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FEG

Download Cockatrice files: https://mtg.design/u/JakksonKobalt7407/FEG/cockatrice


  • Tactician's Battlecharm(2)(W)

    Instant


    Choose up to 2:

    - Put 4 defense counters on target battle

    - Creatures you control lose defender and assign damage with toughness rather than power until end of turn.

    - You gain 4 life


    Illustrated by No artist credit

    001/200

  • Warrior's Battlecharm(2)(R)

    Instant


    Choose up to 2:

    - Deal 3 damage to any target

    - Creatures you control gain trample over planeswalkers and trample over battles until end of turn

    - Destroy target artifact or enchantment


    Illustrated by No artist credit

    002/200

  • Mage's Battlecharm(2)(U)

    Instant


    Choose up to 2:

    - Gain control of target battle. If that battle's controller is separate from its protector, choose an opponent to protect it.

    - Return a nonland permanent to its owner's hand

    - Scry 2


    Illustrated by No artist credit

    003/200

  • Demon's Battlecharm(2)(B)

    Instant


    Choose up to 2:

    - Destroy target battle (this is not defeating it)

    - Remove 2 counters from target permanent

    - Target player sacrifices a creature and another target player discards a card.


    Illustrated by No artist credit

    004/200

  • Protector's Battlecharm(2)(G)

    Instant


    Choose up to 2:

    - This spell rebuilds a target twice. (Put a counter on a permanent of a type that permanent already has, then do it again)

    - Untap target permanent you control, it gain hexproof until end of turn

    - Target battle can't have its defense counters removed until the start of your next turn.


    Illustrated by No artist credit

    005/200

  • Eliwood, Pheraen Heir(1)(R)(G)

    Creature — Human Knight Lord


    Partner

    Glorify 2 (Whenever this creature deals damage to a battle, put two +1/+1 counters on it)

    Whenever you defeat a battle, search your library for a battle with mana value less than or equal to the defeated battle and put it into play.

    "I'm searching for my father. If you are determined to block our progress... Then you shall be moved!!"


    3/2

    Illustrated by Fire Emblem: The Blazing Blade

    006/200

  • Lyn, Nomad Swordmaster(W)(U)

    Creature — Human Nomad Lord


    Partner

    Whenever a Knight or Lord enters the battlefield under your control choose one:

    - Lyn, Nomad Swordmaster deals 1 damage to target battle

    - Lyn, Nomad Swordmaster rebuilds.

    "The nomads of the plains do not abandon their fellow tribespeople. Eliwood and Hector are my dear friends...Their sorrow is my sorrow."


    2/2

    Illustrated by Fire Emblem: The Blazing Blade

    007/200

  • Hector, Brutish Noble(3)(B)(G)

    Creature — Human Warrior Lord


    Partner

    Battles you don't control enter with an additional three defense counters.

    Whenever a battle enters, if its number of defense counters is greater than Hector, Brutish Noble's power, put a number of +1/+1 counters on Hector equal to the difference.

    “Me? Don't worry about me. I'm fine. I'm built tough, you know. A little too much is just enough for me.”


    5/6

    Illustrated by Fire Emblem: The Blazing Blade

    008/200

  • Great Lord(7)(W)

    Creature — Lord


    Promote Lord {6} (If you cast this spell for its promote cost, put it over or under a Lord you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Triggered abilities of Lords you control trigger an additional times.

    {1}: Copy target activated ability of a Lord you control. You may only activate this ability once each turn.


    6/6

    Illustrated by Fire Emblem: Three Houses

    009/200

  • Knight Lord, Eliwood(4)(R)(G)(W)

    Creature — Knight Lord


    Promote Knight Lord {1}{R}{G}{W} (If you cast this spell for its promote cost, put it over or under a Knight Lord you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Creatures you control have glorify 1 (Whenever this creature deals damage to a battle, put a +1/+1 counter on it.)

    Promoted creatures you control have double strike.


    7/7

    Illustrated by Fire Emblem Heroes

    010/200

  • Blade Lord, Lyn(3)(U)(R)(W)

    Creature — Archer Nomad Lord


    Promote Nomad Lord {1}{U}{R}{W} (If you cast this spell for its promote cost, put it over or under a Nomad Lord you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Whenever Blade Lord, Lyn deals combat damage to a player, it deals that much damage to any number of other players, battles, and planeswalkers.

    Whenever Blade Lord, Lyn attacks, it gains flying until end of turn


    4/4

    Illustrated by Fire Emblem Blazing Blade

    011/200

  • Warrior Lord, Hector(4)(B)(R)(G)(G)

    Creature — Warrior Lord


    Promote Warrior Lord {1}{B}{R}{G} (If you cast this spell for its promote cost, put it over or under a Warrior Lord you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Trample, Trample over battles (This creature can deal excess combat damage to the protector of the battle it’s attacking.)

    Whenever Warrior Lord, Hector attacks, double its power until end of turn, then exert it.


    8/4

    Illustrated by Fire Emblem Blazing Blade

    012/200

  • Sain, Loverboy Knight(2)(G)(W)

    Creature — Human Knight


    Partner with Kent, Level Headed

    Haste

    Hold the Line!- Knights you control get +1/+1 for each other blocking Knight you control.

    As long as Sain, Loverboy Knight is promoted, it has vigilance.

    “May I have the pleasure of your name? Or better yet, your company?”


    3/4

    Illustrated by Fire Emblem Blazing Blade

    013/200

  • Kent, Level Headed(2)(R)(W)(W)

    Creature — Human Knight


    Partner with Sain, Loverboy Knight

    Haste

    Charge!- Knights you control get +1/+1 for each other attacking Knight you control.

    As long as Kent, Level Headed is promoted, it has first strike.

    “Our territory may be small, but our knights are among the bravest!”


    4/4

    Illustrated by Fire Emblem Blazing Blade

    014/200

  • Florina, Apprentice Pegasus Knight(1)(W)

    Creature — Human Pegasus Knight


    Flying, Training

    Glorify 1 (Whenever this creature deals damage to a battle, put one +1/+1 counter on it)


    1/2

    Illustrated by Fire Emblem: The Blazing Blade

    015/200

  • Wil, Steadfast Archer(W)(R)

    Creature — Human Archer


    Reach

    Whenever Wil, Steadfast Archer enters or becomes tapped, it deals 1 damage to target creature or battle.


    2/2

    Illustrated by Fire Emblem: The Blazing Blade

    016/200

  • Dorcas, Married Mercenary(3)(G)(G)

    Creature — Human Mercenary Warrior


    Trample

    Whenever Dorcas, Married Mercenary deals combat damage to a battle, untap Dorcas.


    6/4

    Illustrated by Fire Emblem: The Blazing Blade

    017/200

  • Serra, Bratty Cleric(1)(W)

    Creature — Human Cleric


    Partner with Erk, Serra's Bodyguard

    Lifelink

    Creatures you control have "{T}: you gain 1 life.".


    2/2

    Illustrated by Fire Emblem: The Blazing Blade

    018/200

  • Erk, Serra's Bodyguard(1)(U)(R)

    Creature — Human Wizard


    Partner with Serra, Bratty Cleric

    As long as you have gained life this turn, instant spells you cast cost {1} less to cast.

    Whenever Erk, Serra's Bodyguard becomes tapped, it deals 1 damage to any target.


    3/2

    Illustrated by Fire Emblem: The Blazing Blade

    019/200

  • Rath, Nomad Recruitment(2)(R)(G)

    Creature — Human Nomad Archer


    Haste, Reach

    When Rath, Nomad Recruitment enters, it deals 3 damage to any number of target battles or planeswalkers.


    3/3

    Illustrated by Fire Emblem: The Blazing Blade

    020/200

  • Matthew, Hector's Spy(1)(U)

    Creature — Human Rogue


    Skulk

    When Matthew, Hector's Spy is flipped face up, you may shuffle you hand into your library and draw cards equal to greatest number of cards in a player's hand.

    Disguise {3}{U}


    1/3

    Illustrated by Fire Emblem: The Blazing Blade

    021/200

  • The Fire Emblem(R)(G)(W)

    Artifact


    Shroud, Indestructible

    Whenever you defeat a battle, put a victory counter on The Fire Emblem.

    At the beginning of your upkeep, if there are 20 or more victory counters on The Fire Emblem, you win the game.

    The Fire Emblem can be your commander.


    Illustrated by Fire Emblem Series

    022/200

  • Nils and Ninian(W)(U)(R)(G)

    Creature — Dragon Bard


    Attacking creatures you control gain +2/+2 as long as Nils and Ninian is untapped.

    {T}: Untap target creature. If it is your main phase, there is an additional combat phase followed by an additional main phase. Only the target may attack during the additional combat phase.


    2/4

    Illustrated by Fire Emblem: The Blazing Blade

    023/200

  • Lucius, Effeminate Monk(2)(W)

    Creature — Human Cleric


    Lifelink

    Damage from sources you control is doubled when dealt to black permanents or opponents with more life than you.

    {2}{W}: Lucius, Effeminate Monk deals 1 damage to target battle or black permanent.


    2/3

    Illustrated by Fire Emblem: The Blazing Blade

    024/200

  • Marcus, Decorated Paladin(2)(G)(W)(W)

    Creature — Human Knight Paladin


    Promote Knight {1}{G}{W} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Gather Recruitments (Whenever a battle enters under your control or protection, create a 1/1 white Knight creature token)

    Other Knights you control get +1/+1.


    5/5

    Illustrated by Fire Emblem: The Blazing Blade

    025/200

  • Rebecca, Archer in Training(1)(R)(/)(G)

    Creature — Human Archer


    Training

    Whenever one or more +1/+1 counters are put on Rebecca, Archer in Training, it deals damage equal to the amount of +1/+1 counters on it to any target. This ability triggers only once each phase.


    1/1

    Illustrated by Fire Emblem: The Blazing Blade

    026/200

  • Oswin, Hector's Bodyguard(2)(R)(W)

    Creature — Human Knight


    Defender

    Whenever Oswin, Hector's Bodyguard deals combat damage to a creature, Oswin deals that much damage to any target battle, player or planeswalker.


    4/5

    Illustrated by Fire Emblem: The Blazing Blade

    027/200

  • Guy, Sacaen Swordsman(B)(R)

    Creature — Human Nomad Mercenary


    First Strike

    Whenever Guy, Sacaen Swordsman deals lethal damage to an enemy, remove one of each counter from any number of permanents that have counters.


    3/2

    Illustrated by Fire Emblem: The Blazing Blade

    028/200

  • Merlinus, The Peddler(R)(W)(B)

    Creature — Human Citizen


    At the beginning of your endstep, if you attacked this turn and you have no Treasures, create two tapped Treasure tokens.

    At the beginning of each endstep, if a creature you control blocked this turn, you may sacrifice a Treasure token to exile the top card of a library. You may play that card for as long as you control Merlinus, The Peddler.

    Whenever you cast a card from exile, if mana from treasures was used to pay for it, it costs {1} less.


    0/2

    Illustrated by Fire Emblem: The Blazing Blade

    029/200

  • Priscilla, Noble Troubadour(1)(W)(W)

    Creature — Human Cleric Knight


    Vigilance

    Priscilla, Noble Troubadour assigns damage to battles using toughness rather than power.

    Whenever one or more defense counters are put on or removed from a battle you control, you gain that much life.


    0/4

    Illustrated by Fire Emblem: The Blazing Blade

    030/200

  • Raven, Silent Mercenary(2)(R)(R)(B)

    Creature — Human Mercenary


    If Raven, Silent Mercenary is your commander, you may choose to have either Priscilla, Noble Troubadour or Lucius, Effeminate Monk as an additional commander.

    Menace

    Glorify 3 (Whenever this creature deals damage to a battle, put 3 +1/+1 counters on it.)

    Clerics you control get +X/+0, where X is their toughness.


    4/2

    Illustrated by Fire Emblem: The Blazing Blade

    031/200

  • Canas, Learned Scholar(3)(U)(B)

    Creature — Human Warlock


    Lifelink, Reach, Wither

    Protection from nonwhite instants, sorceries, and creatures.

    When Canas, Learned Scholar enters, gain control of target battle. If its controller and protector are different, select another player to be its protector.


    5/2

    Illustrated by Fire Emblem: The Blazing Blade

    032/200

  • Dart, Friendly Pirate(1)(R)(R)

    Creature — Human Pirate Warrior


    Haste, Islandwalk

    If Dart, Friendly Pirate is promoted, it has doublestrike.


    3/2

    Illustrated by Fire Emblem: The Blazing Blade

    033/200

  • Fiora, Eldest Pegasus Sister(3)(G)(W)(U)

    Creature — Human Pegasus Knight


    Flying, Vigilance

    Other Pegasi you control have vigilance.

    Glorify 2 (Whenever this creature deals damage to a battle, put 2 +1/+1 counters on it.)


    4/6

    Illustrated by HMK84

    034/200

  • Farina of the 3rd Wing(2)(G)(W)

    Creature — Human Pegasus Mercenary


    Flying

    As Farina of the 3rd Wing enters, you may sacrifice any number of artifact tokens. If you do, put that many +1/+1 counters on her.

    Pegasi you control with +1/+1 counters on them have trample.

    Younger than Fiora, older than Florina, though she claims to be better than both her sisters.


    1/3

    Illustrated by Fire Emblem: The Blazing Blade

    035/200

  • Legault, Blackfang Turncoat(3)(B)(R)

    Creature — Human Rogue


    Skulk, double strike

    Whenever Legault, Blackfang Turncoat deals combat damage to a player, gain control of an artifact they control.

    Whenever Legault deals combat damage to a battle, gain control of an artifact the protector controls.


    2/2

    Illustrated by Fire Emblem: The Blazing Blade

    036/200

  • Isadora, Knight of Pherae(5)(W)

    Creature — Human Knight Paladin


    Promote Knight {2}{W} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities. Power and toughness is determined by the bottommost card.)

    Vigilance

    When Isadora, Knight of Pherae is promoted, you may search your library for a creature with promote, reveal it, add it to your hand, and then shuffle.


    6/5

    Illustrated by Fire Emblem: The Blazing Blade

    037/200

  • Heath, Noble Wyvern Rider(4)(R)(G)

    Creature — Human Drake Knight


    Flying; Glorify 1 (Whenever this creature deals damage to a battle, put one +1/+1 counter on it)

    Whenever you would put one or more counters on Heath, Noble Wyvern Rider, put twice that many instead.

    Remove a +1/+1 counter from Heath: add {R} or {G}. Use this mana only to activate abilities of creatures you control.


    6/6

    Illustrated by Fire Emblem: The Blazing Blade

    038/200

  • Hawkeye, Berserker Bodyguard(6)(R)

    Creature — Human Pirate Berserker


    Promote Pirate {2}{R}{R} (If you cast this spell for its promote cost, put it over or under a Pirate you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Double strike, trample over battles

    Must attack each combat if able, and must attack a battle if able.

    Opponents can't cast spells during your combat phase.


    4/6

    Illustrated by Fire Emblem: The Blazing Blade

    039/200

  • Geitz, Hardened Warrior(5)(G)(G)

    Creature — Human Warrior


    Promote Warrior {2}{G}{G} (If you cast this spell for its promote cost, put it over or under a Warrior you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Trample

    Whenever Geitz, Hardened Warrior attacks, put a +1/+1 counter on each attacking creature you control.


    6/6

    Illustrated by Fire Emblem: The Blazing Blade

    040/200

  • Pent, Living Legend(3)(U)(U)(R)

    Creature — Human Wizard


    Promote Wizard {1}{U}{R} (If you cast this spell for its promote cost, put it over or under a Wizard you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Magecraft- Whenever you cast or copy an instant or sorcery spell, put a +1/+1 counter on Pent, Living Legend.

    Whenever Pent attacks, remove all counters from him. Deal damage to any target equal to the number of counters removed.

    Partner with Louise, Legendary Sniper.


    2/4

    Illustrated by Fire Emblem: The Blazing Blade

    041/200

  • Louise, Legendary Sniper(3)(R)(R)(G)

    Creature — Human Archer


    Promote Archer {2}{R}{G} (If you cast this spell for its promote cost, put it over or under a Wizard you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    First strike, trample

    Whenever you cast an instant or sorcery that is targeting only one permanent you don't control, copy it and choose a new target for the copy.

    Partner with Pent, Living Legend


    5/3

    Illustrated by Fire Emblem: The Blazing Blade

    042/200

  • Karel, The Swordmaster(3)(R)(W)

    Creature — Human Nomad Mercenary


    Promote Mercenary {R}{W} (If you cast this spell for its promote cost, put it over or under a Mercenary you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Double strike

    Critical Strike- Whenever this creature deals damage in the first strike damage assignment step, double that damage.


    2/3

    Illustrated by Fire Emblem: The Blazing Blade

    043/200

  • Harken, Decorated Hero(3)(G)(W)

    Creature — Human Mercenary Hero


    Promote Mercenary {G}{W} (If you cast this spell for its promote cost, put it over or under a Mercenary you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Vigilance

    Whenever this creature blocks, get a +1/+1 counter on it.


    4/5

    Illustrated by Fire Emblem: The Blazing Blade

    044/200

  • Jaffar, Angel of Death(3)(R)(W)(B)

    Creature — Human Rogue Assassin


    Promote Rogue {R}{W}{B} (If you cast this spell for its promote cost, put it over or under a Rogue you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    First strike

    Whenever Jaffar, Angel of Death is promoted, untap it, it gains haste, and there is an additional combat phase after this phase followed by an additional main phase.


    8/3

    Illustrated by Fire Emblem: The Blazing Blade

    045/200

  • Vaida, Wyvern General(1)(B)(R)(G)

    Creature — Human Drake Knight


    Promote Drake {1}{B}{R}{G} (If you cast this spell for its promote cost, put it over or under a Drake you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Flying

    Whenever Vaida, Wyvern General promotes, put X +1/+1 counter on it, where X is its power.

    Sacrifice a Knight you control, {R}{G}: Vaida deals damage to any target equal to the number of counter on the sacrificed creature.


    3/3

    Illustrated by Fire Emblem: The Blazing Blade

    046/200

  • Karla, Princess of Swords(5)(U)(R)(W)

    Creature — Human Nomad Mercenary


    Promote Mercenary {2}{U}{R}{W} (If you cast this spell for its promote cost, put it over or under a Mercenary you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Triple strike, bushido 1

    Damage dealt by Karla, Princess of Swords can't be prevented or reduced.


    3/3

    Illustrated by Fire Emblem Heroes

    047/200

  • Athos, The Archsage(3)(W)(U)(R)(G)

    Creature — Human Wizard


    Promote Wizard {W}{U}{R}{G} (If you cast this spell for its promote cost, put it over or under a Mercenary you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Spells you cast from anywhere but your hand cost {2} less to cast.

    {W}{U}: Exile the top two cards of your library, you may cast spells exiled this way until the end of your next turn.


    6/3

    Illustrated by Fire Emblem: The Blazing Blade

    048/200

  • Nino, Innocent Apprentice(2)(R)(R)

    Creature — Human Wizard


    Whenever you cast your first non-creature spell each turn, put a +1/+1 counter on Nino, Innocent Apprentice.

    Whenever you cast your second non-creature spell each turn, add {R}.

    Whenever you cast your third non-creature spell each turn, Nino deals damage equal to its power to any number of target battles.

    Whenever you cast your fourth non-creature spell each turn, untap Nino, it gains double strike until end of turn.

    “Ah, hello! I'm Nino! Nice to meet you!”


    1/1

    Illustrated by Fire Emblem: The Blazing Blade

    049/200

  • Renault, Bishop of Atonement(5)(W)(W)

    Creature — Human Cleric


    Promote Cleric {1}{W}{W}{W} (If you cast this spell for its promote cost, put it over or under a Cleric you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    At the beginning of your upkeep, if you don't have the most life, gain 5 life.

    Whenever one of more creatures attack, gain 1 life per creature attacking.


    3/7

    Illustrated by Fire Emblem: The Blazing Blade

    050/200

  • Protection of Caelin(W)

    Custom — Conquest


    When Protection of Caelin enters, gain 3 life.


    Illustrated by No artist credit

    051/200

  • Political Scheme(U)

    Custom — Conquest


    When Political Scheme enters, each player mills 3.


    Illustrated by No artist credit

    052/200

  • Opening the Dragon Gate(B)

    Custom — Conquest


    When Opening the Dragon Gate enters, each player discards a card.


    Illustrated by No artist credit

    053/200

  • Raiding Sacae(R)

    Custom — Conquest


    When Raiding Sacae enters, it deals 1 damage to each opponent.


    Illustrated by No artist credit

    054/200

  • Conquest of Laus(G)

    Custom — Conquest


    When Conquest of Laus enters, put a +1/+1 counter on target creature.


    Illustrated by No artist credit

    055/200

  • Coming to Lyn's Aid(G)(W)

    Custom — Conquest


    Flash

    When Coming to Lyn's Aid enters, creatures you control have hexproof until the start of your next turn.


    Illustrated by No artist credit

    057/200

  • Ostia's Protections(W)(U)

    Custom — Conquest


    When Ostia's Protections enters, gain 2 life or draw a card.


    Illustrated by No artist credit

    058/200

  • Ephidel's Schemes(U)(B)

    Custom — Conquest


    When Ephidel's Schemes enters, each opponent discards a card. If they can't they mill 3.


    Illustrated by No artist credit

    059/200

  • Nergal's Master Plan(B)(R)

    Custom — Conquest


    When Nergal's Master Plan enters, goad up to three target creatures not owned by the same player.


    Illustrated by No artist credit

    060/200

  • Assault on Blackfang(R)(G)

    Custom — Conquest


    When Assault on Blackfang enters, add {R}{R}{G}.


    Illustrated by No artist credit

    061/200

  • Ninian's Rescue(G)(U)

    Custom — Conquest


    When Ninian's Rescue enters, target opponent gains control on target creature you control. It is tapped, can't be untapped, and can't be sacrificed for as long as they control it.


    Illustrated by No artist credit

    062/200

  • Lundgren's Plot(W)(B)

    Custom — Conquest


    When Lundgren's Plot enters, each opponent gets 1 poison counter.


    Illustrated by No artist credit

    063/200

  • Escort Mission(U)(R)

    Custom — Conquest


    When Escort Mission enters, draw two cards, then discard a card.


    Illustrated by GotMoneyGhoul

    064/200

  • Grand Dragon's Revival(B)(G)

    Custom — Conquest


    When Grand Dragon's Revival enters, return two cards from your graveyard to your hand.


    Illustrated by No artist credit

    065/200

  • Elbert's Secret Mission(R)(W)

    Custom — Conquest


    When Elbert's Secret Mission enters, exile target nonland permanent, its owner draws two cards.


    Illustrated by No artist credit

    066/200

  • Eliwood's Quest(R)(G)(W)

    Custom — Conquest


    Creatures you control have Glorify N, where N is the number of battles you control. (Whenever this creature deals damage to a battle, put N +1/+1 counters on it)


    Illustrated by No artist credit

    067/200

  • Lyn's Quest(U)(R)(W)

    Custom — Conquest


    When Lyn's Quest enters, create two 1/1 white Knight creature tokens.


    Illustrated by No artist credit

    068/200

  • Hector's Quest(B)(R)(G)

    Custom — Conquest


    Whenever Hector's Quest takes damage, prevent that damage and put a defense counter on it for each point of damage prevented.


    Illustrated by No artist credit

    069/200

  • Pegasus Knight Training(G)(W)(U)

    Custom — Conquest


    When Pegasus Knight Training enters, create two 1/1 white Pegasus Knight creature tokens with flying.


    Illustrated by No artist credit

    070/200

  • The Blackfang's Attacks(U)(B)(R)

    Custom — Conquest


    Whenever an opponent discards a card, The Blackfang's Attacks deals 1 damage to them. If it was the first card discarded this turn, you draw a card.


    Illustrated by No artist credit

    071/200

  • Removal of Honor(2)(B)(B)

    Sorcery


    Exile each emblem.

    Remove all +1/+1 counters from each creature.

    Destroy each battle (this is not defeating it.)


    Illustrated by No artist credit

    072/200

  • Gathering Support(2)(W)(W)

    Custom — Conquest


    When Gathering Support enters, create a copy of each creature token you control.


    Illustrated by No artist credit

    073/200

  • Exterminating the Blackfang(4)(W)

    Custom — Conquest


    When Exterminating the Blackfang enters, Destroy all creatures.


    Illustrated by No artist credit

    074/200

  • Gathering Information(2)(U)(U)

    Custom — Conquest


    When Gathering Information enters, scry 4.


    Illustrated by No artist credit

    075/200

  • Gathering Riches(2)(R)(R)

    Custom — Conquest


    When Gathering Riches enters, create three tapped Treasure tokens.


    Illustrated by No artist credit

    076/200

  • Gathering Resources(2)(G)(G)

    Custom — Conquest


    When Gathering Resources enters, search your library for up to two lands, put one onto the battlefield tapped, and the other in your hand. Then Shuffle.


    Illustrated by No artist credit

    077/200

  • Gathering Followers(2)(B)(B)

    Custom — Conquest


    When Gathering Followers enters, you may pay up to 10 life. Amass Mercenaries X where X is 2 + the amount of life paid.


    Illustrated by No artist credit

    078/200

  • Long Live the King(4)(B)

    Custom — Conquest


    When Long Live the King enters, return a creature card from your graveyard to the battlefield under your control. Then mill X where X is twice its mana value.


    Illustrated by No artist credit

    079/200

  • Chasing Kishuna(4)(U)

    Custom — Conquest


    When Chasing Kishuna enters, return up to 3 target non-land permanents to their owner's hands.


    Illustrated by No artist credit

    080/200

  • Capture of Fort Renvall(4)(R)

    Custom — Conquest


    When Capture of Fort Renvall enters, untap each creature you control, they have haste until end of turn.


    Illustrated by No artist credit

    081/200

  • The Creature Campaign(3)(G)

    Custom — Siege


    (Sieges enter under an opponent protection. When it's defeated, exile it, then cast it transformed.)

    When The Creature Campaign enters, each opponent creates a 2/2 green Beast creature token with "Whenever this creature becomes blocked, put a +1/+1 counter on blocking creature. It's controller draws a card." and "This creature must attack each turn, and must attack a player controlling The Creature Campaign if able."

    (Spell on Back: Instant) You may pay adapt, cloak, monstrosity, morph, mutate, level up, and promote costs by paying {0} instead of their cost end the end of your turn.


    Illustrated by Fire Emblem: Sacred Stones

    082/200

  • Protecting Eirika(4)(G)

    Custom — Conquest


    When Protecting Eirika enters, create a 4/4 green Knight creature token with "When this enters, target creature has hexproof as long as you control this creature."


    Illustrated by No artist credit

    083/200

  • Nergal, Quintessence Harvester(3)(B)(R)(G)

    Creature — Human Warlock


    Promote Warlock {B}{R}{G} (If you cast this spell for its promote cost, put it over or under a Warlock you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Whenever a Dragon is put in a graveyard from anywhere, put a +1/+1 counter on Nergal, Quintessence Harvester.

    Exile 3 cards from your graveyard: each opponent mills 2.


    4/4

    Illustrated by Fire Emblem: The Blazing Blade

    084/200

  • Nergal, Morph Master(1)(B)(G)(/)(U)

    Creature — Human Warlock


    Casting a creature face-down costs {2} less.

    Morphs you control get +1/+1 and have "When you turn this creature face-up, put a +1/+1 counter on each face-down creature you control."


    2/3

    Illustrated by Fire Emblem: The Blazing Blade

    085/200

  • Ephidel, Schemer in Shadows(U)(B)

    Creature — Construct Advisor


    When Ephidel, Schemer in Shadows enters or turns face-up, each opponent discards a card. If they can't, they mill 3.

    {3}: Turn Ephidel face-down. It gains hexproof until end of turn.

    Morph {2}{U}{B}


    2/2

    Illustrated by Fire Emblem: The Blazing Blade

    086/200

  • Sonia, Seductive Infiltrator(4)(B)(G)

    Creature — Construct Wizard


    Flash

    When Sonia, Seductive Infiltrator enters or turns face-up, target creature you controls gains +3/+3 until end of turn.

    Whenever you cast a spell face-down, or a face-down spell is cast, put a +1/+1 counter on target creature.

    Morph {2}{B}{G}


    4/4

    Illustrated by Fire Emblem: The Blazing Blade

    087/200

  • Limstella, Strongest Morph(4)(G)(U)

    Creature — Construct Wizard


    When Limstella, Strongest Morph is turned face-up, put a +1/+1 counter on it for each spell cast previously this turn.

    Instants and sorceries in your hand and graveyard Foretell. Their foretell cost is equal to their mana cost.

    Morph {3}{G}{U}


    6/6

    Illustrated by Fire Emblem: The Blazing Blade

    088/200

  • Kishuna, First Morph(2)(C)(C)

    Creature — Construct Wizard


    When Kishuna, First Morph would die, instead turn it face-down. It can't be turned face-up until the start of your next turn.

    Morph {3}


    2/5

    Illustrated by Fire Emblem: The Blazing Blade

    089/200

  • Ursula, Ressurected(2)(B)(G)

    Creature — Human Cleric Knight


    Lifelink

    When Ursula, Ressurected enters, or is turned face-down, gain 1 life for each card type among cards in target player's graveyard.

    Morph {B}{G}

    You may only cast Ursula, Ressurected face down use morph while in your graveyard.


    2/4

    Illustrated by Fire Emblem: The Blazing Blade

    090/200

  • Nameless Mercenary(2)(R)(/)(W)

    Creature — Human Mercenary


    First Strike

    Whenever Nameless Mercenary attacks, put a +1/+1 counter on it.


    3/2

    Illustrated by Fire Emblem

    091/200

  • Nameless Hero(3)(R)(/)(W)(W)

    Creature — Human Mercenary Hero


    Promote Mercenary {2}{R/W}

    If Nameless Hero has first strike, it has double strike.

    Whenever Nameless Hero deals combat damage to a player of battle, gain life equal to the damage dealt.


    4/5

    Illustrated by Fire Emblem

    092/200

  • Nameless Myrmidon(1)(R)(/)(W)

    Creature — Human Mercenary


    When Nameless Myrmidon enters, deal damage equal to its power to target permanent.


    2/2

    Illustrated by Fire Emblem

    093/200

  • Nameless Swordmaster(2)(R)(/)(W)(R)(/)(W)

    Creature — Human Mercenary


    Promote Mercenary {1}{R/W} (If you cast this spell for its promote cost, put it over or under a Mercenary you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    When Nameless Swordmaster deals combat damage to a player or battle, exile it and return it to the battlefield.

    If this card is promoted, it stays promoted when entering the battlefield from exile.


    3/3

    Illustrated by Fire Emblem

    094/200

  • Nameless Thief(U)(/)(B)

    Creature — Human Rogue


    When Nameless Thief attacks, remove a counter from target permanent.


    1/2

    Illustrated by Fire Emblem

    095/200

  • Nameless Assassin(4)(U)(/)(B)

    Creature — Human Rogue Assassin


    Promote Rogue {U/B}{U/B} (If you cast this spell for its promote cost, put it over or under a Rogue you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Deathtouch

    Whenever Nameless Assassin deals combat damage to a player or battle, that player or that battle's protector mills twice that much damage.


    4/2

    Illustrated by Fire Emblem

    096/200

  • Nameless Knight(W)(/)(G)(W)(/)(G)

    Creature — Human Knight


    Vigilance

    Nameless Knight enters tapped with a stun counter on it.


    4/4

    Illustrated by Fire Emblem

    097/200

  • Nameless General(3)(W)(/)(G)(W)(/)(G)

    Creature — Human Knight


    Promote Knight {W/G}{W/G} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Lifelink

    Whenever Nameless General attacks or blocks, exert it.


    8/8

    Illustrated by Fire Emblem

    098/200

  • Nameless Soldier(1)(W)(/)(G)

    Creature — Human Knight Soldier


    When Nameless Soldier enters, create a 1/1 white and green Human Soldier Knight creature token.


    1/2

    Illustrated by Fire Emblem

    099/200

  • Nameless Fighter(2)(R)(/)(G)

    Creature — Human Warrior


    Whenever Nameless Fighter attacks, put a +1/+1 counter on it.


    4/1

    Illustrated by Fire Emblem

    100/200

  • Nameless Warrior(3)(R)(/)(G)(R)(/)(G)

    Creature — Human Warrior


    Promote Warrior {2}{R/G} (If you cast this spell for its promote cost, put it over or under a Warrior you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Trample, Reach

    Enrage- Whenever Nameless Warrior takes damage, untap it.


    7/3

    Illustrated by Fire Emblem

    101/200

  • Nameless Brigand(2)(R)

    Creature — Human Mercenary Warrior


    Haste, first strike

    Whenever Nameless Brigand deals damage to a player or battle, destroy target artifact.


    2/3

    Illustrated by Fire Emblem

    102/200

  • Nameless Pirate(2)(R)

    Creature — Human Pirate Warrior


    Whenever Nameless Pirate attacks, it gets +1/+1 for each island defending player controls.

    Whenever Nameless Pirate defeats a battle, create two tapped Treasure tokens.


    2/2

    Illustrated by Fire Emblem

    103/200

  • Nameless Berserker(4)(U)(/)(R)(R)

    Creature — Human Pirate Berserker


    Promote Pirate {1}{U/R}{R} (If you cast this spell for its promote cost, put it over or under a Pirate you own. They promote into the creature on top plus all abilities and power under it. Power and toughness is determined by the bottommost card.)

    Islandwalk

    Nameless Berserker gets +1/+1 for each island you control.

    Sacrifice a Treasure you control: untap Nameless Berserker.


    3/4

    Illustrated by Fire Emblem

    104/200

  • Nameless Archer(2)(R)

    Creature — Human Archer


    Reach

    Whenever Nameless Archer attacks or blocks, it deals 3 damage to target permanent.


    1/1

    Illustrated by Fire Emblem

    105/200

  • Nameless Sniper(3)(R)(R)

    Creature — Human Archer


    Promote Archer {R}{R}{R} (If you cast this spell for its promote cost, put it over or under an Archer you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Noncombat damage dealt by this creature is doubled.

    {1}{R}{R}: Nameless Sniper deals 1 damage to target Battle.


    3/3

    Illustrated by Fire Emblem

    106/200

  • Nameless Nomad(2)(R)(/)(G)

    Creature — Human Archer Nomad


    Riot, Riot

    If Nameless Nomad has haste more than one time, it has first strike and reach.


    2/2

    Illustrated by Fire Emblem

    107/200

  • Nomadic Trooper(4)(R)(/)(G)(R)(/)(G)

    Creature — Human Archer Nomad


    Promote Nomad {3}{R} (If you cast this spell for its promote cost, put it over or under a Nomad you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Glorify 1 (Whenever this creature deals damage to a battle, put a +1/+1 counters on it)

    When Nomadic Trooper enters or promotes it deals 1 damage to each opponent and battle under their protection has each +1/+1 counter on Nomadic Trooper.


    2/2

    Illustrated by Fire Emblem

    108/200

  • Nameless Cavalier(3)(W)

    Creature — Human Knight


    First strike

    Glorify 2 (Whenever this creature deals damage to a battle, put two +1/+1 counters on it.)


    4/4

    Illustrated by Fire Emblem

    109/200

  • Nameless Paladin(3)(W)(W)

    Creature — Human Knight


    Promote Knight {1}{W} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Mentor, vigilance

    Whenever Nameless Paladin attacks or blocks, choose to give it +2/+0, +1/+1, or +0/+2 until end of turn.


    4/4

    Illustrated by Fire Emblem

    110/200

  • Nameless Pegasus Knight(W)(/)(U)

    Creature — Human Pegasus Knight


    Flying, Ward {2}


    1/2

    Illustrated by Fire Emblem

    111/200

  • Nameless Falcon Knight(W)(/)(U)(W)(/)(U)(W)(/)(U)

    Creature — Human Pegasus Knight


    Promote Pegasus {W/U}{W/U} (If you cast this spell for its promote cost, put it over or under a Pegasus you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Flying

    Whenever a Pegasus you control attacks, if it is Blue draw a card, if it is White gain 1 life, and if it is Green put a +1/+1 counter on it.


    3/2

    Illustrated by Fire Emblem

    112/200

  • Nameless Wyvern Rider(2)(G)

    Creature — Human Drake Knight


    Flying

    Glorify 2 (Whenever this creature deals damage to a battle, put two +1/+1 counters on it.)


    2/2

    Illustrated by Fire Emblem

    113/200

  • Nameless Wyvern Lord(2)(G)(G)

    Creature — Human Drake Knight


    Promote Drake {1}{G} (If you cast this spell for its promote cost, put it over or under a Drake you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Flying

    Other Drakes and/or Knights you control get +1/+1.


    4/4

    Illustrated by Fire Emblem

    114/200

  • Nameless Monk(2)(W)

    Creature — Human Cleric


    Lifelink

    Whenever Nameless Monk attacks, if you have more life than your starting total, Nameless Monk deals 2 damage to target permanent.


    2/2

    Illustrated by Fire Emblem

    115/200

  • Nameless Cleric(W)(W)

    Creature — Human Cleric


    If you would gain life, you gain that much life plus 1 instead.

    As long as you have more life than your starting total, creatures you control get +0/+2.


    0/2

    Illustrated by Fire Emblem

    116/200

  • Nameless Bishop(3)(W)(W)(W)

    Creature — Human Cleric


    Promote Cleric {2}{W} (If you cast this spell for its promote cost, put it over or under a Cleric you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Whenever a creature enters, if you have less life than your starting total, gain 1 life. Otherwise put a +1/+1 counter on this creature.


    3/6

    Illustrated by Fire Emblem

    117/200

  • Nameless Troubadour(2)(W)

    Creature — Human Cleric Knight


    Whenever Nameless Troubadour blocks or becomes blocked, gain life equal to its toughness.


    0/4

    Illustrated by Fire Emblem

    118/200

  • Nameless Valkyrie(3)(W)(W)

    Creature — Human Cleric Knight


    Promote Cleric {1}{W}{W} (If you cast this spell for its promote cost, put it over or under a Cleric you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Whenever Nameless Valkyrie attacks, remove counter from target battle or planeswalker equal to Nameless Valkyrie's toughness.


    0/7

    Illustrated by Fire Emblem

    119/200

  • Nameless Mage(1)(U)(/)(R)

    Creature — Human Wizard


    Reach

    Whenever you cast an instant or sorcery, you may discard a card, if you do draw a card.


    2/2

    Illustrated by Fire Emblem

    120/200

  • Nameless Sage(3)(U)(/)(R)(U)(/)(R)

    Creature — Human Wizard


    Promote Wizard {1}{U/R}{U/R} (If you cast this spell for its promote cost, put it over or under a Wizard you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Whenever Nameless Sage attacks, if red mana was spent to cast it, it deals 2 damage to up to two target. If blue mana was spent to cast it, draw a card.


    4/3

    Illustrated by Fire Emblem

    121/200

  • Nameless Shaman(2)(B)

    Creature — Human Warlock


    At the beginning of your end step, if you lost life this turn, each opponent loses two life.


    2/2

    Illustrated by Fire Emblem

    122/200

  • Nameless Druid(3)(B)(B)

    Creature — Human Warlock


    Promote Warlock {B}{B} (If you cast this spell for its promote cost, put it over or under a Warlock you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Whenever you cast a non-creature spell, each player loses 1 life.

    Whenever an opponent casts their first non-creature spell each turn, you gain 1 life.


    5/3

    Illustrated by Fire Emblem

    123/200

  • Nameless Rogue(3)(U)(U)

    Creature — Human Rogue


    Promote Rogue {2}{U} (If you cast this spell for its promote cost, put it over or under a Rogue you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Skulk

    Whenever Nameless Rogue deals combat damage to a player or battle, you may draw that many cards.


    2/3

    Illustrated by Fire Emblem

    124/200

  • Nameless Great Knight(4)(W)(/)(G)(W)(/)(G)(W)(/)(G)

    Creature — Human Knight


    Promote Knight {4}{W/G} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Vigilance

    Gather Recruitments (Whenever a battle enters under your control or protection, create a 1/1 white Knight creature token)

    Nameless Great Knight has +1/+1 for each time it has been promoted.


    8/8

    Illustrated by Fire Emblem

    125/200

  • Nameless Wyvern Knight(3)(R)(/)(G)(R)(/)(G)

    Creature — Human Drake Knight


    Promote Knight {1}{R/G} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Flying

    Whenever Nameless Wyvern Knight enters or is promoted, search your library for a battle, reveal it, and put it into your hand. Then shuffle.

    Glorify 1 (Whenever this creature deals damage to a battle, put a +1/+1 counter on it)


    3/3

    Illustrated by Fire Emblem

    126/200

  • Nameless Mage Knight(2)(U)(/)(R)(U)(/)(R)

    Creature — Human Wizard Knight


    Promote Wizard or Knight {2}{U/R} (If you cast this spell for its promote cost, put it over or under a Wizard or Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Knights you control get +1/+1 if you have cast a noncreature spell this turn.

    Wizards you control get +1/+1 if you have cast a creature spell this turn.


    4/4

    Illustrated by Fire Emblem

    127/200

  • Nameless Summoner(4)(W)(/)(B)(W)(/)(B)

    Creature — Human Warlock


    Promote Warlock {2}{W/B}{W/B} (If you cast this spell for its promote cost, put it over or under a Wizard or Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Other nontoken creatures you control have afterlife 1.

    {W/B}, {T}, pay 1 life: create a 1/1 black and white Spirit creature token with flying.


    2/4

    Illustrated by Fire Emblem

    128/200

  • Master Seal(5)

    Artifact


    Creatures you control lose changeling, and can't have or gain changeling.

    You may promote cards with promote from your hand without paying the promote cost.


    Illustrated by Fire Emblem

    129/200

  • Delphi Shield(2)(W)(/)(U)

    Artifact


    Creatures with flying you control have ward {2}.

    An amulet that protects fliers from arrows.


    Illustrated by Fire Emblem

    130/200

  • Iron Rune(2)(B)(/)(U)

    Artifact


    Creatures you don't control can't have their power or toughness changed from +1/+1 counters.

    A device that negates enemy critical attacks.


    Illustrated by Fire Emblem

    131/200

  • Afa's Drops(2)(W)(/)(G)

    Artifact


    If one or more +1/+1 counters would be put on a creature you control, put twice as many on instead.

    Gives a little treat to the unit that uses it.


    Illustrated by Fire Emblem

    132/200

  • Emblem Seal(2)(R)(/)(G)

    Artifact


    Triggered and activated abilities of creatures you control can't be countered.

    The tactian's scroll. Gives its carrier an advantage.


    Illustrated by Fire Emblem

    133/200

  • Member Card(2)(B)(/)(R)

    Artifact


    If mana would be added from a Treasure you control, add an additional mana of that color.

    A card that grants the bearer access to special shops.


    Illustrated by Fire Emblem

    134/200

  • Vulnerary(2)(W)

    Artifact


    {T}, Sacrifice Vulnerary: Regenerate target creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)


    Illustrated by Fire Emblem

    135/200

  • Antitoxin(3)(G)

    Artifact


    When Antitoxin enters, remove all -1/-1 counters from creature you control, and remove all your poison counters.

    {G}, {T}, Sacrifice Antitoxin: Destroy target enchantment.


    Illustrated by Fire Emblem

    136/200

  • Lockpick(3)(B)

    Artifact


    {T}: Remove a counter from target permanent.


    Illustrated by Fire Emblem

    137/200

  • Mine(2)(R)

    Artifact


    {T}, Sacrifice Mine: Mine deals 6 damage to target attacking or blocking creature.


    Illustrated by Fire Emblem

    138/200

  • Light Rune(2)(U)

    Artifact


    {T}, Sacrifice Light Rune: Until the start of your next turn, creatures can't attack you or permanents you control or battles under your protection.


    Illustrated by Fire Emblem

    139/200

  • Hero's Crest(3)

    Artifact — Mercenary


    Promoted creatures you control have +3/+0.

    Warriorcycling {2}, mercenarycycling {2} ({2}, discard this card: Search your library for a Mercenary or Warrior card, reveal it, put it into your hand, then shuffle)


    Illustrated by Fire Emblem

    140/200

  • Knight's Crest(3)

    Artifact — Knight


    Promoted creatures you control have glorify 1. (Whenever they deal damage to a battle, put a +1/+1 counter on it.)

    Knightcycling {2}, soldiercycling {2} ({2}, discard this card: Search your library for a Knight or Soldier card, reveal it, put it into your hand, then shuffle)


    Illustrated by Fire Emblem

    141/200

  • Orion's Bolt(3)

    Artifact — Archer


    Promoted creatures you control have haste, first strike, and reach.

    Archercycling {2}, nomadcycling {2} ({2}, discard this card: Search your library for an Archer or Nomad card, reveal it, put it into your hand, then shuffle)


    Illustrated by Fire Emblem

    142/200

  • Elysian Whip(3)

    Artifact — Pegasus


    Promoted units you control have flying. If they already had flying, they get +2/+2.

    Pegasuscycling {2}, drakecycling {2} ({2}, discard this card: Search your library for an Pegasus or Drake card, reveal it, put it into your hand, then shuffle)


    Illustrated by Fire Emblem

    143/200

  • Guiding Ring(3)

    Artifact — Wizard


    Promoted creatures you control have prowess.

    Wizardcycling {2}, clericcycling {2} ({2}, discard this card: Search your library for a Wizard or Cleric card, reveal it, put it into your hand, then shuffle)


    Illustrated by Fire Emblem

    144/200

  • Ocean Seal(3)

    Artifact — Pirate


    Promoted creatures you control can't be blocked by creatures with lesser power.

    Piratecycling {2}, roguecycling {2} ({2}, discard this card: Search your library for a Pirate or Rogue card, reveal it, put it into your hand, then shuffle)


    Illustrated by Fire Emblem

    145/200

  • Fell Contract(3)

    Artifact — Assassin


    Promoted creatures you control have toxic 1.

    Assassincycling {2}, warlockcycling {2} ({2}, discard this card: Search your library for an Assassin or Warlock card, reveal it, put it into your hand, then shuffle)


    Illustrated by Fire Emblem

    146/200

  • Heaven's Seal(3)

    Artifact — Lord


    Promoted creatures you control get +1/+1 for each other lord you control.

    Lordcycling {3} ({3}, discard this card: Search your library for a Lord card, reveal it, put it into your hand, then shuffle)

    When you discard this card from your hand, you may put it onto the battlefield instead of into the graveyard.


    Illustrated by Fire Emblem

    147/200

  • Eirika, Princess of Renais(1)(G)(/)(W)(W)

    Creature — Human Princess Lord


    Partner

    Whenever you promote a creature, put a +1/+1 counter on it and Eirika, Princess of Renais and gain 2 life.

    Promote costs cost {1} less if Eirika is modified


    3/2

    Illustrated by Fire Emblem: The Sacred Stones

    148/200

  • Eirika, Savior of Renais(3)(G)(/)(W)(W)(W)(/)(U)

    Creature — Princess Lord


    Promote Princess Lord {1}{G/W}{W/U} (If you cast this spell for its promote cost, put it over or under Princess Lord you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    When you promote Eirika, Savior of Renais, draw a card and gain 2 life.

    Creatures you control get +X/+X where X is the number of promoted creatures you control.


    4/4

    Illustrated by Fire Emblem: The Sacred Stones

    149/200

  • Ephraim, Crown Prince(2)(R)(W)

    Creature — Human Noble Lord


    Partner

    Ephraim, Crown Prince is a Knight in addition to his other types.

    If you control a Knight with haste, Ephraim has haste. This is also the case for first strike, double strike, vigilance, lifelink, reach, flying, horsemanship, menace, death touch and trample.


    3/4

    Illustrated by Fire Emblem: The Sacred Stones

    150/200

  • Ephraim, Master Lord(3)(R)(W)(W)(/)(B)

    Creature — Knight Noble Lord


    Promote Noble Lord {1}{R/W}{R/B} (If you cast this spell for its promote cost, put it over or under a Noble Lord you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Whenever one of more Knights you control attack, you may put a battle from your hand onto the battlefield. If you do, you may have any attacking creatures you control attack that battle instead.

    Whenever a Knight you control dies, Ephraim, Master Lord deals damage equal to that Knight's power to any target.


    5/4

    Illustrated by Fire Emblem Heroes

    151/200

  • The Lunar Brace(4)

    Artifact — Lord


    Whenever you promote a creature, untap it.

    Promoted creatures you control get +1/+1 for each time they have been promoted.

    Promoted creatures you control have hexproof.


    Illustrated by Fire Emblem: Sacred Stones

    152/200

  • The Solar Brace(4)

    Artifact — Lord


    Whenever a Knight enters under your control, choose one that hasn't been chosen yet this turn:

    - Put a +1/+1 counter on target creature

    - Draw a card

    - Each opponent loses 1 life

    - You gain 1 life

    - Creatures you control have haste until the end of turn


    Illustrated by Fire Emblem: Sacred Stones

    153/200

  • Filla's Might(1)(R)(R)

    Instant


    Target creature gets +3/+0, and has first strike and haste until the start of your next turn. Untap it.


    Illustrated by Fire Emblem: Sacred Stones

    154/200

  • Ninis' Grace(2)(U)(U)

    Instant


    Target creature gains +0/+2 and hexproof until the start of your next turn. Untap it.

    Draw two cards.


    Illustrated by Fire Emblem: Sacred Stones

    155/200

  • Thor's Ire(2)(G)(G)

    Instant


    Double target creature's power and toughness until the start of your next turn. Untap it.


    Illustrated by Fire Emblem: Sacred Stones

    156/200

  • Set's Letany(2)(W)(W)

    Instant


    Exile target creature. You may return it to the battlefield under its owner's control at the beginning of your next upkeep.


    Illustrated by Fire Emblem: Sacred Stones

    157/200

  • Angelic Robe(1)(W)(/)(G)

    Enchantment — Aura


    Enchant creature

    When Angelic Robe enters, put a shield counter on enchanted creature.

    Enchanted creature gets +0/+3.


    Illustrated by Fire Emblem: Sacred Stones

    158/200

  • Energy Ring(1)(U)(/)(R)

    Enchantment — Aura


    Enchant creature

    Enchanted creature has prowess.


    Illustrated by Fire Emblem: Sacred Stones

    159/200

  • Secret Book(1)(U)(/)(G)

    Enchantment — Aura


    Enchant creature

    Whenever enchanted creature deals combat damage to a battle, put a +1/+1 counter on it and draw a card.


    Illustrated by Fire Emblem: Sacred Stones

    160/200

  • Speedwing(1)(B)(/)(R)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets +1/-1, and has haste and "whenever this creature attacks, you may sacrifice it to deal damage equal to its power to any target."


    Illustrated by Fire Emblem: Sacred Stones

    161/200

  • Goddess Icon(1)(G)(/)(B)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets +1/+1 for each creature that shares a type with it in your graveyard.


    Illustrated by Fire Emblem: Sacred Stones

    161/200

  • Dragonshield(1)(W)(/)(R)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets +2/+2 when attacking or blocking.

    Umbra Armor (If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.)


    Illustrated by Fire Emblem: Sacred Stones

    162/200

  • Resistor Talisman(1)(W)(/)(U)

    Enchantment — Aura


    Enchant creature

    Enchanted creature has ward {2}.


    Illustrated by Fire Emblem: Sacred Stones

    163/200

  • Swiftsole(1)(R)(/)(G)

    Enchantment — Aura


    Enchant creature

    Enchanted creature has haste and trample.


    Illustrated by Fire Emblem: Sacred Stones

    164/200

  • Body Ring(1)(W)(/)(B)

    Enchantment — Aura


    Enchant creature

    Enchanted creature has +1/+1 and lifelink.


    Illustrated by Fire Emblem: Sacred Stones

    165/200

  • Metis's Tome(1)(U)(/)(B)

    Enchantment — Aura


    Enchant creature

    Whenever enchanted creature deals combat damage to a player or battle, that player or battles protector mills that many cards.


    Illustrated by Fire Emblem: Sacred Stones

    166/200

  • Amelia, Trainee Recruit(W)

    Creature — Human Knight


    Training

    All cards with promote can promote onto or under Amelia, Trainee Recruit.

    Whenever Amelia is promoted, put X +1/+1 counters on it where X is the number of times it has been promoted.


    1/1

    Illustrated by Fire Emblem: Sacred Stones

    167/1

  • Ross, Trainee Journeyman(R)(/)(G)

    Creature — Human Mercenary


    Training

    All cards with promote can promote onto or under Ross, Trainee Journeyman.

    Whenever Ross is promoted, creatures you control get +X/+0 until end of turn, where X is the number of times Ross, Trainee Journeyman has been promoted.


    1/1

    Illustrated by Fire Emblem: Sacred Stones

    168/1

  • Ewan, Trainee Pupil(U)(/)(B)

    Creature — Human Wizard


    Training

    All cards with promote can promote onto or under Ewan, Trainee Pupil.

    Whenever Ewan is promoted, any number of target players mill twice X cards, where X is the number of times it has been promoted.


    1/1

    Illustrated by Fire Emblem: Sacred Stones

    169/1

  • Seth, Eirika's Protecor(3)(R)(W)(W)

    Creature — Human Knight


    Promote Knight {1}{R/W}{W} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Mentor

    Whenever Seth, Eirika's Protecor attacks, put a shield counter on another target attacking creature you control.


    6/6

    Illustrated by Fire Emblem: Scared Stones

    170/200

  • Franz, Younger Knight(1)(G)

    Creature — Human Knight


    If Franz, Younger Knight is promoted, its base power and toughness are doubled.


    2/3

    Illustrated by Fire Emblem: Scared Stones

    171/200

  • Gilliam, Frelian Defender(1)(G)(/)(W)(G)(/)(W)

    Creature — Human Knight


    Defender

    If Gilliam, Frelian Defender is promoted, it loses defender.


    3/4

    Illustrated by Fire Emblem: Scared Stones

    172/200

  • Vanessa, Dutiful Rider(1)(U)

    Creature — Human Pegasus Knight


    Flying

    If Vanessa, Dutiful Rider is promoted, at the start of your upkeep, scry 1.


    2/2

    Illustrated by Fire Emblem: Scared Stones

    173/200

  • Moulder, Middle-aged Priest(W)(W)

    Creature — Human Cleric


    Whenever a creature you control becomes tapped, gain 1 life.


    0/2

    Illustrated by Fire Emblem: Scared Stones

    174/200

  • Garcia, Veteran Warrior(1)(R)

    Creature — Human Warrior


    Garcia, Veteran Warrior enters tapped.

    When Garcia enters or is promoted, it deals 1 damage to target battle.


    4/3

    Illustrated by Fire Emblem: Scared Stones

    175/200

  • Neimi, Archer in Training(R)

    Creature — Human Archer


    {T}: Neimi, Archer in Training deals 1 damage to target permanent. If the target is destroyed or defeated, put a +1/+1 counter on Neimi and add {R}.


    1/1

    Illustrated by Fire Emblem: Scared Stones

    176/200

  • Colm, Friendly Rogue(B)

    Creature — Human Rogue


    When Colm, Friendly Rogue enters, remove a counter from target permanent.

    If Colm, Friendly Rogue is attacking a battle or planeswalker, it has skulk.


    1/1

    Illustrated by Fire Emblem: Scared Stones

    177/200

  • Artur, Monsterslaying Monk(W)(W)(W)

    Creature — Human Cleric


    The first time you gain life each turn, Artur, Monsterslaying Monk deals damage equal to its toughness to target permanent.


    2/3

    Illustrated by Fire Emblem: Scared Stones

    178/200

  • Lute, Studious Apprentice(U)

    Creature — Human Wizard


    When Lute, Studious Apprentice enters or is promoted, mill 2 card. Return any instants or sorceries milled this way to your hand.


    1/2

    Illustrated by Fire Emblem: Scared Stones

    179/200

  • Natasha, Grado Cleric(3)(W)

    Creature — Human Cleric


    When Natasha, Grado Cleric enters or is promoted, you gain 4 life.


    2/4

    Illustrated by Fire Emblem: Scared Stones

    180/200

  • Joshua, Roguish Mercenary(2)(W)(B)

    Creature — Human Mercenary


    When Joshua, Roguish Mercenary enters or is promoted, target opponent loses 3 life.


    3/3

    Illustrated by Fire Emblem: Scared Stones

    181/200

  • Forde, Ephraim's Best Friend(1)(R)(W)

    Creature — Human Knight


    First strike

    If Forde, Ephraim's Best Friend is promoted, it has double strike and lifelink.

    Knightcycling {2} ({2}, discard this card: Search your library for a Knight card, reveal it, put it into your hand, then shuffle)


    3/3

    Illustrated by Fire Emblem: Scared Stones

    182/200

  • Kyle, Ephraim's Rival(1)(R)(G)

    Creature — Human Knight


    Trample

    If Kyle, Ephraim's Rival is promoted, it has reach and vigilance.

    Knightcycling {2} ({2}, discard this card: Search your library for a Knight card, reveal it, put it into your hand, then shuffle)


    3/3

    Illustrated by Fire Emblem: Scared Stones

    183/200

  • Orson, Traitorous Paladin(2)(W)(B)(B)

    Creature — Human Knight Paladin


    Promote Knight {2}{B} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Instead of paying Orson, Traitorous Paladin's promote cost, you may sacrifice legendary creature you control.

    Deathtouch

    Whenever Orson, Traitorous Paladin enters or is promoted, each opponent mills 2 cards.


    4/5

    Illustrated by Fire Emblem: Scared Stones

    184/200

  • Tana, Princess of Frelia(2)(G)(U)

    Creature — Human Pegasus Princess


    Flying, Ward {1}

    Whenever Tana, Princess of Frelia enters or promotes, you may put a land from your hand onto the battlefield under your control. If you don't, draw a card.

    Other Princesses, Lords, and Nobles you control get +1/+1 if you control more lands, or have more cards in hand than each opponent.


    3/3

    Illustrated by Fire Emblem: Scared Stones

    185/200

  • Innes, Prince of Frelia(3)(G)(U)(R)

    Creature — Human Archer Noble


    Promote Archer {G}{U}{R} (If you cast this spell for its promote cost, put it over or under an Archer you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    {2}{G}: You may play an additional land this turn. Activate only once each turn, and only as a sorcery.

    {2}{U}: Draw a card. Activate only once each turn, and only as a sorcery.

    {2}{R}: Innes, Prince of Frelia deals 2 damage at any target. Activate only once each turn, and only as a sorcery.


    3/3

    Illustrated by Fire Emblem: Scared Stones

    186/200

  • Gerik, Mercenary Leader(R)(/)(W)(R)(/)(W)

    Creature — Human Mercenary


    When Gerik, Mercenary Leader enters or promotes, create a 1/1 red and white Mercenary creature token.

    Gerik, Mercenary Leader gets +1/+1 for each time it is promoted.


    2/2

    Illustrated by Fire Emblem: Scared Stones

    187/200

  • Tethys, Dancing Mercenary(R)(G)

    Creature — Human Bard Mercenary


    {T}: Target creature gets +2/+2 until end of turn.


    0/2

    Illustrated by Fire Emblem: Scared Stones

    188/200

  • Marisa, Trained Myrmidon(2)(B)(R)

    Creature — Human Mercenary


    {B}{R}: Target creature gets +1/-1 until end of turn. If targeting Marisa, Trained Myrmidon, it gets +2/-1 instead.


    3/3

    Illustrated by Fire Emblem: Scared Stones

    189/200

  • L'Arachel, Guiding Voice(3)(G)(W)

    Creature — Human Cleric Princess


    Whenever you gain life, creatures you control get +1/+1 until end of turn.


    0/2

    Illustrated by Fire Emblem: Scared Stones

    190/200

  • Dozla, L'Arachel's Faithful(3)(G)(G)

    Creature — Human Warrior Berserker


    Promote Warrior {2}{G}{G} (If you cast this spell for its promote cost, put it over or under a Warrior you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Trample, trample over battles, trample over planeswalkers

    Whenever Dozla, L'Arachel's Faithful deals combat damage to a player, planeswalker, or battle, put a +1/+1 counter on it.


    5/4

    Illustrated by Fire Emblem: Scared Stones

    191/200

  • Saleh, Well of Wisdom(3)(U)(U)

    Creature — Human Wizard


    Promote Wizard {2}{U}{U} (If you cast this spell for its promote cost, put it over or under a Wizard you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Noncreature spells you cast cost {1} less to cast.

    Whenever you cast your first spell each turn, if Saleh, Well of Wisdom is promoted, draw a card.


    3/5

    Illustrated by Fire Emblem: Scared Stones

    192/200

  • Cormag, Grado Defector(4)(G)

    Creature — Human Drake Knight


    Flying, Glorify 3 (Whenever this creature deals damage to a battle, put three +1/+1 counters on it)


    5/5

    Illustrated by Fire Emblem: Scared Stones

    193/200

  • Rennac, Wealthy Merchant(3)(B)(B)

    Creature — Human Rogue


    Promote Rogue {2}{B}{B} (If you cast this spell for its promote cost, put it over or under a Rogue you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Whenever Rennac, Wealthy Merchant deals combat damage to a battle, choose either to defeat or destroy it.

    If Rennac is promoted, at the beginning of your upkeep, you may lose 1 life. If you do, create a treasure token.

    He is definitely a "merchant".


    2/4

    Illustrated by Fire Emblem: Scared Stones

    194/200

  • Duessel, Great Knight(3)(W)(W)

    Creature — Human Knight


    Promote Knight {2}{W}{W} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Gather Recruitments (Whenever a battle enters under your control or protection, create a 1/1 white Knight creature token)

    If Duessel is promoted, at the beginning of your upkeep, put a shield counter on target creature.


    5/5

    Illustrated by Fire Emblem: Scared Stones

    195/200

  • Caellach, Corrupted Hero(3)(R)(R)

    Creature — Human Mercenary Hero


    Promote Mercenary {2}{R}{R} (If you cast this spell for its promote cost, put it over or under a Mercenary you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Whenever Caellach, Corrupted Hero attacks, it deals 2 damage to each player.

    If Caellach, Corrupted Hero is promoted, whenever you take damage from a creature you control, exile the top card of your deck, you may play that card this turn.


    6/4

    Illustrated by Fire Emblem: Scared Stones

    196/200

  • Knoll, Magical Researcher(2)(B)

    Creature — Human Warlock


    When Knoll, Magical Researcher dies, each opponent loses life equal to its power.

    You may play Knoll, Magical Researcher from your graveyard by paying {3}{B}{B}.


    3/1

    Illustrated by Fire Emblem: Scared Stones

    197/200

  • Myrrh, Meek Manakete(1)(R)

    Creature — Human Dragon


    If Myrrh, Meek Manakete is modified, it has flying and trample.

    {R}: Myrrh, Meek Manakete gets +1/+0 until end of turn.


    1/1

    Illustrated by Fire Emblem: Scared Stones

    198/200

  • Syrene, Famed Pegasus Knight(4)(G)(W)(W)(U)

    Creature — Human Pegasus Knight


    Promote Pegasus {1}{G}{W}{U} (If you cast this spell for its promote cost, put it over or under a Pegasus you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Flying

    Whenever you create one or more creature tokens, create that many 1/1 white Pegasus Knight creature tokens with flying as well.

    Tap three untapped Pegasi you control: Play a battle in your hand without paying its casting cost. Activate only if you control no battles.


    4/7

    Illustrated by Fire Emblem: Scared Stones

    199/200

  • Lyon, Childhood Friend(2)(U)(B)

    Creature — Human Warlock Lord


    Partner

    Pay 2 life, mill 2 cards: Draw a card. Then each player may mill a card to draw a card. For each player who did, you draw a card. Activate only once each turn and only as a sorcery.

    Whenever an opponent mills one or more cards, you and that player gain that much life.


    3/2

    Illustrated by Fire Emblem: Scared Stones

    200/200

  • Lyon, Corrupted by Fomortiis(3)(W)(U)(B)

    Creature — Demon Warlock Lord


    Promote Warlock Lord {1}{W}{U}{B} (If you cast this spell for its promote cost, put it over or under a Warlock Lord you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Pay 5 life, mill 5 cards: Create a 5/5 black Demon creature token with trample and haste. Activate only once each turn, and only as a sorcery.

    At the beginning of your endstep, each opponent loses 1 life for each two cards you milled this turn. Then each opponent mills X where X is the amount of life you lost this turn.


    5/5

    Illustrated by Fire Emblem Heroes

    201/200

  • Formortiis, Demon King(U)(U)(B)(B)(R)(R)(G)(G)

    Planeswalker — Fomortiis


    2: Create two 2/2 black Demon creature tokens. 

    1: Destroy target creature. 


    5

    Illustrated by Fire Emblem Heroes

    202/200

  • Glen, Noble Rider(3)(R)(G)(W)

    Creature — Human Drake Knight


    Promote Drake {R/G}{G/W}{W/R} (If you cast this spell for its promote cost, put it over or under a Drake you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Flying, Vigilance

    If you would put one of more counters on a Drake or Knight you control, put that many plus one instead.


    5/5

    Illustrated by Fire Emblem Heroes

    203/200

  • Riev, Corrupted Bishop(2)(W)(W)(B)(B)

    Creature — Human Cleric


    Promote Cleric {1}{W}{W/B}{B} (If you cast this spell for its promote cost, put it over or under a Cleric you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    When Riev, Corrupted Bishop enters or promotes, and at the beginning of your upkeep, note you current life total.

    At the beginning of your upkeep, if your life total of greater than the noted total, each opponent loses 3 life. Otherwise, draw a card.


    2/4

    Illustrated by Fire Emblem Heroes

    204/200

  • Selena, The Fluorspar(3)(U)(U)(B)

    Creature — Human Wizard Knight


    Promote Wizard {1}{U/B}{U/B} (If you cast this spell for its promote cost, put it over or under a Wizard you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Magecraft- Whenever you cast or copy an instant or sorcery spell, each opponent mills a card.


    4/4

    Illustrated by Fire Emblem: Sacred Stones

    205/200

  • Valter, Strongest of Grado(3)(B)(R)(R)(G)

    Creature — Human Drake Knight


    Promote Drake {B}{R}{R}{G} (If you cast this spell for its promote cost, put it over or under a Drake you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Flying

    Whenever Valter, Strongest of Grado deals damage to a battle or planeswalker, each opponent loses that much life.

    The first time an opponent loses life each turn, put a +1/+1 counter on Valter.


    6/6

    Illustrated by Fire Emblem: Sacred Stones

    206/200

  • Bartre, Wild Axe Fighter(3)(G)(G)(G)

    Creature — Human Warrior


    Trample

    “My body is powerful, but your body has brains. We might have different paths, but we both fight bravely.”


    9/6

    Illustrated by Fire Emblem: The Blazing Blade

    207/200

  • Fire Tome(1)(R)

    Sorcery — Arcane


    Fire Tome deals 2 damage to up to one target player and up to one target battle.

    Flashback {2}{R}{R}


    Illustrated by Fire Emblem: Binding Blade

    208/200

  • Elfire Tome(2)(R)(R)

    Sorcery — Arcane


    Elfire Tome deals X damage to any target where X is 1 plus the number of Arcane cards in your graveyard and Arcane cards you own in exile.

    Flashback {4}{R}{R}


    Illustrated by Fire Emblem: Sacred Stones

    209/200

  • Forblaze Tome(2)(U)(R)(R)

    Sorcery — Arcane


    Forblaze Tome deals 2 damage to each creature, planeswalker, battle, and player. For each permanent you control that takes damage this way, you may draw a card.

    Flashback {5}{U/R}{U/R}


    Illustrated by Fire Emblem: Sacred Stones

    210/200

  • Thunder Tome(R)

    Sorcery — Arcane


    Thunder Tome deals 3 damage to target creature.

    Flashback {2}{R}


    Illustrated by Fire Emblem: Binding Blade

    211/200

  • Bolting Tome(1)(G)

    Sorcery — Arcane


    Choose one:

    - Destroy target creature with flying

    - Put or remove 2 defense counters on target battle.

    Flashback {2}{G}{G}


    Illustrated by Fire Emblem: Three Houses

    212/200

  • Excalibur Tome(2)(G)(G)

    Sorcery — Arcane


    Destroy all creatures with flying and up to one creature without flying.

    Flashback {5}{G}{G}


    Illustrated by Fire Emblem: Blazing Blade

    213/200

  • Fimbulveltr Tome(2)(U)

    Sorcery — Arcane


    Tap target creature and put 3 stun counters on it. If it already had any stun counters on it, destroy it.

    Flashback {4}{U}{U}


    Illustrated by Fire Emblem: Binding Blade

    214/200

  • Flux Tome(1)(B)

    Sorcery — Arcane


    Each opponent mills 2, then you exile a card from each opponent's graveyard

    Flashback {3}{B}{B}


    Illustrated by Fire Emblem: Sacred Stones

    215/200

  • Luna Tome(2)(B)(B)

    Sorcery — Arcane


    Destroy a creature. (This doesn't target.)

    Flashback {4}{B}{B}{B}

    A tome that contains magic capable of ignoring any resistance it is met with.


    Illustrated by Fire Emblem: Sacred Stones

    216/200

  • Nosferatu Tome(4)(B)

    Sorcery — Arcane


    Destroy target creature or battle. You gain life equal to the number of counter on it.

    Flashback {4}{B}{B}


    Illustrated by Fire Emblem

    217/200

  • Eclipse Tome(3)(B)(B)

    Sorcery — Arcane


    Target player loses half their life total, rounded down.

    Flashback {7}{B}


    Illustrated by Fire Emblem: Sacred Stones

    218/200

  • Fenrir Tome(1)(B)(B)(B)

    Sorcery — Arcane


    Remove all counters from target permanent or player.

    Overload {7}{B}{B} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of 'target' with 'each'.)


    Illustrated by Fire Emblem: Binding Blade

    219/200

  • Gleipnir Tome(3)(B)(B)

    Sorcery — Arcane


    Each player sacrifices all but one creature they control.


    Illustrated by Fire Emblem: Sacred Stone

    220/200

  • Hammerne Staff(2)(G)(G)

    Sorcery — Divine


    Return target artifact or enchantment in your graveyard to the battlefield.

    If you have previously cast a Divine or Cleric spell this turn, Hammerne Staff costs {2} less to cast.


    Illustrated by Fire Emblem: Binding Blade

    221/200

  • Barrier Staff(2)(U)(U)

    Instant — Divine


    Put a hexproof counter on target creature you control.

    If you have previously cast a Divine or Cleric spell this turn, Barrier Staff costs {2} less to cast.


    Illustrated by Fire Emblem: Sacred Stones

    222/200

  • Sleep Staff(3)(U)(U)

    Instant — Divine


    Tap all creatures and put a stun counter on them.

    If you have previously cast a Divine or Cleric spell this turn, Sleep Staff costs {2} less to cast.


    Illustrated by Fire Emblem: Binding Blade

    223/200

  • Beserk Staff(1)(B)(/)(R)

    Instant — Divine


    Goad target creature.

    If you have previously cast a Divine or Cleric spell this turn, Beserk Staff costs {1} less to cast.


    Illustrated by Fire Emblem: Binding Blade

    224/200

  • Fortify Staff(2)(G)

    Sorcery — Divine


    Put a +1/+1 counter on any number of creatures, a defense counter on any number of battles, and a loyalty counter on any number of planeswalkers.

    If you have previously cast a Divine or Cleric spell this turn, Fortify Staff costs {2} less to cast.


    Illustrated by Fire Emblem: Sacred Stones

    225/200

  • Warp Staff(2)(G)(U)

    Sorcery — Divine


    Scry 2. Then exile the top card of your library. If it is a permanent, put it on the battlefield under your control.

    If you have previously cast a Divine or Cleric spell this turn, Warp Staff costs {2} less to cast.


    Illustrated by Fire Emblem

    226/200

  • Rescue Staff(1)(U)(U)

    Instant — Divine


    Return target creature to its owner's hand. If you returned a creature you owned this way, draw two cards. Otherwise scry 2.

    If you have previously cast a Divine or Cleric spell this turn, Rescue Staff costs {1} less to cast.


    Illustrated by Fire Emblem

    227/200

  • Torch Staff(1)(U)

    Sorcery — Divine


    Kicker {2}

    Each player reveals the top three cards of their deck. If this spell was kicked, you may change the order of the revealed cards ontop of each player's library

    If you have previously cast a Divine or Cleric spell this turn, Torch Staff costs {2} less to cast.


    Illustrated by Fire Emblem

    228/200

  • Unlock Staff(3)(U)

    Instant — Divine


    Counter target spell or activated ability.

    If you have previously cast a Divine or Cleric spell this turn, Unlock Staff costs {3} less to cast.


    Illustrated by Fire Emblem

    229/200

  • Underhanded Promotion(2)(U)

    Sorcery


    Choose one:

    - Exile target promoted creature and return it to the battlefield (promotions separate during this effect.)

    - Target an unpromoted card and a card with promote owned by the same player. Exile the unpromoted card and promote it under the card with promote. (They don't need to share a creature type. No additional costs must be payed.)


    Illustrated by No artist credit

    230/200

  • Elbert's Faked Death(1)(B)

    Instant


    The next time target creature would die this turn, you may return it to the battlefield. If you do, you may discard a card to draw two cards.


    Illustrated by No artist credit

    231/200

  • Restore Staff(2)(W)(/)(B)(W)(/)(B)

    Sorcery — Divine


    Remove all counter from target creature. If any counters were removed this way, you may put them onto another target creature.

    If you have previously cast a Cleric or Divine spell this turn, Restore Staff costs {1} less to cast.


    Illustrated by Fire Emblem: Binding Blade

    232/200

  • Poisoning Marquess Caelin(3)(B)(B)

    Enchantment — Aura Curse


    Enchant player

    At the beginning of enchanted player's upkeep, put a time counter on Poisoning Marquess Caelin. Then enchanted player loses X life and mills half X cards, where X is the number of time counters on Poisoning Marquess Caelin.


    Illustrated by No artist credit

    233/200

  • Lord Lungren(4)(B)(B)

    Creature — Human Knight Lord


    Promote Knight {2}{B}{B} (If you cast this spell for its promote cost, put it over or under a Knight you own. They promote into the creature on top plus all abilities under it. Power and toughness is determined by the bottommost card.)

    Menace

    Glorify 1 (Whenever this creature deals damage to a battle, put a +1/+1 counter on it.)

    Radioactive 3 (Players dealt combat damage by this creature also get 3 rad counter.)


    6/6

    Illustrated by Fire Emblem: The Blazing Blade

    234/200

  • Delaying the Threat(2)(W)(/)(U)

    Custom


    At the beginning of combat, tap target creature.


    Illustrated by No artist credit

    235/200

  • Conquering the Castle(2)(W)(/)(B)(W)(/)(B)

    Custom


    At the end of combat, destroy target tapped creature.


    Illustrated by No artist credit

    236/200

  • A Knight's Chivalry(2)(W)(/)(G)

    Custom


    At the beginning of combat on your turn, target player can't block creatures attack target battle this turn.


    Illustrated by No artist credit

    237/200

  • A Mercenary's Honor(2)(W)(/)(R)

    Custom


    At the beginning of combat on your turn, untap each Mercenary you control, they get +1/+1 until the end of turn.


    Illustrated by No artist credit

    238/200

  • Undercover Mission(2)(U)(/)(B)

    Custom


    At the beginning of combat, each player mills a card for each creature they control.


    Illustrated by No artist credit

    239/200

  • A Wizard's Studies(2)(U)(/)(R)

    Custom


    At the beginning of combat, you may exile an instant or sorcery card from your graveyard. If you do, you may cast the spell from exile this turn. If you do, exile it as it resolves.


    Illustrated by No artist credit

    240/200

  • Morph Manifestation(2)(U)(/)(G)

    Custom


    At the beginning of combat, you may turn any creature you control face-down as a 2/2 Morph or turn any face-down creature face-up.


    Illustrated by No artist credit

    241/200

  • Charging Formation(2)(B)(/)(R)

    Custom


    At the beginning of combat, you may play a creature from your hand to the battlefield. If you do, it gains haste. Sacrifice the creature at the beginning of the next end step.


    Illustrated by No artist credit

    242/200

  • Digging for Treasure(2)(B)(/)(G)

    Custom


    At the beginning of your upkeep, mill 3 cards, then return one of the milled cards to your hand.


    Illustrated by No artist credit

    243/200

  • A Warrior's Strength(2)(R)(/)(G)

    Custom


    At the beginning of combat, double the power and toughness of target Warrior you control.


    Illustrated by No artist credit

    244/200

  • Silence Staff(2)(W)(U)

    Instant — Divine


    Opponents can't cast spells this turn. This spell can't be countered.

    Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)

    If you previously cast a Cleric or Divine spell this turn, Silence Staff costs {2} less to cast.


    Illustrated by Fire Emblem: Sacred Stones

    245/200

  • Physic Staff(1)(W)(B)

    Instant — Divine


    Target creature you control gains lifelink until end of turn. If you would gain any life as a result of that creature's lifelink, each opponent loses that much life.

    If you previously cast a Cleric or Divine spell this turn, Physic Staff costs {1} less to cast.


    Illustrated by Fire Emblem: Binding Blade

    246/200

  • Lyon's Corruption(1)(W)(U)(B)

    Custom — Conquests


    When Lyon's Corruption enters, each player gains four rad counters and gain 4 life.


    Illustrated by No artist credit

    247/200

  • Eirika's Quest(1)(W)(/)(G)(W)(W)(/)(U)

    Custom — Conquests


    When Eirika's Quest enters, search your library for a card with promote and put it in your hand. Then shuffle


    Illustrated by No artist credit

    248/200

  • Destroying the Sacred Stones(1)(U)(B)(R)

    Custom — Conquests


    When Destroying the Sacred Stones enters, destroy all artifacts.


    Illustrated by No artist credit

    249/200

  • Ephraim's Quest(1)(R)(W)(B)

    Custom — Conquests


    When Ephraim's Quest enters, create three 1/1 white Knight creature tokens.


    Illustrated by No artist credit

    251/200

  • Creation of Morphs(1)(B)(G)(U)

    Custom — Conquests


    When Creation of Morphs enters, manifest the top three cards of your deck.


    Illustrated by No artist credit

    252/200

  • Wizard Mastery Challenge(1)(G)(U)(R)

    Custom — Conquests


    Instant and sorcery spells you cast cost {1} less to cast.


    Illustrated by No artist credit

    253/200

  • Political Planning(1)(W)(B)(G)

    Custom — Conquests


    When Political Planning enters, until the start of your next turn, creatures can't attack players.


    Illustrated by No artist credit

    254/200

  • The Tactian(W)(U)(B)(R)(G)

    Planeswalker — Tactian


    2: Untap each creature you control. 

    0: Choose a creature type you don't have an emblem for. Create an emblem with "Creatures of the chosen type get +1/+1" 


    4

    Illustrated by Fire Emblem

    255/200

  • Weapon Break(U)(/)(R)

    Instant


    Target creature you don't control gets -1/-0 until end of turn. Target creature you control gets +1/+0 until end of turn.


    Illustrated by No artist credit

    256/200

  • Terrain Bonus(1)(G)

    Enchantment


    When this enchantment enters, choose Forest, Fort, or Mountain.

    Forest- As long as you control a Forest, creatures you control have ward {1}.

    Fort- As long as you control a nonbasic land, at the beginning of your upkeep, gain 2 life.

    Mountain- As long as you control a Mountain, creatures you control get +0/+2.


    Illustrated by No artist credit

    257/200

  • Peace Negotiations(U)(U)

    Instant


    Choose One:

    - Counter target battle, creature or planeswalker

    - Put target battle or planeswalker on the bottom of its owner's deck


    Illustrated by No artist credit

    258/200

  • More Pressing Matters(2)(U)

    Enchantment


    Creatures can't attack you as long as you control a planeswalker or protect a battle.


    Illustrated by No artist credit

    259/200

  • I Actually Wanted You To Do That(2)(B)(B)

    Instant


    Counter target activated or triggered ability from target battle or planeswalker. If an ability was countered this way, copy it. You may select new targets for the copy.


    Illustrated by No artist credit

    260/200

  • Expedited Plans(1)(B)

    Enchantment


    Battles enter with 1 less defense counter. Planeswalkers enter with 1 less loyalty counter.


    Illustrated by No artist credit

    261/200

  • Caelin

    Land — Plains Island


    Caelin enters tapped unless you control or protect a battle.

    ({T}: Add {W} or {U})


    Illustrated by No artist credit

    262/200

  • Pherae

    Land — Mountain Forest


    Pherae enters tapped unless you control or protect a battle.

    ({T}: Add {R} or {G})


    Illustrated by Fire Emblem: Blazing Blade

    263/200

  • Ostia

    Land — Swamp Forest


    Ostia enters tapped unless you control or protect a battle.

    ({T}: Add {B} or {G})


    Illustrated by No artist credit

    264/200

  • Laus

    Land — Plains Swamp


    Laus enters tapped unless you control or protect a battle.

    ({T}: Add {W} or {B})


    Illustrated by No artist credit

    265/200

  • Rausten

    Land — Forest Plains


    Rausten enters tapped unless you control or protect a battle.

    ({T}: Add {G} or {W})


    Illustrated by Fire Emblem: Sacred Stones

    266/200

  • Frelia

    Land — Island Mountain


    Frelia enters tapped unless you control or protect a battle.

    ({T}: Add {U} or {R})


    Illustrated by Fire Emblem: Sacred Stones

    267/200

  • Grado

    Land — Island Swamp


    Grado enters tapped unless you control or protect a battle.

    ({T}: Add {U} or {B})


    Illustrated by Fire Emblem: Sacred Stones

    268/200

  • Carcino

    Land — Swamp Mountain


    Carcino enters tapped unless you control or protect a battle.

    ({T}: Add {B} or {R})


    Illustrated by Fire Emblem: Sacred Stones

    269/200

  • Jehanna

    Land — Forest Island


    Jehanna enters tapped unless you control or protect a battle.

    ({T}: Add {G} or {U})


    Illustrated by Fire Emblem: Sacred Stones

    270/200

  • Renais

    Land


    When Renais enters, choose either creatures or battles.

    {T}: add one mana of any color. This mana can only be used to cast spells of the chosen type.


    Illustrated by Fire Emblem: Sacred Stones

    271/200

  • Sacae

    Land — Mountain Plains


    Sacae enters tapped unless you control or protect a battle.

    ({T}: Add {R} or {W})


    Illustrated by No artist credit

    272/200