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ARC

Download Cockatrice files: https://mtg.design/u/Rooks9849/ARC/cockatrice


  • Exemplar Exterminate(W)(W)

    Instant


    Destroy target attacking or blocking creature unless its owner beholds an angel, god, or planeswalker.

    The Tempests empowered their Exemplars with great power to end threats to the eye.


    Illustrated by John S

    006/143

  • Arcanist's Arcane Protection(U)(U)

    Instant


    Choose two -

    * Draw a card.

    * Proliferate.

    * Surveil 2.

    * Target creature gains Hexproof until end of turn.

    Flashback {3}{U}{U}{U}


    Illustrated by John S

    019/143

  • Seer

    Enchantment Creature — Spirit


    Flying

    During your upkeep choose one -

    * Return target card from your graveyard to your hand, then discard a card.

    * Exile target permanent, then return it to the battlefield.

    * Surveil 1.

    {t}: Draw a card. Transform Seer.


    3/5

    Illustrated by John S

    024/143

  • Juvenoth Gorach(2)(U)

    Creature — Human Irrikan Cleric


    If a spell or effect would have you "choose", instead you may choose one more thing than it would normally allow. You must choose a different mode if you choose an additional option.

    Threshold - Whenever Juvenoth attacks, if there are seven or more cards in your graveyard, transform Juvenoth.


    2/4

    Illustrated by John S

    024/143

  • Aion's Hulking Zombie(4)(B)(B)

    Creature — Zombie Minotaur Warrior


    Trample

    Delirium - At the beginning of your end step, if there are four or more card types among cards in your graveyard, each player may sacrifice a nonland permanent of their choice or discard a card. Then this creature deals damage equal to its power to each player who didn't sacrifice a permanent or discard a card this way.

    When Irrika's Most Loyal assassinated Aion, his undead army broke free of his control and attacked Crowne Point causing chaos.


    4/7

    Illustrated by John S

    037/143

  • Aion's Skeletal Warrior(2)(B)

    Creature — Skeleton Warrior


    Delirum - {B}: Return Aion's Skeletal Warrior from your graveyard to the battlefield with a finality counter on it. Exile four cards from your graveyard. Activate only if there are four or more card types amount cards in your graveyard and only as a sorcery.

    (If a creature with a finality counter on it would die, exile it instead.)


    3/2

    Illustrated by John S

    038/143

  • Alderdusk Spawn(2)(B)

    Creature — Enian Vampire Rogue


    Whenever you play a card from exile, create a Blood token. (It's an artifact with "{1}, {t}, Discard a card, Sacrifice this token: Draw a card.")

    Delirium - As long as there are four or more card types among cards in your graveyard, this creature has +1/+1 and deathtouch.

    Madness {1}{b}{b} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)


    2/1

    Illustrated by John S

    039/143

  • Assassin's Final Stroke(B)(B)

    Instant


    Destroy target tapped creature.

    Madness {1}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)


    Illustrated by John S

    040/143

  • Desmond Mercenary Ambassador(3)(B)(B)

    Creature — Irrikan Human Socialite


    When this enters, you may discard a card. If you do gain control of target creature.

    Delirium - Whenever one or more creatures attack you, if there are four or more card types among cards in your graveyard, create a Treasure token for each creature attacking you.

    I give so much, ask so little, and still there is no trust.


    4/3

    Illustrated by John S

    041/143

  • Foundation Resource Ruin(1)(B)(B)

    Sorcery


    Create 3 Blood tokens. (It's an artifact with "{1}, Discard a card, Sacrifice this token: Draw a card.")

    Madness {B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    Enchanters could pull the resource of Ruin from the Enchanting Wier, this power was of undeath and destruction itself opposite of both life and death.


    Illustrated by John S

    042/143

  • House A'kai Ritualist(B)

    Creature — Enian Vampire Mage


    Flash

    When this enters the battlefield, sacrifice any number of other creatures or Blood tokens. For each sacrificed, draw a card and gain 1 life.

    House A'Kai were the master ritualists of the Merchant Republic of Enia. In 526 they made diplomatic entreaties to Crowne Point.


    1/2

    Illustrated by John S

    043/143

  • Irrika's Most Loyal(2)(B)(B)

    Creature — Irrikan Rogue


    Menace

    If this creature deals damage to a player, you may sacrifice it to destroy target creature that player controls.

    After Crowne Point rejected the emissary's requests for "peace" Irrika answered with a campaign of terror removing many town officials from the chessboard.


    3/1

    Illustrated by John S

    044/143

  • Irrikan Emissary(4)(B)

    Creature — Irrikan Socialite


    Deathtouch

    When Irrikan Emissary enters the battlefield, target creature gets -X/-X until end of turn where X equals the number of artifacts and Irrikans you control.

    Whenever you cast an artifact or Irrikan spell, you may have target opponent lose 1 life.

    In one years time, the glorious nation of Irrika shall liberate your town from its doubt, ignorance, and backwards ways. We will civilize you from your "gods". -Irrikan Emissary


    1/5

    Illustrated by John S

    045/143

  • Irrikan Timebreaker(5)(B)

    Artifact Creature — Irrikan Construct


    Suspend 3 - {B}

    Affinity for Artifacts

    The Irrikans guarded their blood rituals and defilments on the Rhodes estate behind mysterious and powerful constructs that manipulated time.


    3/3

    Illustrated by John

    046/143

  • Library Bulwark Construct(4)(B)

    Artifact Creature — Construct


    {t}, Discard a card: Create two 1/1 artifact Construct creature tokens.

    {t}, Discard a card: Draw a card.

    The Bulwark made some fantastical creatures to assist with data categorization.


    2/5

    Illustrated by John S

    047/143

  • Magnus Alderdusk, Merchant(2)(B)(B)

    Creature — Vampire Enian Socialite


    {1}, {t}, Discard a card: Choose two cards from your graveyard, your opponent picks one card to exile, return the other to your hand.

    {1}, {t} Lose 2 life: Each opponent votes for Blood or Money. For each vote for Blood create a Blood token. For each vote for Money create a Treasure token.


    3/3

    Illustrated by John S

    048/143

  • Quick Nap(4)(B)

    Instant


    Affinity for Artifacts

    Put target creature card from your graveyard onto the battlefield under your control. You lose life equal to that card's mana value. Gain life equal to the number of artifacts you control.

    Death is but a quick nap.


    Illustrated by John S

    049/143

  • Reviving Base Talisman(B)

    Artifact


    {t}: Gain 1 life.

    {0}, Sacrifice this artifact: Return target creature card from your graveyard to your hand.

    Tinkers could contain the essence of the gods into a trinket that could manipulate the cycle of life and death.


    Illustrated by John S

    050/143

  • Ritual Powder(B)

    Artifact


    {t}, Sacrifice this artifact: Add {B}.

    Delirium - {t}, Sacrifice this artifact: Add {B}{B}{B}. Activate only if there are four or more card types among cards in your graveyard.

    This powder is used in Ritual magic and is a basic ingredient of those powerful magics. Cabals often pooled resources to have a ready supply of the substance.


    Illustrated by John S

    051/143

  • Sense Supernatural(1)(B)

    Instant


    Reveal the top five cards of your library. Put a vampire, skeleton, zombie, demon, or angel card revealed this way into your hand and the rest into your graveyard.

    Draw a card.

    Clerics can determine if creatures are supernatural with but a look and a cantrip.


    Illustrated by John S

    052/143

  • Speak with the Dead(3)(B)

    Sorcery


    Exile target creature card from any graveyard. Until the end of turn, you may cast spells from your graveyard with the same converted mana cost as the card that was exiled. If a card would be put into your graveyard from anywhere this turn, exile that card instead.

    Madness {1}{B}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)


    Illustrated by John S

    053/143

  • Voss Raider(1)(B)

    Creature — Enian Vampire Warrior


    When Voss Raider enters sacrifice any number of Blood tokens. For each token sacrificed it gets a +1/+1 counter and you may discard a card and draw a card.

    House Voss was the most brutal and aggressive of the Enian houses.


    2/1

    Illustrated by John S

    054/143

  • A'Kai Pyromancer(1)(R)(R)

    Creature — Enian Vampire Mage


    First Strike

    Devour 1

    Whenever you discard a card, Crimson Bloodflame Adept deals 1 damage to each opponent.

    Whenever you sacrifice a Blood token this gets +1/+0 until end of turn.

    House A'Kai, known for its mastery of blood rituals, also made excellent battle-mages.


    3/1

    Illustrated by John S

    055/143

  • Anarchic Vampire(R)

    Creature — Vampire


    Sacrifice this creature: It deals 1 damage to any target.

    When this creature dies, create a Blood token. (It’s an artifact with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.”)


    1/1

    Illustrated by John S

    056/143

  • Bandit Deserters(3)(R)

    Creature — Theran Human


    Haste

    Whenever this attacks, the defending player may pay {2}. If they don't, you create a tapped Treasure token. (It's an artifact with "{t}", Sacrifice this artifact: Add one mana of any color.")

    After General Lugotorix was killed by Luke Trigustus in 524 his army rapidly deserted. These deserters either turned to banditry, joined Crowne Point's militia, or joined Lucious Holmstead's mercenary army.


    3/3

    Illustrated by John S

    057/143

  • Concripted Reinforcements(1)(R)

    Instant — Avalin


    Create two 1/1 red Avalin Warrior creature tokens with haste.

    Sacrifice those tokens at the beginning of the next end step.

    Madness {R}{R}(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    Flashback {4}{R}{R}{R}(You may cast this card from your graveyard for its flashback cost. Then exile it.)


    Illustrated by John S

    058/143

  • Daravon Banker(2)(R)(R)

    Creature — Enian Vampire Socialite


    Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)

    When this creature dies, search your library for a Vampire card, reveal it, then shuffle and put that card on top.

    {t}: Create a Blood or Treasure token.


    1/2

    Illustrated by John S

    059/143

  • Fran(2)(R)(R)

    Creature — Demon Socialite


    At the beginning of your upkeep, any opponent may discard a card. If they do, you discard a card, then you and that opponent each draw two cards.

    When this dies, deals X damage to target creature, where X is the number of cards in your graveyard.


    4/2

    Illustrated by John S

    060/143

  • Holmstead's Mercenaries(4)(R)(R)

    Creature — Irrikan Warrior


    When this enters, create a 1/1 black Irrikan Warrior token.

    When this dies or is exiled, create a 1/1 black Irrikan Warrior token.

    Unearth {2}{R}{R} ({2}{R}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)


    4/3

    Illustrated by John S

    061/143

  • Kratis Berserker(2)(R)

    Creature — Kratis Human Warrior


    When Kratis Berserker dies another target Kratis creature you control gains a +1/+1 counter.

    Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

    Kratis Berserkers helped win the war against Lugotorix and were instrumental against the Irrikan Empire.


    2/2

    Illustrated by John S

    062/143

  • Kratis Pillager(1)(R)

    Creature — Kratis Human Warrior


    When this creature dies, create a 1/1 red Kratis Warrior creature token with haste.

    When this creature dies, create a 0/1 Burning Village token with “When this dies, it deals 1 damage to each opponent.”

    Kratis does love a good pillaging.


    1/1

    Illustrated by John S

    064/143

  • Kratis Commander(3)(R)

    Creature — Kratis Human Warrior


    Kratis creatures get +1/+1 and haste.

    Whenever another warrior creature you control dies. Kratis Commander deals 1 damage to each opponent.

    Kratis military commanders prioritized achieving their battle objective at all costs. Even their own soldiers.


    2/2

    Illustrated by John S

    064/143

  • Kratis Stormdivers(3)(R)(R)

    Creature — Kratis Human Warrior


    Haste

    When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.

    Whenever Kratis Stormdivers attacks, if you cast a spell from exile this turn, it gets +2/+0 and gains trample until end of turn.


    4/4

    Illustrated by John S

    065/143

  • Last Warrior Standing(R)(R)

    Instant


    As an additional cost to cast this spell, sacrifice a creature or discard a card.

    Double the power of target creature until end of turn. It gains first strike, indestructible, and trample until end of turn.


    Illustrated by John S

    066/143

  • Lucious Holmstead, Bandit King(3)(R)(R)(/)(p)(R)(/)(P)

    Creature — Irrikan Theran Dark Socialite


    When this enters, create X+2 1/1 red Human Warrior creature tokens, where X is the number of Treasure tokens sacrificed this turn.

    At the beginning of your combat phase, you may sacrifice another creature. If you do, creatures you control get +2/+0 and gain Menace until end of turn.


    3/2

    Illustrated by John S

    067/143

  • Second Destruction of Thera(2)(R)

    Instant


    Destroy target artifact.

    If you control a Warrior creature, Second Destruction of Thera deals 3 damage to that artifact's controller and create a Treasure token.

    Lucious Holmstead waged a campaign of destruction while trying to take the crown of Thera for himself.


    Illustrated by John S

    068/143

  • Stormdiving(R)(R)(R)

    Sorcery


    As an additional cost to play Stormdiving, sacrifice any number of creatures and discard any number of cards. For each creature sacrificed and each card discarded add {r}.

    Exile the top three cards of your library. Until the end of your next turn, you may play those cards.

    If you play all three cards return Stormdiving from your graveyard to your hand.


    Illustrated by John S

    069/143

  • Veiled Market Meeting(R)(R)

    Sorcery


    Draw two cards, then discard two cards.

    Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    Stan's veiled market mostly traded information for coin, but everything was for sale.


    Illustrated by John S

    070/143

  • Voss Embervein Stalker(1)(R)

    Creature — Enian Vampire Rogue


    When this dies, create a Blood token. (It’s an artifact with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.”)

    When this attacks, you may sacrifice a Blood token, if you do it deals 1 damage to any target.

    Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)


    2/1

    Illustrated by John S

    071/143

  • Warpfire(3)(R)

    Instant


    Warpfire deals 3 damage to target creature. You may discard a card or sacrifice a creature, if you do draw a card.

    Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)


    Illustrated by John S

    072/143

  • Feral Strength(G)

    Instant


    Put two +1/+1 counters on target creature you control. That creature gains trample until end of turn.

    A Druid is able to call upon the feral nature of the wild beats of the wood to vastly enhance their power.


    Illustrated by John S

    079/143

  • Avalin Battledruid(2)(G)

    Creature — Avalin Elf Druid


    Whenever another non-token creature you control dies, you may pay {2} if you do create a 1/1 green Saporling enchantment creature token.

    Whenever an enchantment enters the battlefield under your control, you gain 1 life.


    2/3

    Illustrated by John S

    080/143

  • Form of the Hunting Panther(1)(G)

    Enchantment — Aura


    Enchant Creature

    Flash

    Enchanted creature gets +1/+1 and "Whenever this creature deals combat damage to a creature put a +1/+1 counter on target creature."

    Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)


    Illustrated by John S

    080/143

  • Create a Druid's Grove(G)(G)(G)

    Sorcery


    Create two 3/3 green Treant enchantment creature tokens.

    The community of Crowne Point came together under Wind's guidance and many Druids groves popped up.


    Illustrated by John S

    082/143

  • Hulking Arcaphage(4)(G)(G)

    Creature — Arcaphage Elf Giant


    Trample

    Devour 2 (As this creature enters the battlefield, you may sacrifice any number of creatures. This creature enters with twice that many +1/+1 counters on it.)


    3/5

    Illustrated by No artist credit

    082/143

  • Form of the Hulking Bear(2)(G)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets +2/+2 and has "Whenever this creature attacks, proliferate."

    Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)


    Illustrated by John S

    082/143

  • Gloomy Arcaphage(G)

    Creature — Arcaphage


    When this dies, create a 0/1 green Plant enchantment creature token.

    During the time of the Calamity, the king of one of the civilizations to the east of the Dawncrest mountains used a ritual to protect his people from devastation; in so doing, he called the attention of a magical parasite by the name of Ur, and was sacrificed to it, becoming the first host. This granted all of the civilization immortality. - Baxter


    1/2

    Illustrated by John S

    084/143

  • Form of the Striking Serpent(2)(G)

    Enchantment — Aura


    Enchant Creature

    Enchanted creature gets +1/+1, First Strike, and has "Whenever this creature deals damage to an opponent, you may draw a card."

    Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)


    Illustrated by John S

    086/143

  • Kratis Explorer(3)(G)

    Enchantment Creature — Kratis Human Artisan


    Whenever another creature you control dies, this creature gains trample until end of turn.

    This creature gets +1/+1 for each enchantment you control.


    0/2

    Illustrated by John S

    086/143

  • Moss-Covered Arcaphage(G)(G)

    Enchantment Creature — Arcaphage Elf Plant


    Whenever you sacrifice another creature, put a +1/+1 counter on Moss-Covered Arcaphage.

    When this creature dies, gain life equal to its power.


    1/3

    Illustrated by John S

    087/143

  • Defenders of the Mines(2)(G)

    Creature — Theran Elf Warrior


    Flash, Reach

    When this creature enters, move any number of +1/+1 counters between any creatures you control.

    When this creature dies, proliferate and populate.

    Some Druids turned to martial solutions for defending what they saw as Crowne Point's overharvesting of the local area.


    2/2

    Illustrated by John S

    089/143

  • Warden's Lifestream(G)(G)

    Instant


    Choose one or both -

    * If you control an enchantment, return target creature card from your graveyard to your hand.

    * If a creature you control died this turn, gain 5 life and draw a card.


    Illustrated by John S

    089/143

  • Ambassador Velathrakar(3)(W)(U)

    Creature — Human Socialite Ordun


    When this creature enters, choose one -

    * Create three treasure tokens.

    * Put target nonland permanent on top of its owner's library.

    * Draw two cards.

    Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.


    1/4

    Illustrated by John S

    090/143

  • Hungry Arcaphage(R)(G)

    Creature — Arcaphage Elf Goblin


    Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.)

    When this creature enters, you may destroy target artifact for each creature it devoured.


    1/2

    Illustrated by John S

    091/143

  • Arcaphage Ambusher(1)(R)(G)

    Creature — Arcaphage Elf Goblin


    Flash

    When this creature enters, create a 1/1 red and green Arcaphage Elf Goblin creature token.

    If this creature is sacrificed, create two 1/1 red and green Arcaphage Elf Goblin creature tokens.


    3/1

    Illustrated by John S

    093/143

  • Devestating Eruption(B)(B)(R)(R)

    Sorcery


    As an additional cost to cast this spell, discard your hand.

    Devestating Eruption deals 3 damage to each creature and player.

    Destroying their source, Sourcerers could create widespread destruction on the battlefield, the ultimate exchange.


    Illustrated by John S

    093/143

  • Enian Blood Knight(1)(B)(R)

    Creature — Enian Vampire Knight


    This creature gets +1/+1 for each Blood token you control.

    Madness {2}{b}{r} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    The Enians provided special operation support for the wars against both Lugotorix and Irrika, a service paid for in blood.


    1/1

    Illustrated by John S

    094/143

  • The First to Want(u)(/)(b)( )(u)(/)(b)( )(b)(/)(r)( )(b)(/)(r)

    Creature — Demon


    Buy-In - At the beginning of your upkeep, you may discard a card. If you do, create 2 treasure tokens and gain 3 life. If you don't sacrifice this creature.

    {t}, Sacrifice a permanent: Draw two cards.

    {t}, Pay 2 life: Return target artifact or card with madness from your graveyard to your hand.


    5/5

    Illustrated by John S

    099/143

  • High Lord Kotryna Lazaric(2)(R)(G)

    Creature — Avalin Human Warrior


    Whenever an Avalin creatures enters, put a +1/+1 counter on target creature.

    Whenever an Avalin creature is sacrificed, draw a card.

    Sadly, the ruler of Avalin was assassinated by poison at the Summit of Crowne Point in 525 by agents of Licinius Alpus.


    4/4

    Illustrated by John S

    099/143

  • The Ur Tree(2)(R)(R)(G)(G)

    Creature — Arcaphage Tree


    Defender

    Arcaphage you control gain +2/+2 and trample.

    Whenever an Arcaphage you control is sacrificed draw a card.


    4/9

    Illustrated by John S

    100/143

  • Lord Enfassa A’kai, Blood Mage(5)(B)(R)

    Creature — Enian Vampire Mage


    Affinity for Vampires (This spell costs {1} less to cast for each vampire you control.)

    Vampires you control get +1/+1 and First Strike.

    Sacrifice a Blood token: Enian creatures you control get +1/+1 until end of turn.

    Sacrifice another Enian creature: Create a Blood token.


    3/4

    Illustrated by John S

    101/143

  • Phoenix Reborn(R)(G)

    Sorcery


    Return target creature card from your graveyard to the battlefield. It gains Haste. At the beginning of the next end step, sacrifice it.

    If that creature would be put into a graveyard, exile it instead and create a 2/2 red Phoenix creature token with Flying and Haste.

    Nature does not mourn the fallen; she simply uses their ashes to fuel a brighter flame. -Tangwhit


    Illustrated by John S

    107/143

  • Stan(2)(B)(R)

    Creature — Demon Socialite


    Menace

    Whenever a Socialite you control enters including Stan, each player discards a card. For each opponent who does, create a Treasure token.

    Whenever an opponent discards a card, you may pay 1 life. If you do, exile that card. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.


    4/4

    Illustrated by John S

    109/143

  • The Lurker at the Gate(R)(/)(B)(,)( )(R)(/)(B)(,)( )(G)(/)(R)(,)( )(G)(/)(R)

    Enchantment Creature — Keeper


    {3}, Discard a card, Sacrifice a creature: Return target creature from your graveyard to the battlefield.

    Delirium - As long as there are four or more card types among cards in your graveyard, you may play lands from your graveyard.


    5/5

    Illustrated by John S

    110/143

  • The Balance(w)(/)(g)(w)(/)(g)(w)(/)(u)(w)(/)(u)

    Enchantment Creature — Keeper


    When this creature enters, choose one -

    *Target creature becomes indestructible until end of turn.

    *Return target creature or enchantment card from your graveyard to your hand, all opponents gain life equal to its mana value.

    *Exile target enchantment or creature you control, then return it to the battlefield under its owner's control.

    {6}: Exile this creature, then return it to the battlefield under your control.


    5/5

    Illustrated by John S

    111/143

  • Tryon Eviction Squad(3)(B)(R)

    Creature — Enian Vampire Socialite


    Whenever a player discards a card, create a Blood token.

    You may play lands from opponent's graveyards.

    Madness {2}{B}{R}

    Your estate, having no blood heirs, reverts to Tryon control.


    4/2

    Illustrated by John S

    112/143

  • Vaðnír(w)(/)(u)(w)(/)(u)(u)(/)(b)(u)(/)(b)

    Creature — Horror


    Whenever any opponent draws a card. You draw a card.

    This entity is manifestly intelligent on a scale rivaling the Deities, and is all-too-willing to trade information and artifacts for secrets, hidden knowledge, and access to the troves of information that many would call ‘best left alone.” -Luke Trigustus


    4/4

    Illustrated by John S

    112/143

  • Verdan'an(g)(/)(r)(,)( )(g)(/)(r)(,)( )(w)(/)(g)(,)( )(w)(/)(g)

    Enchantment Creature — God


    When Verdan'an dies, populate, then populate again.

    At the beginning of your end step, create a 1/1 green Saproling enchantment creature.

    Other enchantment creatures get +1/+1.


    5/5

    Illustrated by John S

    113/143

  • Avalin Timberland

    Land — Forest Avalin


    ({T}: Add {G}.)

    This land enters tapped.

    When this land enters, target creature you control gains +1/+1 and trample until end of turn.

    Ravenwood gained access to Avalin's rich shipping timber through contract and savvy.


    Illustrated by John S

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  • Dawncrest Mountains Pass

    Land — Mountain Kratis


    ({T}: Add {R}.)

    This land enters tapped.

    When this land enters, target creature gains +1/+1 and haste until end of turn.

    Crowne Point's location, protecting the entrance through the Dawncrest Mountains, made it strategically critical.


    Illustrated by J Siadak

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  • Enian Ports

    Land — Island Enian


    ({T}: Add {U}.)

    This land enters tapped.

    When this land enters, Surveil 2.

    Count Marek Tryon worked tirelessly to improve the economy of Enia. The ports were key in his efforts.


    Illustrated by John S

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  • Idyllic Solanan Farmland

    Land — Plains Solanan


    ({T}: Add {W}.)

    This land enters tapped.

    When this land enters, create a 1/1 white Human Artisan creature token.

    Solana had bountiful farmland before the war with General Lugotorix.


    Illustrated by John S

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  • Irrikan Outpost

    Land — Irrikan


    {t}, Pay 1 life, sacrifice this land, you may Behold an Irrikan or Enian: Search your library for a Swamp or Mountain card, put it onto the battlefield then shuffle. If Irrikan or Enian was not Beheld, this land enters tapped.


    Illustrated by John S

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  • Kemis' Sanctum

    Enchantment Land — Plains Forest


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

    This land enters tapped unless you control another enchantment or creature token.


    Illustrated by John S

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  • Kratis Thorpe

    Land — Kratis


    {t}, Pay 1 life, sacrifice this land, you may Behold an Arcophage, Avalin, or Kratis: Search your library for a Forest or Mountain card, put it onto the battlefield then shuffle. If Arcophage, Avalin, or Kratis was not Beheld, this land enters tapped.


    Illustrated by No artist credit

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  • Olfrin's Sanctum

    Artifact Land — Island Swamp


    ({t},: Add {U} or {b}.)

    This land enters the battlefield tapped unless you control another artifact.


    Illustrated by John S

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  • Ordun City

    Land — Ordun


    {t}, Pay 1 life, sacrifice this land, you may Behold a human: Search your library for an Island or Plains card, put it onto the battlefield then shuffle. If a human was not Beheld, this land enters tapped.


    Illustrated by John S

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  • Qairus Slough

    Land — Swamp Qairus


    ({T}: Add {B}.)

    This land enters tapped.

    When this land enters, you lose 3 life and draw a card.

    The Low King of Farpoint relied on the Slough to produce fantastical substances.


    Illustrated by John S

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  • Qairus Slums

    Land — Qairus


    {t}, Pay 1 life, sacrifice this land, you may Behold an artifact: Search your library for an Island or Swamp card, put it onto the battlefield then shuffle. If an artifact was not Beheld, this land enters tapped.


    Illustrated by John S

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  • Sodron's Sanctum

    Land — Mountain Forest


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

    This land enters tapped.

    When this enters, if a creature died this turn, draw a card.


    Illustrated by John S

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  • Theran Hamlet

    Land — Theran


    {t}, Pay 1 life, sacrifice this land, you may Behold an Enchantment: Search your library for an Forest or Plains card, put it onto the battlefield then shuffle. If an Enchantment was not Beheld, this land enters tapped.


    Illustrated by John S

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  • Voxus' Sanctum

    Land — Plains Island


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

    This land enters tapped.

    Cycling {W/U} ({W/U}, Discard this card: Draw a card.)


    Illustrated by John S

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  • Yaziri's Sanctum

    Land — Mountain Swamp


    This land enters the battlefield tapped.

    Land Madness {B/R} (If you discard this card, discard it into exile. When you do, play it for its madness cost or put it into your graveyard. You can play a land only during your turn and only if you have an available land play remaining.)


    Illustrated by John S

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