At some point in the distant past, the planeswalker Riel discovered an empty "pocket dimension" - one that was too small to contain a universe by itself, yet large enough to provide a place for her to rest. Being of an aesthetic bent and harboring a great love for all things alcoholic, she felt that this corner of the multiverse could be so much more, and decided to make it her own personal project.
Generations later, the Wayward Spark occupies a unique place in the multiverse. The entire dimension is a gigantic tavern, nightclub and entertainment spot; where all doors open to new rooms, and denizens (often transplanted by Riel herself) work for the pleasure of the planeswalker and her constant guests. Patrons may imbibe an infinite selection of cocktails from many different planes, participate in backroom games unimagined in lifetimes, or dance the timeless hours away on a floor that extends into the stars.
Moot Brawler :symgr::symgr:
Creature - Human Barbarian
Whenever ~ attacks, it fights another target creature. Most establishments in the hearth-quarter always keep a broom on hand. "The Bullseye Pub" keeps a shovel.
3/1
Inebriated Scholar
Creature-- Vedalken Advisor
When Inebriated Scholar enters the battlefield, look at the top card of your library. You may put that card into your graveyard. "Funny how liquor always seems to strip away all a man's knowledge." -- Dack Fayden
1/1
Merry Friar :3mana::symwg::symwg:
Creature - Giant Monk (C)
:2mana:, , Imbibe: You gain 3 life. (If you've imbibed since your last turn, you can't cast spells with converted mana cost equal to or less than the number of times you've imbibed.)
3/3
Venombrand :1mana::symb:
Sorcery - Game (C)
Put a -1/-1 counter on target creature you control and target creature you don't control. Those creatures gain "When this creature is put into a graveyard from the battlefield, its controller loses 2 life" until end of turn. "It'll cost you three riels to buy in, stranger. Survivors split the pot. Antidotes cost extra." —Daanq of Managua
Game Voucher
Artifact (C)
Sacrifice ~: Game spells you play cost less until the end of turn. Draw a card.
Ale Gnomes Artifact Creature - Gnome(C)
~ enters the battlefield with two +1/+1 counters on it.
Remove a +1/+1 counter from ~: You gain 1 life. 0/0
Llanowar Barmaid :1mana::symg:
Creature - Elf Shaman
: Add to your mana pool and gain 1 life.
1/1
Scrutinize :2mana::symu:
Sorcery C
Draw three cards, then discard two cards. "Keep an eye on the Ravnican at table six. He's been winning a little too much for his own good." —Bannick Moss, security officer
Mead of Magic
Artifact
:2mana:, , Sacrifice ~: You gain 2 life. Regenerate each creature you control.
Game of Faith- 1WW
Instant- Game (U)
Flip a coin. If you win the flip, exile target attacking creature. If you lose the flip, target opponent may exile either target land you control, or target creature you control. "In this game, your reward is to erase one's life. Lose, well, yours will be at risk." Riel, Keeper of Taverns.
Round of Beer2RW
Sorcery Join Forces - Each player may discard a card. Then each player draws a card for each card discarded this way.
Absinthe FaerieGG Creature - Fearie(U)
Flying
When ~ enters the battlefield, add GG to your mana pool. 1/2
Rare 1/1
Demon of the Coin2BB
Creature - Demon
Pay 3 life: Change the result of a coin flip. Any player may play this ability.
Sacrifice a creature: The next time a player would flip a coin, that player flips 2 coins instead and chooses one of the results. Any player may play this ability. There are no winners when a demon joins the table.
4/4
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U Creature - Human Wizard 4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg: Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
DaystrikeRW
Sorcery C
Creatures you control get +1/+0 until end of turn. Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Uncommon 2/3 Creeping Horror1B
Creature - Horror Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Common 1/10 Morning Thaw1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith PeacemakerGG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born InfantryWWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade NecromancerBG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage3U
Creature - Salamander Wizard (C) U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God EmissaryUU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard. 1B: Regenerate CARD.
2/2
Forest ChantG
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Unholy Amalgamation4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard. Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
Uncommon 3/3 Pulsing Aquamarine3
Artifact
Whenever a player cast a blue spell, you may put a charge counter on Pulsing Aquamarine.
Remove 4 charge counters from Pulsing Aquamarine: Draw a card. A treasure of the deep, brighter than the sky.
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg: Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather ShieldW
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
ReassessU
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.) "I think, therefore I'm Zig."
Turbo Slug Afterburner2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB Creature - Quack (C) T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life. Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck1WWW Instant(U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Uncommon 2/3 Ass Assassin1BB
Creature - Donkey Assassin T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat1G
Creature - Bat
Flying
1/1
Commons: 9/10 (you miscounted pstmdrn)
Manabound BeastRG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Azshanir is a land of almost endless oceans where pirates rule the seas, treasures are bound to capture your imagination and great monsters seem to thwart your every move.
Reclaim the Treasure1U
Instant (C)
Tap target creature. Then, if that creature was a Pirate, draw two cards.
Mutinous Incitement2RR
Sorcery (C)
Gain control of target creature until end of turn. Untap it, and it gains haste, islandwalk, and gets +1/+0 until end of turn.
Bilge RatBB
Creature - Rat (C)
Sink (Whenever a card is discarded, exile it instead.)
2/1
Barnacle Barricade2(U/G)
Creature - Plant (C)
Defender
Whenever Barnacle Barricade blocks an artifact creature, destroy Barnacle Barricade and the creature it's blocking.
1/4
DrownUB
Instant (C)
Destroy target creature without islandwalk.
Mainmast Lookout3W
Creature - Human Scout (C)
Mainmast Lookout can block only creatures with flying.
Whenever a creature without flying attacks you, untap all other creatures you control.
1/2
Privateer Pugilist3(R/W)(R/W)
Creature - Human Pirate (C)
First strike
Whenever ~ attacks, it deals 1 damage to target creature.
3/3
Ocean Serpent4UU Creature - Serpent(C)
Ocean Serpent can't attack unless defending player controls an Island. 7/7
Navy's Headhunter - 3W Creature - Human Soldier (C)
Swampwalk, Protection from Pirates. Wretched hives of scum and villany are his hunting grounds.
3/2
Torrented Volcano Land (U) T: Add 1 to your mana pool. T: Add U or R to your mana pool. Activate this ability only if you control an Island.
Torrented Grove
Land T: Add 1 to your mana pool. T: Add U or G to your mana pool. Activate this ability only if you control an Island.
Uncommon - 3/3 Volcanic Upburst2R
Sorcery
Kicker - Sacrifice an island
Volcanic Upburst deals 2 damage to each creature and player. If you paid the kicker cost, instead it deals 4 damage to each creature and player.
The sands of Raoim. The colossal desert plane, where a drop of water is worth of a drop of blood, nomadic tribes dance on the ruins of lost civilisations and bizarre spirits test intelligent beings for unknown reasons.
Buried by Sands - 1B Sorcery (C)
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
Oasis Mirage1U Enchantment - Aura [C]
Enchant land
Enchanted land is an island.
When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard.
Hapless Wanderer3W
Creature - Nomad Cleric (C)
Whenever you play a Plains, you may gain 1 life.
2/3
Scorching Sun5RR
Sorcery (C)
~ deals 6 damage divided as you choose between target creature and its controller.
Scour the Dunes1G Sorcery [C]
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
Windy Cavern Land - Desert [C]
:symtap:: Add 1 to your mana pool. R, Sacrifice ~: Target creature gains haste until end of turn.
Sandswimmer 2G
Creature - Insect
Desertwalk
2/1
Common - 8/10 Swirling SandstormRG
Sorcery
As an additional cost to Swirling Sandstorm, sacrifice a land.
Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm does 2 damage to that creature's controller.
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Generations later, the Wayward Spark occupies a unique place in the multiverse. The entire dimension is a gigantic tavern, nightclub and entertainment spot; where all doors open to new rooms, and denizens (often transplanted by Riel herself) work for the pleasure of the planeswalker and her constant guests. Patrons may imbibe an infinite selection of cocktails from many different planes, participate in backroom games unimagined in lifetimes, or dance the timeless hours away on a floor that extends into the stars.
Moot Brawler :symgr::symgr:
Creature - Human Barbarian
Whenever ~ attacks, it fights another target creature.
Most establishments in the hearth-quarter always keep a broom on hand.
"The Bullseye Pub" keeps a shovel.
3/1
Inebriated Scholar
Creature-- Vedalken Advisor
When Inebriated Scholar enters the battlefield, look at the top card of your library. You may put that card into your graveyard.
"Funny how liquor always seems to strip away all a man's knowledge."
-- Dack Fayden
1/1
Merry Friar :3mana::symwg::symwg:
Creature - Giant Monk (C)
:2mana:, , Imbibe: You gain 3 life. (If you've imbibed since your last turn, you can't cast spells with converted mana cost equal to or less than the number of times you've imbibed.)
3/3
Venombrand :1mana::symb:
Sorcery - Game (C)
Put a -1/-1 counter on target creature you control and target creature you don't control. Those creatures gain "When this creature is put into a graveyard from the battlefield, its controller loses 2 life" until end of turn.
"It'll cost you three riels to buy in, stranger. Survivors split the pot. Antidotes cost extra." —Daanq of Managua
Game Voucher
Artifact (C)
Sacrifice ~: Game spells you play cost less until the end of turn. Draw a card.
Ale Gnomes
Artifact Creature - Gnome (C)
~ enters the battlefield with two +1/+1 counters on it.
Remove a +1/+1 counter from ~: You gain 1 life.
0/0
Llanowar Barmaid :1mana::symg:
Creature - Elf Shaman
: Add to your mana pool and gain 1 life.
1/1
Scrutinize :2mana::symu:
Sorcery C
Draw three cards, then discard two cards.
"Keep an eye on the Ravnican at table six. He's been winning a little too much for his own good." —Bannick Moss, security officer
Mead of Magic
Artifact
:2mana:, , Sacrifice ~: You gain 2 life. Regenerate each creature you control.
Game of Faith- 1WW
Instant- Game (U)
Flip a coin. If you win the flip, exile target attacking creature. If you lose the flip, target opponent may exile either target land you control, or target creature you control.
"In this game, your reward is to erase one's life. Lose, well, yours will be at risk." Riel, Keeper of Taverns.
Round of Beer 2RW
Sorcery
Join Forces - Each player may discard a card. Then each player draws a card for each card discarded this way.
Absinthe Faerie GG
Creature - Fearie (U)
Flying
When ~ enters the battlefield, add GG to your mana pool.
1/2
Rare 1/1
Demon of the Coin 2BB
Creature - Demon
Pay 3 life: Change the result of a coin flip. Any player may play this ability.
Sacrifice a creature: The next time a player would flip a coin, that player flips 2 coins instead and chooses one of the results. Any player may play this ability.
There are no winners when a demon joins the table.
4/4
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days 2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U
Creature - Human Wizard
4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg:
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike RW
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Uncommon 2/3
Creeping Horror 1B
Creature - Horror
Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
Common 1/10
Morning Thaw 1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born Infantry WWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther 3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade Necromancer BG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage 3U
Creature - Salamander Wizard (C)
U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God Emissary UU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane 1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard.
1B: Regenerate CARD.
2/2
Forest Chant G
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Unholy Amalgamation 4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard.
Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
Uncommon 3/3
Pulsing Aquamarine 3
Artifact
Whenever a player cast a blue spell, you may put a charge counter on Pulsing Aquamarine.
Remove 4 charge counters from Pulsing Aquamarine: Draw a card.
A treasure of the deep, brighter than the sky.
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg:
Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather Shield W
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Asswipe BW
Instant
Destroy target non-Ass creature.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
Reassess U
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.)
"I think, therefore I'm Zig."
Turbo Slug Afterburner 2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB
Creature - Quack (C)
T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life.
Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck 1WWW
Instant (U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Uncommon 2/3
Ass Assassin 1BB
Creature - Donkey Assassin
T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Preempt 1B
Instant
Destroy target untapped creature.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
Commons: 9/10 (you miscounted pstmdrn)
Manabound Beast RG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Instant (C)
Tap target creature. Then, if that creature was a Pirate, draw two cards.
Mutinous Incitement 2RR
Sorcery (C)
Gain control of target creature until end of turn. Untap it, and it gains haste, islandwalk, and gets +1/+0 until end of turn.
Bilge Rat BB
Creature - Rat (C)
Sink (Whenever a card is discarded, exile it instead.)
2/1
Barnacle Barricade 2(U/G)
Creature - Plant (C)
Defender
Whenever Barnacle Barricade blocks an artifact creature, destroy Barnacle Barricade and the creature it's blocking.
1/4
Drown UB
Instant (C)
Destroy target creature without islandwalk.
Mainmast Lookout 3W
Creature - Human Scout (C)
Mainmast Lookout can block only creatures with flying.
Whenever a creature without flying attacks you, untap all other creatures you control.
1/2
Privateer Pugilist 3(R/W)(R/W)
Creature - Human Pirate (C)
First strike
Whenever ~ attacks, it deals 1 damage to target creature.
3/3
Ocean Serpent 4UU
Creature - Serpent (C)
Ocean Serpent can't attack unless defending player controls an Island.
7/7
Navy's Headhunter - 3W
Creature - Human Soldier (C)
Swampwalk, Protection from Pirates.
Wretched hives of scum and villany are his hunting grounds.
3/2
Skeleton Captain 1B
Creature - Skeleton Pirate (C)
B,t: Regenerate target Pirate.
1/1
Torrented Volcano
Land (U)
T: Add 1 to your mana pool.
T: Add U or R to your mana pool. Activate this ability only if you control an Island.
Torrented Grove
Land
T: Add 1 to your mana pool.
T: Add U or G to your mana pool. Activate this ability only if you control an Island.
Uncommon - 3/3
Volcanic Upburst 2R
Sorcery
Kicker - Sacrifice an island
Volcanic Upburst deals 2 damage to each creature and player. If you paid the kicker cost, instead it deals 4 damage to each creature and player.
Sorcery (C)
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
Oasis Mirage 1U
Enchantment - Aura [C]
Enchant land
Enchanted land is an island.
When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard.
Hapless Wanderer 3W
Creature - Nomad Cleric (C)
Whenever you play a Plains, you may gain 1 life.
2/3
Scorching Sun 5RR
Sorcery (C)
~ deals 6 damage divided as you choose between target creature and its controller.
Scour the Dunes 1G
Sorcery [C]
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
Windy Cavern
Land - Desert [C]
:symtap:: Add 1 to your mana pool.
R, Sacrifice ~: Target creature gains haste until end of turn.
Sandswimmer 2G
Creature - Insect
Desertwalk
2/1
Common - 8/10
Swirling Sandstorm RG
Sorcery
As an additional cost to Swirling Sandstorm, sacrifice a land.
Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm does 2 damage to that creature's controller.