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  • Gardens of Animos

    Land


    {t}: Add {w}. You lose 1 life.

    {1}{w}, Discard Gardens of Animos: Create a 1/1 white Spirit creature token with flying.

    The highlands shine with angelic radiance at day and glimmer with tranquil energy at night.


    Illustrated by Marina Petro

    015/210

  • Platinum Recruiter(w)(w)

    Creature — Human Advisor


    Whenever an Angel enters the battlefield under your control, create a 1/1 white Human Soldier creature token.

    "A new, young angel has joined our ranks! \\Which of you have the courage and resolve \\to become her most loyal champion??"


    2/3

    Illustrated by MariusBota

    017/210

  • Platinum Vanguard(3)(w)

    Creature — Human Soldier


    When Platinum Vanguard enters the battlefield, target creature gets +1/+1 and gains lifelink until end of turn.

    Each angel is assigned their own servant, providing invaluable assistance both on the battlefield and in the safety of town.


    4/3

    Illustrated by Nibelwolf (E)

    021/210

  • Angelic Favour(3)(w)

    Instant


    If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.

    Cast this spell only during combat.

    Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.


    Illustrated by Rob Joseph

    022/200

  • Eager Valiant(4)(w)

    Creature — Angel Soldier


    Flying

    When Eager Valiant enters the battlefield, exile target tapped creature an opponent controls with power 3 or less.

    Low ranked Angels in the Platinum Dawn always await a chance to prove themselves.


    2/3

    Illustrated by Kim Sokol

    023/200

  • Glacial North

    Land


    {t}: Add {u}. You lose 1 life.

    {1}{u}, Discard Glacial North: Scry 2.

    The harsh lands of the north challenges those within it, and rewards those who overcome.


    Illustrated by Moltee

    046/200

  • Crystalize(1)(u)

    Enchantment — Aura


    Enchant artifact or creature

    Enchanted permanent is a colorless artifact with "{t}: Add {C}" and loses all other card types and abilities.


    Illustrated by BGK Bengiskhan

    048/200

  • Plunder the Depths(1)(u)

    Sorcery


    Draw a card.

    Create a colorless Treasure artifact token with "{t}, Sacrifice this artifact: Add one mana of any color."

    Many enter the brine caverns. Some come back rich. Some don't come back at all.


    Illustrated by Ferdinandladera

    049/200

  • Dualform Elite(1)(u)

    Creature — Spirit Artificer


    You may have Dualform Elite enter the battlefield as a copy of any creature you control, except it's 2/1.

    When the scourge have found success, they've always made to succeed a second time.


    2/1

    Illustrated by Zestroy

    050/200

  • Scourge Lookout(2)(u)

    Creature — Spirit Artificer


    When Scourge Lookout enters the battlefield, create a 2/2 colorless Golem artifact creature token.

    {2}: Untap target Golem.

    Some scourge transfer their souls to mechanical bodies, while others walk alongside them.


    1/1

    Illustrated by Phillip Kruse

    051/200

  • Dissolve(1)(u)(u)

    Instant


    Counter target spell. Scry 1.

    "Whether it cost a life is irrelevant. \\ Whether it broke your will is meaningless.\\Only when you learn nothing, do you fail."

    \\--Exodus, the Archmind


    Illustrated by Bogdan-MRK

    052/200

  • Lowland Scourge(1)(u)(u)

    Creature — Spirit Artificer


    When Lowland Scourge dies, scry 3.

    "The Scourge in Blackheart are denying us entry. Are we to take this as a provocation?" Julius turned to the valiant. "Absolutely."


    3/1

    Illustrated by Mike Garn (E)

    053/200

  • Nullifier Titan(5)(u)(u)

    Artifact Creature — Golem


    Hexproof

    Noncreature spells cost {3} more to cast.

    "Good luck." \\-- Exodus, the Archmind


    5/7

    Illustrated by Sebastien Brunet

    062/200

  • Infernal Rekindling(2)(r)(r)

    Sorcery


    Return up to two instant and/or sorcery cards from your graveyard to your hand. Infernal Rekindling deals 2 damage to you. Exile Infernal Rekindling.

    Abyssal magic is sourced from the soul; \\and so too must be its re-ignition.


    Illustrated by Jason engle

    073/200

  • Shard of the Second(1)())(r)

    Sorcery


    If you discard Shard of the Second, you may instead exile it, then cast it without paying its mana cost.

    Choose one--

    • Draw a card.

    • Add {R}.


    Illustrated by SineAlas

    076/200

  • Bloodstained Coast

    Land


    {t}: Add {r}. You lose 1 life.

    {1}{r}, Discard Bloodstained Coast: Bloodstained Coast deals 1 damage to target creature you don't control.

    As the red sunlight falls from ichor coast, they prey take notice, and the predators prepare.


    Illustrated by Pixaby

    077/200

  • Might from Madness(1)(r)

    Enchantment — Aura


    Enchant creature

    Enchanted creature has +2/+1 and haste.

    While you have less life than an opponent, Might from Madness costs {1} less to cast.


    Illustrated by BFoundry

    081/200

  • Scarlet Hateguard(3)(r)(r)

    Creature — Vampire Rogue


    Haste

    While you have less life than an opponent, Scarlet Hateguard costs {1} less to cast.

    Scarred by the recent invasions of Solaris, \\it became Bloodhall norms to strike first.


    4/4

    Illustrated by Digitallinkrod

    086/200

  • Sacred Phoenix(1)(r)

    Creature — Phoenix


    Vengeance (When your life total is 10 or less, you become vengeful for the rest of the game.)

    Flying

    At the beginning of your upkeep, if you are vengeful, you may return Sacred Phoenix from your graveyard to the battlefield tapped under your control.


    1/2

    Illustrated by Ramses Melendez

    088/210

  • Paralytic Venom(1)(g)

    Sorcery


    Destroy target permanent with converted mana cost 3 or less that's an artifact, enchantment, or creature with flying.

    One of the few materials traded from demons, succubus venom causes paralysis, delirium, and eats away at metal surfaces.


    Illustrated by fetsch

    095/200

  • Resurgent Strength(1)(g)

    Instant


    Target creature gets +1/+1 until end of turn for each basic land you control.

    "Be our hands of flesh, claws or fur, we won't defeat true evil unless we align ourselves." \\--Taleron Bladeheart


    Illustrated by H1fey

    096/200

  • Ambush Viper(1)(g)

    Creature — Snake


    Flash (You may cast this spell any time you could cast an instant.)

    Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

    "How do you measure a snake?" asked \\Volrath.

    "In inches. They don't have any feet."

    \\And then he laughed.


    2/1

    Illustrated by Alan Pollark

    097/200

  • Cascades Sage(1)(g)

    Creature — Dire Cleric


    {t}: Add {g}. When that mana is spent to cast a multicolored spell, you gain 1 life.

    "Unity cleanses every wound."


    2/2

    Illustrated by Jonathon Earl Bowser

    099/200

  • Mistveil Elder(2)(g)(g)

    Creature — Dire


    When Mistveil Elder dies, each player gains 4 life and draws a card.

    "Though we cannot see the, spirits of \\our fallen walk beside us. I take comfort knowing we will one day see them again."


    4/3

    Illustrated by TatarskiSkandal

    104/200

  • Declaration of Strength(3)(g)

    Sorcery


    Target creature you control gets +2/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.

    The pack will not follow a leader who has not proven themselves. Show them your strength.

    \\--Glynn, mistveil guardian


    Illustrated by Gilles Beloeil

    105/200

  • Mistveil Depths

    Land


    {T}: Add {g}. You lose 1 life.

    {1}{g}, Discard Mistveil Depths: Target creature gets +1/+2 until end of turn.

    As the creatures of the jungle grow fierce, the survivors must to grow in strength.


    Illustrated by Lyno3ghe

    108/200

  • Sage of Omens(2)(g)

    Creature — Dire


    Whenever a Wolf, Bird, Fish or Snake enters the battlefield under your control, you draw a card and gain 2 life.

    Each glimpse of the jungle grants young dire new aspirations, ideas, and purpose.


    2/2

    Illustrated by RedPear Arreewittayalerd

    114/200

  • Forgotten Cache(3)(g)

    Sorcery


    Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.

    Return up to one target card from your graveyard to your hand.

    Exile Forgotten Cache.


    Illustrated by Lloyd Allan

    117/200

  • Lonely Nymph(1)(g)(g)

    Creature — Nymph Druid


    When Lonely Nymph enters the battlefield, search your library for a creature card with converted mana cost 1 and put it onto the battlefield under your control. Shuffle your library.

    Even the voiceless dream of company.


    2/2

    Illustrated by Nakanoart

    120/200

  • Never Alone(3)(g)(g)

    Enchantment


    Creature cards in your hand have flash.

    Whenever a creature enters the battlefield under your control, it gets +2/+1 and has reach until end of turn.

    The woodlands fall silent and still.\\They've noticed. And now they are waiting.


    Illustrated by Spacebiza1313

    122/200

  • Underground Sacrament(1)(b)

    Sorcery


    Vengeance (When your life total is 10 or less, you become vengeful for the rest of the game.)

    Add {b}{b}{b}. If you are Vengeful, draw a card. Otherwise, you lose 3 life.

    The allure of power outweighs the fear of death.


    Illustrated by KoTnoneKoT

    126/200

  • Vetoed Secrets(1)(b)

    Enchantment


    When Vetoed Secrets enters the battlefield, draw 2 cards and gain 2 life.

    At the beginning of your upkeep, you lose 1 life unless you discard a card.

    "He who does not look, will not find." \\--Altore, Consul's Promise


    Illustrated by Applesin

    128/200

  • Taste of Sin(b)(b)

    Instant


    Target creature gets -2/-2 until end of turn. When that creature dies this turn, you may put a +1/+1 counter on another target creature.

    "If you're going to kill something, at \\least have some fun in the process." \\--Korlis


    Illustrated by Mark Molnar (E)

    129/200

  • Bleak-Clove Aspirant(2)(b)

    Creature — Human Cleric


    When Bleak-Clove Aspirant dies, search your library for a Demon creature card, reveal it, and put it into your hand. Shuffle your library.

    "How eagerly these humans seek my favour. \\Perhaps I will make use of them." \\--Altore, Consul's promise


    1/3

    Illustrated by Spacefriend

    130/200

  • Cavern Ascetic(2)(b)

    Creature — Demon Cleric


    When Cavern Ascetic enters the battlefield, create a 1/1 black Bat creature token with flying.

    Some demons live within surface caverns, letting them watch the moon at night.


    2/2

    Illustrated by Arazorias

    133/200

  • Revel in Madness(1)(B)(b)

    Sorcery


    Vengeance (When your life total is 10 or less, you become vengeful for the rest of the game.)

    You draw 2 cards and lose 2 life.

    If you are vengeful, draw 2 cards and each opponent loses 2 life instead.

    Why seek answers in thought and reason \\when so many more await their absence?


    Illustrated by Azorias

    133/200

  • Blackstone Gorgon(2)(b)(b)

    Artifact Creature — Gorgon Horror


    Deathtouch

    Blackstone Gorgon can't attack or block unless a player cast a spell this turn.

    "Born of ire, in blackened mire, silent yet awake. Lost are those who gaze upon the second's first mistake."

    \\--Cave Inscription


    3/5

    Illustrated by Azorias

    135/200

  • Amethyst Pass

    Land


    {t}: Add {B}. You lose 1 life.

    {1}{b}, Discard Amethyst Pass: Each opponent loses 1 life and you gain 1 life.

    The veins of the earth glow bright with power, only when the doomed walk within.


    Illustrated by Neil Diel (E)

    139/200

  • Flaring Senses(b)

    Sorcery


    Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. If they do, they draw a card.

    Draw a card.


    Illustrated by Azorias

    140/200

  • Devour Soul(1)(b)

    Sorcery


    Each player exiles a creature they control, then gains life equal to that creatures toughness.

    Korlis isn't kind enough to take only flesh.


    Illustrated by Azorias

    141/200

  • Young Succubus(1)(b)

    Creature — Demon


    Whenever another Demon enters the battlefield under your control, put a +1/+1 counter on Young Succubus. It gains lifelink until end of turn.

    "All philosophies are learnt. Even evil." \\ --Overseer Selenius.


    1/2

    Illustrated by Azorias

    142/200

  • Inquisitive Succubus(2)(b)

    Creature — Demon


    Flying

    When Inquisitive Succubus enters the battlefield, choose a nonland card name. Target player reveals their hand and discards all cards with that name.


    2/3

    Illustrated by Azorias

    143/200

  • Mindlock Promise(1)(b)(b)

    Enchantment


    When you cast Mindlock Promise, search your library for a card and put that card into your hand. Then shuffle your library.

    You can't search libraries.

    Is one memory worth one thousand others?


    Illustrated by DoubleIris

    144/200

  • Risen Infernal(2)(b)(b)

    Creature — Demon Skeleton


    When another creature dies, put a +1/+1 counter on Risen Infernal.

    When Risen Infernal dies, each opponent loses life equal to its power.

    Hatred does not die silently.


    2/2

    Illustrated by Emotional Person (E)

    146/200

  • Rift of Despair(3)(b)

    Sorcery


    Destroy target creature. Other creatures that player controls get -1/-1 until end of turn.

    Nothing pauses an army quicker than \\killing their leader in a single blow.


    Illustrated by Naida Yarden

    147/200

  • Shape Darkness(3)(b)(b)

    Sorcery


    While you control a Demon, this spell costs {2} less to cast.

    Return target creature card from your graveyard to the battlefield.

    "It's not the hero you knew- only a recreation. Death here is final. Memory is all we have." \\--Korlis


    Illustrated by Jedi Art Trick

    148/200

  • Vampire Deathwalker(4)(b)

    Creature — Vampire Rogue


    Vengeance (When your life total is 10 or less, you become vengeful for the rest of the game.)

    When Vampire Deathwalker dies, if you are vengeful, you may return it to your hand.

    Finality cannot be reversed, only outwitted.


    5/1

    Illustrated by VampireWars

    149/200

  • Caustic Infernal(3)(b)

    Creature — Demon Horror


    When Caustic Infernal enters the battlefield, put a -1/-1 counter on target creature.

    Whenever a creature with a -1/-1 counter on it dies, put a -1/-1 counter on target creature.

    A pained existence awaits demons who break their oaths. The second aspect saw to that.


    4/3

    Illustrated by Freddie Borders

    154/200

  • Coldsun Golem(3)(w)(u)

    Artifact Creature — Golem


    Flying, Lifelink

    Coldsun Golem costs {1} more to target for each artifact you control.

    Inspired by their power, the scourge built golems in the image of their angelic rivals.


    3/4

    Illustrated by Agnidevi

    157/200

  • Eager Fledgeling(w)(r)

    Creature — Angel Soldier


    Flying

    Eager Fledgeling has +2/+0 and lifelink as long as you've lost life this turn.

    Young angels leave for the wilderness, eager to slay evil in the name of those they've lost.


    1/2

    Illustrated by Dolunaylupus

    158/200

  • Helix Angel(4)(r)(w)

    Creature — Angel Knight


    Flying, Lifelink

    When Helix Angel enters the battlefield, it deals damage equal to its power to any target.


    3/2

    Illustrated by Stable Diffusion

    159/200

  • Moonheart Dire(2)(g)(w)

    Creature — Human Wolf Druid


    Trample

    When Moonheart Dire enters or leaves the battlefield, you may put a +1/+1 counter on another target creature.

    Something something flavour text


    4/3

    Illustrated by Azorias

    160/200

  • Seraphic Mentor(1)(g)(w)

    Creature — Human Cleric


    Verdance- Play with the top card of your library revealed. As long as the top card of your library is a creature, other creatures you control have +1/+1.

    Perhaps unity still has more to teach us.


    3/3

    Illustrated by Karla Ortiz

    161/200

  • Crystaline Parrot(u)(g)

    Creature — Bird


    Flying

    When Crystaline Parrot enters the battlefield, draw a card.

    {t}: Add {g} or {u}. Activate this ability only if you control another creature.


    0/1

    Illustrated by David Boham

    166/200

  • Highland Nymph(u)(g)

    Creature — Nymph


    When Highland Nymph enters the battlefield, you may search your library for a Fish card, reveal it and put it into your hand. If you do shuffle your library.

    A nymph never travels far from her river.\\ If it starts to dry up, she will begin to starve.


    1/3

    Illustrated by Azorias

    167/200

  • Sunken Fate(4)(u)(b)

    Sorcery


    Destroy target creature. Draw a card.

    Sunken Fate costs {2} less to cast as long as you've scried this turn.

    All stories of ships besieged by sirens \\have the same, morbid conclusion.


    Illustrated by Ryan Yeo

    169/200

  • Slaughter Hound(1)(r)(g)

    Creature — Wolf


    Vengeance (When your life total is 10 or less, you become vengeful for the rest of the game.)

    As long as you are vengeful, Slaughter Hound gets +1/+0 and has double strike.


    2/3

    Illustrated by Megaflow

    171/200

  • Breakheart(r)(b)

    Sorcery


    Destroy target creature you don't control with power 3 or less.

    If that creature was tapped, you may draw a card and lose 2 life.


    Illustrated by Screwy soul

    173/200

  • Bloodhall Pariah(3)(w)(b)

    Creature — Vampire Horror


    When Bloodhall Pariah enters the battlefield, search your library for a creature card with converted mana cost 3 or less, put it onto the battlefield under your control, then sacrifice it.

    Walk close to those touched by death, and you may soon find yourself a part of it.


    4/4

    Illustrated by HMNI

    179/200

  • Glimmerheart Nymph(1)(u)(g)

    Creature — Nymph


    Whenever an artifact or enchantment enters the battlefield, exile it. Its controller gains 2 life and draws a card.

    Only in the absence of steel and star \\may a mind be free to grow.


    1/3

    Illustrated by Lindsay Coffman

    181/200

  • Brink, Scion of Razors(3)(u)(b)

    Creature — Demon


    Whenever a spell or ability you control causes you to lose life, Brink deals that much damage to all other creatures.

    At the beginning of each end step, if you lost life this turn, scry 2.

    Obsession follows intrigue.


    4/5

    Illustrated by Anakin Lee (E)

    192/200

  • Korlis, the Red Storm(2)(r)(b)

    Creature — Demon


    Flying

    When Korlis, the Red Storm enters the battlefield, your life total becomes 10.

    {r}: Korlis deals 1 damage to each player.

    Never before had anguish colored the sky.


    4/5

    Illustrated by Azorias

    194/200

  • Altore, Consul's Promise(4)(g)(b)

    Creature — Demon


    When you cast Altore, Consul's Promise, you may pay up to 6 life. Search your library for a permanent with converted mana cost X, where X is the amount of life paid this way, and put it onto the battlefield under your control. Shuffle your library.

    No gift comes without giving.


    4/4

    Illustrated by Azorias

    195/200

  • Seething Pyre-Shrine(r)

    Artifact


    At the beginning of your end step, Seething Pyre-Shrine deals 1 damage to each creature and player that was dealt damage this turn.

    A fiery light burns from within.


    Illustrated by WoW Archivist

    199/200

  • Shining Sky-Shrine(w)

    Artifact


    The first creature spell you cast each turn enters the battlefield with a +1/+1 counter on it.

    A roar of glory fills the sky.


    Illustrated by Carl Van Laguun

    200/200

  • Brinehollow Pass

    Land


    Brinehollow Pass Enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {w} or {u}.

    A place where sea crashes against sandstone walls, seagulls screech, and sirens slumber.


    Illustrated by Pablo Cuevas

    201/200

  • Bleak Summit

    Land


    Bleak Summit Enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {w} or {b}.

    The crown of bleak clove once shone with cold power... and perhaps it will shine again.


    Illustrated by Digital_Fantasy

    202/200

  • Scarlet Shoreline

    Land


    Scarlet Shoreline enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {u} or {r}.

    A distant wind carries the secrets of bluefire and the power of bloodhall only further away.


    Illustrated by stephengarrett1

    205/200

  • Twilight Grove

    Land


    Twilight Grove enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {u} or {g}.

    A world beneath worlds; where creatures of \\the dark and light may finally align.


    Illustrated by Alex Tooth

    206/200

  • Mistveil Remnants

    Land


    Mistveil Remnants enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {r} or {g}.

    Every ruin, dungeon and shrine is said to have been built by the aspects sacred hands.


    Illustrated by Salvo Lo Iacono

    207/200

  • Lowland Clearing

    Land


    Lowland Clearing enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {w} or {g}.

    Places of tranquility exist in the forest, a small world freed from the chains of conflict.


    Illustrated by Pat McHale

    208/200

  • Highland Lookout

    Land


    Highland Lookout enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {r} or {w}.

    An angel's eye watches from a distance, while mortal hands guide the land to greater forms.


    Illustrated by Blanche Posner

    209/200

  • Molten Abyss

    Land


    Molten Abyss enters the battlefield tapped unless your life total changed this turn.

    {t}: Add {b} or {r}.

    A flame of hate grows in the deepest caverns. Will they let themselves be consumed?


    Illustrated by 88grzes

    210/200

  • Ominous Darkshrine(b)

    Artifact


    Whenever you cast a spell, if there are five or more creature cards in your graveyard, Ominous Darkshrine deals 1 damage to any target and you gain 1 life.

    An unsettling fog chokes the air.


    Illustrated by Sandara

    999/216