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SET

Download Cockatrice files: https://mtg.design/u/Kororeba9662/SET/cockatrice


  • The Lithosnare

    Land


    {T}: Add {C}

    {2}, {T}, sacrifice The Lithosnare: All lands gain "{T}: Add {C}" and lose all other abilities until end of turn.


    Illustrated by Lisa Follet [Angellilou]

    1/1

  • The Lithosnare

    Land


    {T}: Add {C}

    {2}, {T}, sacrifice The Lithosnare: All lands gain "{T}: add {C}" and lose all other abilities until end of turn


    Illustrated by No artist credit

    1/1

  • Power Creep(R)(/)(G)

    Creature — Boar warrior


    Trample

    Power Creep's power is equal to 1 plus the greatest power amongst other creatures on the battlefield.


    */1

    Illustrated by Joseph Kim

    1/1

  • Intrigued squad(W)(U)

    Creature — Human Knights


    Vigilance

    Whenever Intrigued squad blocks a creature, scry X where X is the mana value of the creature it blocks.

    ...and before them, an unspeakable truth...


    2/3

    Illustrated by Dominik Mayer

    1/1

  • Foretelling skyes(0)

    Instant


    Discard X cards : scry X.

    Draw a card.

    No one knows what the future holds.


    Illustrated by Dominik Mayer

    1/1

  • Scorched by the Sun(1)(R)

    Instant


    Kicker {W} (You may pay an additional {W} as you cast this spell.)

    Scorched by the Sun deals 3 damage to target creature or planeswalker.

    If Scorched by the Sun was kicked, if that permanent would be put into a graveyard this turn, exile it instead.


    Illustrated by Rashed AlAkroka

    1/1

  • Kurasha, Moon Seer(B)(U)

    Creature — Human Shaman


    Whenever you Scry, Fateseal X, where X is the ammount of cards you scried. (To fateseal X, look at the top X cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)


    1/2

    Illustrated by Celestial Fang

    1/1

  • Subterranean Seal(B)(G)

    Enchantment


    When Subterranean Seal enters the battlefield, exile any number of creature cards from any graveyards.

    When Subterranean Seal leaves the battlefield, put all cards exiled with it in their owner's hand


    Illustrated by Chris Cold

    1/1

  • The Abiding Aposle(2)(R)(G)(W)

    Enchantment


    If you control 5 or more permanents with indestructible or as long as The Abiding Aposle isn't on the battlefield, it's a 10/10 Avatar creature in addition to its other types.

    At the beginning of your end step, you may return a creature to your hand. If you do, you may put a permanent with indestructible from your hand onto the battlefield.


    Illustrated by Irina Shirokova

    1/1

  • The Underworld Palace

    Land — Mountain


    The Underworld Palace enters the battlefield tapped.

    {T}: Add {R}.

    Whenever another mountain enters the battlefield, target red instant card in your graveyard gains escape until end of turn. The escape cost is equal to the card's mana cost plus exile four other cards from your graveyard.


    Illustrated by Dragos Jieanu

    1/1

  • The Heart of the Mountain

    Artifact Land


    The Heart of the Mountain enters the battlefield tapped.

    {T}: Add {R} to your mana pool.

    {T}: Sacrifice The Heart of the Mountain: create a tapped treasure for each mountain you control.


    Illustrated by Finnian MacManus

    1/1

  • Engineer of beings(3)(B)(B)

    Artifact Creature — Human Horror Artificer


    When Engineer of beings enters the battlefield, return up to two target creature cards from your graveyard to the battlefield except they are Vehicle artifacts with crew 3 and lose all other card types.


    3/1

    Illustrated by H R Giger

    1/1

  • Empty diary(2)(W)

    Artifact


    Whenever an opponent draws a card you may draw a card if you've gained life this turn.


    Illustrated by Jordan Kerbow

    1/1

  • Friendly Greenwarden(2)(W)(G)

    Creature — Plant Golem


    Trample, Vigilance

    When Friendly Greenwarden enters the battlefield, you may create a treasure token.


    4/4

    Illustrated by Tomislav Jagnjic

    1/1

  • Confined in a bottle(1)(W)

    Enchantment — Aura


    Enchant permanent

    Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless its controller taps another creature.


    Illustrated by Mohamed Daoui

    1/1

  • Ferocious Duel(2)(R)(G)

    Enchantment


    At the beginning of your combat step, choose a creature you control and a creature an opponent controls, those creatures fight each other.


    Illustrated by Stephen Noble

    1/1

  • Righteous Duel(3)(G)(W)

    Enchantment


    At the beginning of your upkeep or when Righteous Duel enters the battlefield, choose a creature you control, then one of your opponent chooses a creature they control. Put two +1/+1 counters on those creatures. Those creatures fight each other.


    Illustrated by No artist credit

    1/1

  • Holmer, Wild Experimentator(2)(B)(G)

    Creature — Human Warlock


    Partner with Bernie, loyal familiar

    When Holmer, Wild Experimentator becomes tapped and isn't being declared as an attacker, draw X cards and each player loses X life where X is equal to the number of times you've cast Bernie, loyal familiar.


    2/4

    Illustrated by Pedro Krüger

    1/1

  • Bernie, Loyal Familiar(0)

    Creature — Cat Demon


    Partner with Holmer, wild experimentator

    Rather than pay {2} for each previous time you’ve cast this spell from the command zone this game, you may pay {B} that many times.

    But the cat came back the very next day


    0/1

    Illustrated by Bart

    1/1

  • Throw Shade(B)(B)

    Instant


    Destroy target creature that's attacking you.

    It's controller reveals their hand, you may have them discard all cards with the same name from their hand. You lose 1 life for each card discarded that way.

    "I know you have two faces, but three chins is remarkable!"


    Illustrated by Igor Kieryluk

    1/1

  • Blood Shade(1)(B)(R)

    Creature — Shade


    Haste

    At the beginning of your upkeep, if Blood Shade is in your graveyard you may pay 3 life, if you do, you may play Blood Shade from your graveyard this turn.

    Blood Shade's power is equal to the amount of life you've lost this turn.


    */1

    Illustrated by DitchArt

    1/1

  • Assassin's night(2)(U)(B)

    Enchantment


    Whenever a creature you control with power 2 or less attacks, scry 2.

    Attacking creatures with power 2 or less have deathtouch.

    Shadows come out at night


    Illustrated by Pierre Droal

    1/1

  • Beast-guided(3)(W)(G)

    Sorcery


    Reveal the top 7 cards of your library, you may put a human creature card from among those cards onto the battlefield under your control.

    Beast guided costs {2} less if you control a non-human creature.


    Illustrated by Leo Aveiro

    1/1

  • The Tangled Tree(2)(G)(W)(U)

    Enchantment


    If you have 7 or more cards in your hand or as long as The Tangled Tree isn't on the battlefield, it's a 10/10 Avatar creature in addition to its other types.

    {1}: Put a card from you hand on top of your library, put the card at the bottom of your library in your hand.


    Illustrated by Sarah Finnigan

    1/1

  • The Anguished Amber(2)(B)(R)(G)

    Enchantment


    If you control 5 or more other nontoken creatures or as long as The Anguished Amber isn't on the battlefield, it's a 10/10 Avatar creature in addition to its other types.

    At the beginning of your end step, you may sacrifice a creature you control, if you do, return target creature card from your graveyard to the battlefield.


    Illustrated by Sarah Finnigan

    1/1

  • Lightning Warrior(3)(W)

    Creature


    First Strike

    Whenever Lightning warrior deals combat damage to a player, you may exile a nonland permanent. If you controlled the exiled permanent, you may draw 2 cards.


    5/2

    Illustrated by Rod Mendez

    1/1

  • Autumn Guardian(3)(W)(W)

    Creature — Dragon


    Flying, Vigilance

    When Autumn Guardian enters the battlefield, you may return a permanent with mana value 6 or more from your graveyard to the battlefield.


    4/4

    Illustrated by Jiayan Li

    1/1

  • The Sunken Sun(2)(W)(U)(B)

    Enchantment


    If you own 5 or more cards in exile or as long as The Sunken Sun isn't on the battlefield, it's a 10/10 Avatar creature in addition to its other types.

    Once per turn, you may cast a permanent spell you own in exile.


    Illustrated by Calder Moore

    1/1

  • The Molten Moon(2)(U)(B)(R)

    Enchantment


    If you have 10 or more artifacts cards in your graveyard or as long as The Molten Moon isn't on the battlefield, it's a 10/10 Avatar creature in addition to its other types.

    Sacrifice 2 nontoken artifacts : Permanents you control gain shroud until end of turn.


    Illustrated by Костя Басорин

    1/1

  • Humming Monolith(3)(B)(B)

    Artifact


    Whenever you cast a spell, you may look at the top three cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.


    Illustrated by Ismail Inceoglu

    1/1

  • Grumpy Familiar(2)(B)

    Creature — Golem Elemental


    Persist

    This spell costs {2} less to cast if you control a legendary creature.

    If an oponnent would loose life, it looses that much life plus 1.


    2/2

    Illustrated by Mounish Matthew Mohan

    1/1

  • Noble Familiar(5)(W)(W)

    Creature — Chimera Elemental


    Flying, First Strike

    This spell costs {2} less to cast if you control a legendary creature.

    If damage would be dealt to a creature you control, you may exile that creature instead, then return it to the battlefield at the beginning of the next end step.


    5/5

    Illustrated by Svetlin Velinov

    1/1

  • Quirky familiar(3)(U)

    Creature — Crab Elemental


    Ward {2}

    This spell costs {2} less to cast if you control a legendary creature.

    Whenever a creature becomes tapped, if it isn't being declared as an attacker nor activates a mana ability, you may draw a card.


    2/5

    Illustrated by Svetlin Velinov

    1/1

  • Fierce Familiar(3)(R)(R)

    Creature — Bird Elemental


    Flying, Haste

    This spell costs {2} less to cast if you control a legendary creature.

    Effects you control that would last until the end of your turn dont stop at the end of your turn.


    4/2

    Illustrated by Aaron Miller

    1/1

  • Cheerful Familiar(2)( )(G)(G)

    Creature — Plant Elemental


    Vigilance

    This spell costs {2} less to cast if you control a legendary creature.

    Whenever you cast a spell, create a 0/1 green plant elemental token.


    2/3

    Illustrated by iris muddy

    1/1

  • Will of the Sands(1)(W)

    Enchantment


    At the beginning of your upkeep, if you control a Desert, create a 1/1 white flying Elemental token.


    Illustrated by Mike Ackerman

    1/1

  • Phased Landscape

    Land


    Sacrifice Phased Landscape : Search your library for a land card and put it in exile then shuffle. You may put that card on the battlefield tapped at the beginning of your next upkeep.

    Some parts of Zhalfir may still be recovered


    Illustrated by Wombo.art

    1/1

  • Morphic Glacier

    Land


    Sacrifice Morphic Glacier : Search your library for a snow land, put it onto the battlefield tapped, then shuffle.


    Illustrated by Mauro de Lima

    1/1

  • Time Capsule(3)

    Artifact


    When time capsule enters the battlefield, exile it and another permanent with 3 time counters on it, they both gain suspend.


    Illustrated by Thomas Lergenmuller

    1/1

  • Continuity Watcher(3)(W)(U)

    Creature — Avatar


    Players can only cast spells that share a type with the first spell cast each turn.

    Everything is written.


    5/5

    Illustrated by Fran Fdez

    1/1

  • Sanguine Aurora(R)(R)

    Enchantment


    Whenever a player casts a spell, create a blood token unless that player pays {2}.


    Illustrated by Katrina Fedukowski

    1/1

  • Time Singularity(3)(W)(U)(B)

    Instant


    Reverse the game's turn order.

    "Time only is a construct of mortal's society"


    Illustrated by Nolan Nasser

    1/1

  • Swarm Stupidity(3)(R)(R)

    Enchantment


    Whenever a player casts an instant or sorcery spell, any player may sacrifice any amount of goblins. The player who sacrificed the most amount of goblins this way creates a copy of that spell and may choose new targets for the copy.


    Illustrated by J.K waylon

    1/1

  • Scattered Lands

    Land


    Scattered Lands enters tapped.

    {T} : Add {C} to your mana pool.

    {T}, Sacrifice Scattered Lands : Search your library for a land card and put it on the battlefield tapped. Activate only if you control 5 or more lands.


    Illustrated by No artist credit

    1/1

  • Thin Ice(1)(W)(W)

    Enchantment


    Whenever a creature with endurance 3 or greater enters the battlefield under an opponents control, tap it. It doesn't untap during its controller next untap step.


    Illustrated by Margaux Sachot

    1/1

  • Prism of Winter(2)(W)(U)

    Artifact


    Whenever a nontoken permanent enters the battlefield under your control, you may pay {S}. If you do, create a token that is a copy of that permanent except it is colorless and is a snow permanent.


    Illustrated by Andreas Ivancsics

    1/1

  • Freezing Ruination(2)(W)(U)(B)

    Enchantment


    Whenever a nontoken creature you control enters the battlefield choose one :

    *Tap target permanent, it doesn't untap during its controller's next untap step.

    *Target opponent discards a card.

    *Target opponent mills X cards where X is the creature toughness.


    Illustrated by Dominik Zdenković

    1/1

  • Daramiel, infinity scholar(3)(W)(W)

    Creature — Angel Wizard


    Flying

    Whenever you exile one or more permanents, draw a card.


    4/4

    Illustrated by Peter Mohrbacher

    1/1

  • The Silent Ones(2)(W)(B)

    Creature — Spirit Knight


    Vigilance

    Whenever a permanent entering the battlefield causes an ability to trigger, counter that ability unless its controller pays {1}. If an ability you control is countered this way, you create a 2/2 white knight creature token, lose 1 life and draw a card.


    4/4

    Illustrated by Dominik Mayer

    1/1

  • Syr Goudboye, Fierce Knight(R)(G)(W)

    Creature — Dog Knight


    Vigilance, First strike

    Whenever an artifact enters the battlefield under an opponents control, you may put a fetch counter on it.

    When Syr Goudboye, fierce knight deals damage to an opponent, gain control of target permanent with a fetch counter on it that opponent controls.


    3/4

    Illustrated by John Gabriel Santos

    1/1

  • Sahira, Mystic Poisoner(1)(U)(R)

    Creature — Gorgon Spellshaper


    Deathtouch

    {R}, {T},Discard a card: Sahira, Mystic Poisoner deals 2 damage to any target.

    {1}{U}, {T}, Discard a card: Look at the top 3 cards of your library, put one in your hand and the rest at the bottom of you library in any order.

    {1}{U}{R}, {T}, Discard a card: Counter target spell,Sahira, Mystic Poisoner deals 2 damage to its controller.


    3/2

    Illustrated by Alexander Mokhov

    1/1

  • Dreven, First to Indulge(2)(B)(R)

    Creature — Human Advisor


    Humans you control are Food in addition to their other types. and gain "{2}{T}: Sacrifice this creature: You gain 3 life"

    Sacrifice a Food : Dreven, First to Indulge, gains indestructible until end of turn, you lose 1 life.

    Desperate times require desperate measures


    4/1

    Illustrated by Suzanne Helmigh

    1/1

  • Brutal Feast(2)(B)

    Sorcery


    As an additionnal cost to cast this spell, sacrifice any number of Food.

    Destroy creatures with mana value inferior or equal to the number of Food sacrificed to cast this spell.


    Illustrated by Max Kostin

    1/1

  • Arrest the Traitor !(1)(R)(W)(B)

    Sorcery


    Write secretly the name of a player, they becomes the Traitor. The next time the Traitor takes combat damage from anyone but you, reveal it. Then, the player who dealt damage to the Traitor draws 2 cards and gains 5 life.


    Illustrated by Hiroki Kubota

    1/1

  • Behold the Unspeakable(8)

    Sorcery


    Choose 3 permanents cards in exile or 3 permanents cards you own from outside the game. You may put them on the battlefield under your control.


    Illustrated by Cristian Alberto Vasquez

    1/1

  • Sheperd's Beacon(2)(W)

    Enchantment


    Whenever one more creature tokens would be created under your control, create that many tokens plus one.


    Illustrated by Blake Rottinger

    1/1

  • Dusk Titan(5)(B)(B)

    Creature — Zombie Giant


    Whenever Dusk Titan enters the battlefield or attacks, creatures get -2/-2 until end of turn.

    As the sun sets, everything dissapears in the dark.


    8/8

    Illustrated by Brent Lecluyse

    1/1

  • Winter and Summer(W)(B)

    Enchantment


    At the beginning of your upkeep, choose one :

    *Target creature gets -1/-1 until end of turn.

    *Each time a creature enters the battlefield under your control this turn, you gain 1 life.


    Illustrated by Carl Holden

    1/1

  • Toombkeeper Arachnid(1)(B)(B)

    Creature


    Deathtouch

    When Toombkeeper Arachnid blocks, create a black Corpse artifact token with " {B} {T}, sacrifice this artifact: target opponent loses 2 life"


    1/3

    Illustrated by Michael Berube

    1/1

  • Close the Vault(W)(W)(W)

    Instant


    Choose one:

    *Exile any number of artifacts and/or enchantments you control, then return them to the battlefield under their owner's control at the beginning of the next end step.

    *Exile any number of artifacts and/or enchantments you control, then return them to the battlefield under their owner's control.


    Illustrated by Hugo Puzzuoli

    1/1

  • Embodiment of Luck(1)(0)(w)(w)(w)

    Creature — Elemental Spirit


    When Embodiment of Luck enters the battlefield exile up to 13 cards from your library.

    At the beginning of each end step you may cast a random card exiled with Embodiment of Luck without paying its mana cost.

    When Embodiment of Luck leaves the battlefield, put the exiled cards in your library then shuffle your library.


    13/13

    Illustrated by No artist credit

    1/1

  • Grim Procession(1)(B)(R)

    Enchantment


    At the beginning of your end step, if a creature died this turn, put a death counter on Grim procession, then draw cards equal to the number of death counters on Grim procession. If no creature died this turn sacrifice Grim procession.


    Illustrated by Dominik Mayer

    1/1

  • Love after life(3)(W)(B)

    Instant


    Exile a creature from the battlefield and a creature card from a graveyard. Return them to the battlefield under their owner's conntrol at the beginning of the next end step.


    Illustrated by Vera Velichko

    1/1

  • Call from beyond(2)(W)(W)

    Enchantment


    You may play a permanent card from your graveyard with mana cost 3 or less by exiling another card in addition to its other costs


    Illustrated by Mahealani Rodrigues

    1/1

  • Light-tree spirit(1)(W)

    Creature — Spirit


    Whenever a creature with toughness higher than its power enters the battlefield, you gain 2 life.


    1/2

    Illustrated by Pierre-Alexandre Schuller

    1/1

  • Ghost tree(4)(W)

    Creature — Spirit Plant


    Flying, Vigilance

    Ghost tree's toughness is equal to the number of cards currently in exile.

    {T}: Draw a card, activate this ability only if Ghost tree's toughness is greater or equal to 3.


    3/*

    Illustrated by Roman Kuteynikov

    1/1

  • Mystic beacon(W)(U)(B)

    Enchantment Artifact


    Whenever a creature enters the battlefield, you may pay 4 life. If you do, exile it until mystic beacon leaves the battlefield.

    The young man couldn't get his eyes off the strange structure


    Illustrated by Roman Likholob

    1/1

  • Hidden agenda(1)(U)(B)(R)

    Enchantment


    When hidden agenda enters the battelfield, every player writes secretly the name of another player on a sheet of paper.

    When a creature deals combat damage to another player, the creature's controller may reveal the name they wrote. If the name corresponds to the player who took damage, the player whose name is written takes 8 damage, discards 2 cards and mills 20 cards.


    Illustrated by Sayan Saphui

    1/1

  • Draya, Elite Guardian(3)(W)

    Creature — Human Knight


    Creatures you control have vigilance

    Whenever a creature you control blocks, you may scry X where where X is the mana value of the creature it blocks.

    {2}{W}: A creature you control blocks an attacking creature an opponent controls.


    2/4

    Illustrated by Ya Lun

    1/1

  • Shatter the soul(2)(W)(U)(B)

    Sorcery


    Target oponnent reveals their hand, choose a nonland card from it and exile it. Each other player may cast a copy of that card without paying its mana cost.


    Illustrated by Metroprog

    1/1

  • Savage reflection(1)(W)(U)(G)

    Instant


    Create a token copy of target creature. If you control a creature with power 4 or greater it gains lifelink, first strike and trample.


    Illustrated by Alicia Alcañiz

    1/1

  • Endless Mirrors(3)(U)

    Enchantment


    At the beginning of your end step, create a token copy of Endless Mirrors.


    Illustrated by Olena Shmahalo

    1/1

  • The mirror's way(3)(B)(U)

    Sorcery


    Create a token copy of target land you don't control except it has "As long as you control a land with the same name as a land an oponnent controls, creatures you control can't be blocked when attacking this oponnent".


    Illustrated by Pawel Kozera

    1/1

  • Mirrors conundrum(3)(U)(U)

    Enchantment


    At the beginning of your end step, create a token copy of target other permanent except it's an Illusion in addition to its other types and it has "When this permanent becomes the target of a spell or ability, sacrifice it."


    Illustrated by Olena Shmahalo

    1/1

  • Barathos, Great Calamity(6)(W)(B)

    Creature — Elder Dragon


    Flying

    When Barathos, Great Calamity enters the battlefield, exile all other creatures from the battlefield and all graveyards until Barathos, Great Calamity leaves the battlefield.

    At the beginning of each player's upkeep put a creature exiled by Barathos, Great Calamity on the battlefield under your control.


    4/4

    Illustrated by Luka Brico

    1/1

  • Elderbones Altar(3)(B)(B)

    Artifact


    Sacrifice a non Dragon, non token creature : Return target Dragon from a graveyard to your battlefield under your control.


    Illustrated by Juan Pablo Roldan

    1/1

  • Guiding Dragon(4)(W)(W)

    Creature


    Flying, First strike

    When guiding dragon attacks, you may exile another creature you control and return it to the battlefield at the beginning of the next end step. If you do, draw a card.


    6/6

    Illustrated by Yuliya Zabelina

    1/1

  • Dance of the night dragons(2)(B)

    Enchantment


    When a dragon enters the battlefield under you control, it gains shroud until the beginning of your next upkeep.


    Illustrated by Justin Gerard

    1/1

  • Rootborn dragon(3)(W)(G)

    Creature — Plant Dragon


    Flying, trample

    Whenever rootborn dragon is dealt damage, you gain that much life, then put that many +1/+1 counters on Rootborn dragon.


    4/6

    Illustrated by Ya lun

    1/1

  • Awake the Dragon-Sun(1)(W)

    Instant


    Until end of turn, whenever you exile a card, draw a card.


    Illustrated by Joel Wishart

    1/1

  • Mythas, cursed Emperor(2)(W)(B)

    Creature — Human


    Deathtouch

    Whenever a creature enters the battlefield, Mythas, cursed Emperor fights it. The creature gains "when this creature dies, create a treasure token" until end of turn.


    1/4

    Illustrated by Tatiana Vetrova

    1/1

  • Cataclysmic inversion(W)(W)(U)(U)(B)(B)

    Instant


    Target player discards their hand, then exile their graveyard. That player creates a token copy of each permanent exiled this way.


    Illustrated by Mauro Cerati

    1/1

  • Removed from reality(3)(C)(C)(C)

    Instant


    Exile up to 3 permanents.


    Illustrated by Torben Weit

    1/1

  • Elusive Palace

    Land


    Elusive Palace enters the battlefield tapped unless you control a plain

    {T}: Add {W} to your mana pool.

    {1}{W}{W}{T}: Exile a creature you control, return it to the battlefield under its owner's control.


    Illustrated by Maciej Drabik

    1/1

  • Extract knowledge(U)(B)

    Sorcery


    Target player reaveals their hand, you choose a nonland card, it gains madness {U}{B}. The player discards that card.

    The greatest secrets of the mind are always hidden


    Illustrated by Dmitry Yurchenko

    1/1

  • Haunted gaoding(4)

    Artifact Creature — Spirit Golem


    Whenever Haunted gaoding attacks you may discard a creature card. If you do, Haunted gaoding gains all abilities of the discarded card until end of turn.

    {4} : Return target creature card from your graveyard to your hand, activate only if Haunted gaoding dealt damage to a player this turn.


    4/4

    Illustrated by Seraphinus Calvin

    1/1

  • Sadistic mindbreaker(1)(B)(R)

    Creature — Minion Horror


    Menace

    Discard a card : Create a treasure token.

    Any player may activate that ability.

    "This wont hurt a bit"


    3/2

    Illustrated by Paolo Puggioni

    1/1

  • Daemonic incarnate(7)(B)(R)

    Creature — Demon


    Menace, Deathtouch

    Whenever you discard a card, Daemonic incarnate gets +2/+1 until end of turn and deals damage equal to its power to any target.

    Madness {B}{B}{R}{R}


    4/4

    Illustrated by XQ Xue

    1/1

  • Shaman of the old ways(1)(W)

    Creature


    Lifelink

    Whenever you gain life, you may discard a card. If you do, draw a card.


    1/3

    Illustrated by Liang Mark

    1/1

  • The sky tree(4)(W)(U)

    Creature — Plant Avatar


    Flying, Defender

    Whenever another non token creature you control leaves the battlefield, create an Enchantment Creature token that is a copy of that creature.


    0/10

    Illustrated by R-日 天

    1/1

  • Isolated squad(1)(W)(W)

    Creature — Human Knights


    Vigilance

    When Isolated squad enters the battlefield, attacks or blocks, if you control no other untapped creature, draw a card.

    "Pretty calm today huh ?"


    3/3

    Illustrated by Dominik Mayer

    1/1

  • Death-proofed will(3)(B)(R)

    Enchantment


    Whenever a knight you control would die, you may exile it. If you do, it deals damage equal to its mana value to any target.


    Illustrated by Dominik mayer

    1/1

  • Frontwind cavalier(2)(W)

    Creature — Human Knight


    First Strike

    Whener a creature is dealt damage by Frontwind cavalier, exile it.


    1/1

    Illustrated by Dominik Mayer

    1/1

  • Will of the knight(R)(W)(B)

    Instant


    Knights you control gain indestructible, vigilance and protection from the color of your choice until end of turn.


    Illustrated by Dominik Mayer

    1/1

  • Undead Company(2)(B)(G)

    Creature — Zombie Knights


    Persist, Deathtouch

    When Undead Company enters the battlefield, create a X/X Black and green Zombie Knight creature token where X is the power of Undead Company.


    4/2

    Illustrated by Dominik mayer

    1/1

  • Knights of the blood moon(2)(R)(R)

    Creature — Human Knights


    Haste

    When the Knights of the blood moon attack, target land becomes a mountain.


    4/4

    Illustrated by Dominik Mayer

    1/1

  • Slah, pain sorceress(4)(B)(G)

    Creature — Minion Warlock


    Flash, Deathtouch

    When Slah, pain sorceress enters the battlefield, put X -1/-1 counters on up to X target creatures, where X is the amount of life players lost this turn.


    3/6

    Illustrated by Dominik mayer

    1/1

  • Junia, phoenixes' chosen(1)(R)(R)

    Creature — Avatar Knight


    First strike

    Whenever Junia, phoenixes' chosen enters the battlefield or attacks, create a Burning soul red artifact token with "At the beginning of your upkeep, this artifact deals 1 damage to each opponent".

    Sacrifice a Burning soul : Return target phoenix card from you graveyard to the battlefield.


    4/2

    Illustrated by Dominik mayer

    1/1

  • Cavalcade knight(2)(R)(R)

    Creature — Human Knight


    First Strike

    When Cavalcade knight enters the battlefield, you may put a creature from your hand to the battlefield, it gains haste. Return it to your hand at the beginning of the next end step.

    Dash {2}{R}{R}{R}


    4/2

    Illustrated by Dominik Mayer

    1/1

  • Herd of Scavengers(B)(B)

    Creature — Zombie


    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. Copies become tokens)


    2/2

    Illustrated by Deine ReflexionPR

    1/1

  • Cruel evolution(4)(B)(B)

    Enchantment


    Each creature you control has Transfigure {2}{B}. ({2}{B}, Sacrifice this creature: Search your library for a creature card with the same mana value as this creature, put that card onto the battlefield, then shuffle. Transfigure only as a sorcery.)


    Illustrated by Eric Hallquist

    1/1

  • Abzan dustriders(2)(W)(/)(G)

    Creature — Human knights


    Vigilance, lifelink

    {B} : Each oponnent looses one life, abzan dustriders gains +0/+1 for each life lost this way.


    3/2

    Illustrated by Dominik Mayer

    1/1

  • Haunting knight(2)(B)

    Creature


    Whenever haunting knight attacks a player, that players loses X life and you gain X life, where X is the amount of knights you control.


    1/4

    Illustrated by Dominik mayer

    1/1

  • Grim rider(2)(B)

    Creature — Human Knight


    If Grim rider is the only creature you control it gets First Strike and Lifelink.

    Sacrifice a creature : Grim rider gets +2/+0 until end of turn.


    1/3

    Illustrated by Dominik mayer

    1/1

  • Karavor, Doomsday knight(3)(B)(R)

    Creature — Demon Knight


    Whenever a creature dies, put a Doom counter on Karavor, Doomsday knight.

    As long as Karavor, Doomsday knight has 5 or more Doom counters on him he has indestructible.

    Remove a Doom counter from Karavor, Doomsday knight : target creature gets -1/-1 until end of turn and each player loses 1 life.


    4/4

    Illustrated by Dominik Mayer

    1/1

  • Racing Knights(3)(W)

    Creature — Human Knight


    First strike

    Whenever the Racing Knights are exiled, create 3 treasure tokens


    3/3

    Illustrated by Dominik Mayer

    1/1

  • Fongal hat(B)(G)

    Artifact — Equipment


    At the beginning of you upkeep, put a -1/-1 counter on equipped creature, its controller creates a 1/1 green Saproling creature token

    Equipped creature gets +1/+1

    Equip {1}


    Illustrated by Bogna Gawrońska

    1/1

  • Merciful angel(3)(W)(W)(W)(W)

    Creature — Angel


    Flash

    Flying

    When Merciful angel enters the battlefied, draw cards equal to half the difference between target opponent's starting life total and their current life total, rounded up. Their life total becomes equal to their starting life total.


    3/8

    Illustrated by Hoàng Lập (Solan)

    1/1

  • Inda, the safehaven(2)(W)

    Artifact Creature — Wall


    Defender

    Whenever a creature attacks you, you may pay {2}, if you do, create a 0/3 wall artifact creature token. Any player may activate this ability.

    Whenever an opponent pays for Inda, the safehaven's ability, create a treasure token.


    0/4

    Illustrated by Vladimir Manyukhin

    1/1

  • Seal of knowledge(1)(U)

    Enchantment


    When Seal of knowledge enters the battlefield, target opponent gains control of it.

    At the beginning of your end step, draw a card, then discard a card.

    If a spell you control targets Seal of knowledge's owner or one of their permanents or if a source you control would deal damage to them, sacrifice Seal of knowledge.


    Illustrated by Mohamed El Bouhy

    1/1

  • Seal of healing(1)(W)

    Enchantment


    When Seal of healing enters the battlefield, target opponent gains control of it.

    At the beginning of your end step, gain 10 life.

    If a spell you control targets Seal of healing's owner or one of their permanents or if a source you control would deal damage to them, sacrifice Seal of healing.


    Illustrated by Ivan Sevic

    1/1

  • Alabaster Palace(2)( )(W)

    Artifact


    {T}: If a player controls more lands than you, add {X} to your mana pool where X is the difference between the amount of lands they control and the amount of land you control.


    Illustrated by ZUDartS Lee

    1/1

  • Seal of corruption(3)(B)

    Enchantment


    When Seal of corruption enters the battlefield, target opponent gains control of it.

    At the beginning of your end step, return a creature card from your graveyard to your hand.

    If a spell you control targets Seal of corruption's owner or one of their permanents or if a source you control would deal damage to them, sacrifice Seal of corruption.


    Illustrated by Yuanlong Dai

    1/1

  • Seal of abundance(2)(G)

    Enchantment


    When Seal of abundance enters the battlefield, target opponent gains control of it.

    At the beginning of your end step, create two 1/1 green insect creature tokens.

    If a spell you control targets Seal of abundance's owner or one of their permanents or if a source you control would deal damage to them, sacrifice Seal of abundance.


    Illustrated by No artist credit

    1/1

  • Seal of spontaneity(2)(R)

    Enchantment


    When Seal of spontaneity enters the battlefield, target opponent gains control of it.

    At the beginning of your end step, you may shuffle a card from your hand into your library, if you do, reveal the top cards of your library until you reveal a nonland card. You may cast that card without paying its mana cost.

    If a spell you control targets Seal of spontaneity's owner or one of their permanents or if a source you control would deal damage to them, sacrifice Seal of spontaneity.


    Illustrated by Phillip Schmidtke

    1/1

  • Celebrations(2)(W)

    Enchantment


    {2} : Each player creates a 1/1 human creature token and gains 1 life. Any player may activate this ability.


    Illustrated by Constant Le Gall

    1/1

  • Kreyo, rebellious rodent(B)(R)(G)

    Creature — Squirrel warrior


    Skulk

    Whenever a Rat or a Squirrel enters the battlefield or dies choose one :

    *Each oponnent loses 1 life

    *You gain 2 life


    2/3

    Illustrated by Clint Cearley

    1/1

  • Squirrel Scout(B)(G)

    Creature — Squirrel Rogue


    Squirrel Scout can't be blocked except by creatures with vigilance.

    When Squirrel Scout deals combat damage to a player, reveal the top card of their library. If its a nonland, noncreature card, you may put it in their graveyard. If you do, they lose 2 life.


    1/1

    Illustrated by Jerome Jacinto

    1/1

  • Feral Firemonk(2)(R)(G)

    Creature — Squirrel Monk


    First Strike

    Whenever Feral Firemonk attacks, you may discard a card. If you do, Feral Firemonk deals 4 damages to up top two target creatures.


    3/3

    Illustrated by Rafa Amorim

    1/1

  • Giant Nutstacker(4)(G)(G)

    Creature — Giant Squirrel


    Reach

    Whenever an artifact enters the battlefield, its controller may destroy it, if they dont, gain control of it.

    " Hide your nuts ! "


    6/6

    Illustrated by Álvaro Calvo Escudero

    1/1

  • Shalaar, aetherfueld undead(4)(U)(B)

    Creature — Zombie Warrior


    Deathtouch

    At the beginning of your end step, you may create a tapped 2/2 black zombie creature token for each {E} you have.


    4/4

    Illustrated by Pavel Maksymenko

    1/1

  • Aether-filled cavern

    Land


    Pay {E}, {T} : Add one mana of any color

    {T} : You get {E}{E}


    Illustrated by Florian Herold

    1/1

  • Aether blossoming(3)(U)(R)

    Instant


    You get {E} for each tapped land your opponents control.


    Illustrated by Alex Rommel

    1/1

  • Vermin eradicator(B)(B)

    Creature — Dwarf Warrior


    Pay {E}{E} : Destroy target creature with mana value 2 or less.

    If a creature token was destroyed this way, its controller loses 3 life.


    2/3

    Illustrated by Dániel Kovács

    1/1

  • Order of the orrery(2)(W)(U)(B)

    Creature — Monks


    Whenever an artifact enters the battlefield under your control, you may pay {1}, if you do, you get {E}{E}.

    Pay {E}{E}{E}{E} : return target artifact from your graveyard to your hand.

    Pay {E}{E}{E}{E} : gain control of target artifact.


    3/3

    Illustrated by Jeremy Fenske

    1/1

  • Corrupter's orrery(5)

    Artifact


    Whenever a permanent is put into a graveyard, you gain {E}.

    Pay {E}{E}{E}{E}{E} : Return a permanent from an opponent's graveyard to the battlefield under your control.


    Illustrated by Davison Carvalho

    1/1

  • He who keeps the graves(2)(W)(B)

    Creature — Golem Spirit


    Vigilance

    {W}{B} : Exile target creature from a graveyard, create a token thats a copy of that creature except its power is 0 and it has Defender.


    2/7

    Illustrated by Ya Lun

    1/1

  • Soul-tree haunter(2)(W)(B)(G)

    Creature — Spirit


    Flying

    Whenever a creature you control dies choose one:

    *Target player loses X life where X is the creature toughness

    *You gain X life where X is the creature toughness

    *Soul-tree haunter gets +X/+X until end of turn where X is the creature toughness


    3/3

    Illustrated by Camille Alquier

    1/1

  • Solving the puzzlebox(3)(W)(W)(U)(U)

    Sorcery


    Scry 7, draw 7, you gain 7 life.

    You may reveal your hand. If cards with at least seven different mana value are revealed this way, you win the game.

    Exile Resolving the puzzlebox.


    Illustrated by Sly

    1/1

  • Essence of creation(4)(R)

    Creature — Avatar Artificer


    {T}: Create a 3/2 red elemental creature token with haste

    {T}: Create a treasure token

    {T}: Create a flame enchantment token with "At the beginning of your upkeep this enchantment deals 1 damage to target player or planeswalker"


    3/4

    Illustrated by Daniel Romanovsky

    1/1

  • Mystical maze(2)(W)

    Artifact Creature — Wall


    Defender

    {T} : Exile target attacking creature, then return it to the battlefield under its owner's control. If you controlled the creature exiled that way, draw a card


    0/3

    Illustrated by Alex Dima

    1/1

  • Chaos singularity(1)(U)(B)(R)

    Enchantment


    Whenever you copy a spell add a power counter on chaos singularity.

    Remove 5 counters from chaos singularity : choose one at random

    *Your opponents loose 10 life

    *Chaos singularity deals 7 damage to every creature, planeswalker or player

    *Every player discards 4 cards


    Illustrated by No artist credit

    1/1

  • Karthos, great reforger(1)(R)(W)

    Creature — Giant Artificer


    Whenever an equipment you control leaves the battlefield, choose one:

    *You gain 4 life

    *Karthos, great reforger deals 3 damage to any target

    *You get a masterpiece counter

    At the beginning of your upkeep, if you have 10 or more masterpiece counters, you win the game.


    2/3

    Illustrated by Ugo Chiola

    1/1

  • Volcanic symbiosis( )(X)(X)(R)(R)(R)

    Sorcery


    Exile X cards from the top of your library, you may play them until the end of your next turn.

    If X is equal or greater than 2, add {R} to your mana pool for each tapped land on the battlefield.


    Illustrated by Alexander Mokhov

    1/1

  • Mystical rod(3)(W)(U)

    Artifact Creature — Rock


    Defender

    Whenever a player casts a noncreature spell, counter it. Then it's controller deals damage to Mystical rod equal to its mana value.


    0/10

    Illustrated by Patrik Pulkkinen

    1/1

  • Underworld gatekeeper( )(W)(B)

    Artifact Creature — Golem


    Defender

    Whenever a creature dying causes an ability to trigger, counter that ability unless its controller pays {2}.


    1/3

    Illustrated by Mahealani Rodrigues

    1/1

  • Break the assault(3)(G)(W)

    Sorcery


    Choose a Wall you control. It deals damage equal to its toughness to creatures your opponents control.


    Illustrated by David Ceballos

    1/1

  • Buru, everchanging mount(1)(G)(W)(U)

    Creature — Avatar Wall


    Defender

    Whenever a Wall enters the battlefield under your control you may exile Buru, everchanging mount. If you do, return Buru to the battlefild as a copy of that wall, except it has this ability and its name is still Buru, everchanging mount.


    2/5

    Illustrated by Teemu Husso

    1/1

  • Resurgent past(2)(W)(W)

    Enchantment


    At the beginning of your precombat main phase, you may exile any number of artifacts or other enchantments you control. If you do, return them to the battlefield under their owner's control at the beginning of you next postcombat main phase.


    Illustrated by Laura Onderwater

    1/1

  • Amara, battlement strategist(R)(G)(W)

    Creature — Cat Warrior


    Defender

    Whenever a creature card with Defender enters the battlefield, Amaria, battlement strategist deals damage equal to its toughness to any target.

    "Best defense is offense"


    1/3

    Illustrated by Jiri Kus

    1/1

  • Sealed sphinx(2)

    Artifact Creature — Sphinx


    Defender, Hexproof

    {X}{W}{U}{U}{B}, sacrifice Sealed sphinx : You draw X cards and create a 6/6 blue Sphinx creature token with flying. Target opponent loses X life and you gain X life


    0/4

    Illustrated by Misha Ignatov

    1/1

  • Vaultkeeper(1)(W)

    Artifact Creature — Golem Wall


    Defender, Flying

    {T} : Exile target artifact you control, then return it to the battlefield under its owner's control.


    0/3

    Illustrated by Wei Guan

    1/1

  • The Muses of Fate(W)(U)(B)(R)(G)

    Enchantment Creature


    At the beginning of your end step, exile a historic permanent you control, then return it to the battlefield under its owner's control.

    Historic noncreature, nonland permanents you control have hexproof.


    3/4

    Illustrated by Nexumorphic

    1/1

  • The first light(W)(W)(W)(W)(W)

    Creature — Avatar


    Indestructible

    A the beginning of your upkeep choose one:

    *Create a treasure token

    *Gain 5 life

    *Exile a creature you control, then return it to the battlefield under its owner's control

    *Create a 2/2 white golem enchantment creature token

    *Put two +1/+1 counters on target creature


    0/5

    Illustrated by Nexumorphic

    1/1

  • Essence of creation(4)(R)

    Creature — Avatar


    {T}: Create a 3/2 red elemental creature token with haste

    {T}: Create a treasure token

    {T}: Create a flame enchantment token with "At the beginning of your upkeep this enchantment deals 1 damage to target player or planeswalker"


    3/4

    Illustrated by Daniel Romanovsky

    1/1

  • Laya of the just cause(1)(R)(W)

    Creature — Human Knight


    Vigilance

    {R}{W},{T}: Exile target attacking creature you control, then return it to the battlefield under your control at the beginning of the next end step with a +1/+1 counter on it.


    2/3

    Illustrated by Seunghee Lee

    1/1

  • Song of the 3 spritis(2)(W)(W)

    Instant


    Exile a creature you control, draw 3 cards.


    Illustrated by Dominik Mayer

    1/1

  • Haunted mounts

    Land


    When Haunted mounts comes into play, sacrifice a land.

    {T} : add {W}{B} to your mana pool.

    {T}{1}{W}{B}: Create two 1/1 spirit white creature tokens with flying.


    Illustrated by No artist credit

    1/1

  • Alnaar, the secret temple

    Land


    {T}: add {W} to your mana pool.

    {T}: Exile the top card of your library, you may play this card for as long as its exiled by paying {2} in addition to its mana cost.


    Illustrated by Thomas Stoop

    1/1

  • Gold mist(2)(W)

    Instant


    Prevent all combat damage that would be dealt this turn.

    Create 2 treasure tokens.


    Illustrated by Maojin毛巾

    1/1

  • Whitewalkers(2)(W)

    Creature — Human Cleric


    Vigilance

    When the Whitewalkers enter the battlefield, you may exile a nontoken creature you control.

    At the beginning of your end step, draw a card if a creature card was exiled that way.


    2/3

    Illustrated by Arthur Yuan

    1/1

  • Dark enclave(3)(B)

    Enchantment


    Creatures can't attack you unless their controller pays 3 life for each creature they control attacking you.


    Illustrated by SHENGKAI TANG

    1/1

  • Soul mage(2)(W)

    Creature — Human Wizard


    Vigilance

    Whenever one or more creature tokens enter the battlefield under your control, you may exile them. If you do, draw a card.


    2/3

    Illustrated by Marius Bota

    1/1

  • Travel pathway

    Artifact


    {W}: Exile target creature you control, then return it onto the battlefield under it's owner's control.


    Illustrated by Satyaki Sarkar

    1/1

  • Forgotten portal(3)

    Artifact


    {3}{W}: exile target creature you control.

    Whenever a creature is exiled, flip forgotten portal.


    Illustrated by Satyaki Sarkar

    1/1

  • Mesmerizing spheres(1)(W)

    Artifact


    When the Mesmerizing spheres enter the battlefield, each opponent gains 3 life and you draw 2 cards.


    Illustrated by Vladimir Motsar

    1/1

  • Explore the whitelands( )(x)(W)

    Instant


    Exile X creatures you control, draw X cards.


    Illustrated by Oksana Dobrovolska

    1/1

  • Bloom splicer(3)(G)

    Creature — Human Shaman Artificer


    Golems you control get +0/+3.

    When Bloom splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield.


    1/2

    Illustrated by Anna Christenson

    1/1

  • The One Which Guides(1)(B)(R)(G)

    Creature — Elk Demon


    {T},{B}{R}{G}: Sacrifice a permanent you control, you may search your library for a card that shares a type with that permanent. Put that card on the battlefield under your control.


    4/5

    Illustrated by Anato Finnstark

    1/1

  • Mystic blossoming(1)(G)(W)(U)

    Sorcery


    Choose up to three. You may choose the same mode more than once.

    *Draw a card

    *Exile target permanent then return it to the battlefield under its owner's control

    *Create two 1/1 green plant creature token


    Illustrated by Eric Hallquist

    1/1

  • Dark adventure(2)(B)

    Enchantment


    Whenever you cast an adventure spell, each opponent loses one life and you gain one life.


    Illustrated by Reza Afshar

    1/1

  • Wyvern breed(3)(B)(R)

    Creature — Drake


    Flying

    Whenever Wyvern breed is dealt damage, create a 2/3 red drake creature token with flying.


    2/5

    Illustrated by LI HH

    1/1

  • Growth from the past(1)(W)(G)

    Instant


    Destroy target artifact or enchantment. Create a 0/1 green plant token.


    Illustrated by Liang Mark

    1/1

  • Doomed assault(2)(B)(R)

    Sorcery


    Sacrifice X permanents : destroy X target nonland permanents.


    Illustrated by Justin Gerard

    1/1

  • Doomstorm(3)(B)(R)(G)

    Enchantment


    Whenever you cast an instant or sorcery spell, destroy another nonland permanent.


    Illustrated by Julien Theo Simon

    1/1

  • Volcanic wurms(5)(R)

    Creature — Wurm


    First strike, Trample

    Whenever the Volcanic wurms attack, create a token tapped and attacking thats a copy of Volcanic wurms, sacrifice it at the beginning of the next end step.


    6/6

    Illustrated by Andrew Bishop

    1/1

  • Swampwurm hatchlings(2)(B)

    Creature — Wurm


    Deathtouch

    At the beginning of your upkeep, each opponent loses 1 life.


    1/2

    Illustrated by Scell ero

    1/1

  • Oath to the soul tree(2)(G)(W)

    Enchantment


    Whenever a plant or a warrior enters the battlefield under you control, put a +1/+1 counter on it and gain 3 life.


    Illustrated by Ramzi Firhad

    1/1

  • Stone-moss citadel

    Land


    {T}, Tap a creature you control : add {G}{W}

    {T}{G}{W} : Create a 1/1 White Warrior creature token, then create a 0/1 Green Plant creature token.


    Illustrated by Giby Joseph

    1/1

  • Dark-roots monster(1)(B)(B)(G)

    Creature — Plant Nightmare


    Deathtouch, Fear

    Whenever Dark-roots monster is dealt damage, put a -1/-1 counter on a creature for each damage dealt this way.


    1/5

    Illustrated by Giby Joseph

    1/1

  • Blood on the scriptures(W)(B)

    Sorcery


    Sacrifice a creature you control, draw 2 cards and gain 5 life.


    Illustrated by John McCambridge

    1/1

  • Pilgrimage expedition(2)(W)

    Enchantment


    {1}{W}, Exile a creature you control : You may search you library for a basic land card and put into play tapped.


    Illustrated by Dominik Mayer

    1/1

  • Forces of the weak(1)(W)

    Enchantment


    Tap two creatures you control : detain target permanent.


    Illustrated by No artist credit

    1/1

  • Elric, First Adventurer(1)(W)(U)(B)(R)(G)

    Creature — Human Warrior


    First Strike

    If a creature you own that has an Adventure would be put into a graveyard, put it in your hand instead.

    Elric, First Adventurer's power is equal to the number of exiled cards you own on an Adventure.


    */5

    Illustrated by Eric Pfeiffer

    1/1

  • Aether wurm(5)(U)

    Creature


    Flying, Islandwalk

    Whenever Aether wurm is the target of a spell or an ability for the first time each turn, counter it.


    5/5

    Illustrated by Nick Jizba

    1/1

  • Return of the summer(3)(R)(G)(W)

    Sorcery


    Destroy all snow permanents


    Illustrated by Andreas Ivancsics

    1/1

  • Knowledge portal(3)(W)

    Enchantment


    {W}, exile a creature you control : draw a card, then scry 1.


    Illustrated by Samuel Speziali

    1/1

  • Lonely guard(1)(W)

    Creature — Human Soldier


    Whenever lonely guard is exiled, gain 2 life and scry 1.


    2/1

    Illustrated by Dominik Mayer

    1/1

  • Pact with the unnamed(1)(W)(B)

    Enchantment


    Whenever a creature dies, you may exile it. If you do, each opponent loses 1 life and you gain 1 life.


    Illustrated by Ryan Van Dongen

    1/1

  • Etherium golem(4)(W)(U)

    Creature — Golem


    Flying

    Whenever Etherium golem is targeted by a spell or ability an opponent controls, exile it, then return it to the battlefield under your control at the end of the next end step.


    7/4

    Illustrated by Jonas Åkerlund

    1/1

  • Alavar, First Rootborn(3)(W)

    Creature — Plant Avatar


    Whenever a plant enters the battlefield under you control choose one :

    *You gain 3 life

    *Exile target Artifact or Enchantment

    {1}{G}{G}: Create a 1/1 Green Plant Warrior creature token


    2/4

    Illustrated by Ya lun

    1/1

  • Necrotic golem(2)(B)

    Creature — Golem


    Deathtouch

    When a golem dies, you may put X -1/-1 counters on a creature where X is that golem's power.


    3/3

    Illustrated by Veli Nyström

    1/1

  • Into the chaos realm(4)(R)

    Enchantment


    {R} : Exile target nonland permanent you control, then reveal cards from the top of your library until you reveal a permanent card that shares a type with higher converted mana cost. Put that card on the battlefield and the rest at the bottom of your library in a random order.


    Illustrated by Max Schiller

    1/1

  • Allowed in the city(3)(W)(U)(B)(R)(G)

    Sorcery


    For each permanent type among the permanents you control, you may search your library for a card that shares this type, then put it onto the battlefield under your control.


    Illustrated by Pengzhen Zhang

    1/1

  • Honor the roots(2)(W)(G)

    Sorcery


    Exile target plant creature you control. Gain 5 life, then reveal the top 5 cards of your library, you may put any number of creatures from among them into your hand, put the rest at the bottom of your library in any order.


    Illustrated by Ya Lun

    1/1

  • Temple of the forgotten(2)(W)(U)(B)

    Artifact


    When temple of the Temple of the forgotten enters the battlefield, exile all cards from all graveyards until Temple of the forgotten leaves the battlefield

    {T}{2}{W} : you may put an enchantment card exiled with Temple of the forgotten onto the battlefield under you control

    {T}{2}{U} : you may put an artifact card exiled with Temple of the forgotten onto the battlefield under you control

    {T}{2}{B} : you may put a creature card exiled with Temple of the forgotten onto the battlefield under you control


    Illustrated by RAINMAN PAGE

    1/1

  • Guardian of the first sphere(6)(W)

    Creature — Warrior Golem


    Vigilance, First strike, Indestructible

    Whenever a source would deal damage to you or a permanent you control, prevent that damage, Guardian of the first sphere is dealt that much damage instead.


    6/6

    Illustrated by Ya Lun

    1/1

  • Walking stones(3)(W)

    Artifact Creature — Golem


    Vigilance

    Whenever you cast an artifact spell, you may create a 1/1 white Stone Artifact Creature token.


    2/6

    Illustrated by Sergii Golotovskiy

    1/1

  • Sacred-Tombs valley(6)

    Artifact


    When Sacred-Tombs valley enters the battlefield, exile all card from all graveyards until Sacred-Tombs valley leaves the battlefield. Create X 1/1 White Spirit creature tokens with flying for each creature card exiled this way.


    Illustrated by Kevin Jick

    1/1

  • Alabaster vulture(1)(W)(B)(R)

    Creature


    Flying, First strike

    Whenever Alabaster vulture deals damage to a player, you may exile a creature card from target graveyard, if you do, create a creature token thats a copy of that card except its a zombie in addition to its other types.


    4/3

    Illustrated by No artist credit

    1/1

  • Trail of lights(W)(U)(B)

    Instant


    Until end of turn, whenever you gain life, you may draw a card.


    Illustrated by Ismail Inceoglu

    1/1

  • Tower of horizons

    Land


    {T} : Add {C} to your mana pool. Scry 1.


    Illustrated by Jonas Fornerod

    1/1

  • Cursed cutlass(3)

    Artifact


    Equipped creature gets +2/-1

    Whenever equipped creature dies, you may pay {B}{R}, if you do, Cursed cutlass deals 3 damage to the creature's controller. You may attach cursed cutlass to another creature.

    {B} : Equip cursed cutlass to target creature

    Equip {1}


    Illustrated by Lucas Staniec

    1/1

  • Beneath the jungle(B)(R)(G)

    Enchantment


    Whenever a nontoken creature dies, Beneath the jungle deals 2 damage to any target. Then you create a 1/1 green saproling token.


    Illustrated by Mocaran M

    1/1

  • Soul shard(0)

    Enchantment


    Pay {2}, sacrifice Soul shard : draw a card.

    "Who... was... I ? "


    Illustrated by Sergey SamarskiyPRO

    1/1

  • Twisted spirit(1)(U)(B)

    Creature — Spirit


    Flying

    Vanishing 4

    Twisted spirit enters the battlefield under the control of an opponent of your choice.

    When Twisted spirit leaves the battlefield, create a 7/7 blue and black creature token with flying under its owner's control.


    5/5

    Illustrated by Jose Borges

    1/1

  • Face the nothingness(2)(W)(U)

    Instant


    Counter each spell or ability you oponents control. For every permanent that entered the battlefield under your opponents control this turn, return them to your opponents hands.


    Illustrated by KeremGo3D ケレムさん

    1/1

  • Rage channeler(1)(R)(G)

    Creature — Human shaman


    2{R} Rage channeler deals 1 damage to each other creature you control.

    Enrage - Whenever Rage channeler is dealt damage, add {R}{G} to your mana pool.


    2/3

    Illustrated by Andrius Matijosius

    1/1

  • Mana distribution network

    Land


    {1}{T}: Add {C} and one mana of any color to your mana pool.


    Illustrated by Paweł Latkowski

    1/1

  • Grumpy homonculus(2)(U)(B)

    Creature — Homonculus


    Shroud,Trample

    Grumpy homonculus enters the battlefield under the control of an opponent of your choice.

    Whenever you cast a spell, you loose 4 life.

    Whenever you draw a card, discard a card.

    "Gné, gné gné"


    10/10

    Illustrated by Hubert Spala

    1/1

  • Sinujen, dimension host(2)(W)(W)

    Creature — Human Wizard


    When you exile a creature, you may create a X/X spirit creature token whith flying where X is the exiled creature tougness.

    When you exile a nonland permlanent, you may draw a card.

    {W}{W} Exile target nonland permanent, then return it to the battlefield under its owners control.


    3/4

    Illustrated by Billy Christian

    1/1

  • Holy knowledge(1)(W)(U)

    Enchantment


    When you draw your second card each turn, you may put two +1/+1 counters on target creature or put an ascension counter on Holy knowledge.

    When you gain life for the first time each turn you may scry 2 or put an ascension counter on Holy knowledge.

    At the beginning of your upkeep, if there is 10 or more ascension counters on Holy knowledge, you win the game.


    Illustrated by Zachary Suchlicki

    1/1

  • Sinujen's portal(1)(W)

    Instant


    Exile target nonland permanent you control, then return that card to the battlefield under it's owners control. If that card was a noncreature card, draw a card.


    Illustrated by Samuel Speziali

    1/1

  • Ira, fury shaman(2)(R)(G)

    Creature — Human Chaman


    Enrage - Whenever Ira fury shaman is dealt damage, you may copy target instant or sorcery spell, if you do, you may choose new targets for the copy.


    2/4

    Illustrated by Irina Nordsol Kuzmina

    1/1

  • House of the trials(2)(R)(G)

    Enchantment


    {R}{G}: House of the trials deals 2 damage to a creature you control. Create a 6/6 Boar Warrior creature token with haste and trample.


    Illustrated by Alexandr PODA

    1/1

  • Holy ascension(4)(W)

    Enchantment


    Whenever a permanent you own is put into exile, you may create a 4/4 angel creature token with flying.


    Illustrated by Te Hu

    1/1

  • Lord of the meek(2)(W)(W)

    Creature — Cat Angel


    Vigilance, Flying

    Whenever a creature with power 2 or less enters the battlefield under your control, you may tap it. If you do, add {C} to your mana pool.


    1/4

    Illustrated by kleinerHai

    1/1

  • Battleplan(5)

    Artifact


    Creatures your opponents control enter the battlefield tapped.

    {2}{W}: You choose which creatures block this combat and how those creature block.

    {1}{W}: Exile target creature you control, then return it to the battlefield under its owner's control.

    {W}: Tap target creature.


    Illustrated by Kartik Mistry

    1/1

  • Dawn upon the polis(3)(W)(W)

    Instant


    Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. Then create a 1/1 human soldier creature token for each creature who returned to the battlefield this way.


    Illustrated by Weston T Jones

    1/1

  • Apex Sandwurm(4)(W)(W)

    Creature — Wurm


    Vigilance, First Strike, Lifelink, Trample.

    Whenever Apex Sandwurm becomes the target of an opponent spell or ability, it phases out.


    6/8

    Illustrated by mist XG

    1/1

  • Initiatory journey(1)(W)(W)

    Enchantment


    Whenever a permanent is put into exile, you may pay {W}, if you do, draw a card.

    What matters most isn't the destination.


    Illustrated by Raphael Lacoste

    1/1

  • Wisdom of crowds(2)(W)

    Enchantment


    At the beginning of each end step, if a player had 3 or more creatures tokens enter the battlefield under their control this turn, they may draw a card.


    Illustrated by Sylvain Sarrailh

    1/1

  • Thalaïs, high priest of Helios(1)(W)(W)

    Creature — Human Cleric


    Vigilance

    {T}: You gain X life where X is your devotion to white. You may pay {X} where X is less than or equal to the amount of life you gained this way, if you do, you draw that many cards.


    2/3

    Illustrated by Damian Krzywonos

    1/1

  • Realmgate Keeper(2)(W)(W)

    Creature — Giant Warrior


    Vigilance

    Whenever you exile a card from your hand, you may tap target creature.

    "You shall not pass!"


    3/4

    Illustrated by Pandu Mahardika

    1/1

  • Priestess of higher realms(()(1)())(W)

    Creature — Angel Cleric


    Flying

    Whenever you exile a card from your hand or the battlefield, you may gain 2 life.


    1/2

    Illustrated by Lily Abdullina

    1/1

  • Alaria, valkyrie martyr(2)(W)(W)(W)

    Creature — Angel


    Flying, Lifelink

    Whenever you exile a card from your hand, you may exile another target nonland permanent until Alaria, valkyrie martyr leaves the battlefield.

    "If I die, you shall come with me!"


    4/4

    Illustrated by Kyle Pearson

    1/1

  • Gate to the Upper Realms(3)(W)

    Enchantment


    Whenever you exile a card from your hand, you may exile target permanent. Return it to the battlefield under it's owner's control at the beginning of the next end step.

    "Fear not, a better world awaits you."


    Illustrated by Jessica Woulfe

    1/1