Argonian
Creature — Argonian
1/1
Illustrated by Direwolf Digital
001/010
Download Cockatrice files: https://mtg.design/u/Alino2773/TES/cockatrice
Creature — Argonian
1/1
Illustrated by Direwolf Digital
001/010
Sorcery
Create a 1/2 colorless Dwemer Construct artifact creature token.
"I think we're safe."
--An Explorer's Last Words
Illustrated by Direwolf Digital
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Creature — Dragon
When you cast Odahviing, destroy all creatures.
Flying
At the beginning of your upkeep, for each opponent, destroy target permanent that player controls.
"Alduin has proven himself unworthy to rule. I go my own way now."
10/10
Illustrated by Direwolf Digital
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Creature — Dunmer
Deathtouch
1/1
Illustrated by Direwolf Digital
002/010
Artifact Creature — Dwemer Construct
1/2
Illustrated by Direwolf Digital
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Sorcery
Search your library for a Ruins card, put that card onto the battlefield tapped, then shuffle.
Each player creates a Treasure token.
"This was almost worth sneaking past all those draugr for."
Illustrated by Direwolf Digital
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Creature — Daedra Atronach
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
6/3
Illustrated by Direwolf Digital
004/010
Creature — Bosmer Peasant
You may cast a spell named The Adoring Fan from your graveyard or exile once each turn.
Defender
"Can I carry your weapon? Shine your boots? Backrub, perhaps?"
0/1
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
Whenever another creature enters the battlefield under your control, put a strategy counter on Adventus.
Remove two strategy counters from Adventus: Choose a kind of counter from among first strike, vigilance, and +1/+1. Put a counter of that kind on Adventus and on another target creature.
1/1
Illustrated by Direwolf Digital
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Creature — Daedra Atronach
Whenever Frost Atronach deals combat damage to a creature an opponent controls, detain that creature.
3/6
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
1/1
Illustrated by Direwolf Digital
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Creature — Altmer Wizard
Prophecy {W}
At the beginning of your end step, you gain life equal to the number of detained permanents your opponents control.
2/3
Illustrated by Direwolf Digital
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Creature — Daedra Atronach
When Storm Atronach dies, each opponent loses 2 life.
4/4
Illustrated by Direwolf Digital
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Creature — Altmer Cleric
Prophecy {1}{W} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Auridon Paladin has lifelink as long as you've cast an instant or sorcery spell this turn.
"We shall take the fight to them!"
4/3
Illustrated by Direwolf Digital
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Artifact — Treasure
{T}, Sacrifice this artifact: Add one mana of any color.
Illustrated by Direwolf Digital
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Enchantment
Whenever a creature enters the battlefield under your control, you gain 1 life. If Blessings of Alkosh isn't a creature, it becomes a 2/3 Khajiit creature with your choice of flying or vigilance in addition to its other types until end of turn.
"This one is destined for greatness."
Illustrated by Direwolf Digital
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Creature — Undead
1/1
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
Vigilance
When Cheydinhal Sapper enters the battlefield, you gain 2 life.
"I walk as a lion among sheep."
1/1
Illustrated by Direwolf Digital
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Creature — Wolf
1/1
Illustrated by Direwolf Digital
010/010
Sorcery
Choose one or both -
• Destroy all creatures with power 3 or less.
• Destroy all creatures with power 4 or greater.
Illustrated by Direwolf Digital
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Creature — Nord Cleric
Prophecy {0} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Whenever another creature enters the battlefield, you gain 1 life.
1/1
Illustrated by Direwolf Digital
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Instant
Destroy target artifact or enchantment.
"Enchanting services are one of the few things that keeps us in touch with the rest of Skyrim."
--Sergius Turrianus
Illustrated by Direwolf Digital
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Enchantment
At the beginning of your end step, you may return target creature card with mana value 1 from your graveyard to the battlefield.
"Blessed be the name of Stendarr, the God of Mercy. He strengthens and unifies his Resolutes through his wisdom and blessings."
Illustrated by Direwolf Digital
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Creature — Nord Warrior
When Eastmarch Crusader enters the battlefield, you gain 2 life. Then, if you've attacked with two or more creatures this turn, scry 2.
"Hold the line!"
3/2
Illustrated by Direwolf Digital
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Sorcery
Exile target creature.
There are none who can overturn Azura's edict.
Illustrated by Direwolf Digital
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Artifact — Potion
Elixir of Health enters the battlefield with two charge counters on it.
{T}, Remove a charge counter from Elixir of Health: You gain 2 life.
{1}, {T}: Put a charge counter on Elixir of Health.
Illustrated by Direwolf Digital
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Creature — Nord Warrior
Players can't cast more than one spell each turn.
"For Talos! I shall die a warrior's death!"
2/1
Illustrated by Direwolf Digital
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Creature — Nord Warrior
First strike
Whenever Haafingar Marauder enters the battlefield or attacks, if you've attacked with two or more creatures this turn, you may search your library for a creature card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
3/2
Illustrated by Direwolf Digital
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Instant
Prevent the next 3 damage that would be dealt to each creature you control this turn.
“Hands out of my pockets, sneak thief! You’ve got the hands of a healer. Watch those flames!”
--Imperial Guard
Illustrated by Direwolf Digital
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Creature — Kwama
When Hive Worker enters the battlefield, you gain 2 life and may put a +1/+1 counter on another target creature.
Kwama are large insectoids native to Vvardenfell that are often kept for their eggs - a rich, nutritious food source.
3/3
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
When Imperial Sky Watcher enters the battlefield, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
{T}: Up to two target creatures gain reach until end of turn.
"Careful. Could be dragons about."
1/4
Illustrated by Direwolf Digital
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Enchantment
When Imprison enters the battlefield, exile target nonland permanent until Imprison leaves the battlefield.
It seems that every great story begins with an imprisoned hero.
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
"Remember Kvatch, that's our watchword. We won't let that happen here. Don't worry."
2/3
Illustrated by Direwolf Digital
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Sorcery
Put a +1/+1 counter on each creature you control.
"Those Thalmor bastards were foolish to challenge the might of the Imperial Legion."
Illustrated by Direwolf Digital
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Creature — Nord Warrior
As Loyal Housecarl enters the battlefield, choose a number.
Noncreature spells with mana value equal to the chosen number can't be cast.
Prophesize
3/2
Illustrated by Direwolf Digital
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Creature — Nord Warrior
Vigilance
Whenever Lydia blocks or becomes blocked by a creature, you may return target noncreature card with mana value 3 or less from your graveyard to your hand.
"I am sworn to carry your burdens."
3/3
Illustrated by Direwolf Digital
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Creature — Nord Warrior
First strike
Nords you control have protection from instants and sorceries.
"Skyrim shall never fall! Death to the Aldmeri Dominion!"
2/3
Illustrated by Direwolf Digital
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Instant
Target creature you control gets +1/+1 until end of turn. If you sacrificed a Treasure to pay for Paid Protection, that creature gains indestructible until end of turn.
"This one is under my protection."
Illustrated by Direwolf Digital
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Instant
Destroy target attacking or blocking creature.
"My justice is swift, my aim is true. Let my cleansing light reduce you to cinders!"
Illustrated by Direwolf Digital
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Instant
Target creature gains protection from the color of your choice until end of turn.
"By the Eight, bless me with protection from those who would bring harm upon the Aldmeri Dominion."
Illustrated by Direwolf Digital
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Creature — Khajiit Cleric
Lifelink
Pilfer--Scry 2. (When this creature attacks, if defending player has lost life this turn, scry 2.)
"Clear your mind—and retract your claws."
1/1
Illustrated by Direwolf Digital
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Creature — Khajiit Rogue
Pilfer--Create a Treasure token. (When this creature attacks, if defending player has lost life this turn, create a Treasure token.)
"This one smells it on you. Hand over the skooma if you value your life."
2/2
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
Imperial spells you cast cost {1} less to cast.
Other Imperials you control get +1/+2.
"We are soldiers of the Empire, and we shall die for the Emperor!"
2/3
Illustrated by Direwolf Digital
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Instant
You gain 3 life.
Draw a card.
A potion is no substitute for a restorationist's craft.
Illustrated by Direwolf Digital
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Creature — Khajiit Warrior
Pilfer--Search your library for a Plains card, reveal it, put it into your hand, then shuffle.
"This one finds the escort job boring, though the scenery is nice."
1/4
Illustrated by Direwolf Digital
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Creature — Altmer Cleric
When Royal Priest enters the battlefield, detain up to three target creatures your opponents control.
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
"I am guided by the Eight. Can you say the same?"
2/4
Illustrated by Direwolf Digital
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Sorcery
Create three 1/1 white and green Imperial Soldier creature tokens.
"On your guard men! Word has it a gateway to Oblivion opened near here. It's our job to find it and deal with anything that wonders out."
Illustrated by Direwolf Digital
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Creature — Cat Beast
Vigilance
These massive beasts are as smart as any other Khajiit, and can often be found serving as steeds for their more humanoid cousins.
4/7
Illustrated by Direwolf Digital
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Creature — Altmer Wizard
{T}: Target creature gets +0/+1 and gains hexproof until end of turn.
"I'll defend our ranks! Quick, behind me!"
1/3
Illustrated by Direwolf Digital
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Instant
Destroy target tapped creature.
"As we commend your souls to Aetherius, blessings of the Eight Divines upon you, for you are the salt and earth of Nirn, our beloved..."
--Priestess of Arkay
Illustrated by Direwolf Digital
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Instant
As an additional cost to cast Swindler's Deal, sacrifice a Treasure token.
Choose one -
• Prevent all combat damage that would be dealt this turn.
• Destroy target enchantment.
• Counter target spell that targets you.
Illustrated by Direwolf Digital
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Creature — Khajiit Monk
Lifelink
Other Khajiit you control get +1/+1.
Pilfer--Put a lifelink counter on target creature you control.
The claws of a Khajiit are a deadly weapon. Never underestimate one just because they're unarmed.
3/3
Illustrated by Direwolf Digital
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Artifact
Permanents your opponents control enter the battlefield tapped.
Prophesize
The Orrery's spheres are comprised of celestial minerals gathered by the Sun Birds of Alinor who traveled to Aetherius during the Merethic Era.
Illustrated by Direwolf Digital
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Creature — Khajiit Rogue
First strike
Pilfer--You may pay {W}. If you do, return target card with mana value 3 or less from your graveyard to your hand.
"This one likes this."
1/1
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
Vigilance
When Watch Commander enters the battlefield, you gain 1 life for each creature you control.
A good commander is capable of inspiring any soldier.
2/4
Illustrated by Direwolf Digital
045/318
Creature — Nord Warrior
First strike
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
2/1
Illustrated by Direwolf Digital
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Sorcery
Scry 2.
Take an extra turn after this one. Exile Alter Time.
"If you can see your destiny clearly, your sight is clearer than mine."
--Paarthurnax
Illustrated by Direwolf Digital
048/318
Instant
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
"You think you slay me, and I am dead? It is just dream and waking over and over, one appearance after another, nothing real. What you do here means nothing."
Illustrated by Direwolf Digital
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Creature — Dunmer Rogue
Prophecy {0} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Whenever a creature you control dies, each opponent mills two cards. If this is the second time this ability has resolved this turn, draw a card.
0/2
Illustrated by Direwolf Digital
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Creature — Dunmer
When Brutal Ashlander dies, scry 2.
"I shall defend Morrowind to my last breath!"
1/1
Illustrated by Direwolf Digital
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Creature — Breton Scout
Prophecy {U}{U} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Ward {1}
Camlorn Adventurer enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
2/3
Illustrated by Direwolf Digital
052/318
Creature — Breton Soldier
"The citizens of Camlorn see themselves as more urbane and metropolitan then their neighbors to the south. Travelers are advised to try Camlorn's excellent pastries and baked goods, as they are worth the trip. Ignore the haughtiness of the locals, as this is just their way and they usually don't mean any offense."
--Ansur Belote
2/4
Illustrated by Direwolf Digital
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Instant
Return target creature to its owner's hand. Scry 2.
The trolls of the region had laid claim to the mountain peak long before any adventurers had a chance to.
Illustrated by Direwolf Digital
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Instant
Creatures your opponents control get -4/-0 until end of turn.
A single spell is all it takes to dissuade an entire force from conflict.
Illustrated by Direwolf Digital
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Sorcery
Choose one -
• Create a Flame Atronach.
• Create a Frost Atronach.
•Create a Storm Atronach.
"My friend would like to say hello."
Illustrated by Direwolf Digital
056/318
Creature — Redguard Pirate
Whenever Crown Quartermaster attacks or blocks, if you control an artifact, it gets +1/+0 until end of turn.
"I keep a spare blade in my boot."
1/2
Illustrated by Direwolf Digital
057/318
Creature — Altmer Wizard
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
The Crystal Tower was the pinnacle of magical education until the foundation of the Arcane University.
0/2
Illustrated by Direwolf Digital
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Creature — Breton Wizard
Ward {2}
Daggerfall Mage enters the battlefield with a shield counter on it.
Whenever Daggerfall Mage loses one or more shield counters, you may pay {2}{U}. If you do, draw a card and put a shield counter on Daggerfall Mage.
3/3
Illustrated by Direwolf Digital
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Creature — Dunmer Wizard
Whenever you cast an instant or sorcery spell, copy it for each other spell you cast before it this turn. You may choose new targets for the copies.
"I am Divayth Fyr, wizard-lord of Tel Fyr. I trust no further introduction is necessary?"
4/4
Illustrated by Direwolf Digital
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Creature — Redguard Knight
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever one or more equipped creatures you control attacks, draw a card.
3/3
Illustrated by Direwolf Digital
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Creature — Dunmer Warrior
Altmer and other Dunmer you control get +1/+1.
Whenever a creature you control dies, you may pay {1}{U}. If you do, detain target creature an opponent controls.
3/3
Illustrated by Direwolf Digital
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Creature — Nereid
Flying
When Farsight Nereid enters the battlefield, each opponent reveals the top card of their library.
The nereids are beings native to the province of Valenwood, and are said to appear similar in appearance to other races of Tamriel.
2/4
Illustrated by Direwolf Digital
063/318
Creature — Breton Battlemage
Ward {1}
Glenumbra Sorceress enters the battlefield with a shield counter on it.
Whenever a shield counter is removed from Glenumbra Sorceress, scry 1.
{4}{U}, {T}: Put a shield counter on target creature.
1/3
Illustrated by Direwolf Digital
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Artifact — Equipment
Equipped creature gets +2/+2 and has protection from instants and sorceries.
Whenever equipped creature deals combat damage to a player, you draw a card and that player mills ten cards.
Equip {2}
Illustrated by Direwolf Digital
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Instant
Detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Draw a card.
"You've violated the law, freeze!"
Illustrated by Direwolf Digital
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Instant
Draw three cards.
Detain all nonland permanents your opponents control.
To channel a storm colder than Skyrim's fiercest blizzards is a feat that takes most wizards a lifetime of practice.
Illustrated by Direwolf Digital
067/318
Creature — Wraith
Flying
At the beginning of your end step, detain target creature and scry 1.
Ice Wraiths are elemental creatures of pure ice who have risen from Nirn. Encountering one is sure to be a chilling experience.
2/2
Illustrated by Direwolf Digital
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Creature — Dunmer Wizard
Flying
Battlemages, Clerics, and other Wizards you control get +1/+1.
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
2/3
Illustrated by Direwolf Digital
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Instant
Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Scry 1.
Illustrated by Direwolf Digital
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Artifact — Equipment
Equipped creature gets +1/+0 and has hexproof.
{3}{U}, {T}: Detain target creature.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Direwolf Digital
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Enchantment
When Mages Guild Summit enters the battlefield, draw a card.
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by Direwolf Digital
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Instant
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.
There's a saying among the practitioners of the Mage's College. The way to beat a soldier is to take away his shield, the way to beat a bandit is take away his knife, but the way to beat a mage is by simply casting the last spell.
Illustrated by Direwolf Digital
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Enchantment
Whenever you draw a card, each opponent mills two cards.
The College of Winterhold is well known for how dangerous its experiments can be.
Illustrated by Direwolf Digital
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Instant
Exile target creature you control, then return that card to the battlefield under your control. If it's a Battlemage or Wizard, put a +1/+1 counter on it.
"I couldn't believe my eyes. One moment they were there, and in the next they were glowing. After I blinked they were gone!"
Illustrated by Direwolf Digital
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Instant
Counter target instant or sorcery spell unless its controller pays {3}.
Even the greatest of mages may find themselves stumbling over their incantations.
Illustrated by Direwolf Digital
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Sorcery
Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other pile into your graveyard.
Illustrated by Direwolf Digital
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Enchantment — Aura
Enchant creature
At the beginning of your end step, detain enchanted creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
It is best to capture a foe alive rather than to dispose of them before wringing their brain of all useful information.
Illustrated by Direwolf Digital
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Creature — Undead Wizard
Flying
When Nahkriin enters the battlefield, search your library for an instant or sorcery card, reveal that card, put it into your hand, then shuffle. When you do, target creature deals damage to you equal to that card's mana value.
Prophesize
3/3
Illustrated by Direwolf Digital
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Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Illustrated by Direwolf Digital
080/318
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Recollection.
"Yes, of course, that's it! How could I have forgotten such important information?"
Illustrated by Direwolf Digital
081/318
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
"Why does every mage hide in the sewer?"
Illustrated by Direwolf Digital
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Creature — Reptile
When Shocking Wamasu enters the battlefield, you may put target creature on top of its owner's library.
The existence of these creatures is largely shrouded in myth by anyone other than the Argonians. Only ancient tales from Nordic explorers and hunters are privy to their existence.
4/5
Illustrated by Direwolf Digital
083/318
Creature — Harpy
Flying
Prowess
In battle, harpies make use of their fearsome claws, which can be infected. Harpies can also whip up concentrated gales to hurl at their enemies.
1/1
Illustrated by Direwolf Digital
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Artifact — Equipment
When Tome of Alteration enters the battlefield, draw a card.
Equipped creature gets +1/+3.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Direwolf Digital
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Artifact — Equipment
Equipped creature gets +0/+1 and has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Direwolf Digital
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Instant
Counter target noncreature spell. Untap up to three target lands.
Perhaps a different course of actions are in order.
Illustrated by Direwolf Digital
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Sorcery
Prophecy {2}{U}
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Witness Fate.
Illustrated by Direwolf Digital
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Instant
Put a -1/-1 counter on target creature. That creature's controller loses 1 life.
"I used to be an adventurer like you. Then I took an arrow in the knee."
Illustrated by Direwolf Digital
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Creature — Khajiit Rogue
When Baandari Bruiser enters the battlefield, each opponent loses 1 life.
Pilfer--Put a -1/-1 counter on each of up to three target creatures. (When this creature attacks, if defending player has lost life this turn, put a -1/-1 counter on each of up to three target creatures.)
5/3
Illustrated by Direwolf Digital
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Creature — Undead Giant
Menace
Other Undead you control get +2/+1.
Non-Undead creatures get -1/-1.
“It’s alive! …oh no, it’s alive."
—Verienne, the late necromancer
5/5
Illustrated by Direwolf Digital
091/318
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has deathtouch.
Bound weapons have proven to be quite useful to those in need of a conjurer's. . . particular talents.
Illustrated by Direwolf Digital
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Creature — Khajiit Mercenary
When Cathay-Raht Veteran enters the battlefield, destroy target creature an opponent controls.
"This one's blade is yours."
2/2
Illustrated by Direwolf Digital
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Enchantment
At the beginning of your upkeep, Chieftain's Banner deals 1 damage to each opponent.
Orsimer creatures you control get +1/+1.
Illustrated by Direwolf Digital
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Creature — Orsimer Shaman
Menace
Whenever another Orsimer enters the battlefield under your control, you may put a +1/+1 counter on Clan Shaman.
2/2
Illustrated by Direwolf Digital
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Sorcery
Non-Undead and non-Vampire creatures get -X/-X until end of turn.
"Do not struggle, for it will merely delay your death."
Illustrated by Direwolf Digital
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Instant
As an additional cost to cast Curse Break, pay 2 life.
Destroy target enchantment.
"A curse can always be broken, regardless of how great it may be."
Illustrated by Direwolf Digital
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Enchantment
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. If that creature was a nontoken Undead, create a 1/1 black Undead creature token.
The vengeful dead feed off the life of those who dare tread their halls.
Illustrated by Direwolf Digital
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Creature — Khajiit Rogue
Prophecy {0} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Pilfer--Put a +1/+1 counter on Daring Cutpurse. (When this creature attacks, if defending player has lost life this turn, put a +1/+1 counter on this creature.)
1/1
Illustrated by Direwolf Digital
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Sorcery
All creatures get -4/-4 until end of turn.
Whenever a creature dies this turn, it deals 1 damage to you.
Only worshipers of the Harvester of Souls could elicit such malice.
Illustrated by Direwolf Digital
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Creature — Undead Warrior
When Deathless Draugr dies, create a 1/1 black Undead creature token and you lose 1 life.
In some cases, simply killing the undead is not enough to lay them to rest for good.
1/1
Illustrated by Direwolf Digital
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Creature — Dunmer Assassin
Deathtouch
When Deshaan Avenger dies, create a 1/1 blue and black Dunmer creature token with deathtouch.
"Come dance with death!"
2/2
Illustrated by Direwolf Digital
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Sorcery
Return target creature card from your graveyard to your hand.
Woe to the unwary explorer who delves deep into the burial crypts of the ancient Nords, and disturbs the Draugr that dwell within.
Illustrated by Direwolf Digital
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Instant
This spell costs {2} less to cast if you are at less than half your starting life total.
Destroy target creature. You gain 2 life.
Illustrated by Direwolf Digital
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Creature — Orsimer Soldier
When Fharun Defender enters the battlefield, target opponent loses 1 life.
The northern port of Fharun welcomes you into her icy hold. Feel not the bite of winter, nor the edge of the wind...
1/2
Illustrated by Direwolf Digital
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Creature — Daedra Atronach
Flesh Atronach gets +1/+1 for each creature card in your graveyard.
"What in Oblivion is that?!"
2/1
Illustrated by Direwolf Digital
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Creature — Beast
Flying, lifelink
Giant bats were known to give the Hero of Daggerfall a lot of trouble in his early days of adventuring.
1/1
Illustrated by Direwolf Digital
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Enchantment
When Grim Necromancy enters the battlefield, return target creature card from your graveyard to the battlefield, except it's a black Undead in addition to its other colors and types.
At the beginning of your upkeep, put a -1/-1 counter on target creature you control.
"Necromancy is the one, true path to power."
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Instant
Target opponent loses 1 life.
Add {B}{B}.
Hackwings are frequently hunted for their prized feathers.
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Enchantment — Aura
Enchant creature
Enchanted creature gets -3/-3.
Nobody was aware of just how tortured the man truly was.
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Creature — Dunmer Knight
Lifelink
Whenever a creature you control dies, each opponent loses 1 life.
"By the Lord, Mother, and Wizard, they shall taste my vengeance!"
1/1
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Sorcery
Each opponent discards a card, then mills two cards.
"Would be a shame if this document fell into the wrong hands."
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Creature — Imperial Assassin
Whenever Lucien Lachance enters the battlefield, put a contract counter on target creature you don’t control.
Whenever a creature with a contract counter on it dies, create a Treasure token and draw a card, then put a contract counter on target creature you don’t control.
3/3
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Instant
Destroy target creature with mana value 3 or less. That creature deals 3 damage to you.
The arcane arts are a pathway to many abilities some consider to be unnatural.
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Creature — Argonian Scout
When Marsh Wanderer enters the battlefield, each opponent loses life equal to the number of lands that have entered the battlefield under your control this turn.
"If I fall, the Hist will reclaim me."
3/2
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Creature — Elder Wizard
Whenever a player draws a card or discards a card, that player mills a card.
{1}{B}: Return target Dragon or Shout card with mana value X or less from your graveyard to your hand, where X is the number of cards milled by players this turn.
"You cannot hope to outrun destiny."
4/4
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Creature — Orsimer Warrior
Whenever Morkul Gatekeeper or another Orsimer enters the battlefield under your control, each opponent loses 1 life and you gain 1 life.
The Morkul Clan used to practice a form of blood magic using their forge and a hammer known as the Hand of Morkul with Mephala's encouragement.
1/2
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Creature — Giant
As an additional cost to cast this spell, pay 2 life.
Reach
When Mountain Tyrant enters the battlefield, if you control seven or more lands, destroy target land.
3/4
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Sorcery
Search your library for a creature card, put that card into your graveyard, then shuffle.
"They all resist at first."
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Creature — Dunmer Assassin
Necrom Mastermind entering the battlefield causes abilities of each creature you control to trigger as though that creature had died.
The Dark Brotherhood was once greatly feared and respected, but the organization is now but a shadow of its former self.
4/4
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Sorcery
You may sacrifice two creatures rather than pay this spell's mana cost.
You draw two cards and lose 2 life.
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Artifact — Equipment
When Necromancer's Plate enters the battlefield, return target creature card from your graveyard to your hand.
Whenever a creature you control dies, put a +1/+1 counter on equipped creature.
Equip {B} ({B}: Attach to target creature you control. Equip only as a sorcery.)
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Creature — Vampire
Flying, lifelink
At the beginning of your end step, put target creature card from a graveyard onto the battlefield under your control. It’s a black Undead in addition to its other colors and types.
"House Volkihar welcomes all."
4/4
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Creature — Khajiit Warrior
Pilfer--Defending player discards a card and you draw a card. (When this creature attacks, if defending player has lost life this turn, defending player discards a card and you draw a card.)
"Khajiit will leave none standing."
2/2
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Creature — Argonian Warrior
Preserver of the Root gets +1/+1 and has menace as long as you control seven or more lands.
Whenever a land enters the battlefield under you control, each opponent loses 1 life and you gain 1 life.
1/2
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Creature — Khajiit Rogue
Whenever one or more creatures die, create a Treasure token.
Pilfer--Each opponent loses life equal to the number of Treasures you control.
2/1
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Creature — Dunmer Soldier
"A Redoran is a warrior whose duty is first to the Tribunal, second to House Redoran, and third to family and clan."
--Motto of House Redoran
3/5
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Sorcery
Each opponent loses 3 life. Create a Treasure token for each opponent who lost life this way. (It’s an artifact with “{T}: Sacrifice this artifact: Add one mana of any color.")
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Creature — Argonian Druid
When Tree Minder enters the battlefield, if a creature has died this turn, you may search your library for a land card, reveal it, put it into your hand, then shuffle.
1/1
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Creature — Dunmer Rogue
Deathtouch
When Varanis Courier dies, you draw a card and each opponent mills three cards.
"May my death mean something."
1/2
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Creature — Redguard Warrior
Whenever Alik'r Bandit deals combat damage to an opponent, if it's equipped, create a Treasure token.
"Hand over your valuables and I'll be sure to give you a painless death."
1/1
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Creature — Redguard Warrior
Prowess
When Alik'r Survivalist enters the battlefield or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
3/1
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Creature — Orsimer Warrior
Menace
Bangkorai Butcher gets +1/+1 as long as you control two or more other Orsimer.
"You won't be the last enemy I kill this day."
1/1
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Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
"Ulfric sends his regards."
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Artifact — Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
{1}{R}, {T}: Whenever an opponent draws a card this turn, Blade of the Alik'r deals 1 damage to that player.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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Creature — Daedra Warrior
Whenever one or more other sources you control deal damage to a player, Blademaster Reive deals X damage to that player, where X is the number of other sources that have dealt damage to a player this turn.
"They shall writhe in agony!"
4/3
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Creature — Dragon
Flying
Whenever another nontoken creature enters the battlefield, Blood Dragon deals 1 damage to that creature.
"Yol toor shul!"
5/5
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Sorcery
Burn and Pillage deals 2 damage to each creature and each player.
"It's a reckless plan. We'll lose some good men. But still, I think it's worth trying."
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Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
"We shall crush our foes beneath us! For Skyrim!"
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Creature — Orsimer Warrior
Trample
Other Orsimer creatures you control get +1/+1 and have trample.
The mightiest of orcs are more than capable of inspiring their allies to even greater heights of strength.
3/2
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Instant
Crushing Blow deals 3 damage to target creature or player.
"I've fought mudcrabs more fearsome than you!"
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Creature — Orsimer Warrior
Prophecy {R} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Dragontail Savior's power is equal to 1 plus the amount of life your opponents have lost this turn.
1+*/3
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Creature — Daedra
Flying
Whenever Fiery Imp attacks, it deals 1 damage to each opponent.
"If you've got to travel, by the Nine Divines, stay on the road. It's the Daedra, you see."
1/1
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Enchantment
Prophecy {2}{R}
If a source you control would deal damage to a permanent or player, it deals double that damage instead.
"I got sent out here with nothing but a broadsword! How in Oblivion am I supposed to fight this?!"
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Creature — Orsimer Soldier
When Fortress Watchman enters the battlefield, if you control two or more other Orsimer creatures, it gains haste until end of turn.
"By Yashnag's axe, I'll defeat them all!"
5/3
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Creature — Bosmer Archer
Prophecy {R} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
When Grahtwood Ambusher enters the battlefield, it deals 1 damage to each creature your opponents control.
"Z'en provides."
3/2
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Creature — Orsimer Battlemage
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
"We're not going to let those monstrosities anywhere near our stronghold!"
--Hunt-Wife Bolgar
2/1
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Creature — Redguard Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, Hammerfell Pyromancer deals 1 damage to each opponent.
2/1
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Artifact — Equipment
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
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Artifact — Equipment
Equipped creature gets +3/+1 and has menace.
Equip {R} ({R}: Attach to target creature you control. Equip only as a sorcery.)
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Creature — Nord Warrior
Whenever a player casts a spell, Helgen Veteran deals 2 damage to them.
"I've been through worse times than these. By Talos I even survived Helgen."
2/2
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Sorcery
Destroy all artifacts.
"My priceless dwemer vase was on that wagon!"
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Enchantment
{1}{R}: If a source you control would deal damage this turn, it deals that much damage plus 1 instead.
"All shall burn."
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Creature — Daedra Warrior
Haste
Whenever Lord Dregas Volar attacks, it deals 8 damage to each opponent.
"Your actions displease Lord Molag Bal. Judgement shall be passed by my blade."
8/8
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Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+1 and has "Whenever this creature deals combat damage to a player, you may discard a card. If you do, draw a card."
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Artifact — Equipment
Equipped creature gets +1/+0 and has haste.
Other creatures you control that share a creature type with equipped creature get +1/+1.
Equip {1}{R} ({1}{R}: Attach to target creature you control. Equip only as a sorcery.)
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Creature — Nord Soldier
Morthal Watchman gets +1/+1 as long as it's attacking.
Whenever Morthal Watchman attacks, it deals 1 damage to you.
1/1
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Artifact
Nord and Orsimer creatures you control get +1/+0.
Whenever a creature you control attacks, Northwind Outpost deals 1 damage to each opponent.
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Sorcery
Plunder deals 1 damage to each opponent.
Search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
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Instant
Rapid Shot deals 1 damage to each of up to two targets.
They always watch for the first arrow. They never see the second one being fired.
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Creature — Redguard Battlemage
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
"By Onsi's bright blade!"
3/2
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Creature — Redguard Soldier
Rihad Horseman has +1/+0 and gets trample as long as it's equipped.
"Blood and faith are all I need!"
2/2
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Sorcery
Choose one or both -
• Destroy target artifact. Savage Blow deals 1 damage to that permanent's controller.
• Destroy target land. Savage Blow deals 1 damage to that permanent's controller.
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Creature — Reptile
Haste
Disgusting creatures with voracious appetites.
2/1
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Creature — Bosmer Archer
Prophecy {0} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
When Sharpshooter Scout enters the battlefield, it deals 1 damage to any target.
1/1
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Instant
Counter target spell. That spell's controller reveals the top five cards of their library. They may cast a spell with lesser mana value without paying its mana cost from among cards revealed this way, then put the rest on the bottom of their library in a random order.
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Instant
Stone Throw deals X damage to target creature or player, where X is equal to the highest power among creatures you control.
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Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards.
"I've seen things no man must ever see. Heard things no man must ever hear!"
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Sorcery
Turn to Ash deals 4 damage to target creature. Destroy all Equipment attached to that creature.
Any apprentice can turn a man to ash. True destruction masters know when not to burn the cloak as well.
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Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0, has haste, and attacks you each combat if able.
When enchanted creature dies, you may search your library for a card named Uncontrollable Rage, reveal it, put it into your hand, then shuffle your library.
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Instant
Double the power of target creature until end of turn.
"Your body will be unrecognizable when I'm done with you!"
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Creature — Redguard Knight
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creatures with power less than Whirling Duelist's power can't block creatures you control.
1/1
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Instant
Put a trample counter on target creature.
Draw a card.
Just when they thought they were safe, the Alit bellowed.
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Creature — Spriggan
You may play lands from your graveyard.
Whenever you cast a Beast, Crab, Fish, Wolf, or Spriggan spell, copy it.
It's best to avoid causing unnecessary harm to Tamriel's wildlife. One never knows when a Spriggan will attempt to take vengeance.
3/6
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Creature — Argonian Warrior
Trample
Prophecy {G}
Argonian Veteran's power and toughness are equal to the number of lands you control.
Other Argonians you control get +1/+1 and have trample as long as you control seven or more lands.
*/*
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Sorcery
Choose one -
• Arrow Storm deals 1 damage to any target.
• Arrow Storm deals 1 damage to each creature with flying.
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Instant
Destroy all enchantments.
Try as people may, nature always triumphs in the end.
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Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+0 and has trample.
When Berserker's Spirit is put into a graveyard from the battlefield, return Berserker's Spirit to its owner's hand.
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Creature — Argonian Warrior
At the beginning of your end step, create a 1/1 green Argonian creature token. If you control seven or more lands, create two of those tokens instead.
3/3
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Creature — Bosmer Scout
When Camoran Scout Leader enters the battlefield, for each opponent, it deals damage equal to its power to target creature that player controls.
Other Bosmer you control get +1/+2.
3/4
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Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"I draw power from these trees."
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Creature — Chaurus
Trample
When Chaurus Reaper enters the battlefield, put a trample counter on target Falmer you control.
Chaurus are bred and raised by the Falmer, later to be killed and have their chitin used for armor.
4/3
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Creature — Reptile Beast
Flying
Attacking creatures you control get +1/+0.
"I try to avoid Morrowind. Damned Cliff Racers everywhere."
2/3
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Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
When you're as large as the trees themselves, there are few who would dare challenge you.
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Creature — Breton Soldier
Whenever a Breton you control attacks, choose a counter from among vigilance, trample, and +1/+1. Put a counter of that kind on that creature.
3/3
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Instant
Target player shuffles their graveyard into their library. Prevent all combat damage that would be dealt this turn.
"For as long as I draw breath, none will pass!"
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Creature — Falmer Warrior
Prophecy {G} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Falmer Prowler's power and toughness are equal to the number of Chaurus and Falmer you control.
The Falmer are now unrecognizable from the proud race they once were.
*/*
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Instant
Target creature you control deals damage equal to its power to target creature.
Nobody escapes the Morag Tong.
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Creature — Argonian Druid
{T}: Add {G}.
"The power of the Hist fills me."
1/1
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Enchantment — Aura
Enchant land
When Hidden Grove enters the battlefield, put a reach counter on target creature.
Enchanted land has "{T}: Add two mana of any one color."
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Creature — Lurcher
Reach, trample
"They are abominations of the Bloodthorns! The Lurchers were Spriggans once, until the cultists twisted and corrupted them"
--Wyress Ileana
5/7
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Creature — Imperial Soldier
Trample
When Imperial Siege Team enters the battlefield, create four 1/1 white and green Imperial Soldier creature tokens.
2/2
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Creature — Imperial Soldier
When Legion Praefect enters the battlefield, put a +1/+1 counter on each creature you control.
"For Cyrodiil!"
4/4
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Creature — Reptile Beast
Whenever a Spriggan enters the battlefield under your control, put a +1/+1 counter on it and on Lurking Crocodile.
The crocodile felt itself growing stronger as it lurked deeper into the forested marsh.
1/1
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Instant
Put a shield counter on each creature you control. Those creatures gain hexproof until end of turn.
"Protect the High King!"
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Creature — Dragon
Flying, vigilance
Whenever you cast a spell, choose one -
• Add {G}.
• Put a +1/+1 counter on Nahagliiv.
• Nahagliiv fights target creature.
"Speak, if you have aught to say worth the listening."
4/4
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Creature — Bosmer Scout
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
"Arkay guide me!"
2/2
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Sorcery
Creatures you control get +3/+3 and gain trample until end of turn.
The wildlife of Tamriel is often inexplicably hostile. Best stick to the roads.
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Creature — Wolf
When Pack Wolf enters the battlefield, create a 1/1 green Wolf creature token.
The wolves of Skyrim are feral, savage beasts, that work in packs to take down any prey available - be it animal or man.
1/1
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Enchantment
Creatures you control have reach.
If an effect would create one or more creature tokens under your control, it creates twice that many of those tokens instead.
More and more soldiers are needed during a long siege.
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Instant
Look at the top five cards of your library. You may reveal an Imperial or Breton card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Sorcery
Return target green card from your graveyard to your hand. If you control seven or more lands, return target creature card from your graveyard to your hand. Exile Restore to Nirn.
"May the hist restore your corporeal form."
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Instant
Destroy target artifact, enchantment, or creature with flying.
It's best to steer clear of the giants that roam Skyrim.
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Creature — Fish
Savage Slaughterfish gets +1/+0 for each other Fish you control.
A deck can have any number of cards named Savage Slaughterfish.
Many of Skyrim's waterways are home to Slaughterfish, whose razor-sharp teeth have claimed the lives of many careless
swimmers.
2/1
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Enchantment
Fish creatures you control get +1/+1.
Whenever you cast a spell named Savage Slaughterfish, you may pay {2}{G}. If you do, search your library for a card named Savage Slaughterfish, reveal it, put it into your hand, then shuffle.
"I swear for every one I fish up, two more take its place!"
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Creature — Daedra Spider
Deathtouch, reach
When Spider Daedra enters the battlefield, search your library for two land cards, put them onto the battlefield, then shuffle.
3/7
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Creature — Fish Beast
Trample
Whenever a Fish or Beast creature you control deals combat damage to a player, put a +1/+1 counter on it. Then if that creature has five or more power, draw a card.
”That’s how I lost my fishing pole, and the boy that was holding it too.”
3/2
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Creature — Argonian Rogue
When Thieves Guild Recruit enters the battlefield, draw a card. If you control seven or more lands, draw two cards instead.
"By bark and birth, this is interesting."
1/1
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Creature — Bosmer Archer
Reach
Whenever a creature you control deals noncombat damage to one or more targets, put a +1/+1 counter on it.
"Don't test my aim. I never miss."
1/2
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Creature — Bosmer Scout
Reach
When Valenwood Trapper enters the battlefield, you may destroy target artifact or enchantment.
"Fool! I've set traps for years! Did you truly think these would catch me off guard?"
4/2
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Creature — Spriggan
Vigilance
Beasts, Crabs, Fish, Wolves, and other Spriggans you control get +1/+2 and have vigilance.
At the beginning of your upkeep, you may search your library for a Beast, Crab, Fish, Wolf, or Spriggan card, reveal it, put it into your hand, then shuffle.
3/5
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Creature — Breton Battlemage
Ward {1}
Wind Keep Spellsword enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
1/1
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Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. You gain 2 life.
Each expansion of the city allows for even more citizens to populate within its wooded walls.
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Creature — Spriggan
When Woodland Spriggan enters the battlefield, put a +1/+1 counter on target Beast, Crab, Fish, or Wolf. Repeat this process up to three times, choosing a different creature type each time.
Little is known of the mysterious Spriggans, save that they revere Skyrim's forested regions, and will defend these regions with their lives.
2/1
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Creature — Khajiit Monk
Lifelink
Whenever you cast a spell with pilfer, Ahnassi, Morrowind Thief deals 1 damage to each opponent. If this is the second time this ability has resolved this turn, create two Treasure tokens. If this is the third time this ability has resolved this turn, draw a card.
2/2
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Instant
Counter target noncreature spell. You gain 2 life.
"Oh don't worry, I assure you this will be quick."
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Creature — Bosmer Archer
Reach
Whenever a source you control deals noncombat damage, put a +1/+1 counter on Allena Benoch.
{1}{R}{G}, {T}: Allena Benoch deals damage equal to the number of +1/+1 counters on it to any target. When that target dies this turn, untap Allena Benoch.
1/2
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Creature — Argonian Cleric
Deathtouch
{1}{B}{G}, Sacrifice a land: Return target creature card from your graveyard to the battlefield. Activate this ability only if you control seven or more lands.
1/3
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Creature — Altmer Noble
Instant and sorcery spells you cast cost {X} less to cast, where X is the number of detained permanents your opponents control.
{2}{W}{U}: Detain target nonland permanent. You gain 2 life.
"We fight for the glory of lost Aldmeris."
3/4
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Creature — Dunmer Noble
Whenever a creature card is put into an opponent's graveyard from anywhere, that player loses 1 life.
Whenever a creature you control dies, you may pay {U}{B}. If you do, each opponent discards a card and mills three cards.
1/2
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Artifact — Equipment
Equipped creature has reach.
{R}{G}, {T}: Bone Bow deals 1 damage to each of up to two target creatures with flying.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
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Creature — Breton Battlemage
Ward {1}
Camlorn Hero enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Creatures you control get +1/+1 for each shield counter on them.
"Honorless insects, they dare face me?"
2/2
Illustrated by Direwolf Digital
222/318
Creature — Orsimer Warrior
Haste
Other Orsimer creatures you control have haste.
"For the clan!"
1/1
Illustrated by Direwolf Digital
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Creature — Khajiit Rogue
Lifelink
Whenever a creature with pilfer enters the battlefield under your control, target player reveals a random card from their hand. If that card is a noncreature card, that player loses 1 life and you gain 1 life.
"Do not test this one. You will lose."
2/2
Illustrated by Direwolf Digital
224/318
Creature — Imperial Soldier
Vigilance, reach
Emperor's Blade's power is equal to the number of creatures you control.
Whenever Emperor's Blade blocks, you gain 1 life for each creature you control.
*/3
Illustrated by Direwolf Digital
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Creature — Bosmer Warrior
When Falinesti Reaver enters the battlefield, it deals damage equal to its power to each creature your opponents control.
The swiftness of their blades is matched only by the savagery of their strikes.
4/4
Illustrated by Direwolf Digital
226/318
Creature — Imperial Soldier
Whenever a creature token enters the battlefield under your control, you may pay {1}. If you do, put a +1/+1 counter on that creature.
{2}{G}{W}: Create a 1/1 white and green Imperial Soldier creature token.
1/4
Illustrated by Direwolf Digital
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Creature — Imperial Soldier
Vigilance
At the beginning of your upkeep, create a 1/1 white and green Imperial Soldier creature token.
Creatures you control have vigilance as long as you control five or more creature tokens.
1/2
Illustrated by Direwolf Digital
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Creature — Orsimer Warrior
Orsimer spells you cast cost {B}{R} less to cast if an opponent lost life this turn. This effect reduces only the amount of colored mana you pay. (For example, if you cast an Orsimer spell with mana cost {1}{B}, it costs {1} to cast.)
At the beginning of combat on each turn, Orsimer creatures you control get +X/+X until end of turn, where X is the amount of life your opponents have lost this turn.
3/2
Illustrated by Direwolf Digital
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Creature — Bosmer Knight
If a permanent you control would deal noncombat damage, it deals that much damage plus 1 instead.
{R}{G}, {T}: Greenheart Knight deals 1 damage to any target.
3/2
Illustrated by Direwolf Digital
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Creature — Redguard Artificer
Equipped creatures you control have prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn)
{U}{R}: Attach target Equipment you control to target creature you control.
3/2
Illustrated by Direwolf Digital
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Creature — Breton Noble
Ward {3}
High King Emeric enters the battlefield with a shield counter on it.
At the beginning of your end step, you get a shield counter.
Whenever one or more shield counters are removed from you or a creature you control, draw a card.
3/3
Illustrated by Direwolf Digital
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Creature — Altmer Wizard
Prophecy {1}{W}{U} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Whenever you cast your first instant or sorcery spell each turn, you may detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
3/3
Illustrated by Direwolf Digital
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Creature — Nord Warrior
Haste
At the beginning of each player's end step, Markarth Bannerman deals 1 damage to them for each untapped land they control.
"Tis but a flesh wound, we've fared through worse!"
2/2
Illustrated by Direwolf Digital
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Creature — Redguard Warrior
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Artifact spells you cast cost {1} less to cast.
1/1
Illustrated by Direwolf Digital
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Creature — Khajiit Rogue
Pilfer--Each opponent loses 1 life. You gain life equal to the life lost this way.
At the beginning of your end step, if an opponent lost 3 or more life this turn, create a Treasure token.
"This one wishes he could swim in a pile of gold."
3/3
Illustrated by Direwolf Digital
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Creature — Redguard Knight
Merric-at-Aswala costs {1} less to cast for each Equipment you control.
Prowess
Whenever a nontoken Equipment enters the battlefield under your control, create a token that's a copy of it.
3/3
Illustrated by Direwolf Digital
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Sorcery
Create two 1/1 white and green Imperial Soldier creature tokens. Then put a vigilance counter on each of up to two creatures you control.
"My cousin's out there fighting dragons, and what do I get? Guard duty."
Illustrated by Direwolf Digital
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Creature — Orsimer Warrior
Menace
Other Orsimer you control get +1/+1 and have menace.
{B}{R}, Discard a card: Return target Orsimer card from your graveyard to your hand.
3/3
Illustrated by Direwolf Digital
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Creature — Dunmer Rogue
Deathtouch
When Mournhold Traitor enters the battlefield or dies, each opponent mills four cards.
3/3
Illustrated by Direwolf Digital
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Creature — Nord Barbarian
Prophesize abilities can't trigger.
Whenever a creature you control attacks, it gets +1/+0 until end of turn.
"Fires of Alduin!"
3/1
Illustrated by Direwolf Digital
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Creature — Orsimer Warrior
Orc Clansman enters the battlefield with X +1/+1 counters on it, where X is equal to the number of Orsimer creatures you control.
When Orc Clansman enters the battlefield, it deals damage equal to its power to target creature an opponent controls.
Illustrated by Direwolf Digital
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Creature — Dunmer Noble
Whenever a creature dies, each player mills two cards.
{U}{B}, Exile two cards from your graveyard: If a creature dying causes a triggered ability of a permanent you control to trigger this turn, that ability triggers an additional time.
"Must I do everything myself?"
2/4
Illustrated by Direwolf Digital
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Creature — Argonian Pirate
You may play an additional land on each of your turns.
{B}{G}, Sacrifice a land: Put a -1/-1 counter on up to one target creature an opponent controls and draw a card. If you control seven or more lands, put a -1/-1 counter on each creature target opponent controls and draw a card instead.
3/3
Illustrated by Direwolf Digital
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Creature — Nord Warrior
Vigilance
Each spell costs {1} more to cast except during its controller's turn.
"For the Rift!"
2/2
Illustrated by Direwolf Digital
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Creature — Dunmer Assassin
Flash
Deathtouch
When Sadras Agent dies, create a 1/1 blue and black Dunmer creature token with deathtouch and you lose 1 life.
The agents of House Sadras excel at assassination.
1/1
Illustrated by Direwolf Digital
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Artifact — Equipment
When you cast Sentinel Battlemace, scry 2.
Equipped creature gets +3/+2 and has ward {2}.
Equip {2}
Illustrated by Direwolf Digital
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Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Illustrated by Direwolf Digital
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Creature — Breton Knight
Trample, ward {1}
Shornhelm Champion enters the battlefield with a shield counter on it.
Whenever a shield counter is removed from Shornhelm Champion, put a +1/+1 counter on it and scry 1.
"You cowards shall fall at my blade! For the High King!"
2/2
Illustrated by Direwolf Digital
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Sorcery
Create a Treasure token. Each opponent loses 2 life.
{W}{B}: Return Skooma Smuggling from your graveyard to your hand.
"Khajiit sells only the finest wares."
Illustrated by Direwolf Digital
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Creature — Altmer Wizard
Vigilance
When Skywatch Vindicator enters the battlefield, choose one -
• Draw two cards.
• Detain up to three target creatures.
Might isn't the only thing that's required to win a war.
3/3
Illustrated by Direwolf Digital
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Creature — Argonian Druid
When Thorn Histmage enters the battlefield, you may sacrifice a creature. If you do, search your library for a land card, put that card onto the battlefield, then shuffle.
Whenever a land enters the battlefield under your control, you may return a creature card with mana value X or less from your graveyard to your hand, where X is the number of lands you control.
3/4
Illustrated by Direwolf Digital
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Creature — Nord Warrior
Haste, first strike
Tyr gets +1/+1 for each opponent whose life total is less than half their starting life total.
Each opponent whose life total is less than half their starting life total can't cast more than one spell each turn.
3/2
Illustrated by Direwolf Digital
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Creature — Breton Wizard
Ward {1}
Wardcrafter enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever a shield counter is removed from Wardcrafter, add {C}.
1/2
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
Whenever Ageless Automaton becomes blocked, it gets +3/+0 and gains trample until end of turn.
The dwemer were masters of crafting and smith-work, and were capable of designing ornate guardians that none could match.
2/4
Illustrated by Direwolf Digital
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Artifact
{1}, Sacrifice a creature: Add {C}{C}.
"When I walk the earth again, the faithful among you shall receive your reward. To be set above all other mortals, forever. As for the rest, the weak shall be winnowed, the timid shall be cast down, the mighty shall tremble at my feet and pray for pardon."
--Mehrunes Dagon
Illustrated by Bethesda Softworks
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Artifact — Equipment
Equipped creature gets +1/+1 for each artifact you control.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
Trample, reach
Dwemer spells you cast cost {1} less to cast.
One of the most dangerous steam animunculi is the dwarven ballista, which fires a bolt that can penetrate even the thickest armor.
5/5
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
Menace, trample
Whenever Dwarven Centurion is dealt damage, create a 1/2 colorless Dwemer Construct artifact creature token.
Even a dozen men are no match for the might of a centurion.
6/8
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
When Dwarven Sphere enters the battlefield, detain target creature. (Until your next turn, that creature can't attack or block, and its activated abilities can't be activated.)
The ancient and long-dead dwemer built many devices and automatons that continue to function even today, thanks to their advanced magic and technology.
2/3
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
Trample, indestructible
When Dwemer Colossus enters the battlefield, create two 1/2 colorless Dwemer Construct artifact creature tokens.
Dwemer Colossus gets +2/+1 for each creature you control named Dwemer Construct.
8/10
Illustrated by Direwolf Digital
261/318
Artifact — Potion
Elixir of Magicka enters the battlefield with two charge counters on it.
{T}, Remove a charge counter from Elixir of Magicka: Add one mana of any color to your mana pool.
{1}, {T}: Put a charge counter on Elixir of Magicka.
Illustrated by Direwolf Digital
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Artifact
No more than one creature can attack each combat.
No more than one creature can block each combat.
"Welcome to the arena, good citizens of the Empire! You came to watch a fight, and a fight you shall have!"
Illustrated by Direwolf Digital
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Artifact
When Halls of the Dwemer enters the battlefield, create a 1/2 colorless Dwemer Construct artifact creature token.
Dwemer creatures you control get +2/+2.
"They invented machines and built elaborate underground cities where they researched powers to rival the gods themselves. And then, at a time we are still not sure when, they disappeared."
--Calcelmo
Illustrated by Direwolf Digital
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Artifact — Equipment
Equipped creature gets +0/+1.
At the beginning of your upkeep, if equipped creature is mythic rare, put a +1/+1 counter on it.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Direwolf Digital
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Artifact — Equipment
Equipped creature gets +0/+2 and has vigilance.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
When Mechanical Ally enters the battlefield, look at the top card of your library, then you may reveal it. If a colorless nonland card is revealed this way, create a 1/2 colorless Dwemer Construct artifact creature token.
In some automatons, such as the dwarven guardian, soul gems acted as a source of magic, which allowed them to attack intruders with bolts of lightning.
1/2
Illustrated by Direwolf Digital
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Artifact
When Meridia's Altar enters the battlefield, each opponent exiles a card from their graveyard.
{T}: Each opponent exiles a card from their graveyard.
Illustrated by Direwolf Digital
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Artifact Creature — Wall
Defender
"Looks pretty penetrable to me."
--Solitude Bandit
0/8
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
Prophecy {2} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
Prophesize (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
2/3
Illustrated by Direwolf Digital
270/318
Artifact Creature — Dwemer Construct
Prophecy {0} (You may cast this card for its prophecy cost when you draw it if you drew it from a prophesize trigger.)
When Spider Worker enters the battlefield, draw a card.
The dwemer disappeared long ago, yet their machinations have continued their duties in the dwarven cities even to this day.
0/1
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
Other Dwemer you control get +1/+0.
{C}{C}, {T}: Create a 1/2 colorless Dwemer Construct artifact creature token.
3/2
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
When Stronghold Incubator enters the battlefield, search your library for a Dwemer card, reveal it, and put it into your hand, then shuffle.
One of the dwarven military machines is the human sized 'sphere' warrior, which patrols the interiors of the ruins as a harmless ball only to emerge from it as a fully armed and armored automaton fighter.
3/3
Illustrated by Direwolf Digital
273/318
Artifact
At the beginning of your end step, create a Treasure token.
{1}, {T}, Sacrifice a Treasure: Draw a card.
Illustrated by Direwolf Digital
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Artifact
Prophecy {0}
Whenever a creature enters the battlefield under your control, choose a kind of counter at random from among first strike, hexproof, lifelink, menace, trample, and vigilance. Put a counter of that kind on that creature.
Illustrated by Direwolf Digital
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Artifact Creature — Dwemer Construct
Vigilance
Other Dwemer you control have vigilance.
For how ancient the mechanical constructs are, they have remained remarkably alert even after all these eras.
2/2
Illustrated by Direwolf Digital
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Land
Alinor Grove enters the battlefield tapped.
When Alinor Grove enters the battlefield, return a land you control to its owner's hand.
{T}: Add {W}{U}.
Illustrated by ZeniMax Studios
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Land
Arenthia Standing Stones enters the battlefield tapped.
When Arenthia Standing Stones enters the battlefield, return a land you control to its owner's hand.
{T}: Add {R}{G}.
Illustrated by ZeniMax Studios
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Land — Ruins
({T}: Add {C}.)
When Ayleid Ruins enters the battlefield, sacrifice it. When you do, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The Ayleids, or Heartland High Elves, ruled Cyrodiil in the long ages of Myth before the beginning of recorded history.
Illustrated by ZeniMax Studios
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Land
Bergama Outskirts enters the battlefield tapped.
When Bergama Outskirts enters the battlefield, return a land you control to its owner's hand.
{T}: Add {U}{R}.
Illustrated by ZeniMax Studios
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Land — Swamp Forest
({T}: Add {B} or {G}.)
Black Marsh Bayou enters the battlefield tapped.
{3}, {T}: Black Marsh Bayou gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land — Forest Plains
({T}: Add {G} or {W}.)
Cyrodiil Fields enters the battlefield tapped.
{3}, {T}: Cyrodiil Fields gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by Zenimax Studios
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Land
Cyrodiil Woodland enters the battlefield tapped.
When Cyrodiil Woodland enters the battlefield, return a land you control to its owner's hand.
{T}: Add {G}{W}.
Illustrated by ZeniMax Studios
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Land
Daggerfall Steppes enters the battlefield tapped.
When Daggerfall Steppes enters the battlefield, return a land you control to its owner's hand.
{T}: Add {G}{U}.
Illustrated by ZeniMax Studios
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Land
Druadach Mountains enters the battlefield tapped.
When Druadach Mountains enters the battlefield, return a land you control to its owner's hand.
{T}: Add {R}{W}.
Illustrated by Bethesda Softworks
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Land — Plains Swamp
({T}: Add {W} or {B}.)
Elsweyr Marketplace enters the battlefield tapped.
{3}, {T}: Elsweyr Marketplace gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land
{T}: Add {C}.
{T}: Add one mana of any color. Activate this ability only if you control four or more lands.
"These are the Guardian Stones, three of the thirteen ancient standing stones that dot Skyrim's landscape. Go ahead, see for yourself."
Illustrated by Lydia Rozanova
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Land — Island Mountain
({T}: Add {U} or {R}.)
Hammerfell Dunes enters the battlefield tapped.
{3}, {T}: Hammerfell Dunes gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land — Forest Island
({T}: Add {G} or {U}.)
High Rock Settlement enters the battlefield tapped.
{3}, {T}: High Rock Settlement gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land
Histwood Swamp enters the battlefield tapped.
When Histwood Swamp enters the battlefield, return a land you control to its owner's hand.
{T}: Add {B}{G}.
Illustrated by ZeniMax Studios
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Land — Island Swamp
({T}: Add {U} or {B}.)
Morrowind Wetlands enters the battlefield tapped.
{3}, {T}: Morrowind Wetlands gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land
Orsinium Fortress enters the battlefield tapped.
When Orsinium Fortress enters the battlefield, return a land you control to its owner's hand.
{T}: Add {B}{R}.
Illustrated by ZeniMax Studios
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Land — Swamp Mountain
({T}: Add {B} or {R}.)
Orsinium Stronghold enters the battlefield tapped.
{3}, {T}: Orsinium Stronghold gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land
Senchal Roughlands enters the battlefield tapped.
When Senchal Roughlands enters the battlefield, return a land you control to its owner's hand.
{T}: Add {W}{B}.
Illustrated by ZeniMax Studios
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Land — Mountain Plains
({T}: Add {R} or {W}.)
Skyrim Frostcliffs enters the battlefield tapped.
{3}, {T}: Skyrim Frostcliffs gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land — Plains Island
({T}: Add {W} or {U}.)
Summerset City enters the battlefield tapped.
{3}, {T}: Summerset City gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land
As The Imperial City enters the battlefield, each player chooses a different color.
{T}: Add one mana of any color chosen.
"There is but one city in the Imperial Province, but one city in Tamriel, but one city in the World; that, my brothers, is the city of the Cyrodiils."
Illustrated by Direwolf Digital
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Land — Ruins
({T}: Add {C}.)
{4}, {T}: Create a 1/2 colorless Dwemer Construct artifact creature token.
"Centuries ago, Tiber Septim ruled the land and forged an empire with great Numidium."
--The Underking
Illustrated by Tom Hanch
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Land — Mountain Forest
({T}: Add {R} or {G}.)
Valenwood Thicket enters the battlefield tapped.
{3}, {T}: Valenwood Thicket gains prophesize until end of turn. (At the beginning of each end step, if sources an opponent controlled caused you to lose 3 or more life this turn, draw a card.)
Illustrated by ZeniMax Studios
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Land
Vvardenfell Ruins enters the battlefield tapped.
When Vvardenfell Ruins enters the battlefield, return a land you control to its owner's hand.
{T}: Add {U}{B}.
Illustrated by No artist credit
300/319
Land — Ruins
Illustrated by Dario
301/318
Land — Ruins
Illustrated by Roman Dubina
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Land — Ruins
Illustrated by Skyblivion
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Land — Plains
Illustrated by Vitor Martins
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Land — Plains
Illustrated by Roman Dubina
305/318
Land — Plains
Illustrated by Metallian Validor
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Land — Island
Illustrated by Tom McGrath
307/318
Land — Island
Illustrated by Michal Kus
308/318
Land — Island
Illustrated by ZeniMax Studios
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Land — Swamp
Illustrated by ZeniMax Studios
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Land — Swamp
Illustrated by Svetlin Velinov
311/318
Land — Swamp
Illustrated by ZeniMax Studios
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Land — Mountain
Illustrated by KD Stanton
313/318
Land — Mountain
Illustrated by Zenimax Studios
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Land — Mountain
Illustrated by I-Net
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Land — Forest
Illustrated by Andanguyen
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Land — Forest
Illustrated by ZeniMax Studios
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Land — Forest
Illustrated by Tyler Edlin
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