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TES

Download Cockatrice files: https://mtg.design/u/Alino2773/TES/cockatrice


  • Argonian

    Creature — Argonian



    1/1

    Illustrated by Direwolf Digital

    001/010

  • Construct's Emergence(C)

    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

    001/318

  • Odahviing(1)(2)

    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

    002/318

  • Dunmer

    Creature — Dunmer


    Deathtouch


    1/1

    Illustrated by Direwolf Digital

    002/010

  • Dwemer Construct

    Artifact Creature — Dwemer Construct



    1/2

    Illustrated by Direwolf Digital

    003/010

  • Scour the Ruins(3)

    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

    003/318

  • Flame Atronach

    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

  • The Adoring Fan(2)

    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

    004/318

  • Adventus, Empire Legate(W)

    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

    005/318

  • Frost Atronach

    Creature — Daedra Atronach


    Whenever Frost Atronach deals combat damage to a creature an opponent controls, detain that creature.


    3/6

    Illustrated by Direwolf Digital

    005/010

  • Imperial Soldier

    Creature — Imperial Soldier



    1/1

    Illustrated by Direwolf Digital

    006/010

  • Artaeum Savant(2)(W)

    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

    006/318

  • Storm Atronach

    Creature — Daedra Atronach


    When Storm Atronach dies, each opponent loses 2 life.


    4/4

    Illustrated by Direwolf Digital

    007/010

  • Auridon Paladin(2)(W)(W)

    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

    007/318

  • Treasure

    Artifact — Treasure


    {T}, Sacrifice this artifact: Add one mana of any color.


    Illustrated by Direwolf Digital

    008/010

  • Blessings of Alkosh(2)(W)

    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

    008/318

  • Undead

    Creature — Undead



    1/1

    Illustrated by Direwolf Digital

    009/010

  • Cheydinhal Sapper(W)

    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

    009/318

  • Wolf

    Creature — Wolf



    1/1

    Illustrated by Direwolf Digital

    010/010

  • Dawn's Wrath(3)(W)(W)

    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

    010/318

  • Dawnstar Healer(W)

    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

    011/318

  • Disenchant(1)(W)

    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

    012/318

  • Divine's Grace(2)(W)

    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

    013/318

  • Eastmarch Crusader(2)(W)

    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

    014/318

  • Edict of Azura(2)(W)

    Sorcery


    Exile target creature.

    There are none who can overturn Azura's edict.


    Illustrated by Direwolf Digital

    015/318

  • Elixir of Health(W)

    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

    016/318

  • Fearless Northlander(1)(W)

    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

    017/318

  • Haafingar Marauder(1)(W)(W)

    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

    018/318

  • Healing Hands(2)(W)

    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

    019/318

  • Hive Worker(3)(W)

    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

    020/318

  • Imperial Sky Watcher(2)(W)

    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

    021/318

  • Imprison(2)(W)

    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

    022/318

  • Kvatch Soldier(W)(W)

    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

    023/318

  • Legion's Might(1)(W)

    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

    024/318

  • Loyal Housecarl(3)(W)

    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

    025/318

  • Lydia, Dovahkiin's Housecarl(W)(W)(W)

    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

    026/318

  • Nordic Mage Hunter(2)(W)

    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

    027/318

  • Piercing Javelin(3)(W)

    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

    029/318

  • Prayer(W)

    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

    030/318

  • Priest of the Moons(W)

    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

    031/318

  • Rajhini Highwayman(1)(W)

    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

    032/318

  • Renowned Legate(2)(W)(W)

    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

    033/318

  • Revitalize(1)(W)

    Instant


    You gain 3 life.

    Draw a card.

    A potion is no substitute for a restorationist's craft.


    Illustrated by Direwolf Digital

    034/318

  • Riverhold Escort(2)(W)

    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

    035/318

  • Royal Priest(3)(W)(W)

    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

    036/318

  • Scouting Patrol(2)(W)(W)

    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

    037/318

  • Senche-Tiger(4)(W)(W)

    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

    038/318

  • Summerset Shieldmage(1)(W)

    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

    039/318

  • Swift Retribution(1)(W)

    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

    040/318

  • Swindler's Deal(W)

    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

    041/318

  • Tenmar Swiftclaw(2)(W)

    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

    042/318

  • The Summerset Orrery(W)(W)(W)

    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

    043/318

  • Torval Crook(W)

    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

    044/318

  • Watch Commander(3)(W)

    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

  • Whiterun Trooper(2)(W)

    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

    046/318

  • Alter Time(4)(U)(U)

    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

  • Ashen Displacement(2)(U)

    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

    049/318

  • Balmora Spymaster(U)

    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

    050/318

  • Brutal Ashlander(U)

    Creature — Dunmer


    When Brutal Ashlander dies, scry 2.

    "I shall defend Morrowind to my last breath!"


    1/1

    Illustrated by Direwolf Digital

    051/318

  • Camlorn Adventurer(1)(U)(U)

    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

  • Camlorn Sentinel(2)(U)

    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

    053/318

  • Cast Away(U)

    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

    054/318

  • Chilling Calmness(3)(U)

    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

    055/318

  • Conjure Atronach(4)(U)(U)

    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

  • Crown Quartermaster(U)

    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

  • Crystal Tower Crafter(1)(U)

    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

    058/318

  • Daggerfall Mage(2)(U)(U)

    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

    059/318

  • Divayth Fyr(3)(U)(U)(U)

    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

    060/318

  • Dragonstar Knight(3)(U)

    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

    061/318

  • Dres Tormentor(2)(U)(U)

    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

    062/318

  • Farsight Nereid(2)(U)(U)

    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

  • Glenumbra Sorceress(1)(U)

    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

    064/318

  • Heirloom Greatsword(2)(U)

    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

    065/318

  • Ice Spike(1)(U)

    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

    066/318

  • Ice Storm(5)(U)(U)

    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

  • Ice Wraith(2)(U)(U)

    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

    068/318

  • Indoril Archmage(3)(U)(U)

    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

    069/318

  • Lesser Ward(U)

    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

    070/318

  • Mace of Encumbrance(U)

    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

    071/318

  • Mages Guild Summit(2)(U)

    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

    072/318

  • Magicka Drain(2)(U)(U)

    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

    073/318

  • Magicka Experiments(2)(U)

    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

    074/318

  • Magicka Flux(U)

    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

    075/318

  • Miscast(U)

    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

    076/318

  • Moment of Clarity(U)(U)

    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

    077/318

  • Mystical Binding(1)(U)(U)

    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

    078/318

  • Nahkriin, Dragon Priest(3)(U)(U)

    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

    079/318

  • Preordain(U)

    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

  • Recollection(2)(U)

    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

  • Scour For Answers(1)(U)

    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

    082/318

  • Shocking Wamasu(5)(U)(U)(U)

    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

  • Shrieking Harpy(1)(U)

    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

    084/318

  • Tome of Alteration(2)(U)

    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

    085/318

  • Trusted Sidearm(1)(U)

    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

    086/318

  • Unwind(2)(U)

    Instant


    Counter target noncreature spell. Untap up to three target lands.

    Perhaps a different course of actions are in order.


    Illustrated by Direwolf Digital

    087/318

  • Witness Fate(3)(U)(U)

    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

    088/318

  • Arrow in the Knee(B)

    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

    089/318

  • Baandari Bruiser(3)(B)(B)

    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

    090/318

  • Bone Colossus(4)(B)(B)

    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

  • Bound Dagger(1)(B)

    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

    092/318

  • Cathay-raht Veteran(3)(B)(B)

    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

    093/318

  • Clan Shaman(3)(B)

    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

    095/318

  • Corpse Curse(X)(B)(B)

    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

    096/318

  • Curse Break(1)(B)

    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

    097/318

  • Cursed Presence(2)(B)

    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

    098/318

  • Daring Cutpurse(B)

    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

    099/318

  • Dark Harvest(B)(B)(B)

    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

    100/318

  • Deathless Draugr(B)

    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

    101/318

  • Deshaan Avenger(2)(B)

    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

    102/318

  • Disentomb(B)

    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

    103/318

  • Drain Life(2)(B)(B)

    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

    104/318

  • Fharun Defender(B)

    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

    105/318

  • Flesh Atronach(2)(B)

    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

    106/318

  • Giant Bat(1)(B)

    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

    107/318

  • Grim Necromancy(2)(B)

    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."


    Illustrated by Direwolf Digital

    108/318

  • Hackwing Feather(B)

    Instant


    Target opponent loses 1 life.

    Add {B}{B}.

    Hackwings are frequently hunted for their prized feathers.


    Illustrated by Direwolf Digital

    109/318

  • Haunt(1)(B)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets -3/-3.

    Nobody was aware of just how tortured the man truly was.


    Illustrated by Direwolf Digital

    110/318

  • House Kinsman(1)(B)

    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

    Illustrated by Direwolf Digital

    111/318

  • Imperial Blackmail(B)

    Sorcery


    Each opponent discards a card, then mills two cards.

    "Would be a shame if this document fell into the wrong hands."


    Illustrated by Direwolf Digital

    112/318

  • Lucien Lachance(3)(B)(B)

    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

    Illustrated by Direwolf Digital

    113/318

  • Malefic Wreath(1)(B)

    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.


    Illustrated by Direwolf Digital

    114/318

  • Marsh Wanderer(2)(B)

    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

    Illustrated by Direwolf Digital

    115/318

  • Miraak, First Dovahkiin(3)(B)(B)

    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

    Illustrated by Direwolf Digital

    116/318

  • Morkul Gatekeeper(1)(B)

    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

    Illustrated by Direwolf Digital

    117/318

  • Mountain Tyrant(2)(B)(B)

    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

    Illustrated by Direwolf Digital

    118/318

  • Mummify(B)

    Sorcery


    Search your library for a creature card, put that card into your graveyard, then shuffle.

    "They all resist at first."


    Illustrated by Direwolf Digital

    119/318

  • Necrom Mastermind(3)(B)(B)

    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

    Illustrated by Direwolf Digital

    120/318

  • Necromancer's Notes(B)(B)

    Sorcery


    You may sacrifice two creatures rather than pay this spell's mana cost.

    You draw two cards and lose 2 life.


    Illustrated by Direwolf Digital

    121/318

  • Necromancer's Plate(3)(B)

    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.)


    Illustrated by Direwolf Digital

    122/318

  • Night Talon Lord(4)(B)(B)(B)

    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

    Illustrated by Direwolf Digital

    123/318

  • Pahmar-raht Renegade(2)(B)

    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

    Illustrated by Direwolf Digital

    124/318

  • Preserver of the Root(B)(B)

    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

    Illustrated by Direwolf Digital

    125/318

  • Quin'rawl Skulker(2)(B)

    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

    Illustrated by Direwolf Digital

    126/318

  • Redoran Enforcer(3)(B)

    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

    Illustrated by Direwolf Digital

    127/318

  • Thievery(3)(B)

    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.")


    Illustrated by Direwolf Digital

    128/318

  • Tree Minder(1)(B)

    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

    Illustrated by Direwolf Digital

    129/318

  • Varanis Courier(2)(B)

    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

    Illustrated by Direwolf Digital

    130/318

  • Alik'r Bandit(R)

    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

    Illustrated by Direwolf Digital

    131/318

  • Alik'r Survivalist(2)(R)

    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

    Illustrated by Direwolf Digital

    132/318

  • Bangkorai Butcher(R)

    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

    Illustrated by Direwolf Digital

    133/318

  • Betrayal(2)(R)

    Sorcery


    Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

    "Ulfric sends his regards."


    Illustrated by Direwolf Digital

    134/318

  • Blade of the Alik'r(2)(R)

    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.)


    Illustrated by Direwolf Digital

    135/318

  • Blademaster Reive(2)(R)(R)

    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

    Illustrated by Direwolf Digital

    136/318

  • Blood Dragon(3)(R)(R)(R)

    Creature — Dragon


    Flying

    Whenever another nontoken creature enters the battlefield, Blood Dragon deals 1 damage to that creature.

    "Yol toor shul!"


    5/5

    Illustrated by Direwolf Digital

    137/318

  • Burn and Pillage(2)(R)(R)

    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."


    Illustrated by Direwolf Digital

    138/318

  • Charge Forth(R)

    Sorcery


    Creatures you control gain first strike until end of turn.

    Draw a card.

    "We shall crush our foes beneath us! For Skyrim!"


    Illustrated by Direwolf Digital

    139/318

  • Clan Captain(1)(R)(R)

    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

    Illustrated by Direwolf Digital

    140/318

  • Crushing Blow(1)(R)

    Instant


    Crushing Blow deals 3 damage to target creature or player.

    "I've fought mudcrabs more fearsome than you!"


    Illustrated by Direwolf Digital

    141/318

  • Dragontail Savior(1)(R)(R)

    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

    Illustrated by Direwolf Digital

    142/318

  • Fiery Imp(1)(R)

    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

    Illustrated by Direwolf Digital

    143/318

  • Fire Storm(3)(R)(R)

    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?!"


    Illustrated by Direwolf Digital

    144/318

  • Fortress Watchman(3)(R)(R)

    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

    Illustrated by Direwolf Digital

    145/318

  • Grahtwood Ambusher(2)(R)(R)

    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

    Illustrated by Direwolf Digital

    146/318

  • Graystone Ravager(R)(R)

    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

    Illustrated by No artist credit

    147/318

  • Hammerfell Pyromancer(1)(R)

    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

    Illustrated by Direwolf Digital

    148/318

  • Hammerfell Scimitar(R)

    Artifact — Equipment


    Equipped creature gets +1/+1.

    Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)


    Illustrated by Direwolf Digital

    149/318

  • Heavy Battleaxe(3)(R)

    Artifact — Equipment


    Equipped creature gets +3/+1 and has menace.

    Equip {R} ({R}: Attach to target creature you control. Equip only as a sorcery.)


    Illustrated by Direwolf Digital

    150/318

  • Helgen Veteran(1)(R)(R)

    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

    Illustrated by Direwolf Digital

    151/318

  • Immolating Blast(3)(R)

    Sorcery


    Destroy all artifacts.

    "My priceless dwemer vase was on that wagon!"


    Illustrated by Direwolf Digital

    152/318

  • Immolation(3)(R)

    Enchantment


    {1}{R}: If a source you control would deal damage this turn, it deals that much damage plus 1 instead.

    "All shall burn."


    Illustrated by Direwolf Digital

    153/318

  • Lord Dregas Volar(7)(R)(R)(R)

    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

    Illustrated by Direwolf Digital

    154/318

  • Mantle of Talos(2)(R)

    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."


    Illustrated by Direwolf Digital

    155/318

  • Morthal Greataxe(1)(R)

    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.)


    Illustrated by Direwolf Digital

    156/318

  • Morthal Watchman(R)

    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

    Illustrated by Direwolf Digital

    157/318

  • Northwind Outpost(2)(R)(R)

    Artifact


    Nord and Orsimer creatures you control get +1/+0.

    Whenever a creature you control attacks, Northwind Outpost deals 1 damage to each opponent.


    Illustrated by Direwolf Digital

    158/318

  • Plunder(1)(R)

    Sorcery


    Plunder deals 1 damage to each opponent.

    Search your library for an Equipment card, reveal it, put it into your hand, then shuffle.


    Illustrated by Direwolf Digital

    159/318

  • Rapid Shot(R)

    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.


    Illustrated by Direwolf Digital

    160/318

  • Rihad Battlemage(2)(R)

    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

    Illustrated by Direwolf Digital

    161/318

  • Rihad Horseman(1)(R)

    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

    Illustrated by Direwolf Digital

    162/318

  • Savage Blow(3)(R)(R)

    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.


    Illustrated by Direwolf Digital

    163/318

  • Scuttler(1)(R)

    Creature — Reptile


    Haste

    Disgusting creatures with voracious appetites.


    2/1

    Illustrated by Direwolf Digital

    164/318

  • Sharpshooter Scout(R)

    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

    Illustrated by Direwolf Digital

    165/318

  • Spell Shift(1)(R)

    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.


    Illustrated by Direwolf Digital

    166/318

  • Stone Throw(2)(R)

    Instant


    Stone Throw deals X damage to target creature or player, where X is equal to the highest power among creatures you control.


    Illustrated by Direwolf Digital

    167/318

  • Tormenting Voice(1)(R)

    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!"


    Illustrated by Direwolf Digital

    168/318

  • Turn To Ash(2)(R)(R)

    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.


    Illustrated by Direwolf Digital

    169/318

  • Uncontrollable Rage(R)(R)

    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.


    Illustrated by Direwolf Digital

    170/318

  • Unleash Fury(1)(R)

    Instant


    Double the power of target creature until end of turn.

    "Your body will be unrecognizable when I'm done with you!"


    Illustrated by Direwolf Digital

    171/318

  • Whirling Duelist(1)(R)

    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

    Illustrated by Direwolf Digital

    172/318

  • Alit's Rage(G)

    Instant


    Put a trample counter on target creature.

    Draw a card.

    Just when they thought they were safe, the Alit bellowed.


    Illustrated by Direwolf Digital

    173/318

  • Ancient Spriggan(3)(G)(G)(G)

    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

    Illustrated by Direwolf Digital

    174/318

  • Argonian Veteran(3)(G)

    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.


    */*

    Illustrated by Direwolf Digital

    175/318

  • Arrow Storm(G)

    Sorcery


    Choose one -

    • Arrow Storm deals 1 damage to any target.

    • Arrow Storm deals 1 damage to each creature with flying.


    Illustrated by Direwolf Digital

    176/318

  • Back to Nature(1)(G)

    Instant


    Destroy all enchantments.

    Try as people may, nature always triumphs in the end.


    Illustrated by Direwolf Digital

    177/318

  • Berserker's Spirit(G)

    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.


    Illustrated by Direwolf Digital

    178/318

  • Black Marsh Warden(3)(G)(G)

    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

    Illustrated by Direwolf Digital

    179/318

  • Camoran Scout Leader(3)(G)(G)

    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

    Illustrated by Direwolf Digital

    180/318

  • Channeled Hist(1)(G)

    Sorcery


    Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

    "I draw power from these trees."


    Illustrated by Direwolf Digital

    181/318

  • Chaurus Reaper(2)(G)(G)

    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

    Illustrated by Direwolf Digital

    182/318

  • Cliff Racer(2)(G)

    Creature — Reptile Beast


    Flying

    Attacking creatures you control get +1/+0.

    "I try to avoid Morrowind. Damned Cliff Racers everywhere."


    2/3

    Illustrated by Direwolf Digital

    183/318

  • Colossal Majesty(2)(G)

    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.


    Illustrated by Direwolf Digital

    184/318

  • Colovian Trooper(2)(G)(G)

    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

    Illustrated by Direwolf Digital

    185/318

  • Defend the Marsh(2)(G)

    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!"


    Illustrated by Direwolf Digital

    186/318

  • Falmer Prowler(2)(G)

    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.


    */*

    Illustrated by Bethesda Softworks

    187/318

  • Finish Off(1)(G)

    Instant


    Target creature you control deals damage equal to its power to target creature.

    Nobody escapes the Morag Tong.


    Illustrated by Direwolf Digital

    188/318

  • Helstrom Marsh-Walker(G)

    Creature — Argonian Druid


    {T}: Add {G}.

    "The power of the Hist fills me."


    1/1

    Illustrated by Direwolf Digital

    189/318

  • Hidden Grove(2)(G)

    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."


    Illustrated by Direwolf Digital

    190/318

  • Highland Lurcher(5)(G)(G)

    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

    Illustrated by Direwolf Digital

    191/318

  • Imperial Siege Team(4)(G)(G)

    Creature — Imperial Soldier


    Trample

    When Imperial Siege Team enters the battlefield, create four 1/1 white and green Imperial Soldier creature tokens.


    2/2

    Illustrated by Direwolf Digital

    192/318

  • Legion Praefect(5)(G)(G)

    Creature — Imperial Soldier


    When Legion Praefect enters the battlefield, put a +1/+1 counter on each creature you control.

    "For Cyrodiil!"


    4/4

    Illustrated by Direwolf Digital

    193/318

  • Lurking Crocodile(G)

    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

    Illustrated by Direwolf Digital

    194/318

  • Mass Ward(2)(G)

    Instant


    Put a shield counter on each creature you control. Those creatures gain hexproof until end of turn.

    "Protect the High King!"


    Illustrated by Direwolf Digital

    195/318

  • Nahagliiv, Terror of Rorikstead(4)(G)(G)

    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

    Illustrated by Direwolf Digital

    196/318

  • Nimble Ally(2)(G)

    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

    Illustrated by Direwolf Digital

    197/318

  • Overrun(2)(G)(G)(G)

    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.


    Illustrated by Direwolf Digital

    198/318

  • Pack Wolf(1)(G)

    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

    Illustrated by Direwolf Digital

    199/318

  • Prolonged Siege(2)(G)(G)

    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.


    Illustrated by Direwolf Digital

    200/318

  • Reinforcements From Anvil(G)

    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.


    Illustrated by Direwolf Digital

    201/318

  • Restore to Nirn(2)(G)

    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."


    Illustrated by Direwolf Digital

    202/318

  • Return to the Earth(3)(G)

    Instant


    Destroy target artifact, enchantment, or creature with flying.

    It's best to steer clear of the giants that roam Skyrim.


    Illustrated by Direwolf Digital

    203/318

  • Savage Slaughterfish(1)(G)

    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

    Illustrated by Direwolf Digital

    204/318

  • Slaughterfish Swarming(2)(G)

    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!"


    Illustrated by Direwolf Digital

    205/318

  • Spider Daedra(3)(G)(G)(G)

    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

    Illustrated by Direwolf Digital

    206/318

  • Terror of the Niben Bay(2)(G)(G)

    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

    Illustrated by ZeniMax Studios

    207/318

  • Thieves Guild Recruit(G)(G)

    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

    Illustrated by Direwolf Digital

    208/318

  • Valenwood Huntsman(G)

    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

    Illustrated by Direwolf Digital

    209/318

  • Valenwood Trapper(3)(G)(G)

    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

    Illustrated by Direwolf Digital

    210/318

  • Wild Beastcaller(4)(G)(G)(G)

    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

    Illustrated by Direwolf Digital

    211/318

  • Wind Keep Spellsword(G)

    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

    Illustrated by Direwolf Digital

    212/318

  • Wooded Expansion(3)(G)

    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.


    Illustrated by Direwolf Digital

    213/318

  • Woodland Spriggan(2)(G)

    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

    Illustrated by Direwolf Digital

    214/318

  • Ahnassi, Morrowind Thief(1)(W)(B)

    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

    Illustrated by Direwolf Digital

    215/318

  • Aldmeri Negation(W)(U)

    Instant


    Counter target noncreature spell. You gain 2 life.

    "Oh don't worry, I assure you this will be quick."


    Illustrated by Direwolf Digital

    216/318

  • Allena Benoch(1)(R)(G)

    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

    Illustrated by Direwolf Digital

    217/318

  • Archein Revivalist(B)(G)

    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

    Illustrated by Direwolf Digital

    218/318

  • Ayrenn, the Eagle Primarch(3)(W)(U)

    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

    Illustrated by Direwolf Digital

    219/318

  • Baron of Tear(1)(U)(B)

    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

    Illustrated by Direwolf Digital

    220/318

  • Bone Bow(R)(G)

    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.)


    Illustrated by Direwolf Digital

    221/318

  • Camlorn Hero(2)(G)(U)

    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

  • Covenant Marauder(B)(R)

    Creature — Orsimer Warrior


    Haste

    Other Orsimer creatures you control have haste.

    "For the clan!"


    1/1

    Illustrated by Direwolf Digital

    223/318

  • Dune Rogue(W)(B)

    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

  • Emperor's Blade(1)(G)(W)

    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

    225/318

  • Falinesti Reaver(5)(R)(R)(G)

    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

  • Fifth Legion Trainer(1)(G)(W)

    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

    227/318

  • General Tullius(1)(G)(W)

    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

    228/318

  • Gortwog gro-Nagorm(B)(B)(R)(R)

    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

    229/318

  • Greenheart Knight(1)(R)(R)(G)

    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

    230/318

  • Hammerfell Blacksmith(1)(U)(R)

    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

    231/318

  • High King Emeric(3)(G)(G)(U)

    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

    232/318

  • Lillandril Hexmage(2)(W)(U)

    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

    233/318

  • Markarth Bannerman(R)(R)(W)

    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

    234/318

  • Master of Blades(U)(R)

    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

    235/318

  • Master of Thieves(2)(W)(B)

    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

    236/318

  • Merric-at-Aswala(3)(U)(R)(R)

    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

    237/318

  • Midnight Watch(1)(G)(W)

    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

    238/318

  • Militant Chieftain(2)(B)(R)

    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

    239/318

  • Mournhold Traitor(1)(U)(U)(B)

    Creature — Dunmer Rogue


    Deathtouch

    When Mournhold Traitor enters the battlefield or dies, each opponent mills four cards.


    3/3

    Illustrated by Direwolf Digital

    240/318

  • Nord Firebrand(1)(R)(W)

    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

    241/318

  • Orc Clansman(1)(B)(R)

    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

    242/318

  • Queen Barenziah(2)(U)(B)

    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

    243/318

  • Red Bramman(2)(B)(G)

    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

    244/318

  • Rift Thane(R)(W)

    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

    245/318

  • Sadras Agent(1)(U)(B)

    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

    246/318

  • Sentinel Battlemace(1)(U)(R)

    Artifact — Equipment


    When you cast Sentinel Battlemace, scry 2.

    Equipped creature gets +3/+2 and has ward {2}.

    Equip {2}


    Illustrated by Direwolf Digital

    247/318

  • Shadowfen Ritual(B)(G)(G)

    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

    248/318

  • Shornhelm Champion(1)(G)(U)

    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

    249/318

  • Skooma Smuggling(1)(W)(B)

    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

    250/318

  • Skywatch Vindicator(3)(W)(U)

    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

    251/318

  • Thorn Histmage(3)(B)(G)

    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

    252/318

  • Tyr, Nordic Blade(2)(R)(W)

    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

    253/318

  • Wardcrafter(G)(U)

    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

    254/318

  • Ageless Automaton(3)(C)

    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

    255/318

  • Altar of Cruelty(2)

    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

    256/318

  • Dwarven Armaments(2)

    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

    257/318

  • Dwarven Ballista(4)(C)(C)

    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

    258/318

  • Dwarven Centurion(6)(C)

    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

    259/318

  • Dwarven Sphere(2)(C)

    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

    260/318

  • Dwemer Colossus(6)(C)(C)(C)

    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

  • Elixir of Magicka(2)

    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

    262/318

  • Gladiator Arena(3)

    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

    263/318

  • Halls of the Dwemer(3)(C)(C)

    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

    264/318

  • Horse Armor(1)

    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

    265/318

  • Maple Shield(0)

    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

    266/318

  • Mechanical Ally(C)(C)

    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

    267/318

  • Meridia's Altar(1)

    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

    268/318

  • Penetrable Portcullis(3)

    Artifact Creature — Wall


    Defender

    "Looks pretty penetrable to me."

    --Solitude Bandit


    0/8

    Illustrated by Direwolf Digital

    269/318

  • Sparking Spider(3)(C)

    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

  • Spider Worker(1)(C)

    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

    271/318

  • Stronghold Eradicator(2)(C)

    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

    272/318

  • Stronghold Incubator(3)(C)(C)

    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

  • Swindler's Market(4)

    Artifact


    At the beginning of your end step, create a Treasure token.

    {1}, {T}, Sacrifice a Treasure: Draw a card.


    Illustrated by Direwolf Digital

    274/318

  • The Mundus Stone(3)

    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

    275/318

  • Vigilant Guardian(1)(C)

    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

    276/318

  • Alinor Grove

    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

    277/318

  • Arenthia Standing Stones

    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

    278/318

  • Ayleid Ruins

    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

    279/318

  • Bergama Outskirts

    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

    280/318

  • Black Marsh Bayou

    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

    281/318

  • Cyrodiil Fields

    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

    282/318

  • Cyrodiil Woodland

    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

    283/318

  • Daggerfall Steppes

    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

    284/318

  • Druadach Mountains

    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

    285/318

  • Elsweyr Marketplace

    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

    286/318

  • Guardian Stones

    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

    287/318

  • Hammerfell Dunes

    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

    288/318

  • High Rock Settlement

    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

    289/318

  • Histwood Swamp

    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

    290/318

  • Morrowind Wetlands

    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

    291/318

  • Orsinium Fortress

    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

    292/318

  • Orsinium Stronghold

    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

    293/318

  • Senchal Roughlands

    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

    294/318

  • Skyrim Frostcliffs

    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

    295/318

  • Summerset City

    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

    296/318

  • The Imperial City

    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

    297/318

  • Tomb of the Brass God

    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

    298/318

  • Valenwood Thicket

    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

    299/318

  • Vvardenfell Ruins

    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

  • Ruins

    Land — Ruins



    Illustrated by Dario

    301/318

  • Ruins

    Land — Ruins



    Illustrated by Roman Dubina

    302/318

  • Ruins

    Land — Ruins



    Illustrated by Skyblivion

    303/318

  • Plains

    Land — Plains



    Illustrated by Vitor Martins

    304/318

  • Plains

    Land — Plains



    Illustrated by Roman Dubina

    305/318

  • Plains

    Land — Plains



    Illustrated by Metallian Validor

    306/318

  • Island

    Land — Island



    Illustrated by Tom McGrath

    307/318

  • Island

    Land — Island



    Illustrated by Michal Kus

    308/318

  • Island

    Land — Island



    Illustrated by ZeniMax Studios

    309/318

  • Swamp

    Land — Swamp



    Illustrated by ZeniMax Studios

    310/318

  • Swamp

    Land — Swamp



    Illustrated by Svetlin Velinov

    311/318

  • Swamp

    Land — Swamp



    Illustrated by ZeniMax Studios

    312/318

  • Mountain

    Land — Mountain



    Illustrated by KD Stanton

    313/318

  • Mountain

    Land — Mountain



    Illustrated by Zenimax Studios

    314/318

  • Mountain

    Land — Mountain



    Illustrated by I-Net

    315/318

  • Forest

    Land — Forest



    Illustrated by Andanguyen

    316/318

  • Forest

    Land — Forest



    Illustrated by ZeniMax Studios

    317/318

  • Forest

    Land — Forest



    Illustrated by Tyler Edlin

    318/318