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GWY

Download Cockatrice files: https://mtg.design/u/ancestral8707/GWY/cockatrice


  • Palace Guardian Statue(3)

    Artifact Creature — Construct


    Defender

    At first glance, this statue appears as any other. After finding it standing in a new position, it still appears as any other.


    2/4

    Illustrated by José Martins Leite

    CA01/269

  • Sword(1)

    Artifact — Equipment


    Equipped creature gets +1/+1.

    Equip {1}


    Illustrated by André Martuscelli Do Amaral

    CA02/269

  • Swift Battle-Axe(2)

    Artifact — Equipment


    Equipped creature gets +2/+0 and has haste.

    Equip {2}


    Illustrated by Imba Master

    CA03/269

  • Shield(0)

    Artifact — Equipment


    Equipped creature gets +0/+3 and has vigilance.

    Equip {3}


    Illustrated by No artist credit

    CA04/269

  • Armor(3)

    Artifact — Equipment


    Equipped creature gets +3/+3.

    Equip {3}


    Illustrated by No artist credit

    CA05/269

  • Night Market Lookout(B)

    Creature — Human Rogue


    Whenever Night Market Lookout becomes tapped, each opponent loses 1 life and you gain 1 life.


    1/1

    Illustrated by Nicole Cardiff

    CB01/269

  • Hinterland Pixie(B)

    Creature — Faerie Rogue


    Whenever Hinterland Pixie attacks, you may discard a card. If you do, it gets +1/+0 and gains flying until end of turn.


    1/1

    Illustrated by Jason Behnke

    CB02/269

  • Vexing Blackguard(1)(B)

    Creature — Human Knight


    Whenever Vexing Blackguard attacks, defending player loses 1 life.


    2/1

    Illustrated by Arman Akopian

    CB03/269

  • Unsavory Bandit(1)(B)

    Creature — Human Rogue


    Menace (This creature can’t be blocked except by two or more creatures.)

    Unsavory Bandit enters the battlefield tapped.


    2/2

    Illustrated by West Studio

    CB04/269

  • CB05 Troll Swampling(2)(B)

    Creature — Troll



    2/4

    Illustrated by Grant Griffin

    CB05/269

  • Hex Spinner(2)(B)

    Creature — Human Shaman


    Deathtouch

    {B}, {T}: Target player loses 1 life.


    1/2

    Illustrated by Mikhail Palamarchuk

    CB06/269

  • Nightspring Escort(3)(B)

    Creature — Faerie Warrior


    Flying

    When Nightspring Escort dies, you may return another target creature card from your graveyard to your hand.


    2/2

    Illustrated by Conor Burke

    CB07/269

  • Glenfalk Rider(2)(B)(B)

    Creature — Human Knight


    Crusade (Whenever this creature attacks, you may tap any number of creatures you control. This creature get +1/+1 until end of turn for each creature tapped this way.)


    3/4

    Illustrated by Rick Troula

    CB08/269

  • Duskstrider Troll(3)(B)(B)

    Creature — Troll Warrior


    When Duskstrider Troll dies, you may pay {2}{B}. If you do, return it to the battlefield tapped under its owner’s control.


    4/3

    Illustrated by Russell Marks

    CB09/269

  • Unshakable(B)

    Instant


    Target creature gets +2/+0 and gains indestructible until end of turn. You lose 2 life.


    Illustrated by David Zhou

    CB10/269

  • Devastating Blow(4)(B)

    Instant


    Target creature gets -4/-4 until end of turn.


    Illustrated by Alicia Ruble

    CB11/269

  • Assassinate(2)(B)

    Sorcery


    Destroy target tapped creature.


    Illustrated by Michael MacRae

    CB12/269

  • Shared Secrets(2)(B)

    Sorcery


    Target player draws two cards. If that player has four or more cards in hand, he or she loses 2 life.

    The more powerful you become, the more secrets your enemies will uncover.


    Illustrated by Andrey Vasilchenko

    CB13/269

  • Duress(B)

    Sorcery


    Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card.


    Illustrated by Joshua Cairós

    CB14/269

  • Pilfer the Graves(3)(B)

    Sorcery


    Return up to two target artifact and/or creature cards from your graveyard to your hand.


    Illustrated by Darek Zabrocki

    CB15/269

  • Crippling Blight(B)

    Creature — Aura


    Enchant creature

    Enchanted creature gets -1/-1 and can’t block.


    Illustrated by Claudio Pilia

    CB16/269

  • Wood Nymph(G)

    Creature — Nymph Dryad


    Hexproof (This creature can’t be the target of spells or abilities your opponents control.)


    1/1

    Illustrated by Charles Agius

    CG01/269

  • Cliffhurst Mystic(1)(G)

    Creature — Elf Druid


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


    1/2

    Illustrated by Bruna Richter

    CG02/269

  • Cliffhurst Sentinel(1)(G)

    Creature — Elf Warrior


    As long as you control a Castle, Cliffhurst Sentinel gets +1/+1.


    2/2

    Illustrated by Anna Verhoog

    CG03/269

  • Woodsong Knight(1)(G)

    Creature — Human Knight


    When Woodsong Knight enters the battlefield, you gain 1 life for each Forest and Castle you control.


    2/2

    Illustrated by No artist credit

    CG04/269

  • Dawnpine Vanguard(2)(G)

    Creature — Elf Warrior


    When Dawnpine Vanguard enters the battlefield, untap target creature.


    3/2

    Illustrated by Stephen Najarian

    CG06/269

  • Roaming Wolves(3)(G)

    Creature — Wolf



    4/4

    Illustrated by Ben Wootten

    CG07/269

  • Swift Spinner(3)(G)

    Creature — Spider


    Flash

    Reach


    2/3

    Illustrated by Michael Antrim

    CG08/269

  • Oakenshale Riders(3)(G)(G)

    Creature — Elf Knight


    Trample

    Crusade (Whenever this creature attacks, tap any number of creatures you control. This creature gets +1/+1 until end of turn for each creature tapped this way.)


    4/5

    Illustrated by Grafit Studio

    CG09/269

  • Crushing Vines(2)(G)

    Instant


    Choose one —

    • Destroy target creature with flying.

    • Destroy target artifact.


    Illustrated by Manu Humbert

    CG11/269

  • Land Survey(G)

    Sorcery


    Search your library for a basic land card or a Castle card, reveal it, put it into your hand, then shuffle your library.


    Illustrated by No artist credit

    CG12/269

  • High Ground(G)

    Instant


    Target creature gets +2/+2 until end of turn. If you control a Castle, it gains hexproof until end of turn.


    Illustrated by Ross Tran

    CG13/269

  • Crash the Ramparts(2)(G)

    Instant


    Target creature gets +3/+3 and gains trample until end of turn.


    Illustrated by Diego de Almeida Peres

    CG14/269

  • Joust(1)(G)

    Sorcery


    Target creature you control fights target creature you don’t control. You gain 3 life.


    Illustrated by Richard Yang

    CG15/269

  • Scout the Borders(2)(G)

    Sorcery


    Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.


    Illustrated by Martin de Diego Sádaba

    CG16/269

  • Arboreal Carapace(2)(G)

    Artifact — Equipment


    Equipped creature gets +2/+2 and has trample.

    Equip {G} ({G}: Attach to target creature you control. Equip only as a sorcery.)


    Illustrated by Cedric Cunanan

    CG17/269

  • Unknown Castle

    Land — Castle


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

    {T}, Tap an untapped creature you control: Add one mana of any color to your mana pool.


    Illustrated by Betocampos

    CL01/269

  • Riverside Fortress

    Land — Castle


    Riverside Fortress enters the battlefield tapped.

    When Riverside Fortress enters the battlefield, you gain 2 life.

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


    Illustrated by Dengyijia Liu

    CL02/269

  • Obsidian Manor

    Land — Castle


    Obsidian Manor enters the battlefield tapped.

    When Obsidian Manor enters the battlefield, you gain 2 life.

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


    Illustrated by Natalie Bernard

    CL03/269

  • Crimson Peak Outpost

    Land — Castle


    Crimson Peak Outpost enters the battlefield tapped.

    When Crimson Peak Outpost enters the battlefield, you gain 2 life.

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


    Illustrated by Raphael Lacoste

    CL04/269

  • Abergwyn Monastery

    Land — Castle


    Abergwyn Monastery enters the battlefield tapped.

    When Abergwyn Monastery enters the battlefield, you gain 2 life.

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


    Illustrated by Sandrine Malus

    CL05/269

  • Viridian Bastion

    Land — Castle


    Viridian Bastion enters the battlefield tapped.

    When Viridian Bastion enters the battlefield, you gain 2 life.

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


    Illustrated by Vladek Sakolski

    CL05/269

  • Evolving Wilds

    Land


    {T}, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.


    Illustrated by Lane Brown

    CL06/269

  • Impetuous Fighter(R)

    Creature — Human Warrior


    {2}{R}: Impetuous Fighter gets +2/+0 until end of turn.


    1/1

    Illustrated by Natalie Bernard

    CR01/269

  • Cliffhurst Archer(1)(R)

    Creature — Elf Archer


    Whenever Cliffhurst Archer attacks, it deals 1 damage to each opponent.


    2/1

    Illustrated by Tomasz Chistowski

    CR02/269

  • Steelstroke Bandit(1)(R)

    Creature — Elf Rogue


    When Steelstroke Bandit enters the battlefield, destroy target artifact.


    1/1

    Illustrated by Arturo Silva

    CR03/269

  • Chaos Disciple(2)(R)

    Creature — Elf Wizard


    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)


    2/3

    Illustrated by Botos Vlad

    CR04/269

  • Crimson Craghide(2)(R)

    Creature — Beast


    Trample


    2/3

    Illustrated by Tom Lopez

    CR05/269

  • Elvish Swiftblade(2)(R)

    Creature — Elf Knight


    Haste

    Crusade (Whenever this creature attacks, tap any number of creatures you control. This creature gets +1/+1 until end of turn for each creature tapped this way.)


    2/2

    Illustrated by Leonardo Borazio

    CR06/269

  • Cliffhurst Cavalry(3)(R)

    Creature — Elf Knight


    Whenever Cliffhurst Cavalry and another creature attack, Cliffhurst Cavalry gets +2/+0 until end of turn.


    3/3

    Illustrated by Regen Han

    CR06/269

  • Wayward Knight(2)(R)(R)

    Creature — Human Knight


    Menace (This creature can’t be blocked except by two or more creatures.)

    Crusade (Whenever this creature attacks, tap any number of creatures you control. This creature get +1/+1 for each creature tapped this way.)


    3/3

    Illustrated by Timur Kvasov

    CR08/269

  • Unchained Fellhide(4)(R)

    Creature — Beast



    5/4

    Illustrated by Arnaud Lonys

    CR09/269

  • Daring Assault(1)(R)

    Instant


    Target attacking creature gets +4/+2 until end of turn. If it’s equipped, it gains trample until end of turn.


    Illustrated by Piotr Arendzikowski

    CR10/269

  • Set Ablaze(1)(R)

    Instant


    Destroy target Equipment. If that Equipment was attached to a creature, Set Ablaze deals 3 damage to that creature.


    Illustrated by Jason Behnke

    CR11/269

  • Brutal Swing(2)(R)

    Instant


    Target creature you control deals damage equal to its power to target creature you don’t control.


    Illustrated by Nene Klumpe

    CR12/269

  • Tormenting Voice(1)(R)

    Sorcery


    As an additional cost to cast Tormenting Voice, discard a card.

    Draw two cards.


    Illustrated by George Evangelista

    CR13/269

  • Twin Bolt(1)(R)

    Instant


    Twin Bolt deals 2 damage divided as you choose among one or two target creatures and/or players.


    Illustrated by José Vega

    CR14/269

  • Demolish(3)(R)

    Sorcery


    Destroy target artifact or land.


    Illustrated by Anton Kagounkin Magdalina

    CR15/269

  • Seismic Stomp(1)(R)

    Sorcery


    Creatures without flying can’t block this turn.


    Illustrated by Timi Honkanen

    CR16/269

  • Elvish Wildblade(1)(R)

    Artifact — Equipment


    Equipped creature gets +2/+0 and has first strike.

    Equip {R} ({R}: Attach to target creature you control. Equip only as a sorcery.)


    Illustrated by Michael Gauss

    CR17/269

  • Duskmere Naiad(1)(U)

    Enchantment Creature — Nymph


    Duskmere Naiad can’t be blocked as long as you control another enchantment.


    2/1

    Illustrated by Marzena Nereida Piwowar

    CU01/269

  • Loch Messenger(1)(U)

    Creature — Faerie Rogue


    Flying

    When Loch Messenger enters the battlefield, scry 2.


    1/1

    Illustrated by Anthony Francisco

    CU02/269

  • Merfolk Mesmerist(1)(U)

    Creature — Merfolk Wizard


    {U}, {T}: Target player puts the top two cards of his or her library into his or her graveyard.


    1/2

    Illustrated by Stephen Garrett Rusk

    CU03/269

  • Windrose Knight(2)(U)

    Creature — Human Knight


    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)


    2/3

    Illustrated by Deiv Calviz

    CU04/269

  • Lagoon Vanguard(2)(U)

    Creature — Faerie Soldier


    Flying

    Whenever Lagoon Vanguard deals combat damage to a player, you may draw a card. If you do, discard a card.


    2/1

    Illustrated by Arturo Z. Gutierrez

    CU05/269

  • CU06 Fish(3)(U)

    Creature — Fish



    2/5

    Illustrated by Edvárd Toth

    CU06/269

  • Lakemist Spirit(4)(U)

    Creature — Spirit


    Flash

    When Lakemist Spirit enters the battlefield, tap target creature.


    3/4

    Illustrated by James Zapata

    CU07/269

  • Serpent of the Loch(4)(U)(U)

    Creature — Serpent


    Defender

    Tap two other untapped creatures you control: Serpent of the Loch can attack this turn as though it didn’t have defender.


    6/6

    Illustrated by James Combridge

    CU08/269

  • Repudiate(2)(U)

    Instant


    Counter target artifact or creature spell.


    Illustrated by Tazio Bettin

    CU09/269

  • Lost in the Mist(3)(U)(U)

    Instant


    Counter target spell. Return target permanent to its owner’s hand.


    Illustrated by René Aigner

    CU10/269

  • Fumble(U)

    Instant


    Tap target creature and unattach all Equipment from it.


    Illustrated by No artist credit

    CU11/269

  • Distract(2)(U)

    Instant


    Tap target creature. It doesn’t untap during its controller’s next untap step.

    Draw a card.


    Illustrated by Danny Kundzinsh

    CU12/269

  • Cautious Dispatch(2)(U)

    Instant


    Draw two cards. Then discard a card unless you return a land you control to its owner’s hand.


    Illustrated by Grzegorz Rutkowski

    CU13/269

  • Void Snare(U)

    Sorcery


    Return target nonland permanent to its owner’s hand.


    Illustrated by Steven Shan

    CU14/269

  • Strategic Planning(1)(U)

    Sorcery


    Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.


    Illustrated by Vilius Petrauskas

    CU15/269

  • Weigh Down(1)(U)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets -6/-0.


    Illustrated by Stepan Alekseev

    CU16/269

  • CW01(W)

    Creature — Human Soldier


    As long as CW01 is equipped, it gets +1/+1 and has first strike.


    1/1

    Illustrated by Ilan Shoshan

    CW01/269

  • CW02 Bishop(W)

    Creature — Human Cleric


    Whenever an Aura or Equipment enters the battlefield under your control, you may tap target creature.


    1/1

    Illustrated by Ekaterina Burmak

    CW02/269

  • Gallant Knight(1)(W)

    Creature — Human Knight


    Crusade (Whenever this creature attacks, you may tap any number of creatures you control. This creature get +1/+0 for each creature tapped this way.)


    2/2

    Illustrated by Ramón Ignacio Bunge

    CW03/269

  • Dawnwind Swallow(1)(W)

    Creature — Bird


    Flying

    When Dawnwind Swallow enters the battlefield, you gain 3 life.


    1/2

    Illustrated by Nelson Wah

    CW04/269

  • Ardent Squire(1)(W)

    Creature — Human Soldier


    When Ardent Squire enters the battlefield, you may attach target Equipment you control to target creature you control.


    1/2

    Illustrated by Jay Graphixx

    CW05/269

  • CW06(2)(W)

    Creature — Human Knight



    3/2

    Illustrated by Ksenia Kim

    CW06/269

  • Keeping the Peace(2)(W)

    Enchantment — Aura


    Enchanted creature can’t attack or block.


    Illustrated by Guillaume Robert

    CW07/269

  • CW08(2)(W)(W)

    Creature — Human Knight


    Vigilance

    Crusade (Whenever this creature attacks, you may tap any number of untapped creatures you control. This creature get +1/+1 until end of turn for each creature tapped this way.)


    3/3

    Illustrated by William Montalvo

    CW08/269

  • Assault Griffin(3)(W)

    Creature — Griffin


    Flying


    3/2

    Illustrated by Sam Wiggins

    CW09/269

  • Faithbearer Paladin(4)(W)

    Creature — Human Knight


    Lifelink (Damage dealt by this creature also causes you to gain that much life.)


    3/4

    Illustrated by Sergey Gudz

    CW10/269

  • Parapet Barrage(1)(W)

    Instant


    Parapet Barrage deals 3 damage to target attacking or blocking creature. If you control a Castle, Parapet Barrage deals 4 damage to that creature instead.


    Illustrated by Rodrigo Ramos

    CW11/269

  • Inspired Charge(2)(W)(W)

    Instant


    Creatures you control get +2/+1 until end of turn.


    Illustrated by Miguel Coimbra

    CW12/269

  • Smite the Monstrous(3)(W)

    Instant


    Destroy target creature with power 4 or greater.


    Illustrated by Peach Luo

    CW13/269

  • Battle-Trained(W)

    Instant


    Target creature gets +1/+1 until end of turn. You may attach target Equipment you control to it.


    Illustrated by Toni Justamante Jacobs

    CW14/269

  • Ironwright's Cleansing(2)(W)

    Sorcery


    Exile target artifact or enchantment.


    Illustrated by Stephen Stark

    CW15/269

  • Pacifism(1)(W)

    Enchantment — Aura


    Enchanted creature can’t attack or block.


    Illustrated by André Martuscelli Do Amaral

    CW16/269

  • Sword in the Stone(3)

    Artifact


    Sword in the Stone enters the battlefield tapped.

    When Sword in the Stone enters the battlefield, search your library for an Equipment card, exile it, then shuffle your library.

    {5}, {T}, Sacrifice Sword in the Stone: Put the exiled card onto the battlefield attached to target creature you control.


    Illustrated by Vuk Kostik

    MA01/269

  • Dybaleth, King of Gwyndon(2)(W)(W)

    Creature — Human Knight


    Other Knights you control get +1/+1.

    At the beginning of your upkeep, reveal the top X cards from your library, where X is equal to the number of Knights you control. You may put an artifact card from among them into your hand, then put the rest on the bottom of your library in a random order.


    3/3

    Illustrated by Tomasz Maronski

    MW01/269

  • Gwyndon Castle

    Land — Castle


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

    {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a Knight creature spell. If you do, it enters the battlefield with a +1/+1 counter on it and you gain 1 life.

    When Sir Dylan’s cloak caught on the table, they rounded the corners.


    Illustrated by Hongqi Zhang

    MW01/269

  • Knight Council(3)(W)(W)

    Enchantment


    At the beginning of your upkeep, create a 2/2 white Knight creature token with vigilance. Then, if you control twelve or more Knights, you win the game.


    Illustrated by Eithnne

    RW01/269

  • Dressed for War(3)(W)

    Sorcery


    You may put any number of Equipment cards from your graveyard and/or hand onto the battlefield attached to any number of target creatures you control.

    "You know a perfect fit when the sword chooses its owner."

    --Nahiri


    Illustrated by Guweiz

    RW01/269

  • Knight of Nant Deryn(1)(B)

    Creature — Human Knight


    First strike


    2/1

    Illustrated by Daria Rashev

    UB03/269

  • Stab Wound(2)(B)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets -2/-2.

    At the beginning of the upkeep of enchanted creature’s controller, that player loses 2 life.


    Illustrated by Scott Chou

    UB10/269

  • Invoke Dead(1)(B)(B)

    Sorcery


    Exile two target creature cards from your graveyard. Create two tapped 2/2 black Zombie creature tokens.


    Illustrated by Diego Rodriguez

    UB14/269

  • Spidersilk Cape(G)

    Artifact — Equipment


    When Spidersilk Cape enters the battlefield, you may untap target creature you control.

    Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.)

    Equip {G} ({G}: Attach to target creature you control. Equip only as a sorcery.)


    Illustrated by Anna Pazyniuk

    UG10/269

  • Hillside Castle

    Land — Castle


    Hillside Castle enters the battlefield tapped with a chivalry counter on it.

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

    {2}{W}, {T}, Remove a chivalry counter from Hillside Castle: Create a 2/2 White Knight creature token with vigilance. Activate this ability only any time you could cast a sorcery.


    Illustrated by Dmitry Burmak

    UL01/269

  • Mynydd Firebrand(1)(R)

    Artifact — Equipment


    Equipped creature gets +2/+0 and has menace.

    Equip {R}


    Illustrated by Aaron Nakahara

    UR/11

  • Expert Metalsmith(2)(R)

    Creature — Human Artificer


    {R}, {T}: Reforge an Equipment. (Sacrifice an Equipment: Put an Equipment card from your hand onto the battlefield.)

    If weapons are blessed, then blacksmiths are miracle workers.


    2/1

    Illustrated by Lucy Lisett

    UR01/269

  • Faerie Vanguard(2)(U)

    Creature — Faerie Soldier


    Flying

    Whenever Faerie Vanguard becomes tapped, you may draw a card. If you do, discard a card.


    2/1

    Illustrated by Jenny Brozek

    UU03/269

  • Abergwyn Rapier(1)(W)

    Artifact — Equipment


    Equipped creature gets +2/+0 and has vigilance.

    Equip {W}


    Illustrated by Aaron Nakahara

    UW11/269

  • Accolade(1)(W)(W)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets +2/+2, has vigilance, and is a Knight in addition to its other types.


    Illustrated by Darek Zabrocki

    UW12/264