Dashboard

 

ORI

Download Cockatrice files: https://mtg.design/u/JanProPL2414/ORI/cockatrice


  • Ori, Light of Nibel(W)(W)

    Creature — Spirit


    Ward {1}

    When Ori, Light of Nibel enters the battlefield for the first time each turn, you get {E}{E}.

    Creatures other than Ori, Light of Nibel entering the battlefield don’t cause abilities to trigger.

    {E}: Exile Ori, then return him to the battlefield under his owner's control. If it’s your combat phase, you may have him enter the battlefield tapped and attacking. Activate only once each turn.

    When the light of the Spirit Tree falls, a new guardian must rise.


    3/1

    Illustrated by Moon Studios

    1/35

  • Water Vein

    Artifact — Clue


    When Water Vein enters the battlefield, you get {E}.

    {1}, Sacrifice Water Vein: Draw a card. You may search your library for a card named "Ginso Tree, Element of Waters", reveal it, and put it on top of your library. Then shuffle.

    "You have recovered the Water Vein! This ancient gemstone will grant you access to the Ginso Tree!"


    Illustrated by Moon Studios

    10/35

  • Ginso Tree, Element of Waters

    Artifact Land — Tree


    {T}: Add {U}.

    Ginso Tree, Element of Waters enters the battlefield tapped.

    {T}, Pay {E}: Look at the top two cards of your library. Put one on top and the other into your graveyard. If "Water Vein" is on your battlefield or in your graveyard, you may instead put one into your hand and the other on top of your library.

    "The waters of Nibel once flowed through this very tree... Now it's all rotten and dried up inside. We shall restore the flow, the Ginso Tree's heart we must find."


    Illustrated by Moon Studios

    11/35

  • Gumon Seal

    Artifact — Clue


    When Gumon Seal enters the battlefield, you get {E}{E}.

    {1}, Sacrifice Gumon Seal: Draw a card. You may put a Spirit or Artifact card with mana value 2 or less from your hand onto the battlefield tapped.

    "Ori... the key to the Forlorn Ruins, the Gumon Seal has been revealed!"


    Illustrated by Moon Studios

    12/35

  • Forlorn Ruins, Element of Winds

    Artifact Land — Swamp Ruins


    Forlorn Ruins, Element of Winds enters the battlefield tapped.

    {T}: Add {B}.

    {T}, Pay {E}: Target creature doesn’t untap during its controller’s next untap step unless its controller pays {2}. If that player doesn’t and a permanent named Gumon Seal is on the battlefield or a card named Gumon Seal is in your graveyard, you get {E}{E}.

    "The Forlorn Ruins... Here's where the Gumon live. They build miraculous structures and infuse them with the light of the Spirit Tree, which keeps them safe."


    Illustrated by Moon Studios

    13/35

  • Sunstone

    Artifact — Clue


    When Sunstone enters the battlefield, you get {E}.

    {1}, Sacrifice Sunstone: If you control a permanent named Mount Horu, you may get {E}{E} instead of adding mana. If you don’t, add {R}{R}. Spend this mana only to cast legendary spells.

    "With the Sunstone we can now pass through Mount Horu's gates. But do you feel the shaking, the rumbling in the earth? Mount Horu is close to spewing fire, there is no time to lose!"


    Illustrated by Moon Studios

    14/35

  • Mount Horu, Element of Warmth

    Artifact Land — Mountain


    {T}: Add {R}. Mount Horu, Element of Warmth enters tapped.

    {T}, Pay {E}{E}, Discard a card: Return target creature card from your graveyard to your hand. If "Sunstone" is in your graveyard or on the battlefield, you may put that creature onto the battlefield instead. It gains Indestructible until your next turn and enters with a Stun Counter.

    "Nibel's source of warmth, all its glory has burned. Ori, if we enter this place we might never return..."


    Illustrated by Moon Studios

    15/35

  • Ori and Ku, Friends Forever(1)(W)(B)

    Creature — Spirit, Owl


    Flying, haste

    When Ori and Ku, Friends Forever enters the battlefield, sacrifice it unless you exile creatures you control named Ori, Light of Nibel and Ku, Wings of Hope.

    When Ori and Ku, Friends Forever enters the battlefield, you gain 3 life.

    Whenever Ori and Ku, Friends Forever attacks, you may pay {E}{E}{E}. If you do, other creatures you control gain flying and get +2/+2 until end of turn.

    If Ori and Ku, Friends Forever would be destroyed or exiled, you may pay {E}{E}. If you do, return it to its owner’s hand instead.

    When Ori and Ku, Friends Forever leaves the battlefield, choose one of the cards exiled with it. Put that card into its owner’s graveyard and the other into its owner’s library third from the top.

    Two souls, one sky. In each other’s wings, they found the strength to soar through the deepest night.


    5/4

    Illustrated by Moon Studios

    16/35

  • Ori, New Heart of Niwen(W)(G)

    Land Creature — Spirit, Tree


    As an additional cost to play this land, sacrifice a creature named "Ori".

    Indestructible, Defender

    Ori, New Heart of Niwen cannot attack, be goaded, or lose Defender. Its power cannot be increased by any means.

    As long as Ori, New Heart of Niwen is on the battlefield, cards named "Ori" cannot enter the battlefield.

    Embrace of Niwen: Once during each of your turns, you may activate an ability of a Land you control without paying its {E} cost.

    If Ori, New Heart of Niwen leaves the battlefield, you lose 10 life.

    The spirit and tree are now one; his light, the pulse of all that grows. Is this truly the end? As the last leaf falls, the forest waits for the wind to carry a new light home — but only if the world truly demands his return.


    0/15

    Illustrated by Moon Studios

    17/35

  • Kwolok, Guardian of the Marsh(2)(G)(U)

    Creature — Frog


    Reach

    If a creature you control with power 2 or less would be dealt combat damage, you may pay {E}. If you do, that damage is dealt to Kwolok, Guardian of the Marsh instead.

    {T}: Draw a card. Activate only if you control a land that doesn’t share a name with another land you control. Activate only once each turn.

    When Kwolok, Guardian of the Marsh dies, you may search your library for a card named Shriek, The Forsaken, reveal it, put it into your hand, then shuffle.

    He watched over the silent waters for generations, waiting for a light that could wash away the decay.


    2/8

    Illustrated by Moon Studios

    18/35

  • Kuro's Feather

    Artifact — Equipment


    Equip {1} or pay {E}

    Equipped creature has Flying and Ward {1}.

    If equipped creature would be dealt non-combat damage, you may prevent that damage. If you do, unattach Kuro's Feather.

    A gift from the past, carried by the wind. It allows a small spirit to soar where even the strongest fear to tread.


    Illustrated by Moon Studios

    19/35

  • Naru, Ori's Foster Mother(2)(G)(W)

    Creature — Beast


    When Naru, Ori's Foster Mother enters the battlefield, search your library for a basic Forest or Plains card, put it onto the battlefield tapped, then shuffle.

    Whenever a land enters the battlefield under your control, you gain 2 life and get {E}.

    {E}{E}: Target creature you control gets +2/+2 and gains trample until end of turn.

    "When Naru embraced my light as a child of her own..."


    2/6

    Illustrated by Moon Studios

    2/35

  • The Will of the Wisps(B)(R)(G)

    Sorcery — Incantation


    When you cast this spell, add one mana of any color. This effect happens only once.

    Return all Land cards from your graveyard to the battlefield tapped.

    At the beginning of your next upkeep, sacrifice all Lands returned this way. For each Land sacrificed, add {B}{B} . This mana does not empty from your pool as phases end this turn.

    To save the forest, one must give everything. The light returns for a moment, but as it fades, only the shadow of what was remains.


    Illustrated by Moon Studios

    20/35

  • Escape the Ginso Tree(2)(U)(U)

    Sorcery


    Return all nonland permanents to their owners' hands.

    If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield without paying its mana cost.

    Run, Ori!


    Illustrated by Moon Studios

    21/35

  • Last - Second Dash(W)(1)

    Instant — Ability


    Target creature you control gains Hexproof and Indestructible until end of turn.

    If you control a Land named "Ginso Tree" or "Forlorn Ruins" or "Mount Horu", you may add {E}.

    Speed is the only thing standing between a spirit and the end.


    Illustrated by Moon Studios

    22/35

  • Howl, The Night Terror(1)(R)(B)

    Creature — Beast


    Haste, Menace

    When Howl, The Night Terror enters the battlefield, target creature an opponent controls can't block this turn.

    At the beginning of the end step, if Howl, The Night Terror dealt no damage this turn, return it to its owner's hand.

    "Keep your eyes sharp. The wind isn't the only thing that howls in this swamp."


    4/2

    Illustrated by Moon Studios

    23/35

  • Mora, The Spider Queen(3)(B)(G)

    Creature — Spider


    Reach, Deathtouch

    Whenever Mora, The Spider Queen blocks or becomes blocked by a creature, tap that creature. It doesn't untap during its owner's next untap step.

    {B}{G}{E}: Target creature an opponent controls gets -X/-X until end of turn, where X is the number of tapped creatures on the battlefield.

    "All of Niwen will suffer as Mouldwood has. You must be strong, spirit."


    3/5

    Illustrated by Moon Studios

    24/35

  • Ancestral Light(W)(U)(G)

    Instant — Blessing


    Choose one —

    • Attune — You get {E}{E}{E}.

    • Empower — Put a lifelink counter and a double strike counter on target creature you control. When that creature deals or is dealt damage, remove those counters at the beginning of the next end step.

    • Echo — Return target instant or sorcery card with the word “Ori” in its name from your graveyard to your hand.

    The ancestors do not just give us strength; they remind us of who we are meant to become.


    Illustrated by Moon Studios

    25/35

  • Tokk, The Cartographer(1)(U)(G)

    Creature — Bird Scout


    Flying

    When Tokk, The Cartographer enters the battlefield, look at the top five cards of your library. You may reveal a Land card from among them and put it into your hand.

    {2}, Sacrifice an Artifact: Search your library for a Land card and put it onto the battlefield tapped.

    "Well whatever you are, I'm Tokk, a wanderer in these parts. The better parts, at least."


    1/3

    Illustrated by Moon Studios

    26/35

  • The Windswept Wastes

    Land — Desert


    The Windswept Wastes enters the battlefield tapped.

    {T}: Add {R} or {B}.

    {T}: Exile target creature you control. Return it to the battlefield under its owner's control at the beginning of the next end step. You may also pay {E} as you activate this ability. If you do, that creature enters with a +1/+1 counter.

    "We can see ghosts in the sand here, Ori. This was the home of the Gorlek before the Decay drove them underground. Is this what all Niwen will become if we cannot bring back the light?"


    Illustrated by Moon Studios

    27/35

  • Opher’s Weapon Mastery(2)(W)

    Enchantment — Class


    Level 0 — Creatures you control with +1/+1 counters have First Strike.

    Level 1 — {2}{W}: Whenever a creature you control deals combat damage, you get {E}.

    Level 2 — Whenever you spend {E}, you may have target creature you control gain +2/+0 and Trample until end of turn. Use this ability only once each turn.

    '"You look harmless. ...We should fix that. Luckily for you, I just happen to be a weapon master!"'


    Illustrated by Moon Studios

    28/35

  • The Moki Scouts(1)(W)

    Creature — Beast, Moki


    The Moki Scouts gets +1/+1 for each other Moki you control.

    Whenever another creature enters the battlefield under your control, you may pay {1}. If you do, look at the top card of your library. If it’s a Land or Artifact, you may reveal it and put it into your hand.

    "You are not a Moki, I can tell. Your ears are too floppy. "


    1/1

    Illustrated by Moon Studios

    29/35

  • Ku, Wings of Hope(1)(B)

    Creature — Bird


    Flying

    When Ku, Wings of Hope enters the battlefield, you get {E}{E}.

    Whenever Ku, Wings of Hope attacks, you may pay {E}. If you do, put a +1/+1 counter on target attacking creature.

    "It's clear now why she hunts us, Kuro is just protecting her child!"


    2/2

    Illustrated by Moon Studios

    3/35

  • Grom, The Master Builder(2)(G)(W)

    Creature — Beast Artisan


    When Grom, The Master Builder enters the battlefield, you may return a Land card from your graveyard to the battlefield tapped.

    Lands you control have Ward {1}.

    {3}, {T}: Put a +1/+1 counter on each creature you control that shares a color with any mana a land you control can produce.

    "Now that I'm building again, I can call myself a true Gorlek once more! "


    3/4

    Illustrated by Moon Studios

    30/35

  • Ku's Wish(1)(W)(U)

    Sorcery


    Choose up to two creatures you control. Put a flying counter on each of them. Draw a card for each creature that gained flying this way.

    During your upkeep, you may pay {E}{E}{E}. If you do, return Ku's Wish from your graveyard to your hand.

    "The sky called to her."


    Illustrated by Moon Studios

    31/35

  • Path of the Spirits(1)(G)

    Enchantment


    When Path of the Spirits enters the battlefield, reveal the top card of your library.

    • If it’s a non-legendary Creature, you may put it onto the battlefield without paying its mana cost.

    • If it’s a non-legendary Land, you may put it into your hand. If you don’t, put it on the bottom of your library, then shuffle your library and draw a card.

    • Otherwise, add one mana of any color that card costs.

    The spirits do not just show the way; they carry you through it.


    Illustrated by Moon Studios

    32/35

  • Diving in Luma Pools(U)(U)

    Sorcery


    Choose an opponent and a card type. That player chooses an opponent, then reveals the top card of that opponent’s library.

    • If the revealed card is the chosen type, create a copy of it. You may cast that copy as though it were in your hand and may spend mana as though it were any color.

    • Otherwise, that opponent returns the revealed card to the top of their library and looks at a random card in your hand.

    The waters of Niwen hold treasures from every corner of the world, but only those with a clear mind can see through the ripple


    Illustrated by Moon Studios

    33/35

  • Corrupted Burst(1)(B)(/)(R)

    Instant


    Choose one:

    • Corrupted Burst deals 3 damage to target creature.

    • Corrupted Burst deals 1 damage to each of up to three target creatures.

    If a creature targeted this way would be dealt damage and it is a Horror, Nightmare, or Shadow, prevent that damage and put a +1/+1 counter on it instead.

    If Ori, Light of Nibel is targeted by this spell, instead put him into his owner’s graveyard, then search your hand or library for Ori, Corrupted Heart and put him onto the battlefield. Shuffle your library.

    The light did not go out; it simply learned to burn with a colder, hungrier flame.


    Illustrated by Moon Studios

    34/35

  • Ori, Corrupted Heart

    Creature — Spirit Horror


    (This card has no mana cost. It cannot be cast normally.) Menace, Ward {1}

    Whenever Ori, Corrupted Heart is blocked, blocking creatures get -1/-1 until end of turn.

    Whenever Ori, Corrupted Heart deals combat damage to a player, you get {E}{E} and that player discards a card.

    Pay {E} or 2 life: Ori, Corrupted Heart deals 2 damage to any target. It takes no damage from this. If a creature dies this way, put a +1/+1 counter on Ori, Corrupted Heart and untap it. Activate only once each turn.

    When Ori, Corrupted Heart dies, it deals 3 damage to each player, planeswalker, and creature, then is exiled.

    My heart, once filled with warmth, now beats only to the rhythm of suffering.


    4/4

    Illustrated by Moon Studios

    35/35

  • Kuro, Shadow of Nibel(4)(B)(B)

    Creature — Bird Horror


    Flying

    When Kuro, Shadow of Nibel enters the battlefield, each opponent sacrifices a creature with flying or reach.

    Whenever an opponent activates an ability or casts a spell that targets Kuro, Shadow of Nibel, they lose 3 life and you get {E}{E}.

    {E}{E}{E}: Kuro, Shadow of Nibel gains Indestructible until end of turn. Tap target creature an opponent controls.

    A mother's wrath is a darkness that no light can pierce.


    5/5

    Illustrated by Moon Studios

    4/35

  • Shriek, The Forsaken(2)(B)(R)

    Creature — Bird Horror


    Flying

    Whenever another creature dies, you get {E}.

    Whenever Shriek, The Forsaken attacks, you may pay {E}{E}. If you do, put a -1/-1 on up to two target creatures. If a creature dies this way, Shriek, The Forsaken deals 2 damage to its controller.

    "She guarded the silence...and silence was kept."


    3/4

    Illustrated by Moon Studios

    5/35

  • Foul Presence(1)(B)(B)

    Creature — Horror


    Deathtouch

    Whenever Foul Presence deals damage to a creature, put a -1/-1 counter on that creature.

    {E}{E}: Return Foul Presence from your graveyard to the battlefield tapped. Activate only if a creature died this turn.

    "But there's something else, a foul presence nearby. There, can't you smell it?"


    2/1

    Illustrated by Moon Studios

    6/35

  • Spirit Tree, Heart of Nibel

    Land — Spirit, Tree


    Spirit Tree, Heart of Nibel enters the battlefield tapped unless you control a Forest or Plains.

    {T}: Add {G} or {W}.

    Whenever you activate an ability of a legendary creature using {E}, you may pay {1}. If you do, draw a card.

    {T}, Pay {E}{E}{E}: Target creature you control gains indestructible until end of turn.

    The light of the tree is the life of the forest. Without one, the other fades into shadow.


    Illustrated by Moon Studios

    7/35

  • Gumo, The Last Gumon(1)(B)

    Creature — Spider


    When Gumo, The Last Gumon enters the battlefield, you get {E}{E}.

    {T}: Target player loses 1 life and you get {E}.

    {E}{E}: Tap target creature. It does not untap during its controller's next untap step.

    "While Ori brought hope and light to the forest, others gave in, embraced darkness and fear."


    1/4

    Illustrated by Moon Studios

    8/35

  • Sein, The Spirit's Light(1)

    Artifact Creature — Spirit


    When Sein, The Spirit's Light enters the battlefield, you get {E}.

    Whenever Sein, The Spirit's Light or another Legendary creature you control attacks, you get {E}.

    {E}{E}: Sein, The Spirit's Light deals 2 damage to target creature. If that creature is a Horror, Sein, The Spirit's Light deals 3 damage instead. If you activated this ability during your combat phase, prevent all combat damage that would be dealt to Sein, The Spirit's Light this turn.

    I am the light of the forest, and I shall be your guide.


    1/1

    Illustrated by Moon Studios

    9/35