Galvanize 2G
Enchantment – Aura
Enchant creature
As Galvanize enters the battlefield, create an Armament token and attach it to enchanted creature. (It's an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Enchanted creature gets +1/+1 and has trample.
GC17 – Armored Might G
Instant
You may pay up to EEE(three energy counters) as you cast this spell.
Target creature gets +X/+X and gains indestructible until end of turn, where X is the amount of E you spent to cast this spell. When your enemies leverage technology in battle, it’s only natural to rise to the challenge.
GC18 – Escape the Brute 1G
Instant
Choose one —
• Target creature gains hexproof until end of turn.
• Prevent all combat damage that would be dealt this turn. You get E(an energy counter) for each attacking creature. All the best things in life may be free, but that doesn’t mean getting them is easy.
GC19 – Shattered Wings 2G
Instant
Destroy target artifact, enchantment, or creature with flying.
You get EE(two energy counters).
The first lesson is getting airborne. The second lesson is staying there.
GC20 – Salvage the Ruins 1G
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Create a Treasure token. (It’s an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
No matter where you went in Terisiare, treasure was waiting to be found.
— Green: Uncommon —
GU01 – Yotian Energizer G
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Yotian Energizer attacks, you may pay E. If you do, untap each creature you control. Work was no longer the toil of hands.
2/1
GU02 – Argothian Gladewatcher 1GG
Creature – Elf Warrior
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Equipped creatures you control have trample.
2/2
GU03 – Yotian Cultivator 3G
Creature – Human Druid
Vigilance
Whenever Yotian Cultivator deals combat damage to a player or planeswalker, you get that many E(energy counters).
Pay EE: Creatures you control get +1/+1 until end of turn. Activate this ability only once per turn.
2/4
GU04 – Yavamaya Reconstructor 4G
Creature – Treefolk
Whenever a nonartifact nontoken creature enters the battlefield under your control for the first time each turn, create a 1/1 green Squirrel creature token. The invaders will never conquer Argoth, for as long as the sun shines, we shall have the energy to endure.
4/4
GU05 – Silverglade Avenger 4GG
Creature – Elemental
Raze — 4GG: Target creature gets +4/+4 until end of turn. It must be blocked this turn if able. Activate this ability only before attackers are declared. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The forest has deep memory, and most of those memories only makes it angry.
5/5
GU06 – Clearcutter Axe 1G
Artifact – Equipment
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to an opponent, you may destroy target artifact or enchantment that player controls.
Equip 2 In order for civilization to be built up, the natural world needed to be torn down.
GU07 – Power Charge 2G
Instant
Target creature gets +3/+3 until end of turn. Whenever that creature deals combat damage this turn, you get that many E(energy counters).
“Power may be an intangible concept, but energy is a very real effect. Allow me to demonstrate.”
GU08 – Surge of Aggression 3G
Sorcery
For each target beyond the first, pay EEE(three energy counters).
Any number of target creatures you control get +3/+3 and gain trample until end of turn. Combat is the ebb and flow of energy.
GU09 – Pack Hunt 3GG
Sorcery
Put a +1/+1 counter on up to two target you control, then each of those creatures deals damage equal to their power to target creature an opponent controls. Argive had technological superiority, but Argoth had ten thousand years of instinct and sharper teeth.
— Green: Rare & Mythic —
GR01 – Barl, Argoth's Champion 1G
Legendary Creature – Elf Ranger
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Equipped creatures you control have dauntless. (They can’t be blocked by creatures with power 2 or less.)
The prayers for a hero transformed into the song of a savior.
2/1
GR02 – Yotian Surveyor 2G
Creature – Elf Scout
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Play with the top card of your library revealed.
As long as the top card of your library is a land, untap all permanents you control during each other player's untap step.
Pay EE: Put a land card from the top of your library onto the battlefield tapped.
2/4
GR03 – Kayla, Heiress of Yotia 2GG
Legendary Creature – Human Noble
Hexproof from spells
Whenever Kayla, Heiress of Yotia deals combat damage to an opponent, return target permanent card from your graveyard to your hand. Kayla’s hubris of gifting the Thran tome to Urza forever altered Terisiare’s fate.
3/4
GR04 – Migrating Hydra 3GG
Creature – Hydra
Trample, reach
Migrating Hydra enters the battlefield with a +1/+1 counter on it for each land you control.
Whenever Migrating Hydra attacks, you may search your library for a land card, and put it onto the battlefield tapped, then shuffle your library. If you do, put a +1/+1 counter on Migrating Hydra.
0/0
GR05 – Tenacious Clearcutter 4GG
Artifact Creature – Construct
Vigilance
When Tenacious Clearcutter enters the battlefield, destroy up to one target noncreature permanent.
Raze — 5GG: Target creature gains “Whenever this creature deals combat damage to a player, destroy target noncreature permanent defending player controls.” Until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
5/5
GR06 – Yotian Engineer 4GG
Creature – Human Artificer
When Yotian Engineer enters the battlefield, choose one ––
• Create a 4/4 colorless Mecha artifact creature token with trample.
• Create four 1/1 colorless Robot artifact creature tokens.
• Distribute four +1/+1 counters among any number of creatures you control.
4/4
GR07 – Shamanic Stone 3G
Artifact
When Shamanic Stone enters the battlefield, you get EE(two energy counters).
Pay E, T: Put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has hexproof.
GR08 – Invigorated Reinforcement 4G
Instant
Look at the top five cards of your library. Put any number of creature cards or planeswalker cards with total mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order. Yotia could rely on nature for support just as much as they could their technology.
GR09 – Contest of Strength 1GG
Sorcery
Choose one —
• Each player chooses a creature they control. Each of those creatures fights each other creature an opponent controls chosen this way.
• Each player may put a permanent card from their hand onto the battlefield. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)
GR10 – Barl's Decree 4GGG
Sorcery
Return all creature cards from your graveyard to your hand. You get E(An energy counter) for each card returned this way. You get an emblem with “You have no maximum hand size for the rest of the game.” And “You may spend E as though it were any type of mana to cast creature spells.” Exile Barl's Decree. For as long as he could carry Argoth, Barl vowed to carry on the fight.
GM01 – Ratha, Warlord of Yotia 2GG
Legendary Creature – Human Noble
Dauntless, haste
Whenever Ratha, Warlord of Yotia attacks, choose one —
• Create a 2/1 green Cat creature token tapped and attacking.
• Whenever a creature you control deals combat damage to a player this turn, draw a card.
• Untap each creature you control. Nations may rise, but Ratha was the true center of power in Terisiare.
4/5
GM02 – Channeling Vessel 1GG
Legendary Artifact
Channeling Vessel enters the battlefield tapped. GG, T, Exile Channeling Vessel: Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add C. Contained within it was limitless potential.
GM02 – Lenara, Paragon of Verdancy 3GG
Legendary Planeswalker – Lenara
+1: Target creature gets +2/+2 and has vigilance until the beginning of your next turn.
+1: Create two 1/1 green Squirrel creature tokens.
-8: Creatures you control get +X/+X and gain trample until end of turn, where X is equal to the number of creatures you control.
(4)
— Multicolor: Uncommon —
MU01 – Argivian Overseer 2WU
Creature – Human Scout
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying 3(W/U): Excavate. When you do, for each player you may pay E. If you do, that player mills three cards. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
3/2
MU02 – Malpiri Mindrender UB
Creature – Spirit
Flying, deathtouch
Whenever Malpiri Mindrender deals combat damage to a player, that player mills that many cards. (U/B): The next instant or sorcery you cast gains inscribe. (To Inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
2/1
MU03 – Gix’s Instrument 3BR
Creature – Demon
Haste
When Gix’s Instrument enters the battlefield, choose one. You may pay EEE(three energy counters). If you do, choose both instead.
• Gix’s Instrument deals 2 damage to target creature.
• Destroy target artifact. Gix never settled for less than mayhem.
3/2
MU04 – Argothian Pugilist 2RG
Creature – Elf Berserker
Trample
Raze — 3(R/G)(R/G): Target attacking creature deals 2 damage to another target creature an opponent controls. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
A punch is worth a thousand words.
4/4
MU05 – Korlisian Vanguard 2GW
Creature – Human Soldier
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Equipped creatures you control have Vigilance.
3/3
MU06 – Argivian Tactician 1WB
Creature – Human Advisor
Whenever Argivian Tactician attacks, you may pay EEE(three energy counters). If you do, create an armament token and attach it to target creature you control. (It’s an Equipment artifact with “Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.") (W/B): Exile target nonland card from a graveyard. You get E and gain 1 life. Argive’s rise to power required equally talented generals to hold that power.
2/3
MU07 – Prodigy of Lat-Nam UR
Creature – Human Wizard
Prowess
You may pay E(energy counters) instead of paying the generic mana costs of instant and sorcery spells you cast. Each E you spend this way pays for 1 of that spell’s cost. 4(U/R): Draw two cards, then discard a card. If you discarded a nonland card this way, you get an amount of E equal to its mana value. Genius is wasted when you don’t have the guts to exercise it.
2/2
MU08 – Almaaz Mystic BG
Creature – Elf Shaman
Deathtouch
Whenever Almaaz Mystic attacks, you may pay E(an energy counter) and exile a creature card from a graveyard. If you do, create a 1/1 green Insect creature token. 1(B/G), Sacrifice a creature: You gain an amount of life and get an amount of E equal to the sacrificed creature’s toughness. In Almaaz, life and death are deeply interconnected.
1/3
MU09 – Kher Keep Vindicator 1WR
Creature – Human Rebel
First Strike
Raze — 4(R/W): Create an Armament token and attach it to target attacking creature. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn. Armament is an Equipment artifact with “Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
No amount of blood would avenge Kher Keep, but at least it was a start.
3/2
MU10 – Yotian Prime Minister 1GU
Creature – Human Advisor
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying 3(G/U): Target artifact becomes a 3/3 creature with “Pay EE: This creature gains your choice of trample or hexproof until end of turn.”
2/3
— Multicolor: Rare & Mythic —
MM01 – Mishra, Cultivator of Power 1UR
Legendary Creature – Human Artificer
Metal Mastery
Prowess, protection from white
Pay EEE(three energy counters): Untap target artifact. You may have it becomes a 3/3 creature in addition to its other types with haste and “When this creature dies, draw a card.” until end of turn. A brilliant mind, hellbent on notoriety.
2/2
MM02 – Urza, Master of Design 1WU
Legendary Creature – Human Artificer
Metal Mastery
Prowess, protection from red
Pay EEEE(four energy counters): Untap target artifact. You may have it becomes a 4/4 creature in addition to its other types with flying, vigilance and “Whenever this creature attacks, you may draw a card, then discard a card.” until end of turn. A brilliant mind, fated for sorrow.
2/2
MM03 – Xerex Sen, The Last Thran 2WUB
Legendary Creature - Thran Artificer
Flash
Lifelink, deathtouch
When Xerex Sen, The Last Thran enters the battlefield, target nonland permanent become an artifact in addition to its other types.
When Xerex Sen, The Last Thran dies, destroy all artifacts.
4/4
MM04 – Sword of Unyielding Discovery WUB
Artifact – Equipment
Equipped creature gets +2/+2.
Whenever equipped creature attacks, you gain 3 life and each opponent mills three cards. When they do, return up to one target nonland permanent card with mana value 3 or less from a graveyard to the battlefield under your control.
Equip 3
— Artifact: Common —
AC01 – Scrapyard Servant 2
Artifact Creature – Automaton
Sacrifice Scrapyard Servant: You get EEE(three energy counters).
As mechanical resources ran scarce, Yotia was the first to recognize strong reuse ensured continuous production.
2/1
AC02 – Powerstone Machination 2
Artifact Creature – Automaton
When Powerstone Machination dies, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Urza’s mastery of artifice could manifest life out of energy itself.
2/1
AC03 (Reprint) – Yotian Soldier 3
Artifact Creature – Soldier
Vigilance “The known story of Urza began when his mechanical man freed Ratha’s sword from the stone, but there is so much more to the story than what is simply known.” –Excerpt from the Saga of Antiquities
1/4
AC04 – Clockwork Avian 4
Artifact Creature – Automaton
Flying
Whenever Clockwork Avian enters or leaves the battlefield, each player scry 1. Argivian designs allow for a single windup to keep it aloft for several days.
2/3
AC05 – Morphic Servant 4
Artifact Creature – Automaton 2: Morphic Servant gets +1/-1 or -1/+1 until end of turn. Steel was a symbol of strength and rigidity, no one ever imagined it could be molded and shaped at will.
3/3
AC06 – Bipedal Machination 7
Artifact Creature – Mecha
You may pay any amount of E(energy counters) as you cast this spell. It costs 1 less to cast for each E you spent this way. Out of all the machines Urza designed, those built in the image of man proved the strongest.
7/5
AC07 – Blunderbuss 1
Artifact – Equipment
Equipped creature can't be blocked by creatures with lesser power.
Equipped creature has “T, Sacrifice Blunderbuss: Blunderbuss deals 2 damage to any target.”
Equip 1( 1: Attach to target creature you control. Equip only as a sorcery.)
The blunderbuss could mop up a losing fight.
AC08 (Reprint) – Goldvein Pick 2
Artifact – Equipment
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Equip 1( 1: Attach to target creature you control. Equip only as a sorcery.)
Nothing ventured, nothing gained.
AC09 – Excavator’s Axe 2
Artifact – Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Equip 2( 2: Attach to target creature you control. Equip only as a sorcery.)
AC10 – Containment Rings 3
Artifact – Equipment
When Containment Rings enters the battlefield, you may attach it to target creature an opponent controls.
Equipped creature gets -2/-0. 4: Attach Containment Rings to target creature an opponent controls. Activate this ability only as a sorcery.
AC11 – Argivian Labs 1
Artifact
When Argivian Labs enters the battlefield, you gain 2 life. 3W, T, Sacrifice Argivian Labs: Create two 1/1 white Soldier creature tokens. Argive knew that to win an arms race, you had to establish order.
AC12 – Kher Labs 1
Artifact
When Kher Labs enters the battlefield, target creature can’t block this turn. 4R, T, Sacrifice Kher Labs: It deals 3 damage to any target. Kher knew that to win an arms race, you had to fight with resolve.
AC13 – Lat-Nam Labs 1
Artifact
When Lat-Nam labs enters the battlefield, scry 1. 3U, T, Sacrifice Lat-Nam Labs: Draw two cards. Lat-Nam knew that to win an arms race, you had to out think your adversary.
AC14 – Yotian Labs 1
Artifact
When Yotian Labs enters the battlefield, create a 1/1 green Squirrel creature token. 3G, T, Sacrifice Yotian Labs: Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. Yotia knew that to win an arms race, you had to cultivate strength.
AC15 – Zegon Labs 1
Artifact
When Zegon Labs enters the battlefield, target player mills two cards. 3B, T, Sacrifice Zegon Labs: Each opponent discards two cards. Activate this ability only as a sorcery. Zegon knew that to win an arms race, you had to be relentless.
AC16 – Thran Abdicator 2
Artifact T: Target player exiles a card from their graveyard. 1, T, Exile Thran Abdicator: Exile all cards from all graveyards. Draw a card. Even after being buried in the darkness for a millennia, it remained powered up.
AC17 (Reprint) – Millstone 2
Artifact 2, T: Target player mills two cards. Minds, like mountains, are never so grand and mighty that they can't be reduced to dust.
AC18 – Crucible of Gix 3
Artifact T: You get E(an energy counter). Add C. Gix determined humans were of better use when reduced to, some of their parts.
AC19 (Reprint) – Mana Geode 3
Artifact
When Mana Geode enters the battlefield, scry 1. T: Add one mana of any color. "It fills me with an unexpected energy. As though there may still be hope for us all." —Hurkyl, excerpt from “The Advent of Shadows.”
AC20 – Ashnod's Infuser 3
Artifact
Sacrifice a creature: You get EE(two energy counters).
“True discovery requires the bravery to seek it out. There is nothing but cowardice in my peers. I start where they end, and succeed where they fail.” – Ashnod
— Artifact: Uncommon —
AU01 (Reprint) – Ornithopter 0
Artifact Creature – Thopter
Flying "It has been my honor to improve on the Thran's original design. Perhaps history will remember me in some small part for my work." —Urza, in his apprenticeship
0/2
AU02 – Automated Recycler 3
Artifact Creature – Robot
When Automated Recycler dies, return another target artifact card from your graveyard to your hand. Through efficient reuse programs, Argive quickly became proficient at turning reject automations into winning designs.
2/2
AU03 – Battering Tarkus 4
Artifact Creature – Automaton
Battering Tarkus attacks each combat if able.
Raze — 6: Until end of turn, whenever one or more creatures blocks or becomes blocked by Battering Tarkus, tap those creatures. They don’t untap during their controller’s next untap step. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The Tarkus was a perfect deterrent, until it was discovered it couldn’t be turned off.
5/3
AU04 – Colossus of Yotia 6
Artifact Creature – Mecha
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Colossus of Yotia attacks, you may pay up to EEE. If you pay one or more E this way, it gets +X/+X and gains trample until end of turn, where X is equal to the amount of E you paid this way. There was a thunderous crash, then silence as a shadow eclipsed the sun.
4/4
AU05 – Gatesmasher 4
Artifact – Equipment
When Gatesmasher enters the battlefield, you may destroy target artifact or creature with defender.
Equipped creature gets +2/+2.
Equip 2(2: Attach to target creature you control. Equip only as a sorcery.)
Decentralizing power since ancient times.
AU06 – Enduring Powersuit 2
Artifact – Equipment
Equipped creature gets +1/+3 and has vigilance.
Equip 2(2: Attach to target creature you control. Equip only as a sorcery.)
It’s rumored several suites were excavated from an Argivian dig. Each granting its wearer extraordinary powers.
AU07 – Chalise of Power 0
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay EEE: Put a charge counter on Chalise of Power. T: Add C for each charge counter on Chalise of Power.
AU08 (Reprint) – Ashnod's Altar 3
Artifact
Sacrifice a creature: Add CC. "If you work at sawing up carcasses, you notice how the joints fit, how the nerves are arrayed, and how the skin peels back." —Ashnod, to Tawnos
AU09 – Altar of Gix 3
Artifact
Whenever a creature you control dies, each opponent mills a card. 2, T, Sacrifice a creature: Scry 2. The line to serve Gix gets a little shorter every day.
AU10 – Reconstructed Su-Chi 4
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Reconstructed Su-Chi becomes a 4/4 Mecha artifact creature until end of turn.
When Reconstructed Su-Chi is put into a graveyard from the battlefield, add CCCC. Rebuilt and reborn to serve a new generation.
— Artifact: Rare & Mythic —
AR01 – Yotian Lieutenant 2
Artifact Creature – Robot
Other artifact creatures you control have vigilance.
Tap an untapped artifact you control: Yotian Lieutenant gets +1/+1 until end of turn. By having machines command machines, program learning grew exponentially.
1/1
AR02 (Reprint) – Solemn Simulacrum 4
Artifact Creature – Construct
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When Solemn Simulacrum dies, you may draw a card.
2/2
AR03 – Tetra Striker 5
Artifact Creature – Tetravite
Flying
When Tetra Striker enters the battlefield, you get EE(two energy counters). You may pay any amount of E. If you do, it deals X damage to target creature where X is equal to the amount of E you paid this way. Death dealt without a whisper.
3/3
AR04 – Chargeling 5
Artifact Creature – Automaton
Metal Mastery
Pay E: Chargeling gains menace until end of turn.
Pay E: Chargeling gains trample until end of turn.
Pay E: Chargeling becomes an artifact with indestructible and loses all other abilities until end of turn. (It's no longer a creature.) 1: Chargeling gets +1/-1 or -1/+1 until end of turn.
3/4
AR05 – Dimidiating Machination 6
Artifact Creature – Mecha
When Dimidiating Machination dies, create two 2/2 colorless Automaton artifact creature tokens with "When this creature dies, create two 1/1 colorless Robot artifact creature tokens.” No matter how hard you try, you can’t keep a good machine down.
4/4
AR06 (Reprint) – Tetravus 6
Artifact Creature – Construct
Flying
Tetravus enters the battlefield with three +1/+1 counters on it.
At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, create that many 1/1 colorless Tetravite artifact creature tokens. They each have flying and "This creature can't be enchanted."
At the beginning of your upkeep, you may exile any number of tokens created with Tetravus. If you do, put that many +1/+1 counters on Tetravus.
1/1
AR07 (Reprint) – Triskelion 6
Artifact Creature – Construct
Triskelion enters the battlefield with three +1/+1 counters on it.
Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target. "Why do bad things always come in threes?" —Gisulf, expedition survivor
1/1
AR08 – Thran Mimic 5
Artifact Creature – Automaton
You may have Thran Mimic enter the battlefield as a copy of any creature or artifact on the battlefield, except it has "When this permanent enters the battlefield, exile all other permanents with the same name as it until this permanent leaves the battlefield.” Mimics were so adept at passing as people, no one was certain if they actually existed.
0/0
AR09 – Weakstone Pendant 2
Artifact – Equipment
Creatures your opponents control get -1/-0.
Equipped creature gets +2/+2 and has deathtouch.
Equip 2 With his half of the powerstone, Mishra crafted the conviction that Urza couldn’t understand.
AR10 – Mightstone Pendant 2
Artifact – Equipment
Creatures you control get +1/+0.
Equipped creature gets +2/+2 and has vigilance.
Equip 2 With his half of the powerstone, Urza crafted the discipline that Mishra didn’t possess.
AR11 – Resonance Cannon 2
Artifact ,T: You get EEE(three energy counters). Resonance cannon doesn’t untap during your next untap step.
Pay any amount of E, T: Resonance Cannon deals X damage to target creature, where X is the amount of E you paid this way.
AR12 (Reprint) – Candelabra of Tawnos 1
Artifact X, T: Untap X target lands. Urza was stunned by Tawnos’s mastery of mechanisms. He could craft toys with most meticulous of details; tiny worlds that belied their true purpose.
AR13 – Embers of the Artificer 3
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.) 0: Name an artifact card. You may pay an amount of E equal to its mana value. If you do, Embers of the Artificer becomes a copy of that card. Iron is the paint with which I inspire the world.
AR14 – Over-Unity Engine 2
Artifact
At the beginning of your upkeep, put a charge counter on Over-Unity Engine, then you get E(an energy counter) for each charge counter on it. T, Pay any amount of E: Add C for each E you paid this way. Whatever its true purpose was, it was continuously doing more of it.
AR15 – Cane of Renewed Hope 2
Artifact G, T, Put target card from your graveyard on the bottom of your library. You gain 2 life. 4GG, T, Exile Cane of Renewal: Return up to three target permanent cards from your graveyard to your hand. When you do, shuffle your graveyard into your library.
AR16 – Immaculate Powerstone 5
Legendary Artifact
Immaculate Powerstone enters the battlefield tapped.
You don't lose unspent colorless mana as steps and phases end. T: Add CCCC. It glowed with a light that hasn’t been seen since ancient times.
AR17 – Aether Bomb 2
Artifact T: You get E(an energy counter).
Pay any amount of E, T, sacrifice Aether Bomb. When you do, destroy each nonland permanent with mana value X where X is the amount of E you paid this way.
AR18 – Tome of Insight 2
Artifact 1: Look at the top card of your library. You may mill a card. 3, T: Exile the top card of your library face down. As long as that card remains exiled you may cast it. (You still pay its costs. Timing rules still apply.)
AR19 – Tetra Factory 3
Artifact
Metal Mastery T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted."
Pay EEE(three energy counters): Tetra Factory becomes a Tetravite artifact creature with power and toughness each equal to the number of Tetravites you control and with flying until end of turn.
AM01 – Mox Phyrexia PP
Legendary Artifact
(P can be paid with either 1 or 2 life.) T: Add C. Stranded in the endlessness of eternity, Yawgmoth perfected the transmutation of life energy into kinetic energy.
AM02 – Scriptures of the Thran 3
Legendary Artifact 4, T: Put a lore counter on Scriptures of the Thran, then choose X, where X is the number of lore counters on it. You may choose the same mode more than once.
• You get EEE(three energy counters).
• Create a 1/1 colorless Robot artifact creature token.
• Scry 2.
• Draw a card. Limitless power from an ancient civilization.
— Land: Uncommon —
LU01 – Argivian Quarry
Artifact Land
Argivian Quarry enters the battlefield with two charge counters on it. T: Add W. W, T, Remove a charge counter from Argivian Quarry: Target creature gets +1/+1 and has vigilance until end of turn.
LU02 – Kher Armory
Artifact Land
Kher Armory enters the battlefield with two charge counters on it. T: Add R. R, T, Remove a charge counter from Kher Armory: Target creature gets +1/+1 and gains dauntless until end of turn. (That creature can't be blocked by creatures with power 2 or less.)
LU03 – Lat-Nam Solarium
Artifact Land
Lat-Nam Solarium enters the battlefield with two charge counters on it. T: Add U. U, T, Remove a charge counter from Lat-Nam Solarium: Target creature gets +1/+1 and gains flying until end of turn.
LU04 – Malpiri Mausoleum
Artifact Land
Malpiri Mausoleum enters the battlefield with two charge counters on it. T: Add B, B, T, Remove a charge counter from Malpiri Mausoleum: Target creature gets +1/+1 and gains menace until end of turn.
LU05 – Yotian Temple
Artifact Land
Yotian Temple enters the battlefield with two charge counters on it. T: Add G. G, T, Remove a charge counter from Yotian Temple: Target creature gets +1/+1 and gains trample until end of turn.
LU06 – Campus of Lat-Nam
Land T: Add C. 2, T, Sacrifice Campus of Lat-Nam: You may cast target instant or sorcery card from your graveyard this turn. It gains inscribe. If that spell would be put into your graveyard this turn, exile it instead. (To inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Lat-Nam heralded the resurgence of magic to Terisiare.
LU07 – Hall of Tagsin
Land T: Add C. 4, T, Sacrifice Hall of Tagsin: You may reveal an artifact card you own from outside the game. Put that card into your hand. Powerstones in hand, Urza and Mishra discovered the true cost of power that day.
— Land: Rare & Mythic —
LR01 – Phyrexian Threshold
Legendary Land
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.) T: Add C. 3, T, Sacrifice Phyrexian Threshold: You may pay any amount of E. Create a 0/0 black Horror artifact creature token with X +1/+1 counters on it and you lose X life, where X is equal to the amount of E you spent this way. The gates to hell were all too real.
LR02 – Mishra's Sanctuary
Legendary Land
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.) T: Add C. 4, T, Sacrifice Mishra's Sanctuary: You may pay up to EEE. Return target artifact card from your graveyard to the battlefield. It enters the battlefield with your choice of X additional +1/+1 or charge counters on it, where X is equal to the amount of E you spent this way.
LR03 Urza's Workshop
Legendary Land
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.) T: Add C. 4: Urza’s Workshop becomes a 3/3 artifact creature with "Pay E: This creature gains vigilance until end of turn. Pay EE: This creature gains flying until end of turn. Pay EE: This creature gains hexproof until end of turn" until end of turn. It’s still a land.
LR04 (Reprint) – Strip Mine
Land T: Add C. T, Sacrifice Strip Mine: Destroy target land. Unlike previous conflicts, the war between Urza and Mishra made Dominaria itself a casualty of war.
LR05 – Tetravite Nexus
Land T: Add C. 1: Tetravite Nexus becomes a 1/1 Tetravite artifact creature with flying until end of turn. It's still a land. 4, T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted."
LM01 – Ventrus, Vault of the Thran
Legendary Land T: Add C. T: Exile target artifact you control. If you do, you get EE(two energy counters). 7, Sacrifice Ventrus, Vault of the Thran: Return all artifacts exiled by it to the battlefield under their owner’s control. Deep in the heart of Terisiare were only mysteries.
— Land: Basic Land Slot —
LS01 – Coastal Windfarm
Land
Coastal Windfarm enters the battlefield tapped.
When Coastal Windfarm enters the battlefield, you get E(an energy counter). T: Add W or U.
LS02 – Geoactive Marsh
Land
Geoactive Marsh enters the battlefield tapped.
When Geoactive Marsh enters the battlefield, you get E(an energy counter). T: Add U or B.
LS03 – Crackling Cliffs
Land
Crackling Cliffs enters the battlefield tapped.
When Crackling Cliffs enters the battlefield, you get E(an energy counter). T: Add B or R.
LS04 – Verdant Timberland
Land
Verdant Timberland enters the battlefield tapped.
When Verdant Timberland enters the battlefield, you get E(an energy counter). T: Add R or G.
LS05 – Productive Harvestland
Land
Productive Harvestland enters the battlefield tapped.
When Productive Harvestland enters the battlefield, you get E(an energy counter). T: Add G or W.
LS06 – Enriched Ruins
Land
Enriched Ruins enters the battlefield tapped.
When Enriched Ruins enters the battlefield, you get E(an energy counter). T: Add W or B.
LS07 – Dynamic Cliffs
Land
Dynamic Cliffs enters the battlefield tapped.
When Dynamic Cliffs enters the battlefield, you get E(an energy counter). T: Add U or R.
LS08 – Saturated Peatbog
Land
Saturated Peatbog enters the battlefield tapped.
When Saturated Peatbog enters the battlefield, you get E(an energy counter). T: Add B or G.
LS09 – Copperfield Quarry
Land
Copperfield Quarry enters the battlefield tapped.
When Copperfield Quarry enters the battlefield, you get E(an energy counter). T: Add R or W.
LS10 – Sunsoaked Shores
Land
Sunsoaked Shores enters the battlefield tapped.
When Sunsoaked Shores enters the battlefield, you get E(an energy counter). T: Add G or U.
Almaaz – The swamps and forests of Almaaz have deep memory. It's entirely possible that the druids and shaman of Almaaz have memories from the time of the Thran, but if they do, they ensure that those thoughts never leave their borders. In fact very few things leave their borders, including marauding Fallaji warbands that travel too deep into the woods. The people of Almaaz have a very different understanding and approach to life and death compared to most.
Argive – The nation of Argive ruled by a triumvirate of clerics and nobles was the first to see the value in the metal contraptions that were being discovered in the ruins of the Zegon desert. They began sending out expeditions to study these ruins and bring back artifacts for further study and use. It was slow going, and the technology seemed out of reach for most the researchers, but with the discovery of powerstones, suddenly a new world of possibility opened up to Argive. It was the first nation to truly lean on technology and modernize in the industrial revolution. Seeking to broaden its horizons and capture more resources, Argive began an expansion campaign that resulted in the invasion of Korlis and the Kher mountains.
Argoth – A lush jungle paradise that sits off the southern coast straddling Korlis and Yotia, it suddenly finds itself threatened by explorers and machines alike that have started appearing from the mainland. Rallying around a messianic leader the denizens of the Argoth are determined to keep their home wild and untamed.
Fallaji Empire – The fallaji empire isn't a place per say, but rather the confederation of bands of nomads with similar cultural approaches. Their empire expands most of the Zegon wastes, taking over any space that they realistically can. Where the Fallaji survive, the fallaji thrive. They are constantly seeking expansion but Yotia's disciplined border regiments keep them at bay. At the top of the Fallaji tribes is the Quadir. A leader of fear and power, the Quadir is about the only thing that every really keeps the fallaji in line.
Kher Keep – The numerous clans of the Kher mountains rally around their castle stronghold atop the kher mountains. The clans value strength and freedom above all else. They aren't afraid to raid villages to take what the want. While they don't bow to kings or rulers alike, they value leadership that demonstrates strength and refuses subjugation. They find the empire of Yotia too stodgy to take seriously and generally keep to their own territory, terrorizing travels and traders moving across the Kher ridges.
Korlis – The kingdom of Korlis still lives in world of knights and chivalry. Locked in the old world feudalist system, the agrarian kingdom is resource poor when it comes to Thran ruins and never really got itself into the scramble for resources that the rest of Terisiare quickly escalated into. Because of this Korlis found itself under tremendous pressure that was mounting from Argive to the north. Landlocked between the Kher mountains to the west and the ocean to the east Korlis had little in the way of outside support. When Argive finally invaded, the king had no choice but to lead the kingdom in one final desperate counter offensive to retain their sovereignty.
Lat-Nam – For ages a small academy existed on the tiny rocky archipelago of Lat-Nam just off Terisiare's western coast. Ancient scriptures from all across of Dominaria spoke of arcane abilities that could mold and conjure mana from the land and invoke spells of immense power from this innate power. Travels from many lands would come to Lat-Nam to learn these arcane spells. It always was a melting pot of all of Dominaria's customs and peoples. When word broke that Terisiare was in possession of a craft of artifice that rivaled even the strongest magic people came from far and wide to study to this newly developed concept of technology. With two schools of disciple being led by Drafna and Hurkyl technology and magic melded into a new era of power for the fledging academy.
Malpiri – The swamps, marshes and wetlands of the Malpiri delta were never of much concern for Terisiarie's denizens. The land wasn't suited for cultivation, and no one every viewed it as a great location for settlement. It was likely this isolation that Gix found so inviting when he began gathering followers to initiate a cult in his own name. feeble supplicants that would do his every bidding and usher in the arrival of Phyrexia when the day was finally right.
Ronom – The mountainous Northwest region of Terisiare was a bitterly cold place with massive glaciers lining the granite peaked horizon. The glaciers of the Ronom mountains met together and fed into the Ronom lake, one the largest bodies of fresh water in all of Dominaria. The shores of the lake were always bitter with winds that chilled you to the bone. It was a rather inhospitable location, the exact opposite of the roasting Zegon wastes, but just as deadly to unprepared.
Yotia – The vast lands of Yotia stretched the southern coast of Terisiare full of thick forests and winding rivers. It was a land rich in flora, fauna, and sunshine. Because the people of Yotia lived more closely with nature than any of the other great nations of Terisiare they better appreciated its gifts and understood that to remain on top of the food chain required discipline and strength.
Zegon – The vast desert wastelands of Zegon encompassed almost the entirety of the interior of Terisiare. The extent of the desert was too great to grasp for most of the people of Terisiare, and even fewer wondered why such a great desert existed in the first place, never aware that such a place wasn't the product of nature. It's here that the wellspring of Thran ruins littered the landscape. Some great calamity had befallen the Thran, but whatever the secret was to their downfall, they had taken it with them in the collapse.
Ashnod Karimotha – Ashnod is referred to in hushed tones by those that know to fear her. There are few that truly know her face as very few survive within her inner circle. Ashnod is a fearless, ruthless and cunning biological researcher. Knowledge at all costs is Ashnod's mantra. She does often wonder if it was fate that she was born into such times to see such rapid expansion of knowledge and technology.
Barl – The Messianic leader of the indigenous people and creatures on the island of Argoth. Rallying their forces, he leads the charge to repel the invaders from their land and preserve the paradise that Argoth represents.
Drafna Tribecca – A brilliant engineer who migrated to Lat-Nam when he heard about Terisiare's rapid technological revolution. He leads Lat-Nam's artifice programs and instructs the manufacturing of machinery. His skills are unrivaled in Lat-Nam. It's rumored that his engineering skills rivals even those of Urza of Yotia.
Feldon Walliman – Feldon grew up in the Argivan expeditions across Zegon and cut his teeth on decades of archeological digs, but it wasn't until the powerstones were revealed that Feldon truly understood what was laying in wait in the Thran ruins. Rumors had been spiraling for ages of a lost city perfectly preserved deep within the crevasses of the Ronom Glacier. Feldon never one to back down from a challenge, has embarked on discovering this lost city of the Thran.
Gix – What was once a man is now a twisted husk of flesh and steel. Gix is a demon the likes of which no one on Terisieare could have imagined. When the brothers opened the Hall of Taigsin, they inadvertently re-opened a portal to another plane of existence. From that portal emerged Gix, ready to take revenge on a world that knows nothing of its past. Taking foothold in the marshes of Malpiri, Gix has managed to build a fanatical death cult that worships the melding of metal and man. What Gix's end game is at this point, no one can say, but through his cult, his presence can be felt everywhere.
Hurkyl Tribecca – Hurkyl had been studying at Lat-Nam for some time learning the ways of the arcane magic that had once ruled the lands of Dominaria. Though never gifted in artifice herself, she was always captivated by it, and quickly fell in love with Drafna. They both eventually excelled into becoming the academy's deans of Magic and artifice. Unbeknownst to her, Gix's influencers had infiltrated the ranks of Lat-Nam and were slowly sabotaging its efforts. Drafna was killed in one of these attacks by his own machines that had been turned against him. Hurkyl vowed she would never rest until the scourge of artifice was wiped clean from the world and spent her every waking moment afterwards preparing her protégés to rise and join her in her fight.
King Lienre Preska VII – The king of the kingdom of Korlis. He is a noble leader, but naïve at the best of times. Korlis lacked the resources and ruins that many of the other nations had access to, and was still existing in an agrarian economic system that was being vastly outpaced in evolution and technology by its neighbors. It never occurred to the king until it was too late that Korlis needed to raise its defense potential against the possibility that it's neighboring nations may one day turn on it. After decades of build up, when Argive unleashed a full scale attack on the Kingdom, it's knights and soldiers were quickly outclassed as the king had no choice but to lead the charge for one last crusade the protect their sovereignty.
Loran – While the brothers are the most well known protégés of Tocaisa, Loran was her most faithful. Loran had already graduated onto leading her own expeditionary teams by the time Tocasia had taken up training the brothers. When news broke of Tocaisa's death Loran was devastated. Once she realized that her death was related the powerstones that everyone in Terisiare was rushing to gather she vowed to do everything in her power to stop artifice before it eventually consumed them all.
Kayla Bin-Kroog – The Heiress of Yotia and daughter of Ratha Bin-Kroog. Wild and willful Kayla cared not for the politics of the modern world. Yotia was a unique empire ruled by respect for strength and there was none stronger in the kingdom than Ratha. When a young brash artificer showed up in Yotia to respond to a challenge set forth by Rath to release a sword in the stone and win Kayla's hand in succession of the empire, Kayla found herself enamored with his brashness. Though not physically strong, he was fearless and intelligent in a way she was unfamiliar with. Though Ratha refuted him despite freeing the sword, Kayla stole the empire's treasure that was to be awarded to the victor and presented it to Urza along with herself. Young and foolish, it was a long while before Kayla realized that Urza never reciprocated the passion and love she felt for him. She often pontificated if that was always to be her fate.
Mishra Erdeli – In the war of the brothers Erdeli, Misha is most often looked at as the origin of the war's onset. While it's true that Mishra felt nothing but envy and rage for the gifts that Urza possessed, one can't help but wonder if things wouldn't have turned out very differently had Urza possessed a stronger sense of compassion for his only living relative. When the brothers discovered the powerstone in the Hall of Taigsin, it set off a series of events that would one day culminate in all out war that would devore the continent of Terisiaire. For the moment Mishra's tale is a little more self contained as he finds himself falling in the background noise of Terisiare's industrial revolution. After parting ways from Urza at the Cave of Korlis with the weakstone in hand, Mishra wandered the Zegon wastes eventually being captured by Fallaji marauders and pressed into the service of the Quadir. Every night bound by his shackles Mishra used the moonlight to tinker a little bit more with the weakstone slowly unravelling the secrets of its power for the day he would finally break free of the Fallaji and take revenge on his brother.
Ratha Bin-Kroog – Warlord of the empire of Yotia. Yotia has a long history of ruling through power alone, and there are none on Terisiare more powerful than Ratha. He has never been bested in a fight. Knowing that Yotia would need a successor named, Ratha established a contest to remove a sword he stuck into a rock. The winner would not just be named successor and marry the heiress, but they would be granted Yotia's greatest possession, an ancient scripture that has been in Yotia's possession since the dawn of the empire. Ratha had never expected a simple looking boy could beat his challenge where the strongest in the empire could not. He declared Urza's automaton a cheat and refuted Urza's claim to the throne. But when Kayla went behind his back and gifted the Thran tome to Urza he had a change of heart, finally understanding just how strong the nature of artifice truly was. With Urza now part of the empire, Ratha instructed him to build up the empire's strength through artifice and by producing even more mechanical men to ensure their place as the mightiest on Terisiare.
Tawnos Revella – shortly after Urza began Yotia's artifice development, word spread and people began showing up from far and wide to learn from him. Tawnos turned up and was just a boy himself, but was Urza's most gifted protégé. Tawnos could engineer the most magnificent designs, and though most of what he created were toys, through the mechanisms he created Urza was able to improve his own deigns in the manufacture of automatons.
Tocasia Infandel – A brilliant and skilled archeologist. Long before the notion of a powerstone entered the collective conscience, many a minds from Argive wandered the Zegon wastes discovering ruins full of strange metal contraptions. Whatever these ancient people that came to be labeled as the Thran were, they had left behind an entire civilization that seemed to have been suddenly stricken from the face of the earth. Tocasia was the ward of two orphaned brothers, Mishra and Urza. She taught them everything she knew about the history of the Thran and the mechanical nature of artifice. Mishra often seemed lost, but she sensed that Urza was capable of doing more than their current knowledge allowed. The three of them chanced upon a cave during an expedition, and when Urza and Mishra emerged from the cave they held a curious stone, glowing with energy. Tocasia could sense the unease in the brothers knowing they had always had a hidden rivalry with each other just under the surface, but she never expected that animosity to boil over as it did over this rock. That night the brothers broke out into a fight over who would possess the rock. Tocasia had always predicated herself on pacifying conflict, but as she put herself in the middle of this fight, it was one that could no be stopped. The powerstone cracked and exploded in the scuffle. The shockwave from the explosion knocked both brothers back, and when the dust settled Tocasia was dead. Each brother held a piece of that original powerstone, each possessing a polarity of power. Never one to be a sentimentalist, Urza was still shaken to the core that Mishra's actions had resulted in Tocasia's death. Urza vowed to never forgive Mishra for this transgression, and from that place both Brothers walked into the desert alone, setting their own paths into the saga of Antiquities.
Verdansk Treeck – Though Kher keep was not a castle with a king that anyone bowed to, or was ruled over by, Verdansk was viewed and regarded as a king in his own right as a man worth following. He maintained the keep and made it home and refuge for those of the Kher clans seeking aid. Verdansk was a natural born leader and warrior not to be taken lightly. In a sense, the duty of the ruler of the keep wasn't to lord over others, but to keep the beacons of the keep lit as a symbol of the freedom that those who rallied under its banners lived for. For ages the clans of the Kher mountains lived free and respected only power. They rarely clashed with the Yotia empire, but were no strangers to raiding the lands the Korlis which they saw as weak. But when Argive launched its assaults, the clans of the kher had to rally as Argive quickly took to siege against Kher keep. Outnumbered and underprepaired, Verdansk had no choice but to retreate knowing that if Kher keep couldn't be saved it would damn well be avenged.
Yawgmoth – though an unseen force at this point in time, Yagmoth and the nature of Phyrexia was the gravest threat that Terisiare would ever know. Gix may be an agent of Phyrexia, but once set free on Terisiare developed his own sense of revenge and did not necessary follow the path and intensions of Yawgmoth. Though the portal to Phrexia has been reopened, in it's current state it is far too weak to suit Yawgmoth's plans. Yawgmoth has spent millennia plotting and preparing, he knows he can afford to wait a little longer to fully realize his final revenge on the world that exiled him to oblivion.
Urza Erdeli – Though Urza was the driving force of all events that shaped Terisiare across the saga of Antiquities, he was a far cry from being a true hero. Too self centered to care about those around him, he only ever really saw the world through the designs and engineering that filled his mind. There would come a time when Urza finally overcame of these short comings, but like all tragedies when that moment finally presents itself the damage will already be done. For the moment Urza has hold up in Yotia, driving the empire's growth in the explosion of the industrial revolution.
Energy counters are the lifeblood of Industrial revolution, and are interwoven into the set so they feel like a natural extension of the gameplay loop. First introduced in Kaladesh, energy counters were problematic in constructed gameplay, but since industrial revolution was designed as a limited exclusive playstyle it erases most of those problems.
This set attempts to make energy more of a flowing entity throughout a game that ebbs and flows. With a plethora of energy faucets and sinks, early design started out with energy as a cost, but was resulting in missed play opportunities. Instead energy was redesigned as primarily a kicker to card effects to increase power level. This allows energy related spells tension and variance from game to game.
Energy is a much more wide open resource in Industrial Revolution than was when it was first introduced in Kaladesh. In the scope of energy faucets and sinks, about 1/3 of all energy faucets also include a means to spend energy. Some spells also include ways to get energy in a one time effect. About 1/3 of energy related spells will give energy surpluses without a direct means of spending it. The final third of energy related spells provide ways to spend surplus energy as kicker effects, but are not directly required to get an effect from those spells.
Energy is a parasitic mechanic as it uses an outside resource to the larger game. Design efforts were made to ensure that energy related spells could play as modularly as possible, but the nature of the mechanic only allows that to go so far. Since this set was designed to be played exclusively in limited, the greater parasitic nature of the mechanic is mostly mitigated. If enough energy related cards were introduced into the greater magic ecosystem, there are several rares in this set that could be viable commander/constructed players.
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Metal Mastery is currently the glue of the world of Industrial revolution. It represents the drive and ambition of artificers as they strive to create and grow.
Each permanent with metal mastery earns an energy counter when it enters the battlefield and will net energy counters each time they see an artifact enter the battlefield under your control. When you control multiple permanents with metal mastery energy is able to build up quickly. It’s an unassuming mechanic that doesn’t immediately affect the game state, but as the game plays out the role of permanents with metal mastery becomes apparent.
Metal Mastery went through several iterations and was originally conceived as a state based level that you are granted. After experimentation with both static levels that don’t change once earned, and variable levels that can go up or down, two things began causing problems. The stat tracking required just didn’t quite feel right in this set, and trying to fit the reminder text for that mechanic on the card was proving problematic. Once it was decided that energy would be brought into the set it alleviated much of metal mastery’s two main issues.
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Battle Adorned is the Green/White mini-mechanic that came about in trying to find ways to up the amount of artifacts floating around inside the limited environment. Battle Adorned provides a replacement effect as those creatures enter the battlefield that allows them to enter with their equipment attached. Because it’s not a triggered ability there is no window to respond to the equipment attaching to the creature.
To keep battlefield complexity down Armaments have the drawback that as long as they currently attached to a creature, they can't be re-equipped. Armaments function as legacy +1/+1 counters that can stick around even after the creature that created them dies, allowing other creatures to pick them up to continue to the fight. The concept was original designed for the final set in the tetralogy (Antiquities 4), but this set wanted a critical mass of artifacts to feed metal mastery, so it got bumped up into Industrial Revolution.
Battle Adorned flavorwise represents the lesser technology in the forms of basic weaponry. Both Korlis and Argoth are having their way of lives being threatened by the encroachment of technologically superior neighboring regions. As conflicts flare up in the resource war brewing on Terisiare, these creatures come to the fight with their own gear.
Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Excavate is the White/Blue mini-mechanic and it was a late add-on. In trying to find ways to help White/Blue keep artifacts flowing the mechanic at first was a reveal and put all other cards into the graveyard to try to thematically tie into the action of tilling soil. But whiffing on a trigger and self -milling three cards without profit was too much a feel bad. The mechanic was copied straight from Faerie Mechanist as it was less of an issue if you didn’t find anything as you didn’t affect your deck state that way.
Up to this point in the world of Terisiare, archeologists have been going out into the dangerous Zegon wastes hoping to bring back artifacts from a distant past they don't fully understand. At the heart of the endeavor is the nation of Argive, and to play into that feeling of uncovering powerful relics the excavate mechanic appears on white and blue cards as a chance to revel in that discovery of artifice.
Graveblast 4B, Pay any amount of E(You may cast this card from your graveyard by paying its graveblast cost. Exile it as it resolves.)
Graveblast is the Black/Red mini-mechanic and is a remaining holdover from the previous cube iteration of the set that featured several graveyard themed mechanics. The mechanic was close the chopping block, but after iterating several times, it’s in a good place. While it doesn’t directly interact with artifacts, the use of energy as a cost keeps it relevant in the greater limited format.
Graveblast has come along well, and makes use of some new design space in the nexus between flashback and kicker. Graveblast dabbled in the nexus of kicker and delve, but I like where it’s at now as it makes excellent use of the set’s mechanical gameplay theme of energy as a kicker resource.
At the base level all graveblast cards a have simple effect when first cast (As at this time there’s no way to add extra energy to the initial casting), and have a scaled effect if you have extra energy to spare. Graveblast cards have a standard flashback mana cost, but the variability is built into whether you have the energy to make them extra efficient.
Flavorwise it represents the efforts of Gix and his sycophants to unleash terror and usurp the natural order of Terisiare. They will use any and all resources at their disposal to bring about Terisiare's end, and perhaps usher in a new era of Phyrexian control. Graveblast currently resides on Black and Red spells.
Inscribe (Create an artifact Glyph token with “,T, Sacrifice this artifact: Each opponent mills three cards.”)
Inscribe is the Blue/Black min-mechanic and was nearly cut, but I’ve given it several new changes with different iterations. The magical blockchain version of it was cool, but was too wordy for it’s own good so I had to abandon that version of it. Realizing that I was never going to be satisfied with it as a mechanic since it had gone through so many failed iterations, I settled on turning it into a named utility token mechanic, I.E. Investigate.
I gave some thought of having it be a scry utility token, but the deck manipulation space is getting crowed with both clue tokens and blood tokens floating around. Up to now, utility tokens are designed for smoothing out game play, I.E. Gain life, draw a card, discard/draw, make a mana of any color. For the most part those are smoothing mechanics to help you stay in the game. I wanted to try for something that enables a more offensive style of gameplay, but I didn’t want to complicate board state doing it. So I devised that Glyph tokens will mill oppenents as new utility token. Since mill is in both blue and black, this was a good color fit as those are the two colors that make Glyphs in this set.
Flavorwise inscribe represents etching spell runes on artifacts to boost their magical power by the mages of Lat-Nam.
Raze – 5G: Card Effect. (This ability costs 1 less to cast for each artifact opponents control. Activate this ability only once each turn.)
Raze is the Red/Green min-mechanic and is an ability on creatures that represents their tenacity to fight back against artifice.
Since red and green don't play well with artifact, those colors needed a negative attribute against artifacts, and I explored options that didn't involve direct artifact destruction. It's a punisher mechanic for opponents who play many artifacts. Similar to boast, a raze mechanic can be activated once per turn, but most effects are combat related so there’s diminishing returns on other player’s turns depending on the card. Raze shines best in multiplayer where it can be used most effectivity to hose the opponents and get multiple cheap activations between your turns on defense if need be.
Raze was close to the chopping block, but after being redesigned one last time into this current iteration, it plays pretty well. It’s weakest in 1v1, but most effects are playable even without the cost reductions, and provide a good mana sink for late game mana. Final raze costs will depend on multiplayer play balance.
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
I keyworded this combat ability as i featured it at common as a way to change combat dynamics. it is currently primary in Red/Green and Tertiary in White appearing at higher rarities.
Private Mod Note
():
Rollback Post to RevisionRollBack
Easy Dude. You're being very un-Dude.
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Set Size - 318
Common - 120
Uncommon - 72
Rare - 74
Mythic - 22
Land Slot - 10
Basic Land - 20
Set Status 2022.04.30 - [Final Play Balance]
Post Update Log:
2022.04.30 – Added text based complete set list. Updated visual mechanical examples and inscribe mechanic. Updated Token visual spoiler.
2022.03.29 – updated base set description. Added set teaser. Added token spoiler. Updated mechanic descriptions and added set mechanics visual spoilers.
2021.10.24 – Base Information posted. Set in Development stages.
Industrial revolution is the first of a tetralogy of sets set in the Antiquities timeline. This set started out as a 540 card singleton designed set/cube hybrid that was initially developed in 2019. That design was equally an artifacts matters and graveyard matters design. It has since been redesigned as a set designed for sealed/draft play focused on the artifacts matter world of Antiquities.
The set is designed with a power level suitable for a supplementary limited set direct to eternal formats.
Each set of the tetralogy represents a different era of technological advancement. The world of industrial revolution represents a medieval world experiencing a renaissance into a steampunk world. The world of Antiquities is a reimagining of the origin story leading up to the brother's war. The world of Industrial Revolution has reached a tipping point, where technology is sweeping up the denizens of Terisiare in a frenzy of to grasp and control this newfound power. It’s with the world flavor that energy as a mechanic takes center stage, representing the vibrancy and zeal for technological evolution.
Set size metrics were chosen for simplified ratio of randomization. The set size will host an 8 player sealed pool or 12 player draft environment. Packs include a set based common duel land in the land slot. Basic lands are not included in the packs, but are used for the basic land kit. Mythics have aprx a 1:5 ratio of appearance. A set pool consists of:
4x Common = 480 total pool size
2x Uncommon = 144 total pool size
1x Rare + 1x Mythic = 96 total pool size
5x Land slot common duel = 50 total pool size
10x each basic = 200 total pool size.
970 Total card pool size (including 200 basic lands)
Just like Maro does at the start of spoiler season, I though it would do a quick set teaser. here are some things you can expect:
• 12 Characters from the story of Antiquities appear as legendary creatures
• 5 Original characters appear as legendary creatures to fill in the story and color balance
• A mythic artifact cycle that all activate for a spell effect originally designed in Alpha
• 7 Artifacts, and 8 cards overall originally printed in Antiquities are reprinted here (including one from the reserved list)
• A land that creates Tetravite tokens
• A spell that creates an emblem
• A 2 mana planeswalkers
• A spell that continually grows as it’s recast
• An enchantment that reverses the game
• An artifact that makes Fallaji Warriors
• The first sword of a new cycle that will appear across all four Antiquities sets
• Creature – Thran Artificer
• Creature – Dog Shade
• Creature – Spirit Knight
Visual Spoiler: Coming soon
*Note – I left flavor text intact in the text card file, even if I couldn’t fit them on the visual spoiler cards due to space limitations.
— White: Common —
WC01 – Vanguard of Korlis W
Creature – Human Soldier
When Vanguard of Korlis dies, choose one —
• You gain 3 life.
• Create a 1/1 white Soldier creature token.
The soldiers of Korlis acted with ultimate unity. When a soldier fell, another stood to take their place.
1/1
WC02 – Salvageborn Oxen 1W
Artifact Creature – Ox
Vigilance
Modeled to emulate beasts they look like, these hulking metal contraptions could complete in days the work that used to take farmers months.
1/3
WC03 – Templar Errant 1W
Creature – Human Knight
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Korlis deserved a dream of tomorrow, and the templars vowed to deliver that dream.
1/1
WC04 – Argivian Skychaser 1W
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
At the beginning of combat on your turn, you may pay E. If you do, Argivian Skychaser gains flying until end of turn.
Believe strongly enough, and anything can be accomplished.
2/1
WC05 – Argivian Archeologist 1W
Creature – Human Scout
Whenever Argivian Archeologist attacks, you may pay 1 and exile target card from a graveyard. If you do, create a treasure token and you gain 1 life. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
“Accused of robbing the dead, as soon as I meet a Thran, I’ll ask for its forgiveness.”
2/2
WC06 – Relic Hunter 1W
Creature – Human Scout
When Relic Hunter enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Terisiare held as many secrets as there were souls seeking answers.
3/1
WC07 – Knight of Unity 2W
Creature – Human Knight
Vigilance
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
2/1
WC08 – Wayfinder Griffin 2W
Creature – Griffin
Flying
When Wayfinder Griffin enters the battlefield, choose one —
• Target creature gains flying until end of turn.
• Create a Treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
Griffins were prized for their ability to get in and out of dangerous locations.
2/2
WC09 – Red Sands Explorer 3W
Creature – Human Scout
When Red Sands Explorer enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
The Fallaji say every grain of sand holds a secret, and to stand in the center of the desert is to know them all.
2/4
WC10 – Sanctifier Priestess 2WW
Creature – Human Cleric
When Sanctifier Priestess enters the battlefield, you may destroy target artifact or enchantment.
As long as artifice exists, so remains the lust for power it manifests. The Church of Koilos is devout in its mission to end the depravity.
2/3
WC11 – Nightwatch Patroller 4W
Creature - Human Soldier
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Nightwatch Patroller attacks, you may pay E. If you do, tap target creature an opponent controls.
Watchful eyes no longer slept.
4/4
WC12 – Protector of the Peace 4W
Creature – Human Knight
Flying
When Protector of the Peace enters the battlefield, you gain 1 life for each creature you control.
3/4
WC13 (Reprint) – Dispeller's Capsule W
Artifact
2W, T , Sacrifice Dispeller's Capsule: Destroy target artifact or enchantment.
"True we don’t know the nature of the Thran relics, but does a work of art ever truly require comprehension?" —Feldon, Master Archeologist
WC14 – Rejuvenating Vessel 2W
Artifact
When Rejuvenating Vessel enters the battlefield, you get EEE (three energy counters).
Pay E, T: You gain 1 life.
For such a small device, it produces an almost effervescent sensation its user.
WC15 – Indolence 2W
Enchantment – Aura
Enchant creature Enchanted creature can’t attack or block, and its activated abilities can't be activated.
As the world began to burn, some were content to simply let it happen.
WC16 – Technical Expertise 1W
Enchantment – Aura
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Enchant creature
Enchanted creature gets +1/+3 and has "Whenever this creature attacks, you may pay 1W. If you do, create a 1/1 colorless Robot artifact creature token."
In a world where brilliance can truly shine, the capable find a way to do so.
WC17 – Energize the Spirit W
Instant
You may pay up to EEE (three energy counters) as you cast this spell.
Target creature gets +X/+0 and has first strike until end of turn where X is equal to the amount of E you spent to cast this spell.
True conviction is an unbreakable shield.
WC18 – Repel the Invaders 1W
Instant
Choose one —
• Repel the Invaders deals 3 damage to target attacking or blocking creature.
• Create an Armament token, then attach it to up to one target creature. (It’s an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
A helping hand never arrives too late.
WC19 – Sift the Sands 1W
Sorcery
You gain 4 life, and you get EE (two energy counters).
Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Whatever you could imagine, and so much more was waiting to be found.
WC20 – United Reinforcements 3W
Sorcery
if an opponent controls more creatures than you, you may cast United Reinforcements as though it had flash.
Create three 1/1 white Soldier creature tokens.
The army of Korlis demonstrated to the endless waves of Argivian insurgents that they would not break for as long as a single man still stood.
— White: Uncommon —
WU01 – Knight Ranger of Korlinda 1W
Creature – Human Knight
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
When the kingdom threatened to collapse, the knight rangers rallied all who would rise to witness Korlis’s final hour.
1/1
WU02 – Argivian Guildmason 1W
Creature – Human Artificer
Whenever an artifact enters the battlefield under your control you may pay E (an energy counter), if you do, put a +1/+1 counter on Argivian Mason.
In Argive, some dedicated their craft to improve life, instead of subjugating it.
2/2
WU03 – Expedition Foreman 2W
Creature – Human Scout
Lifelink
Whenever Expedition Foreman attacks, you may pay 2W. If you do, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
You may look at an additional two cards each time you excavate.
Rewards are not found, they are earned.
2/3
WU04 – Rescuing Hero 3W
Creature – Human Ranger
Flash
When Rescuing Hero enters the battlefield, Choose one —
• You may return target creature you control to its owner’s hand.
• You may attach target equipment you control to Rescuing Hero.
3/3
WU05 – Argivian Sky Patroller 3WW
Creature – Human Soldier
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
Whenever Argivian Sky Patroller attacks, you may pay EEE. If you do, put a +1/+1 on another target creature you control.
4/4
WU06 – Thran Battle Gear 1W
Artifact – Equipment
Equipped creature gets +1/+1 and has “Whenever this creature attacks, tap target creature an opponent controls.”
Equip 1
It shimmers with an iridescence that speaks of a nobility not witnessed for eons.
WU07 – Banishing Nexus 1WW
Enchantment
Flash
When Banishing Nexus enters the battlefield, exile target nonland permanent until Banishing Nexus leaves the battlefield.
Since the end of the Thran empire, mana eddies have terrorized Terisiare, abducting souls to realms unknown.
WU08 – Bittersweet Parting W
Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand or pay 4.
Exile target creature.
“When brothers quarrel, it’s vanity to believe you can stand between them.” –Tocasia Infandel’s final words.
WU09 – Scour the Ruins 3W
Instant
For each target beyond the first, pay EE (two energy counters).
Exile any number of target artifacts.
Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
— White: Mythic & Rare —
WR01 – King Lienre Preska VII 2WW
Legendary Creature - Human Noble
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
If another nontoken creature would enter the battlefield under your control and it doesn't have battle adorned, it enters with it.
Equipped creatures you control have vigilance.
3/3
WR02 – Argivian Battleslinger 2W
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Double strike
Whenever Argivian Battleslinger attacks, you may pay E. If you do, another target creature you control gains double strike until end of turn.
2/2
WR03 – Tocasia, Queller of Conflict 2W
Legendary Creature – Human Advisor
Vigilance, Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
2W, T: Untap another target attacking creature and remove it from combat.
Tocaisa refused to believe the brother’s rivalry posed any danger until it was too late.
1/3
WR04 – Loran, Dispeller of Hubris 2WW
Legendary Creature – Human Artificer
Lifelink
When Loran, Dispeller of Hubris enters the battlefield, for each opponent, exile up to one target artifact or enchantment that player controls until Loran, Dispeller of Hubris leaves the battlefield.
While the world worshiped artifice, Loran witnessed the dark path it held for humanity.
3/4
WR05 – Rusted Wardriver 3WW
Artifact Creature – Construct
Vigilance
When Rusted Wardriver enters the battlefield, create three 1/1 white Soldier creature tokens.
Rusted Wardriver's power and toughness are each equal to the number of creatures you control.
*/*
WR06 – Arclight Angel 4WW
Legendary Creature – Angel
Flying, lifelink
When Arclight Angel enters the battlefield, for each player, you may exile up to one target artifact from the battlefield that player controls, or artifact card from that player’s graveyard.
When Arclight Angel leaves the battlefield, return the exiled cards to their owner’s hands.
5/5
WR07 – Abandoned to the Desert W
Enchantment – Aura
Enchant Plains you control
Enchanted land is a Desert with "T, add C."
When Abandon to the Desert enters the battlefield, exile target nonland permanent with mana value 3 or less until Abandoned to the Desert leaves the battlefield.
WR08 – Noble Sacrament 1WW
Enchantment
Creatures you control get +1/+1.
Soldiers, Knights, and Rangers you control have vigilance.
The knights of the realm vowed their finest hour, knowing it would be their final hour.
WR09 – Last Crusade of Korlis 1W
Instant
For each target beyond the first, pay EEE (three energy counters).
Put two +1/+1 counters on any number of target creatures. They gain indestructible until end of turn.
Only a sliver of hope remained in Korlis. The surviving knights rallied for home, for brethren, for honor, to their last.
WR10 – Urza's Decree 3WW
Sorcery
Each player chooses a creature they control. Put all other creatures on the bottom of their owners' libraries. Each player gets E (an energy counter) for each creature put on the bottom of their library this way.
Urza felt his heart rend asunder with Tocasia’s death. There were no words to describe his grief. There was no forgiveness for Mishra, the man he once called brother.
WM01 – Feldon, Vault Seeker 3WW
Legendary Creature – Human Artificer
Vigilance; metal mastery
Whenever Feldon, Vault Seeker attacks, excavate.
Pay EEEEEE, T: Return all artifact cards from all graveyards to the battlefield under their owners' control.
Feldon was hellbent on finding the Thran city of Halcyon, and its trove of hidden secrets.
4/5
WM02 – Vessel of Balance 1WW
Legendary Artifact
Vessel of Balance enters the battlefield tapped.
1W, T, Exile Vessel of Balance: Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
WM03 – Chell, Paragon of Chivalry 1WW
Legendary Planeswalker – Chell
+1: You gain protection from target permanent until your next turn. (You can't be targeted, enchanted, or dealt damage by that permanent.)
-1: Create a 1/1 white Soldier creature token and an Armament token, then attach it to that creature.
-2: Whenever a creature attacks this turn, create a 1/1 white Soldier creature token tapped and attacking.
(3)
— Blue: Common —
UC01 – Apprentice Researcher U
Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Scry 1. Activate this ability only as a sorcery.
By the minute, the boundaries of science were being constantly redrawn. At the forefront of those discoveries were the young minds that comprised Lat-Nam.
1/1
UC02 – Ashnod’s Assistant 1U
Creature – Demon Rogue
3U: Target creature can’t be blocked this turn. It also gains “Whenever this creature deals combat damage to a player, that player mills that many cards.” until end of turn.
Gix’s demonic minions were delighted at the prospect of studying Ashnod’s brash hedonistic science.
2/1
UC03 – Comptroller of Lat-Nam 1U
Creature – Troll Wizard
1U, T: Draw a card, then discard a card.
The only thing worse than a new student was their admission papers.
1/3
UC04 – Fracturing Barrier 1U
Creature — Wall
Defender (This creature can't attack.)
Whenever Fracturing Barrier is dealt combat damage, you get E (an energy counter).
When Fracturing Barrier dies, draw a card.
Where there’s a barrier, there’s something work seeking.
0/4
UC05 – Salvageborn Crane 1U
Artifact Creature – Bird
Flying
As the oceans began to fill with industrial waste the salvageborn birds thrived on this newly created ecosystem.
2/1
UC06 – Industrial Infiltrator 2U
Creature – Human Rogue
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Mishra’s Infiltrator can’t be blocked.
Pay EE: Mishra’s Infiltrator gets +1/-1 until end of turn.
Subterfuge was the new currency.
1/3
UC07 – Coastal Surveyor 2U
Creature – Human Scout
Flying
When Coastal Surveyor enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
2/2
UC08 – Escorting Drake 3U
Creature — Drake
Flash
Flying
When Escorting Drake enters the battlefield, target creature you control gains hexproof until end of turn.
A herald against the sea’s rage.
3/1
UC09 – Ronom Ice Giant 4U
Creature – Elemental Giant
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay EE: Target nonland permanent doesn’t untap during its controller’s next untap step. Activate this ability only as a sorcery.
4/4
UC10 – Knowledge Vessel 2U
Artifact
When Knowledge Vessel enters the battlefield, you get EEE (three energy counters).
Pay E, T: Scry 1.
Infinite knowledge held in the palm of the hand.
UC11 (Reprint) – Courier's Capsule 1U
Artifact
1U,T, Sacrifice Courier's Capsule: Draw two cards.
For centuries couriers bore messages written on ornate scrolls. The medium has grown more sophisticated, but the principle remains the same.
UC12 – Energy Syphon 3U
Enchantment – Aura
Flash
Enchant creature
When Energy Syphon enters the battlefield, tap enchanted creature and you get E (an energy counter).
At the beginning of each upkeep, if enchanted creature is untapped, tap it and you get E (an energy counter).
UC13 – Haunting Thoughts 1U
Instant
Target player mills five cards. You get E (an energy counter) for each nonland noncreature card milled this way.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Ideas once planted, take on a life of their own.
UC14 – Muffle into Silence U
Instant
Target creature gets -4/-0 until end of turn.
Scry 1.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Silence is golden.
UC15 – Tactical Insight 3U
Instant
You may pay up to EEE (three energy counters) as you cast this spell.
Scry X, then draw two cards, where X is equal to the amount of E you spent to cast this spell.
The most valuable information gathering tool is sometimes just an open window.
UC16 – Industrial Sabotage U
Instant
You get EE (two energy counters), then you may pay any amount of E.
Counter up to one target noncreature spell unless its controller pays X, where X is equal to the amount of E you paid this way.
Where Misha lacked Urza’s skills, he found other ways to even the odds.
UC17 – Hurkyl's Invocation 2U
Instant
Return target permanent to its owner's hand.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Amidst the race for technology, Hurkyl sought to save Lat-Nam from itself.
UC18 – Calculated Dismissal 1UU
Instant
Counter target spell. When that spell is countered this way, create a treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
Yotia recognized that the impending arms race was more about denying competitors the technological advantage than leading it.
UC19 – Industrial Engineering 1U
Sorcery
Choose one —
• You get EEE (three energy counters).
• Draw two cards, then discard two cards.
• Put target artifact card from your graveyard on top of your library.
UC20 – Ominous Research 4U
Sorcery
Choose one. You may pay EEE (three energy counters) If you do, choose both instead.
• Put target nonland permanent on top of it's owner's library.
• Draw two cards, then excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
The value of arcane research depended on the side of the table you were on.
— Blue: UnCommon —
UU01 – Dungeon Apparition 1U
Creature – Spirit Knight
Whenever Dungeon Apparition becomes the target of a spell or ability, or becomes blocked, it phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Delve too deep into Lat-Nam’s catacombs, and you’re likely to become a permanent resident.
2/1
UU02 – Apprentice of Tawnos 2U
Creature — Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Tap or untap another target nonland permanent. Activate this ability only as a sorcery.
Tawnos discovered a shared connection in all things that could be purposed at will.
2/3
UU03 – Cunning Peddler 3U
Creature – Human Rogue
At the beginning each opponent’s upkeep, if that player controls more artifacts than you, create a treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
A fool and their money are soon parted, and Terisiare is certainly full of fools.
3/3
UU04 – Yotian Aeronaut 3UU
Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
Whenever Yotian Aeronaut attacks, you may pay up to EE. If you do, whenever a creature you control deals combat damage to a player this turn, that player mills X cards, where X is equal to amount of E you paid this way.
Everyone knows to check their back. No one thinks to look up.
4/3
UU05 – Yotian Sight Enhancement 1U
Artifact – Equipment
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card."
Equip 1
When Liandra turned on the device, an entire invisible world made itself known in that moment.
UU06 – Power Imbiber 3U
Artifact
T, Tap another untapped artifact you control: You get EE (two energy counters).
Pay EE, T: Target noncreature artifact becomes a creature with base power and toughness 5/5 in addition to its other types until end of turn.
Power is just the manifestation of will.
UU07 – Command the Wastes XU
Instant
For each of X target permanents, tap or untap that permanent.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
The Ronom glacier had no sympathy for life.
UU08 – Unrelenting Tempest XU
Instant
Counter target spell unless its controller pays X. If that spell is countered this way, you get E (an energy counter) for each 1 that player didn’t pay this way.
The storms off the coast of Lat-Nam are unruly, fierce, and truly marvelous sources of unbridled energy.
UU09 – Untold Story U
Sorcery
Draw a card, then draw a card for each time you’ve cast an Untold Story.
3U, Exile an instant or sorcery from your graveyard: Return Untold Story from your graveyard to your hand.
The pen is mightier than the sword when placed in capable hands.
— Blue: Rare & Mythic —
UR01 – Subversive Arcanist UU
Creature – Human Wizard
Flash
When Subversive Arcanist enters the battlefield, you get EEE (three energy counters). You may pay any amount of E. If you do, counter target noncreature spell unless its controller pays X, where X is equal to the amount of E you paid this way.
Dark deeds from a dark mind.
2/1
UR02 – Drafna, Architect of Artifice 2U
Legendary Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay EEE, Sacrifice a nontoken artifact: Create a Replicator token. Activate this ability only as a sorcery. (It’s a 1/1 colorless artifact creature, with “At the beginning of your upkeep, create a token copy of Replicator.”)
2/2
UR03 – Lat-Nam Prodigy 2U
Creature – Human Wizard
Flash
When Lat-Nam Prodigy enters the battlefield, until end of turn you may cast target instant or sorcery card from your graveyard and you may spend E (energy counters) as though they were mana of any color to cast that spell. Exile that spell as it resolves.
The greatest mind with perfect recall.
2/2
UR04 – Hurkyl, The Equalizer 2UU
Legendary Creature – Human Wizard
Whenever an artifact enters the battlefield under an opponent’s control, draw a card.
4U, T, Sacrifice Hurkyl, The Equalizer: Exile all artifacts on the battlefield, and all artifact cards in graveyards. Each player loses all E (energy counters) they control.
Hurkyl dedicated her life on keeping artifice away from those who would abuse it.
3/3
UR05 – Steamblaster Goliath 3UU
Artifact Creature – Construct
Flash
When Steamblaster Goliath enters the battlefield, return up to two target creatures to their owner's hands.
3/5
UR06 – Sphinx of the Archive 3UU
Legendary Creature – Sphinx
Flying
When Sphinx of the Archive enters the battlefield, return up to one target instant or sorcery card from your graveyard to your hand.
Instant and sorcery spells you control have inscribe. (To inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
4/5
UR07 – Temporal Displacement 3U
Enchantment
As long as Temporal Displacement is on the battlefield, time is inverted. (Turn structure and player turn order reverses. Each player starts their turn at the end step. Each player ends their turn with draw step, upkeep, and untap.) The mages of Lat-Nam meddled with the entropy of time itself, creating unforeseen consequences.
UR08 – Dig up the Past XUU
Instant
You excavate X times. For each time you excavate and don't reveal an artifact card this way, draw a card. (To excavate, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
What’s past, is prologue.
UR09 – Desperate Adjudication 4UU
Sorcery
Each player shuffles each nonland permanent they control into its owner’s library. Then each player draws cards equal to the greatest number of cards shuffled into a library this way.
The mages of Lat-Nam tried to save Korlis from the Argivian invasion, but in the end Korlis could not be saved.
UR10 – Mishra's Decree 3UU
Sorcery
For each target beyond the first, pay EEEE (four energy counters). For each opponent, gain control of up to one target creature that player controls.
If Mishra couldn’t hold his own against Urza, he would manipulate those who stood on Urza’s level.
UM01 – Tawnos, Mechanical Prodigy 3UU
Legendary Creature – Human Artificer
Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Tap or untap target permanent other than Tawnos, Prodigy of Design.
Tap a blue permanent you control: You get E. Activate this ability only as a sorcery.
3/4
UM02 – Vessel of Knowledge 1UU
Legendary Artifact
Vessel of Knowledge enters the battlefield tapped.
U, T,Exile Vessel of Knowledge: Target player draws three cards.
Contained within it is a world of infinite possibilities.
UM03 – Kleo, Paragon of Vision 2UU
Legendary Planeswalker – Kleo
+2: Each opponent mills two cards. If one or more nonland cards are milled this way, scry 1.
+1: Draw a card. Until the beginning of your next turn, the next instant or sorcery spell you cast gains inscribe.
-8: You get an emblem with “Whenever an opponent casts a spell, draw a card.” and “Whenever you cast a spell, each opponent mills five cards.”
(3)
— Black: Common —
BC01 – Defecting Researcher B
Creature – Human Rogue
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Defecting Researcher attacks, you may pay E. If you do, it gains menace until end of turn.
"Discovery requires experimentation."
1/1
BC02 – Salvageborn Insect 1B
Artifact Creature – Insect
Lifelink
The scrapyard beetles of Argive reprocessed the nation’s slag into compost, but they mainly thrived on recycling the shells of their fallen kin.
2/1
BC03 – Bogminit Enticer 1B
Creature – Human Shaman
2, Sacrifice an artifact or another creature: Put a +1/+1 counter on Bogminit Enticer.
Even amongst the Fallaji, the bogminit tribe is considered reclusive, and have complete disregard for outsiders.
2/2
BC04 – Fallaji Scrounger 2B
Creature – Human Mercenary
Whenever Fallaji Scrounger deals combat damage to a player, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
All the best things in life are free.
1/3
BC05 – Argivian Agent 2B
Creature – Human Scout
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Argivian Agent attacks, you may pay EE. If you do, draw a card.
Argive sent out hundreds of agents to infiltrate every corner of Terisiare.
3/2
BC06 – Corrosive Imp 2B
Creature – Imp
Flying
Whenever Corrosive Imp enters the battlefield or dies, each player mills two cards.
Gix summoned the infernal beings from all across Dominaria to do his bidding.
2/1
BC07 – Mindbender Demon 3B
Creature – Demon
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
Whenever Mindbender Demon attacks, you may pay EE. If you do, each player mills three cards. You may put a creature card you milled this way on top of your library.
Gix’s minions were discord incarnate.
3/2
BC08 – Malpiri Confessor 3B
Creature – Human Cleric
When Malpiri Confessor enters the battlefield, you may pay any amount of E (energy counters).
Target player reveals a number of cards from their hand equal to the number of E you paid this way. You choose one of them. That player discards that card.
4/3
BC09 – Grotto Gravetender 4B
Creature – Human Warlock
When Grotto Gravetender enters the battlefield, you may exile target creature card from a graveyard. If you do, create a 2/2 black Zombie creature token with deathtouch.
Everyone in Almaaz earns their keep, dead or alive.
3/3
BC10 – Phyrexian Ghost Walker 5B
Artifact Creature – Phyrexian Horror
Flash
When Phyrexian Ghost Walker enters the battlefield, target creature an opponent controls gets -X/-X until end of turn, where X is number of artifacts you control.
Masterless and mindless, it just acts.
5/2
BC11 (Reprint) – Executioner's Capsule B
Artifact
1B, T, Sacrifice Executioner's Capsule: Destroy target nonblack creature.
There is always a moment of trepidation before opening a message capsule, for fear of the judgment that might be contained within.
BC12 – Scouring Vessel 1B
Artifact
When Scouring Vessel enters the battlefield, you get EE (two energy counters).
Pay E, T: Each opponent mills a card.
BC13 – Uncouth Tactics B
Instant
Target creature gets +X/+0 and gains your choice of deathtouch or lifelink until end of turn where X is 1 plus the amount of E (energy counters) you paid to cast this spell.
Graveblast 3B, Pay any amount of E (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
There is no shame when you’re the victor.
BC14 – Avarice 2B
Instant
Target player draws two cards, gets EE (two energy counters) and loses 2 life.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Not all wealth leads to greatness.
BC15 – Consume Essence 1B
Instant
You may pay up to EEE (three energy counters) as you cast this spell.
Target creature gets -X/-X until end of turn where X is equal to 2 plus the amount of E you spent to cast this spell.
True strength wants to be exercised. Allow me to demonstrate.
BC16 – Bury Deep 1B
Instant
Exile up to two target cards from opponents’ graveyards. For each nonland card exiled this way its owner loses 1 life and you gain 1 life and get E (an energy counter).
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Most of life’s problems are easily erased with some simple night digging.
BC17 – Black Market Mugging 2BB
Instant
Destroy target creature.
Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
The problem with wanting something bad enough, is there’s always someone who wants it more.
BC18 – Corpse Hunt 1B
Sorcery
Mill three cards. When you do, return up to X target creature or planeswalker cards from your graveyard to your hand where X is equal to 1 plus the amount of E (energy counters) you paid to cast this spell.
Graveblast 3BB, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
You won’t really know if you have a good corpse on your hands until you’ve given it a little squeeze.
BC19 – Call to Serve 2B
Sorcery
Create a 2/2 black Zombie creature token with deathtouch. If you paid one or more E (energy counters) to cast this spell, it gains haste and gets +1/+0 until end of turn for each E you paid this way.
Graveblast 5BB, Pay up to EEE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
BC20 – Energize the Flesh 4B
Sorcery
Return target creature card from your graveyard to the battlefield.
You get EE (Two energy counters).
There can be no rest as long there is work to be done.
— Black: Uncommon —
BU01 – Grim Minion 1B
Creature – Dog Shade
Menace
Whenever one or more cards leaves a graveyard, put a +1/+1 counter on Grim Minion.
1B: Grim Minion gets +1/+1 until end of turn.
Though masterless, it continues to protect a long-lost legacy.
1/1
BU02 – Ashnod's Inquisitor 2B
Creature – Human Rogue
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Menace
Whenever one or more other creatures die for the first time each turn, draw a card and you lose EE. (You draw a card even if you have no energy counters.)
1/3
BU03 – Crypt Ravager 3BB
Creature – Zombie Horror
When Crypt Ravager enters the battlefield, destroy target creature an opponent controls.
When Crypt Ravager dies, each opponent mills three cards.
If you need to morn, best do it in the daylight.
3/2
BU04 – Malpiri Mist Reaper 3BB
Creature – Demon
Flying.
When Malpiri Mist Reaper enters the battlefield, you may pay EE (two energy counters). If you do, target opponent loses 3 life and you gain 3 life.
There are things on heaven and earth, that belong to neither.
4/3
BU05 – Mechanized Graft B
Artifact – Equipment
Equipped creature gets +1/+1 and has “Whenever this creature attacks, you draw a card and you lose 1 life.”
Equip 1
BU06 – The Precipice of Phyrexia 1B
Enchantment
Discard a card: Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
2, Sacrifice an artifact: Each opponent loses 1 life, and you gain 1 life and you get E (an energy counter).
Silently Yawgmoth plotted his revenge on a world that had forgotten his existence.
BU07 – Lancing Rain 1B
Instant
Each opponent sacrifices a creature. You get E (an energy counter) for each creature sacrificed this way.
Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
A good rain can clear away your problems.
BU08 – Phyrexian Judgement 2B
Instant
Pay EEEE (four energy counters) for each target beyond the first.
Destroy any number of target nonartifact creatures.
Only those who embraced the age of machines could survive Gix’s judgement.
BU09 – Frozen Preservation 2BB
Sorcery
Exile target creature or planeswalker card from a graveyard. Create a token that's a copy of that card. It enters the battlefield with your choice of X +1/+1 or loyalty counters on it, where X is equal to the amount of E (energy counters) you spent to cast this spell.
Graveblast 4BB, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
— Black: Rare & Mythic —
BR01 – Bishop of Malpiri B
Creature – Human Cleric
Whenever a creature or artifact you control dies, put a faith counter on Bishop of Malpiri.
T, Sacrifice Bishop of Malpiri: Create a 5/5 black Phyrexian Demon artifact creature token with flying and trample. Activate this ability only if Bishop of Malpiri has five or more faith counters on it.
Until the world was ash and rust, Gix’s work would never end.
1/1
BR02 – Gix's Inquisitor 2BB
Creature – Vampire Cleric
Flying
Whenever Gix’s Inquisitor deals combat damage to an opponent, that player loses EE (two energy counters). You get E for each E that player lost this way.
Pay EE: Exile the top card of target opponent’s library face down. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
3/3
BR03 – Thought Predator 2B
Creature – Horror
Menace
Whenever Thought Predator deals combat damage to an opponent, that player mills three cards. You may cast an instant or sorcery card that player milled this way, and you may spend mana as though it were mana of any color to cast it. It gains inscribe. (To inscribe, create an artifact Glyph token with “2, TSacrifice this artifact: Each opponent mills three cards.”)
BR04 – Ashnod, the Unscrupulous 1BB
Legendary Creature – Human Rogue
Deathtouch
Sacrifice a creature or artifact: You gain life equal to its mana value and you get EE (two energy counters).
Pay EEE,T: Choose a permanent type. Each opponent sacrifices a permanent of the chosen type. (Artifact, creature, enchantment, land, planeswalker and tribal are permanent types.)
Clever didn’t have to mean altruistic.
2/3
BR05 – Mired Hellion 3BB
Artifact Creature – Hellion
Menace
When Mired Hellion enters the battlefield, nonartifact creatures get -3/-3 until end of turn. Until end of turn, whenever a creature dies, you get E (an energy counter).
It rises to bring all else low.
4/4
BR06 – Mishra's Armory 2B
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
At the beginning of your upkeep create a 1/1 black Fallaji Warrior creature token with menace.
Pay EEE, T: Create an Armament token and attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
The clanking and screeching of metal was music to Mishra’s ears.
BR07 – Necrotic Galvanizer 2B
Artifact
At the beginning of your upkeep, you mill two cards and you get E (an energy counter) for each nonland card milled this way.
T, Sacrifice Necrotic Galvanizer: Exile any number of creature cards from your graveyard. For each card exiled this way, you may pay an amount of E equal its mana value. If you do, return that card to battlefield.
BR08 – Alchemic Disintegration 3BB
Instant
Exile target creature or planeswalker. Create X Treasure tokens, and you get X E (energy counters), where X is its mana value. (They are artifacts with "T, Sacrifice this artifact: Add one mana of any color.")
As Terisiare found itself in an energy crisis, alchemists were to first to offer a practical solution.
BR09 – Gix’s Decree 2B
Instant
Each opponent sacrifices a creature or planeswalker they control with the greatest mana value or tied for the greatest mana value. Repeat this process X times, where X is equal to the amount of E (energy counters) you spent to cast this spell.
Graveblast 6BB, Pay any amount of E (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
BR10 – Phyrexian Forces XBB
Sorcery
Choose one ––
• Target player creates X 1/1 colorless Robot artifact creature tokens.
• All creature gets -X/-X until end of turn.
Gix released Phyrexian technology to fuel Terisiare’s growing proxy wars.
BM01 – Gix, Harbinger of Phyrexia B
Legendary Creature – Human
1B: Gix, Harbinger of Phyrexia becomes a Demon with base power and toughness 3/3.
2BB: If Gix, Harbinger of Phyrexia is a Demon, it becomes a Demon Rebel with flying, deathtouch and trample.
3BBB: If Gix, Harbinger of Phyrexia is a Rebel, put four +1/+1 counters on it.
1/1
BM02 – Twisting Vessel 1BB
Legendary Artifact
Twisting Vessel enters the battlefield tapped.
XB, T, Exile Twisting Vessel: Target player discards X cards at random.
Contained within it is the twisted madness of the mind.
BM02 – Moriah, Paragon of Power 3BB
Legendary Planeswalker – Moriah
+1: You get EE (two energy counters) and you gain 2 life.
-2: Each opponent discards a card and loses 2 life.
-3: Create an emblem with “You may pay E (energy counters) as though they were black mana.”
(5)
— Red: Common —
RC01 – Ashen Hyena R
Creature – Elemental Dog
Haste
When Ashen Hyena dies it deals 1 damage to target opponent, and 1 damage to up to one target creature or planeswalker that player controls.
Let one sink its teeth into you, and you’ll smell like barbeque for a month.
1/1
RC02 – Kher Ironstriker 1R
Creature – Human Rebel
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Kher Ironstriker attacks, you may pay EE. If you do, it gets +1/+0 and gains first strike until end of turn.
Forged by conflict, she feared nothing as long as The Keep still stood.
2/2
RC03 – Impassioned Acolyte 1R
Creature – Human Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Impassioned Acolyte enters the battlefield, you may discard a card. If you do, draw a card.
Every flame is a world unto itself.
1/3
RC04 – Kher Keep Raider 2R
Creature – Human Rebel
Menace
Raze — 3R: Target creature gets +2/+0 until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The clans of the Kher mountains were adept at all manner of guerrilla warfare.
2/2
RC05 – Salvageborn Hound 2R
Artifact Creature – Dog
Haste
Inherently loyal, and nearly impervious, scrapyard curs were indispensable in keeping away looters.
3/2
RC06 – Crushing Ogre 2R
Creature – Ogre Warrior
When Crushing Ogre enters the battlefield, choose one —
• Destroy target artifact.
• Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Ogres are a little too indiscriminate when it comes to destroying things.
2/2
RC07 – Fallaji Reaver 2R
Creature – Human Berserker
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
As a rite of passage, a Fallaji boys must defend their honor by killing a creature that many times their own size.
4/2
RC08 – Argivian Electromancer 3R
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Argivian Electromancer attacks, you may pay E. If you do, Argivian Electromancer deals 1 damage to any target.
The advent of tech allowed lightning to be harnessed as a tool.
3/3
RC09 – Ferrous Stomper 3RR
Creature – Elemental
Haste
Raze — 4R: Target creature gains trample until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
“As long as you do as I do, you’ll be just fine.” –Colekgan expeditioner’s last words.
4/3
RC10 – Kher Hellion 5R
Creature – Hellion
Raze — 4R: Target creature can't block this turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The Kher Mountains hid many ancient threats not seen for ages.
6/5
RC11 – Electrified Reflexes R
Enchantment – Aura
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Enchant creature
Enchanted creature gets +1/+1 and has haste and “Pay EE: This creature gets +1/+0 until end of turn.”
RC12 – Inspiration Capsule R
Artifact
1R, T, Discard two cards, sacrifice Inspiration Capsule: Draw three cards.
RC13 – Blazing Vessel 1R
Artifact
When Blazing Vessel enters the battlefield, you get EE (Two energy counters).
Pay E,T: Blazing Vessel deals 1 damage to each opponent.
Contained within it was the power of the sun.
RC14 – Hostile Response 1R
Instant
Target creature gets +X/+0 and has double strike until end of turn, where X is equal to the amount of E (energy counters) you spent to cast this spell.
Graveblast 3R, Pay up to EEE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
Anger is the purest fuel for the soul.
RC15 – Galvanic Surge 1R
Instant
You may pay up to EEE (three energy counters) as you cast this spell.
Galvanic Surge deals X damage to target creature or planeswalker, where X is equal to 2 plus the amount of E you spent to cast this spell.
Bonus credit was given at Lat-Nam for each dungeon troll you zapped.
RC16 – Sac the Realm Instant 2R
Instant
Attacking creatures get +2/+0 and have "Whenever this creature deals combat damage to an opponent, create a Treasure token." until end of turn. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
As the Kher clans desperately defended their land, any object of value they could muster would do.
RC17 – Ringing Firewave 4R
Instant
Ringing Firewave deals 4 damage to any target. If a creature or planeswalker is targeted this way, Ringing Firewave deals 4 damage to each other creature or planeswalker with the same name.
The goblins of Valei pass learned its sometimes better to just let travelers be.
RC18 – Overcharge 3R
Instant
Destroy target artifact or land. You get EE (two energy counters).
As Thran resources grew scarce, the Fallaji began a terror campaign to excise outsiders from their lands.
RC19 – Enticed by Power 2R
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste. You may pay E (an energy counter). If you do, it also gets +2/+0 until end of turn.
RC20 – Purge the Vault 1R
Instant
Discard X cards. If you do, draw X cards and create X Treasure tokens, where X is equal to 1 plus the amount of E (energy counters) you spent to cast this spell. (They are artifacts with "T, Sacrifice this artifact: Add one mana of any color.")
Graveblast 2R, Pay up to E (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
— Red: Uncommon —
RU01 – Fallaji Striker 1R
Creature – Human Warrior
As long as Fallaji Striker is equipped, it has first strike.
Whenever Fallaji Striker attacks, it gets +1/+0 until end of turn for each other attacking creature you control.
The Fallaji hold the Zegon wastes sacred, and will defend it zealously.
2/2
RU02 – Wasteland Dervish 1R
Creature – Elf Warrior
Trample
Raze — 3R: Target creature gains “Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.” Until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
3/1
RU03 – Kher Ridge Agitator 2RR
Creature – Human Berserker
Haste
Other Berserker, Warrior, and Rebel creatures you control have trample.
Even the suggestion of usurpation is enough to send the Kher clans into a rage. The only thing that makes them rage more is trying to spell ‘usurpation’.
4/3
RU04 – Rage Technician 4R
Creature - Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
When Rage Technician dies, you may pay up to EEE. If you do, it deals X damage to any target, where X is equal to 1 plus the amount of E you paid this way.
4/2
RU05 – Negligent Mob 5R
Creature – Human Citizen
Trample
Whenever Negligent Mob deals combat damage to an opponent, you may pay E (an energy counter). If you do, destroy target artifact that player controls chosen at random.
Mob mentality is a brutal and completely unfocused impetus of destruction.
5/4
RU06 – Thran Arcbow 1R
Artifact – Equipment
Equipped creature gets +1/+1 and has “Whenever this creature attacks, target creature can’t block this turn."
Equip 1
Though its mechanisms were too advanced to identify, its use in a fight was obvious enough.
RU07 – Irregular Reinforcements 3R
Enchantment
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
Whenever one or more creatures you control attacks, you may pay 2. If you do, create a 1/1 red Rebel creature token tapped and attacking.
A friend in need is a friend indeed.
RU08 – Infighting 1R
Instant
Target creature an opponent controls deals damage equal to its power divided as you choose amongst up to X other target creatures opponents control, where X is equal to 1 plus the amount of E (energy counters) you spent to cast this spell.
Graveblast 4RR, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
To the Fallaji, honor trumps unity.
RU09 – Incendiary Salvo XRR
Instant
For each target beyond the first, pay E (an energy counters).
Incendiary Salvo deals X damage divided as you choose among any number of targets.
Fallaji fireslingers are adept at painting in their foes leaving no room to maneuver.
— Red: Rare & Mythic —
RR01 – Fomenter of Gix R
Creature – Devil Berserker
Haste
Whenever Fomenter of Gix deals combat damage to a player, that player creates a 1/1 white Solider creature token.
Gix’s minions craved havoc, regardless of the attention it created.
2/2
RR02 – Fallaji Seer 2R
Creature – Human Shaman
Prowess, haste
When Fallaji Seer enters the battlefield, you may pay EE (two energy counters). If you do, each player exiles the top card of their library. You may have those players play those cards without paying their mana cost.
2/2
RR03 – Tavern Grifter 2R
Creature – Elf Rebel
Menace
Whenever Tavern Grifter attacks, flip a coin. If you win, exile the top three cards of defending player’s library. If you lose, exile the top card of your library. You may cast those cards this turn, and you may spend mana as though it were mana of any color to cast them.
“Luck is a skill I’m happy to demonstrate.”
2/3
RR04 – Rhek Torres, Dealmaker 2RR
Legendary Creature – Human Mercenary
Metal Mastery
When Rhek Torres, Dealmaker enters the battlefield, create two Treasure tokens.
Whenever Rhek Torres, Dealmaker attacks, you may pay EEE (Three energy counters). If you do, exchange control of target artifact you control with target artifact an opponent controls.
“When the world fills with desire, I win.”
3/3
RR05 – Begrudging Dragon 3RR
Creature – Dragon
Flying, haste
Raze — 5RR: Whenever target opponent is dealt combat damage this turn, gain control of target artifact that players controls until Begrudging Dragon leaves the battlefield. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
It may have been yours, but it belongs to the dragons now.
4/4
RR06 – Stormrager Golem 3RR
Artifact Creature – Golem
First Strike
When Stormrager Golem enters the battlefield, for each opponent, destroy target artifact or land that player controls.
It was created in the crucible of conflict.
5/4
RR07 – Game of Chance 4R
Artifact
Metal Mastery
When Game of Chance enters the battlefield, exchange control of it with target permanent an opponent controls. Untap that permanent, it gains haste.
Pay E: Flip a coin. If you win, exchange control of Game of Chance with target permanent that hasn’t been exchanged with it. Untap that permanent. It gains haste until end of turn.
RR08 – Mishra's Retaliation RR
Instant
Copy target instant or sorcery spell X times, where X is equal to 1 plus the amount of E (energy counters) you spent to cast this spell. You may choose new targets for the copies.
Graveblast 1RRR, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
Sticks and stones may break bones, but Mishra’s animosity will definitely kill you.
RR09 – Pyrrhic Reckoning 3RR
Sorcery
Destroy all artifacts. You get E (an energy counter) for each artifact destroyed this way.
See how they toil. It takes ages to reach the height of civilization, and only mere moments to reduce it all to rubble.
RR10 – Verdansk’s Decree 2RR
Sorcery
Choose one. You may pay EE (two energy counters). If you do, choose both instead.
• Verdansk’s Decree deals 4 damage to each creature.
• Verdansk’s Decree deals 4 damage to each player and planeswalker.
In all of Argive’s push for expansion, they never once asked themselves what the true cost of their actions were.
RM01 – Verdansk, Kher Keep Avenger 3RR
Legendary Creature – Human Rebel
Menace, haste
Other Rebels you control get +1/+0.
Raze — 4RR: Target player creates three 1/1 red Rebel creature tokens. They gain haste. Exile them at end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
Argive gave no quarter during the assault on Kher Keep. Verdansk showed them the same courtesy.
4/4
RM02 – Vessel of Fortune 1RR
Legendary Artifact
Vessel of Fortune enters the battlefield tapped.
1R, T,Exile Vessel of Fortune: Each player discards their hand, then draws seven cards.
Fortune favors the bold and the foolhardy.
RM02 – Sophensa, Paragon of Verve RR
Legendary Planeswalker – Sophensa
+1: Add R. You getE (an energy counter).
0: You may discard a card. If you do, draw two cards.
-3: Exile target instant or sorcery card from your graveyard. You may cast a copy of that card this turn, and you may pay E (energy counters) as though they were red mana to cast that spell.
(2)
— Green: Common —
GC01 – Yotian Harvester G
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
T: Add G.
Pay EEE, T: Add two mana in any combination of colors.
1/1
GC02 – Boscage Warden 1G
Creature – Elf Warrior
Reach
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
1/1
GC03 – Argothian Sentinel 1G
Creature – Human Ranger
Vigilance
4G: Argothian Sentinel gets +3/+3 until end of turn.
Argoth’s ability to flourish was tied to the dedication of its denizens that protected its splendor.
2/2
GC04 – Guiding Dryad 1G
Creature – Dryad
Defender (This creature can’t attack.)
When Guiding Dryad enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
The forest always guides the initiated.
0/4
GC05 – Armored Pachyderm 1G
Creature – Rhino
Raze— 4G: Target creature gains indestructible until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
Even if it wasn’t covered in bonded steel, would you really get in its way?
3/1
GC06 – Salvageborn Bear 2G
Artifact Creature – Bear
Trample
Cute, but only at a distance.
4/2
GC07 – Arachnid Angler 2G
Creature – Insect Spider
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
Whenever an opponent casts an artifact spell, you may pay E (an energy counter). If you do, create a 1/1 green Insect creature token.
First they feast on your tech, then they lay eggs in your stomach. And that’s only the first day.
2/3
GC08 – Boundary Tracker 2G
Creature – Elf Ranger
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Out on the boundaries, you are armed with only your wits, and your steel.
2/2
GC09 – Yotian Paratrooper 3G
Creature – Human Soldier
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Yotian Paratrooper attacks, you may pay EE. If you do, it can't be blocked except by creatures with flying or reach this turn.
Suddenly falling to your death rose to the top of the occupational hazards.
3/3
GC10 – Hillside Hulk 3G
Creature – Elemental
When Hillside Hulk enters the battlefield, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
The best treasures come with a fight.
3/4
GC11 – Siege Mammoth 4G
Creature – Elephant
When Siege Mammoth enters the battlefield, you may destroy target artifact or enchantment.
Nature doesn’t waste time on subtlety.
4/4
GC12 – Wandering Ruinbinder 4GG
Creature – Elemental
Trample
Raze — 5GG: Whenever target creature deals combat damage to a player this turn, draw a card. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
Truly strange things emerge when mana seeps into Thran ruins.
5/5
GC13 – Thriving Vessel 3G
Artifact
When Thriving Vessel enters the battlefield, you get EEEE (four energy counters).
Pay EE, T: Put a +1/+1 counter on target creature.
Life born through the synthesis of nature and science.
GC14 – Bellowing Capsule 1G
Artifact
Pay any amount of E (energy counters), T, sacrifice Bellowing Capsule: Target creature you control deals X damage to target creature an opponent controls, where X is equal to its power plus the amount of E you paid this way.
GC15 – Aether Extractor 1G
Enchantment – Aura
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Enchant land
Enchanted land gains "T: Add one mana of any one color. You get E."
When Aether Extractor enters the battlefield, draw a card.
Somewhere deep in the earth, was an untapped power of immense magnitude.
GC16 – Galvanize 2G
Enchantment – Aura
Enchant creature
As Galvanize enters the battlefield, create an Armament token and attach it to enchanted creature. (It's an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Enchanted creature gets +1/+1 and has trample.
GC17 – Armored Might G
Instant
You may pay up to EEE (three energy counters) as you cast this spell.
Target creature gets +X/+X and gains indestructible until end of turn, where X is the amount of E you spent to cast this spell.
When your enemies leverage technology in battle, it’s only natural to rise to the challenge.
GC18 – Escape the Brute 1G
Instant
Choose one —
• Target creature gains hexproof until end of turn.
• Prevent all combat damage that would be dealt this turn. You get E (an energy counter) for each attacking creature.
All the best things in life may be free, but that doesn’t mean getting them is easy.
GC19 – Shattered Wings 2G
Instant
Destroy target artifact, enchantment, or creature with flying.
You get EE (two energy counters).
The first lesson is getting airborne. The second lesson is staying there.
GC20 – Salvage the Ruins 1G
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Create a Treasure token. (It’s an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
No matter where you went in Terisiare, treasure was waiting to be found.
— Green: Uncommon —
GU01 – Yotian Energizer G
Creature – Human Artificer
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Yotian Energizer attacks, you may pay E. If you do, untap each creature you control.
Work was no longer the toil of hands.
2/1
GU02 – Argothian Gladewatcher 1GG
Creature – Elf Warrior
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Equipped creatures you control have trample.
2/2
GU03 – Yotian Cultivator 3G
Creature – Human Druid
Vigilance
Whenever Yotian Cultivator deals combat damage to a player or planeswalker, you get that many E (energy counters).
Pay EE: Creatures you control get +1/+1 until end of turn. Activate this ability only once per turn.
2/4
GU04 – Yavamaya Reconstructor 4G
Creature – Treefolk
Whenever a nonartifact nontoken creature enters the battlefield under your control for the first time each turn, create a 1/1 green Squirrel creature token.
The invaders will never conquer Argoth, for as long as the sun shines, we shall have the energy to endure.
4/4
GU05 – Silverglade Avenger 4GG
Creature – Elemental
Raze — 4GG: Target creature gets +4/+4 until end of turn. It must be blocked this turn if able. Activate this ability only before attackers are declared. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The forest has deep memory, and most of those memories only makes it angry.
5/5
GU06 – Clearcutter Axe 1G
Artifact – Equipment
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to an opponent, you may destroy target artifact or enchantment that player controls.
Equip 2
In order for civilization to be built up, the natural world needed to be torn down.
GU07 – Power Charge 2G
Instant
Target creature gets +3/+3 until end of turn. Whenever that creature deals combat damage this turn, you get that many E (energy counters).
“Power may be an intangible concept, but energy is a very real effect. Allow me to demonstrate.”
GU08 – Surge of Aggression 3G
Sorcery
For each target beyond the first, pay EEE (three energy counters).
Any number of target creatures you control get +3/+3 and gain trample until end of turn.
Combat is the ebb and flow of energy.
GU09 – Pack Hunt 3GG
Sorcery
Put a +1/+1 counter on up to two target you control, then each of those creatures deals damage equal to their power to target creature an opponent controls.
Argive had technological superiority, but Argoth had ten thousand years of instinct and sharper teeth.
— Green: Rare & Mythic —
GR01 – Barl, Argoth's Champion 1G
Legendary Creature – Elf Ranger
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Equipped creatures you control have dauntless. (They can’t be blocked by creatures with power 2 or less.)
The prayers for a hero transformed into the song of a savior.
2/1
GR02 – Yotian Surveyor 2G
Creature – Elf Scout
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Play with the top card of your library revealed.
As long as the top card of your library is a land, untap all permanents you control during each other player's untap step.
Pay EE: Put a land card from the top of your library onto the battlefield tapped.
2/4
GR03 – Kayla, Heiress of Yotia 2GG
Legendary Creature – Human Noble
Hexproof from spells
Whenever Kayla, Heiress of Yotia deals combat damage to an opponent, return target permanent card from your graveyard to your hand.
Kayla’s hubris of gifting the Thran tome to Urza forever altered Terisiare’s fate.
3/4
GR04 – Migrating Hydra 3GG
Creature – Hydra
Trample, reach
Migrating Hydra enters the battlefield with a +1/+1 counter on it for each land you control.
Whenever Migrating Hydra attacks, you may search your library for a land card, and put it onto the battlefield tapped, then shuffle your library. If you do, put a +1/+1 counter on Migrating Hydra.
0/0
GR05 – Tenacious Clearcutter 4GG
Artifact Creature – Construct
Vigilance
When Tenacious Clearcutter enters the battlefield, destroy up to one target noncreature permanent.
Raze — 5GG: Target creature gains “Whenever this creature deals combat damage to a player, destroy target noncreature permanent defending player controls.” Until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
5/5
GR06 – Yotian Engineer 4GG
Creature – Human Artificer
When Yotian Engineer enters the battlefield, choose one ––
• Create a 4/4 colorless Mecha artifact creature token with trample.
• Create four 1/1 colorless Robot artifact creature tokens.
• Distribute four +1/+1 counters among any number of creatures you control.
4/4
GR07 – Shamanic Stone 3G
Artifact
When Shamanic Stone enters the battlefield, you get EE (two energy counters).
Pay E, T: Put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has hexproof.
GR08 – Invigorated Reinforcement 4G
Instant
Look at the top five cards of your library. Put any number of creature cards or planeswalker cards with total mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Yotia could rely on nature for support just as much as they could their technology.
GR09 – Contest of Strength 1GG
Sorcery
Choose one —
• Each player chooses a creature they control. Each of those creatures fights each other creature an opponent controls chosen this way.
• Each player may put a permanent card from their hand onto the battlefield. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)
GR10 – Barl's Decree 4GGG
Sorcery
Return all creature cards from your graveyard to your hand. You get E (An energy counter) for each card returned this way. You get an emblem with “You have no maximum hand size for the rest of the game.” And “You may spend E as though it were any type of mana to cast creature spells.” Exile Barl's Decree.
For as long as he could carry Argoth, Barl vowed to carry on the fight.
GM01 – Ratha, Warlord of Yotia 2GG
Legendary Creature – Human Noble
Dauntless, haste
Whenever Ratha, Warlord of Yotia attacks, choose one —
• Create a 2/1 green Cat creature token tapped and attacking.
• Whenever a creature you control deals combat damage to a player this turn, draw a card.
• Untap each creature you control.
Nations may rise, but Ratha was the true center of power in Terisiare.
4/5
GM02 – Channeling Vessel 1GG
Legendary Artifact
Channeling Vessel enters the battlefield tapped.
GG, T, Exile Channeling Vessel: Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add C.
Contained within it was limitless potential.
GM02 – Lenara, Paragon of Verdancy 3GG
Legendary Planeswalker – Lenara
+1: Target creature gets +2/+2 and has vigilance until the beginning of your next turn.
+1: Create two 1/1 green Squirrel creature tokens.
-8: Creatures you control get +X/+X and gain trample until end of turn, where X is equal to the number of creatures you control.
(4)
— Multicolor: Uncommon —
MU01 – Argivian Overseer 2WU
Creature – Human Scout
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
3(W/U): Excavate. When you do, for each player you may pay E. If you do, that player mills three cards. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
3/2
MU02 – Malpiri Mindrender UB
Creature – Spirit
Flying, deathtouch
Whenever Malpiri Mindrender deals combat damage to a player, that player mills that many cards.
(U/B): The next instant or sorcery you cast gains inscribe. (To Inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
2/1
MU03 – Gix’s Instrument 3BR
Creature – Demon
Haste
When Gix’s Instrument enters the battlefield, choose one. You may pay EEE (three energy counters). If you do, choose both instead.
• Gix’s Instrument deals 2 damage to target creature.
• Destroy target artifact.
Gix never settled for less than mayhem.
3/2
MU04 – Argothian Pugilist 2RG
Creature – Elf Berserker
Trample
Raze — 3(R/G)(R/G): Target attacking creature deals 2 damage to another target creature an opponent controls. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
A punch is worth a thousand words.
4/4
MU05 – Korlisian Vanguard 2GW
Creature – Human Soldier
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Equipped creatures you control have Vigilance.
3/3
MU06 – Argivian Tactician 1WB
Creature – Human Advisor
Whenever Argivian Tactician attacks, you may pay EEE (three energy counters). If you do, create an armament token and attach it to target creature you control. (It’s an Equipment artifact with “Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
(W/B): Exile target nonland card from a graveyard. You get E and gain 1 life.
Argive’s rise to power required equally talented generals to hold that power.
2/3
MU07 – Prodigy of Lat-Nam UR
Creature – Human Wizard
Prowess
You may pay E (energy counters) instead of paying the generic mana costs of instant and sorcery spells you cast. Each E you spend this way pays for 1 of that spell’s cost.
4(U/R): Draw two cards, then discard a card. If you discarded a nonland card this way, you get an amount of E equal to its mana value.
Genius is wasted when you don’t have the guts to exercise it.
2/2
MU08 – Almaaz Mystic BG
Creature – Elf Shaman
Deathtouch
Whenever Almaaz Mystic attacks, you may pay E (an energy counter) and exile a creature card from a graveyard. If you do, create a 1/1 green Insect creature token.
1(B/G), Sacrifice a creature: You gain an amount of life and get an amount of E equal to the sacrificed creature’s toughness.
In Almaaz, life and death are deeply interconnected.
1/3
MU09 – Kher Keep Vindicator 1WR
Creature – Human Rebel
First Strike
Raze — 4(R/W): Create an Armament token and attach it to target attacking creature. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn. Armament is an Equipment artifact with “Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
No amount of blood would avenge Kher Keep, but at least it was a start.
3/2
MU10 – Yotian Prime Minister 1GU
Creature – Human Advisor
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Flying
3(G/U): Target artifact becomes a 3/3 creature with “Pay EE: This creature gains your choice of trample or hexproof until end of turn.”
2/3
— Multicolor: Rare & Mythic —
MM01 – Mishra, Cultivator of Power 1UR
Legendary Creature – Human Artificer
Metal Mastery
Prowess, protection from white
Pay EEE (three energy counters): Untap target artifact. You may have it becomes a 3/3 creature in addition to its other types with haste and “When this creature dies, draw a card.” until end of turn.
A brilliant mind, hellbent on notoriety.
2/2
MM02 – Urza, Master of Design 1WU
Legendary Creature – Human Artificer
Metal Mastery
Prowess, protection from red
Pay EEEE (four energy counters): Untap target artifact. You may have it becomes a 4/4 creature in addition to its other types with flying, vigilance and “Whenever this creature attacks, you may draw a card, then discard a card.” until end of turn.
A brilliant mind, fated for sorrow.
2/2
MM03 – Xerex Sen, The Last Thran 2WUB
Legendary Creature - Thran Artificer
Flash
Lifelink, deathtouch
When Xerex Sen, The Last Thran enters the battlefield, target nonland permanent become an artifact in addition to its other types.
When Xerex Sen, The Last Thran dies, destroy all artifacts.
4/4
MM04 – Sword of Unyielding Discovery WUB
Artifact – Equipment
Equipped creature gets +2/+2.
Whenever equipped creature attacks, you gain 3 life and each opponent mills three cards. When they do, return up to one target nonland permanent card with mana value 3 or less from a graveyard to the battlefield under your control.
Equip 3
— Artifact: Common —
AC01 – Scrapyard Servant 2
Artifact Creature – Automaton
Sacrifice Scrapyard Servant: You get EEE (three energy counters).
As mechanical resources ran scarce, Yotia was the first to recognize strong reuse ensured continuous production.
2/1
AC02 – Powerstone Machination 2
Artifact Creature – Automaton
When Powerstone Machination dies, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Urza’s mastery of artifice could manifest life out of energy itself.
2/1
AC03 (Reprint) – Yotian Soldier 3
Artifact Creature – Soldier
Vigilance
“The known story of Urza began when his mechanical man freed Ratha’s sword from the stone, but there is so much more to the story than what is simply known.” –Excerpt from the Saga of Antiquities
1/4
AC04 – Clockwork Avian 4
Artifact Creature – Automaton
Flying
Whenever Clockwork Avian enters or leaves the battlefield, each player scry 1.
Argivian designs allow for a single windup to keep it aloft for several days.
2/3
AC05 – Morphic Servant 4
Artifact Creature – Automaton
2: Morphic Servant gets +1/-1 or -1/+1 until end of turn.
Steel was a symbol of strength and rigidity, no one ever imagined it could be molded and shaped at will.
3/3
AC06 – Bipedal Machination 7
Artifact Creature – Mecha
You may pay any amount of E (energy counters) as you cast this spell. It costs 1 less to cast for each E you spent this way.
Out of all the machines Urza designed, those built in the image of man proved the strongest.
7/5
AC07 – Blunderbuss 1
Artifact – Equipment
Equipped creature can't be blocked by creatures with lesser power.
Equipped creature has “T, Sacrifice Blunderbuss: Blunderbuss deals 2 damage to any target.”
Equip 1 ( 1: Attach to target creature you control. Equip only as a sorcery.)
The blunderbuss could mop up a losing fight.
AC08 (Reprint) – Goldvein Pick 2
Artifact – Equipment
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Equip 1 ( 1: Attach to target creature you control. Equip only as a sorcery.)
Nothing ventured, nothing gained.
AC09 – Excavator’s Axe 2
Artifact – Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Equip 2 ( 2: Attach to target creature you control. Equip only as a sorcery.)
AC10 – Containment Rings 3
Artifact – Equipment
When Containment Rings enters the battlefield, you may attach it to target creature an opponent controls.
Equipped creature gets -2/-0.
4: Attach Containment Rings to target creature an opponent controls. Activate this ability only as a sorcery.
AC11 – Argivian Labs 1
Artifact
When Argivian Labs enters the battlefield, you gain 2 life.
3W, T, Sacrifice Argivian Labs: Create two 1/1 white Soldier creature tokens.
Argive knew that to win an arms race, you had to establish order.
AC12 – Kher Labs 1
Artifact
When Kher Labs enters the battlefield, target creature can’t block this turn.
4R, T, Sacrifice Kher Labs: It deals 3 damage to any target.
Kher knew that to win an arms race, you had to fight with resolve.
AC13 – Lat-Nam Labs 1
Artifact
When Lat-Nam labs enters the battlefield, scry 1.
3U, T, Sacrifice Lat-Nam Labs: Draw two cards.
Lat-Nam knew that to win an arms race, you had to out think your adversary.
AC14 – Yotian Labs 1
Artifact
When Yotian Labs enters the battlefield, create a 1/1 green Squirrel creature token.
3G, T, Sacrifice Yotian Labs: Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Yotia knew that to win an arms race, you had to cultivate strength.
AC15 – Zegon Labs 1
Artifact
When Zegon Labs enters the battlefield, target player mills two cards.
3B, T, Sacrifice Zegon Labs: Each opponent discards two cards. Activate this ability only as a sorcery.
Zegon knew that to win an arms race, you had to be relentless.
AC16 – Thran Abdicator 2
Artifact
T: Target player exiles a card from their graveyard.
1, T, Exile Thran Abdicator: Exile all cards from all graveyards. Draw a card.
Even after being buried in the darkness for a millennia, it remained powered up.
AC17 (Reprint) – Millstone 2
Artifact
2, T: Target player mills two cards.
Minds, like mountains, are never so grand and mighty that they can't be reduced to dust.
AC18 – Crucible of Gix 3
Artifact
T: You get E (an energy counter). Add C.
Gix determined humans were of better use when reduced to, some of their parts.
AC19 (Reprint) – Mana Geode 3
Artifact
When Mana Geode enters the battlefield, scry 1.
T: Add one mana of any color.
"It fills me with an unexpected energy. As though there may still be hope for us all." —Hurkyl, excerpt from “The Advent of Shadows.”
AC20 – Ashnod's Infuser 3
Artifact
Sacrifice a creature: You get EE (two energy counters).
“True discovery requires the bravery to seek it out. There is nothing but cowardice in my peers. I start where they end, and succeed where they fail.” – Ashnod
— Artifact: Uncommon —
AU01 (Reprint) – Ornithopter 0
Artifact Creature – Thopter
Flying
"It has been my honor to improve on the Thran's original design. Perhaps history will remember me in some small part for my work." —Urza, in his apprenticeship
0/2
AU02 – Automated Recycler 3
Artifact Creature – Robot
When Automated Recycler dies, return another target artifact card from your graveyard to your hand.
Through efficient reuse programs, Argive quickly became proficient at turning reject automations into winning designs.
2/2
AU03 – Battering Tarkus 4
Artifact Creature – Automaton
Battering Tarkus attacks each combat if able.
Raze — 6: Until end of turn, whenever one or more creatures blocks or becomes blocked by Battering Tarkus, tap those creatures. They don’t untap during their controller’s next untap step. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
The Tarkus was a perfect deterrent, until it was discovered it couldn’t be turned off.
5/3
AU04 – Colossus of Yotia 6
Artifact Creature – Mecha
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Whenever Colossus of Yotia attacks, you may pay up to EEE. If you pay one or more E this way, it gets +X/+X and gains trample until end of turn, where X is equal to the amount of E you paid this way.
There was a thunderous crash, then silence as a shadow eclipsed the sun.
4/4
AU05 – Gatesmasher 4
Artifact – Equipment
When Gatesmasher enters the battlefield, you may destroy target artifact or creature with defender.
Equipped creature gets +2/+2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Decentralizing power since ancient times.
AU06 – Enduring Powersuit 2
Artifact – Equipment
Equipped creature gets +1/+3 and has vigilance.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
It’s rumored several suites were excavated from an Argivian dig. Each granting its wearer extraordinary powers.
AU07 – Chalise of Power 0
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay EEE: Put a charge counter on Chalise of Power.
T: Add C for each charge counter on Chalise of Power.
AU08 (Reprint) – Ashnod's Altar 3
Artifact
Sacrifice a creature: Add CC.
"If you work at sawing up carcasses, you notice how the joints fit, how the nerves are arrayed, and how the skin peels back." —Ashnod, to Tawnos
AU09 – Altar of Gix 3
Artifact
Whenever a creature you control dies, each opponent mills a card.
2, T, Sacrifice a creature: Scry 2.
The line to serve Gix gets a little shorter every day.
AU10 – Reconstructed Su-Chi 4
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Pay E: Reconstructed Su-Chi becomes a 4/4 Mecha artifact creature until end of turn.
When Reconstructed Su-Chi is put into a graveyard from the battlefield, add CCCC.
Rebuilt and reborn to serve a new generation.
— Artifact: Rare & Mythic —
AR01 – Yotian Lieutenant 2
Artifact Creature – Robot
Other artifact creatures you control have vigilance.
Tap an untapped artifact you control: Yotian Lieutenant gets +1/+1 until end of turn.
By having machines command machines, program learning grew exponentially.
1/1
AR02 (Reprint) – Solemn Simulacrum 4
Artifact Creature – Construct
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When Solemn Simulacrum dies, you may draw a card.
2/2
AR03 – Tetra Striker 5
Artifact Creature – Tetravite
Flying
When Tetra Striker enters the battlefield, you get EE (two energy counters). You may pay any amount of E. If you do, it deals X damage to target creature where X is equal to the amount of E you paid this way.
Death dealt without a whisper.
3/3
AR04 – Chargeling 5
Artifact Creature – Automaton
Metal Mastery
Pay E: Chargeling gains menace until end of turn.
Pay E: Chargeling gains trample until end of turn.
Pay E: Chargeling becomes an artifact with indestructible and loses all other abilities until end of turn. (It's no longer a creature.)
1: Chargeling gets +1/-1 or -1/+1 until end of turn.
3/4
AR05 – Dimidiating Machination 6
Artifact Creature – Mecha
When Dimidiating Machination dies, create two 2/2 colorless Automaton artifact creature tokens with "When this creature dies, create two 1/1 colorless Robot artifact creature tokens.”
No matter how hard you try, you can’t keep a good machine down.
4/4
AR06 (Reprint) – Tetravus 6
Artifact Creature – Construct
Flying
Tetravus enters the battlefield with three +1/+1 counters on it.
At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, create that many 1/1 colorless Tetravite artifact creature tokens. They each have flying and "This creature can't be enchanted."
At the beginning of your upkeep, you may exile any number of tokens created with Tetravus. If you do, put that many +1/+1 counters on Tetravus.
1/1
AR07 (Reprint) – Triskelion 6
Artifact Creature – Construct
Triskelion enters the battlefield with three +1/+1 counters on it.
Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target.
"Why do bad things always come in threes?" —Gisulf, expedition survivor
1/1
AR08 – Thran Mimic 5
Artifact Creature – Automaton
You may have Thran Mimic enter the battlefield as a copy of any creature or artifact on the battlefield, except it has "When this permanent enters the battlefield, exile all other permanents with the same name as it until this permanent leaves the battlefield.”
Mimics were so adept at passing as people, no one was certain if they actually existed.
0/0
AR09 – Weakstone Pendant 2
Artifact – Equipment
Creatures your opponents control get -1/-0.
Equipped creature gets +2/+2 and has deathtouch.
Equip 2
With his half of the powerstone, Mishra crafted the conviction that Urza couldn’t understand.
AR10 – Mightstone Pendant 2
Artifact – Equipment
Creatures you control get +1/+0.
Equipped creature gets +2/+2 and has vigilance.
Equip 2
With his half of the powerstone, Urza crafted the discipline that Mishra didn’t possess.
AR11 – Resonance Cannon 2
Artifact
,T: You get EEE (three energy counters). Resonance cannon doesn’t untap during your next untap step.
Pay any amount of E, T: Resonance Cannon deals X damage to target creature, where X is the amount of E you paid this way.
AR12 (Reprint) – Candelabra of Tawnos 1
Artifact
X, T: Untap X target lands.
Urza was stunned by Tawnos’s mastery of mechanisms. He could craft toys with most meticulous of details; tiny worlds that belied their true purpose.
AR13 – Embers of the Artificer 3
Artifact
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
0: Name an artifact card. You may pay an amount of E equal to its mana value. If you do, Embers of the Artificer becomes a copy of that card.
Iron is the paint with which I inspire the world.
AR14 – Over-Unity Engine 2
Artifact
At the beginning of your upkeep, put a charge counter on Over-Unity Engine, then you get E (an energy counter) for each charge counter on it.
T, Pay any amount of E: Add C for each E you paid this way.
Whatever its true purpose was, it was continuously doing more of it.
AR15 – Cane of Renewed Hope 2
Artifact
G, T, Put target card from your graveyard on the bottom of your library. You gain 2 life.
4GG, T, Exile Cane of Renewal: Return up to three target permanent cards from your graveyard to your hand. When you do, shuffle your graveyard into your library.
AR16 – Immaculate Powerstone 5
Legendary Artifact
Immaculate Powerstone enters the battlefield tapped.
You don't lose unspent colorless mana as steps and phases end.
T: Add CCCC.
It glowed with a light that hasn’t been seen since ancient times.
AR17 – Aether Bomb 2
Artifact
T: You get E (an energy counter).
Pay any amount of E, T, sacrifice Aether Bomb. When you do, destroy each nonland permanent with mana value X where X is the amount of E you paid this way.
AR18 – Tome of Insight 2
Artifact
1: Look at the top card of your library. You may mill a card.
3, T: Exile the top card of your library face down. As long as that card remains exiled you may cast it. (You still pay its costs. Timing rules still apply.)
AR19 – Tetra Factory 3
Artifact
Metal Mastery T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted."
Pay EEE (three energy counters): Tetra Factory becomes a Tetravite artifact creature with power and toughness each equal to the number of Tetravites you control and with flying until end of turn.
AM01 – Mox Phyrexia PP
Legendary Artifact
(P can be paid with either 1 or 2 life.)
T: Add C.
Stranded in the endlessness of eternity, Yawgmoth perfected the transmutation of life energy into kinetic energy.
AM02 – Scriptures of the Thran 3
Legendary Artifact
4, T: Put a lore counter on Scriptures of the Thran, then choose X, where X is the number of lore counters on it. You may choose the same mode more than once.
• You get EEE (three energy counters).
• Create a 1/1 colorless Robot artifact creature token.
• Scry 2.
• Draw a card.
Limitless power from an ancient civilization.
— Land: Uncommon —
LU01 – Argivian Quarry
Artifact Land
Argivian Quarry enters the battlefield with two charge counters on it.
T: Add W.
W, T, Remove a charge counter from Argivian Quarry: Target creature gets +1/+1 and has vigilance until end of turn.
LU02 – Kher Armory
Artifact Land
Kher Armory enters the battlefield with two charge counters on it.
T: Add R.
R, T, Remove a charge counter from Kher Armory: Target creature gets +1/+1 and gains dauntless until end of turn. (That creature can't be blocked by creatures with power 2 or less.)
LU03 – Lat-Nam Solarium
Artifact Land
Lat-Nam Solarium enters the battlefield with two charge counters on it.
T: Add U.
U, T, Remove a charge counter from Lat-Nam Solarium: Target creature gets +1/+1 and gains flying until end of turn.
LU04 – Malpiri Mausoleum
Artifact Land
Malpiri Mausoleum enters the battlefield with two charge counters on it.
T: Add B,
B, T, Remove a charge counter from Malpiri Mausoleum: Target creature gets +1/+1 and gains menace until end of turn.
LU05 – Yotian Temple
Artifact Land
Yotian Temple enters the battlefield with two charge counters on it.
T: Add G.
G, T, Remove a charge counter from Yotian Temple: Target creature gets +1/+1 and gains trample until end of turn.
LU06 – Campus of Lat-Nam
Land
T: Add C.
2, T, Sacrifice Campus of Lat-Nam: You may cast target instant or sorcery card from your graveyard this turn. It gains inscribe. If that spell would be put into your graveyard this turn, exile it instead. (To inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
Lat-Nam heralded the resurgence of magic to Terisiare.
LU07 – Hall of Tagsin
Land
T: Add C.
4, T, Sacrifice Hall of Tagsin: You may reveal an artifact card you own from outside the game. Put that card into your hand.
Powerstones in hand, Urza and Mishra discovered the true cost of power that day.
— Land: Rare & Mythic —
LR01 – Phyrexian Threshold
Legendary Land
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
T: Add C.
3, T, Sacrifice Phyrexian Threshold: You may pay any amount of E. Create a 0/0 black Horror artifact creature token with X +1/+1 counters on it and you lose X life, where X is equal to the amount of E you spent this way.
The gates to hell were all too real.
LR02 – Mishra's Sanctuary
Legendary Land
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
T: Add C.
4, T, Sacrifice Mishra's Sanctuary: You may pay up to EEE. Return target artifact card from your graveyard to the battlefield. It enters the battlefield with your choice of X additional +1/+1 or charge counters on it, where X is equal to the amount of E you spent this way.
LR03 Urza's Workshop
Legendary Land
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
T: Add C.
4: Urza’s Workshop becomes a 3/3 artifact creature with "Pay E: This creature gains vigilance until end of turn. Pay EE: This creature gains flying until end of turn. Pay EE: This creature gains hexproof until end of turn" until end of turn. It’s still a land.
LR04 (Reprint) – Strip Mine
Land
T: Add C.
T, Sacrifice Strip Mine: Destroy target land.
Unlike previous conflicts, the war between Urza and Mishra made Dominaria itself a casualty of war.
LR05 – Tetravite Nexus
Land
T: Add C.
1: Tetravite Nexus becomes a 1/1 Tetravite artifact creature with flying until end of turn. It's still a land.
4, T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted."
LM01 – Ventrus, Vault of the Thran
Legendary Land
T: Add C.
T: Exile target artifact you control. If you do, you get EE (two energy counters).
7, Sacrifice Ventrus, Vault of the Thran: Return all artifacts exiled by it to the battlefield under their owner’s control.
Deep in the heart of Terisiare were only mysteries.
— Land: Basic Land Slot —
LS01 – Coastal Windfarm
Land
Coastal Windfarm enters the battlefield tapped.
When Coastal Windfarm enters the battlefield, you get E (an energy counter).
T: Add W or U.
LS02 – Geoactive Marsh
Land
Geoactive Marsh enters the battlefield tapped.
When Geoactive Marsh enters the battlefield, you get E (an energy counter).
T: Add U or B.
LS03 – Crackling Cliffs
Land
Crackling Cliffs enters the battlefield tapped.
When Crackling Cliffs enters the battlefield, you get E (an energy counter).
T: Add B or R.
LS04 – Verdant Timberland
Land
Verdant Timberland enters the battlefield tapped.
When Verdant Timberland enters the battlefield, you get E (an energy counter).
T: Add R or G.
LS05 – Productive Harvestland
Land
Productive Harvestland enters the battlefield tapped.
When Productive Harvestland enters the battlefield, you get E (an energy counter).
T: Add G or W.
LS06 – Enriched Ruins
Land
Enriched Ruins enters the battlefield tapped.
When Enriched Ruins enters the battlefield, you get E (an energy counter).
T: Add W or B.
LS07 – Dynamic Cliffs
Land
Dynamic Cliffs enters the battlefield tapped.
When Dynamic Cliffs enters the battlefield, you get E (an energy counter).
T: Add U or R.
LS08 – Saturated Peatbog
Land
Saturated Peatbog enters the battlefield tapped.
When Saturated Peatbog enters the battlefield, you get E (an energy counter).
T: Add B or G.
LS09 – Copperfield Quarry
Land
Copperfield Quarry enters the battlefield tapped.
When Copperfield Quarry enters the battlefield, you get E (an energy counter).
T: Add R or W.
LS10 – Sunsoaked Shores
Land
Sunsoaked Shores enters the battlefield tapped.
When Sunsoaked Shores enters the battlefield, you get E (an energy counter).
T: Add G or U.
Almaaz – The swamps and forests of Almaaz have deep memory. It's entirely possible that the druids and shaman of Almaaz have memories from the time of the Thran, but if they do, they ensure that those thoughts never leave their borders. In fact very few things leave their borders, including marauding Fallaji warbands that travel too deep into the woods. The people of Almaaz have a very different understanding and approach to life and death compared to most.
Argive – The nation of Argive ruled by a triumvirate of clerics and nobles was the first to see the value in the metal contraptions that were being discovered in the ruins of the Zegon desert. They began sending out expeditions to study these ruins and bring back artifacts for further study and use. It was slow going, and the technology seemed out of reach for most the researchers, but with the discovery of powerstones, suddenly a new world of possibility opened up to Argive. It was the first nation to truly lean on technology and modernize in the industrial revolution. Seeking to broaden its horizons and capture more resources, Argive began an expansion campaign that resulted in the invasion of Korlis and the Kher mountains.
Argoth – A lush jungle paradise that sits off the southern coast straddling Korlis and Yotia, it suddenly finds itself threatened by explorers and machines alike that have started appearing from the mainland. Rallying around a messianic leader the denizens of the Argoth are determined to keep their home wild and untamed.
Fallaji Empire – The fallaji empire isn't a place per say, but rather the confederation of bands of nomads with similar cultural approaches. Their empire expands most of the Zegon wastes, taking over any space that they realistically can. Where the Fallaji survive, the fallaji thrive. They are constantly seeking expansion but Yotia's disciplined border regiments keep them at bay. At the top of the Fallaji tribes is the Quadir. A leader of fear and power, the Quadir is about the only thing that every really keeps the fallaji in line.
Kher Keep – The numerous clans of the Kher mountains rally around their castle stronghold atop the kher mountains. The clans value strength and freedom above all else. They aren't afraid to raid villages to take what the want. While they don't bow to kings or rulers alike, they value leadership that demonstrates strength and refuses subjugation. They find the empire of Yotia too stodgy to take seriously and generally keep to their own territory, terrorizing travels and traders moving across the Kher ridges.
Korlis – The kingdom of Korlis still lives in world of knights and chivalry. Locked in the old world feudalist system, the agrarian kingdom is resource poor when it comes to Thran ruins and never really got itself into the scramble for resources that the rest of Terisiare quickly escalated into. Because of this Korlis found itself under tremendous pressure that was mounting from Argive to the north. Landlocked between the Kher mountains to the west and the ocean to the east Korlis had little in the way of outside support. When Argive finally invaded, the king had no choice but to lead the kingdom in one final desperate counter offensive to retain their sovereignty.
Lat-Nam – For ages a small academy existed on the tiny rocky archipelago of Lat-Nam just off Terisiare's western coast. Ancient scriptures from all across of Dominaria spoke of arcane abilities that could mold and conjure mana from the land and invoke spells of immense power from this innate power. Travels from many lands would come to Lat-Nam to learn these arcane spells. It always was a melting pot of all of Dominaria's customs and peoples. When word broke that Terisiare was in possession of a craft of artifice that rivaled even the strongest magic people came from far and wide to study to this newly developed concept of technology. With two schools of disciple being led by Drafna and Hurkyl technology and magic melded into a new era of power for the fledging academy.
Malpiri – The swamps, marshes and wetlands of the Malpiri delta were never of much concern for Terisiarie's denizens. The land wasn't suited for cultivation, and no one every viewed it as a great location for settlement. It was likely this isolation that Gix found so inviting when he began gathering followers to initiate a cult in his own name. feeble supplicants that would do his every bidding and usher in the arrival of Phyrexia when the day was finally right.
Ronom – The mountainous Northwest region of Terisiare was a bitterly cold place with massive glaciers lining the granite peaked horizon. The glaciers of the Ronom mountains met together and fed into the Ronom lake, one the largest bodies of fresh water in all of Dominaria. The shores of the lake were always bitter with winds that chilled you to the bone. It was a rather inhospitable location, the exact opposite of the roasting Zegon wastes, but just as deadly to unprepared.
Yotia – The vast lands of Yotia stretched the southern coast of Terisiare full of thick forests and winding rivers. It was a land rich in flora, fauna, and sunshine. Because the people of Yotia lived more closely with nature than any of the other great nations of Terisiare they better appreciated its gifts and understood that to remain on top of the food chain required discipline and strength.
Zegon – The vast desert wastelands of Zegon encompassed almost the entirety of the interior of Terisiare. The extent of the desert was too great to grasp for most of the people of Terisiare, and even fewer wondered why such a great desert existed in the first place, never aware that such a place wasn't the product of nature. It's here that the wellspring of Thran ruins littered the landscape. Some great calamity had befallen the Thran, but whatever the secret was to their downfall, they had taken it with them in the collapse.
Ashnod Karimotha – Ashnod is referred to in hushed tones by those that know to fear her. There are few that truly know her face as very few survive within her inner circle. Ashnod is a fearless, ruthless and cunning biological researcher. Knowledge at all costs is Ashnod's mantra. She does often wonder if it was fate that she was born into such times to see such rapid expansion of knowledge and technology.
Barl – The Messianic leader of the indigenous people and creatures on the island of Argoth. Rallying their forces, he leads the charge to repel the invaders from their land and preserve the paradise that Argoth represents.
Drafna Tribecca – A brilliant engineer who migrated to Lat-Nam when he heard about Terisiare's rapid technological revolution. He leads Lat-Nam's artifice programs and instructs the manufacturing of machinery. His skills are unrivaled in Lat-Nam. It's rumored that his engineering skills rivals even those of Urza of Yotia.
Feldon Walliman – Feldon grew up in the Argivan expeditions across Zegon and cut his teeth on decades of archeological digs, but it wasn't until the powerstones were revealed that Feldon truly understood what was laying in wait in the Thran ruins. Rumors had been spiraling for ages of a lost city perfectly preserved deep within the crevasses of the Ronom Glacier. Feldon never one to back down from a challenge, has embarked on discovering this lost city of the Thran.
Gix – What was once a man is now a twisted husk of flesh and steel. Gix is a demon the likes of which no one on Terisieare could have imagined. When the brothers opened the Hall of Taigsin, they inadvertently re-opened a portal to another plane of existence. From that portal emerged Gix, ready to take revenge on a world that knows nothing of its past. Taking foothold in the marshes of Malpiri, Gix has managed to build a fanatical death cult that worships the melding of metal and man. What Gix's end game is at this point, no one can say, but through his cult, his presence can be felt everywhere.
Hurkyl Tribecca – Hurkyl had been studying at Lat-Nam for some time learning the ways of the arcane magic that had once ruled the lands of Dominaria. Though never gifted in artifice herself, she was always captivated by it, and quickly fell in love with Drafna. They both eventually excelled into becoming the academy's deans of Magic and artifice. Unbeknownst to her, Gix's influencers had infiltrated the ranks of Lat-Nam and were slowly sabotaging its efforts. Drafna was killed in one of these attacks by his own machines that had been turned against him. Hurkyl vowed she would never rest until the scourge of artifice was wiped clean from the world and spent her every waking moment afterwards preparing her protégés to rise and join her in her fight.
King Lienre Preska VII – The king of the kingdom of Korlis. He is a noble leader, but naïve at the best of times. Korlis lacked the resources and ruins that many of the other nations had access to, and was still existing in an agrarian economic system that was being vastly outpaced in evolution and technology by its neighbors. It never occurred to the king until it was too late that Korlis needed to raise its defense potential against the possibility that it's neighboring nations may one day turn on it. After decades of build up, when Argive unleashed a full scale attack on the Kingdom, it's knights and soldiers were quickly outclassed as the king had no choice but to lead the charge for one last crusade the protect their sovereignty.
Loran – While the brothers are the most well known protégés of Tocaisa, Loran was her most faithful. Loran had already graduated onto leading her own expeditionary teams by the time Tocasia had taken up training the brothers. When news broke of Tocaisa's death Loran was devastated. Once she realized that her death was related the powerstones that everyone in Terisiare was rushing to gather she vowed to do everything in her power to stop artifice before it eventually consumed them all.
Kayla Bin-Kroog – The Heiress of Yotia and daughter of Ratha Bin-Kroog. Wild and willful Kayla cared not for the politics of the modern world. Yotia was a unique empire ruled by respect for strength and there was none stronger in the kingdom than Ratha. When a young brash artificer showed up in Yotia to respond to a challenge set forth by Rath to release a sword in the stone and win Kayla's hand in succession of the empire, Kayla found herself enamored with his brashness. Though not physically strong, he was fearless and intelligent in a way she was unfamiliar with. Though Ratha refuted him despite freeing the sword, Kayla stole the empire's treasure that was to be awarded to the victor and presented it to Urza along with herself. Young and foolish, it was a long while before Kayla realized that Urza never reciprocated the passion and love she felt for him. She often pontificated if that was always to be her fate.
Mishra Erdeli – In the war of the brothers Erdeli, Misha is most often looked at as the origin of the war's onset. While it's true that Mishra felt nothing but envy and rage for the gifts that Urza possessed, one can't help but wonder if things wouldn't have turned out very differently had Urza possessed a stronger sense of compassion for his only living relative. When the brothers discovered the powerstone in the Hall of Taigsin, it set off a series of events that would one day culminate in all out war that would devore the continent of Terisiaire. For the moment Mishra's tale is a little more self contained as he finds himself falling in the background noise of Terisiare's industrial revolution. After parting ways from Urza at the Cave of Korlis with the weakstone in hand, Mishra wandered the Zegon wastes eventually being captured by Fallaji marauders and pressed into the service of the Quadir. Every night bound by his shackles Mishra used the moonlight to tinker a little bit more with the weakstone slowly unravelling the secrets of its power for the day he would finally break free of the Fallaji and take revenge on his brother.
Ratha Bin-Kroog – Warlord of the empire of Yotia. Yotia has a long history of ruling through power alone, and there are none on Terisiare more powerful than Ratha. He has never been bested in a fight. Knowing that Yotia would need a successor named, Ratha established a contest to remove a sword he stuck into a rock. The winner would not just be named successor and marry the heiress, but they would be granted Yotia's greatest possession, an ancient scripture that has been in Yotia's possession since the dawn of the empire. Ratha had never expected a simple looking boy could beat his challenge where the strongest in the empire could not. He declared Urza's automaton a cheat and refuted Urza's claim to the throne. But when Kayla went behind his back and gifted the Thran tome to Urza he had a change of heart, finally understanding just how strong the nature of artifice truly was. With Urza now part of the empire, Ratha instructed him to build up the empire's strength through artifice and by producing even more mechanical men to ensure their place as the mightiest on Terisiare.
Tawnos Revella – shortly after Urza began Yotia's artifice development, word spread and people began showing up from far and wide to learn from him. Tawnos turned up and was just a boy himself, but was Urza's most gifted protégé. Tawnos could engineer the most magnificent designs, and though most of what he created were toys, through the mechanisms he created Urza was able to improve his own deigns in the manufacture of automatons.
Tocasia Infandel – A brilliant and skilled archeologist. Long before the notion of a powerstone entered the collective conscience, many a minds from Argive wandered the Zegon wastes discovering ruins full of strange metal contraptions. Whatever these ancient people that came to be labeled as the Thran were, they had left behind an entire civilization that seemed to have been suddenly stricken from the face of the earth. Tocasia was the ward of two orphaned brothers, Mishra and Urza. She taught them everything she knew about the history of the Thran and the mechanical nature of artifice. Mishra often seemed lost, but she sensed that Urza was capable of doing more than their current knowledge allowed. The three of them chanced upon a cave during an expedition, and when Urza and Mishra emerged from the cave they held a curious stone, glowing with energy. Tocasia could sense the unease in the brothers knowing they had always had a hidden rivalry with each other just under the surface, but she never expected that animosity to boil over as it did over this rock. That night the brothers broke out into a fight over who would possess the rock. Tocasia had always predicated herself on pacifying conflict, but as she put herself in the middle of this fight, it was one that could no be stopped. The powerstone cracked and exploded in the scuffle. The shockwave from the explosion knocked both brothers back, and when the dust settled Tocasia was dead. Each brother held a piece of that original powerstone, each possessing a polarity of power. Never one to be a sentimentalist, Urza was still shaken to the core that Mishra's actions had resulted in Tocasia's death. Urza vowed to never forgive Mishra for this transgression, and from that place both Brothers walked into the desert alone, setting their own paths into the saga of Antiquities.
Verdansk Treeck – Though Kher keep was not a castle with a king that anyone bowed to, or was ruled over by, Verdansk was viewed and regarded as a king in his own right as a man worth following. He maintained the keep and made it home and refuge for those of the Kher clans seeking aid. Verdansk was a natural born leader and warrior not to be taken lightly. In a sense, the duty of the ruler of the keep wasn't to lord over others, but to keep the beacons of the keep lit as a symbol of the freedom that those who rallied under its banners lived for. For ages the clans of the Kher mountains lived free and respected only power. They rarely clashed with the Yotia empire, but were no strangers to raiding the lands the Korlis which they saw as weak. But when Argive launched its assaults, the clans of the kher had to rally as Argive quickly took to siege against Kher keep. Outnumbered and underprepaired, Verdansk had no choice but to retreate knowing that if Kher keep couldn't be saved it would damn well be avenged.
Yawgmoth – though an unseen force at this point in time, Yagmoth and the nature of Phyrexia was the gravest threat that Terisiare would ever know. Gix may be an agent of Phyrexia, but once set free on Terisiare developed his own sense of revenge and did not necessary follow the path and intensions of Yawgmoth. Though the portal to Phrexia has been reopened, in it's current state it is far too weak to suit Yawgmoth's plans. Yawgmoth has spent millennia plotting and preparing, he knows he can afford to wait a little longer to fully realize his final revenge on the world that exiled him to oblivion.
Urza Erdeli – Though Urza was the driving force of all events that shaped Terisiare across the saga of Antiquities, he was a far cry from being a true hero. Too self centered to care about those around him, he only ever really saw the world through the designs and engineering that filled his mind. There would come a time when Urza finally overcame of these short comings, but like all tragedies when that moment finally presents itself the damage will already be done. For the moment Urza has hold up in Yotia, driving the empire's growth in the explosion of the industrial revolution.
Energy counters are the lifeblood of Industrial revolution, and are interwoven into the set so they feel like a natural extension of the gameplay loop. First introduced in Kaladesh, energy counters were problematic in constructed gameplay, but since industrial revolution was designed as a limited exclusive playstyle it erases most of those problems.
This set attempts to make energy more of a flowing entity throughout a game that ebbs and flows. With a plethora of energy faucets and sinks, early design started out with energy as a cost, but was resulting in missed play opportunities. Instead energy was redesigned as primarily a kicker to card effects to increase power level. This allows energy related spells tension and variance from game to game.
Energy is a much more wide open resource in Industrial Revolution than was when it was first introduced in Kaladesh. In the scope of energy faucets and sinks, about 1/3 of all energy faucets also include a means to spend energy. Some spells also include ways to get energy in a one time effect. About 1/3 of energy related spells will give energy surpluses without a direct means of spending it. The final third of energy related spells provide ways to spend surplus energy as kicker effects, but are not directly required to get an effect from those spells.
Energy is a parasitic mechanic as it uses an outside resource to the larger game. Design efforts were made to ensure that energy related spells could play as modularly as possible, but the nature of the mechanic only allows that to go so far. Since this set was designed to be played exclusively in limited, the greater parasitic nature of the mechanic is mostly mitigated. If enough energy related cards were introduced into the greater magic ecosystem, there are several rares in this set that could be viable commander/constructed players.
Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
Metal Mastery is currently the glue of the world of Industrial revolution. It represents the drive and ambition of artificers as they strive to create and grow.
Each permanent with metal mastery earns an energy counter when it enters the battlefield and will net energy counters each time they see an artifact enter the battlefield under your control. When you control multiple permanents with metal mastery energy is able to build up quickly. It’s an unassuming mechanic that doesn’t immediately affect the game state, but as the game plays out the role of permanents with metal mastery becomes apparent.
Metal Mastery went through several iterations and was originally conceived as a state based level that you are granted. After experimentation with both static levels that don’t change once earned, and variable levels that can go up or down, two things began causing problems. The stat tracking required just didn’t quite feel right in this set, and trying to fit the reminder text for that mechanic on the card was proving problematic. Once it was decided that energy would be brought into the set it alleviated much of metal mastery’s two main issues.
Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
Battle Adorned is the Green/White mini-mechanic that came about in trying to find ways to up the amount of artifacts floating around inside the limited environment. Battle Adorned provides a replacement effect as those creatures enter the battlefield that allows them to enter with their equipment attached. Because it’s not a triggered ability there is no window to respond to the equipment attaching to the creature.
To keep battlefield complexity down Armaments have the drawback that as long as they currently attached to a creature, they can't be re-equipped. Armaments function as legacy +1/+1 counters that can stick around even after the creature that created them dies, allowing other creatures to pick them up to continue to the fight. The concept was original designed for the final set in the tetralogy (Antiquities 4), but this set wanted a critical mass of artifacts to feed metal mastery, so it got bumped up into Industrial Revolution.
Battle Adorned flavorwise represents the lesser technology in the forms of basic weaponry. Both Korlis and Argoth are having their way of lives being threatened by the encroachment of technologically superior neighboring regions. As conflicts flare up in the resource war brewing on Terisiare, these creatures come to the fight with their own gear.
Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
Excavate is the White/Blue mini-mechanic and it was a late add-on. In trying to find ways to help White/Blue keep artifacts flowing the mechanic at first was a reveal and put all other cards into the graveyard to try to thematically tie into the action of tilling soil. But whiffing on a trigger and self -milling three cards without profit was too much a feel bad. The mechanic was copied straight from Faerie Mechanist as it was less of an issue if you didn’t find anything as you didn’t affect your deck state that way.
Up to this point in the world of Terisiare, archeologists have been going out into the dangerous Zegon wastes hoping to bring back artifacts from a distant past they don't fully understand. At the heart of the endeavor is the nation of Argive, and to play into that feeling of uncovering powerful relics the excavate mechanic appears on white and blue cards as a chance to revel in that discovery of artifice.
Graveblast 4B, Pay any amount of E (You may cast this card from your graveyard by paying its graveblast cost. Exile it as it resolves.)
Graveblast is the Black/Red mini-mechanic and is a remaining holdover from the previous cube iteration of the set that featured several graveyard themed mechanics. The mechanic was close the chopping block, but after iterating several times, it’s in a good place. While it doesn’t directly interact with artifacts, the use of energy as a cost keeps it relevant in the greater limited format.
Graveblast has come along well, and makes use of some new design space in the nexus between flashback and kicker. Graveblast dabbled in the nexus of kicker and delve, but I like where it’s at now as it makes excellent use of the set’s mechanical gameplay theme of energy as a kicker resource.
At the base level all graveblast cards a have simple effect when first cast (As at this time there’s no way to add extra energy to the initial casting), and have a scaled effect if you have extra energy to spare. Graveblast cards have a standard flashback mana cost, but the variability is built into whether you have the energy to make them extra efficient.
Flavorwise it represents the efforts of Gix and his sycophants to unleash terror and usurp the natural order of Terisiare. They will use any and all resources at their disposal to bring about Terisiare's end, and perhaps usher in a new era of Phyrexian control. Graveblast currently resides on Black and Red spells.
Inscribe (Create an artifact Glyph token with “,T, Sacrifice this artifact: Each opponent mills three cards.”)
Inscribe is the Blue/Black min-mechanic and was nearly cut, but I’ve given it several new changes with different iterations. The magical blockchain version of it was cool, but was too wordy for it’s own good so I had to abandon that version of it. Realizing that I was never going to be satisfied with it as a mechanic since it had gone through so many failed iterations, I settled on turning it into a named utility token mechanic, I.E. Investigate.
I gave some thought of having it be a scry utility token, but the deck manipulation space is getting crowed with both clue tokens and blood tokens floating around. Up to now, utility tokens are designed for smoothing out game play, I.E. Gain life, draw a card, discard/draw, make a mana of any color. For the most part those are smoothing mechanics to help you stay in the game. I wanted to try for something that enables a more offensive style of gameplay, but I didn’t want to complicate board state doing it. So I devised that Glyph tokens will mill oppenents as new utility token. Since mill is in both blue and black, this was a good color fit as those are the two colors that make Glyphs in this set.
Flavorwise inscribe represents etching spell runes on artifacts to boost their magical power by the mages of Lat-Nam.
Raze – 5G: Card Effect. (This ability costs 1 less to cast for each artifact opponents control. Activate this ability only once each turn.)
Raze is the Red/Green min-mechanic and is an ability on creatures that represents their tenacity to fight back against artifice.
Since red and green don't play well with artifact, those colors needed a negative attribute against artifacts, and I explored options that didn't involve direct artifact destruction. It's a punisher mechanic for opponents who play many artifacts. Similar to boast, a raze mechanic can be activated once per turn, but most effects are combat related so there’s diminishing returns on other player’s turns depending on the card. Raze shines best in multiplayer where it can be used most effectivity to hose the opponents and get multiple cheap activations between your turns on defense if need be.
Raze was close to the chopping block, but after being redesigned one last time into this current iteration, it plays pretty well. It’s weakest in 1v1, but most effects are playable even without the cost reductions, and provide a good mana sink for late game mana. Final raze costs will depend on multiplayer play balance.
Dauntless (This creature can't be blocked by creatures with power 2 or less.)
I keyworded this combat ability as i featured it at common as a way to change combat dynamics. it is currently primary in Red/Green and Tertiary in White appearing at higher rarities.
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