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MMR

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


  • Abolish(1)(W)(W)

    Instant


    You may discard a Plains card rather than pay Abolish’s mana cost.

    Destroy target artifact or enchantment.

    As war raged on, the young mages became more direct in their tactics, often at great cost.


    Illustrated by Kev Walker

    001/269

  • Afterlife(2)(W)

    Instant


    Destroy target creature. It can’t be regenerated. Its controller creates a 1/1 white Spirit creature token with flying.


    Illustrated by Brian Snõddy

    002/269

  • Alabaster Wall(2)(W)

    Creature — Wall


    Defender (This creature can’t attack.)

    {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

    Its mortar is mixed with waters straight from the Fountain of Cho.


    0/4

    Illustrated by Randy Gallegos

    003/269

  • Angelic Favor(3)(W)

    Instant


    If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor’s mana cost.

    Cast Angelic Favor only during combat.

    Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.


    Illustrated by Paulo Parente

    004/269

  • Arrest(2)(W)

    Enchantment — Aura


    Enchant creature

    Enchanted creature can’t attack or block, and its activated abilities can’t be activated.

    Orim had no memory of the previous night

    —the first thing she could remember was waking up with the dead guard’s blood on her hands.


    Illustrated by Dan Frazier

    005/269

  • Avatar of Hope(6)(W)(W)

    Creature — Avatar


    If you have 3 or less life, Avatar of Hope costs {6} less to cast.

    Flying

    Avatar of Hope can block any number of creatures.


    4/9

    Illustrated by rk post

    006/269

  • Avenger en-Dal(1)(W)

    Creature — Human Spellshaper


    {2}{W}, {T}, Discard a card: Exile target attacking creature. Its controller gains life equal to its toughness.


    1/1

    Illustrated by Ron Spencer

    007/269

  • Ballista Squad(3)(W)

    Creature — Human Rebel


    {X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature.

    The perfect antidote for a tightly packed formation.


    2/2

    Illustrated by Matthew Wilson

    008/269

  • Blessed Wind(7)(W)(W)

    Sorcery


    Target player’s life total becomes 20.

    “The fourth wind of ascension is Anointer, deifying the worthy.”

    *—Keld Triumphant*


    Illustrated by Anthony S. Waters

    009/269

  • Blinding Angel(3)(W)(W)

    Creature — Angel


    Flying

    Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.

    “Their eyes will shrivel and blacken before faith’s true light.”


    2/4

    Illustrated by Todd Lockwood

    010/269

  • Chieftain en-Dal(1)(W)(W)

    Creature — Human Knight


    Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.

    The clearest commands are practical examples.


    2/2

    Illustrated by Orizio Daniele

    011/269

  • Cho-Arrim Legate(2)(W)

    Creature — Human Soldier


    Protection from black

    If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.


    1/2

    Illustrated by rk post

    012/269

  • Cho-Manno, Revolutionary(2)(W)(W)

    Creature — Human Rebel


    Prevent all damage that would be dealt to Cho-Manno, Revolutionary.

    “Mercadia’s masks can no longer hide the truth. Our day has come at last.”

    —Cho-Manno


    2/2

    Illustrated by Greg & Tim Hildebrandt

    013/269

  • Cho-Manno’s Blessing(W)(W)

    Enchantment — Aura


    Flash

    Enchant creature

    As Cho-Manno’s Blessing enters the battlefield, choose a color.

    Enchanted creature has protection from the chosen color. This effect doesn’t remove Cho-Manno’s Blessing.


    Illustrated by John Matson

    014/269

  • Crowssbow Infantry(1)(W)

    Creature — Human Soldier Archer


    {T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature.

    The crossbow is the ideal weapon for the lazy Mercadians: just point and shoot.


    1/1

    Illustrated by Greg & Tim Hildebrandt

    015/269

  • Defiant Falcon(1)(W)

    Creature — Rebel Bird


    Flying

    {4}, {T}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.


    1/1

    Illustrated by Heather Hudson

    016/269

  • Devout Witness(2)(W)

    Creature — Human Spellshaper


    {1}{W}, {T}, Discard a card: Destroy target artifact or enchantment.

    The Cho-Arrim fought Mercadia’s decadence with more than just swords.


    2/2

    Illustrated by Don Hazeltine

    017/269

  • Disenchant(1)(W)

    Instant


    Destroy target artifact or enchantment.

    The scepter of power is fragile in a calloused hand.

    —Cho-Arrim saying


    Illustrated by Adam Rex

    018/269

  • Diving Griffin(1)(W)(W)

    Creature — Griffin


    Flying, vigilance

    To outrace the griffin

    —Kipamu expression meaning “to do the impossible”


    2/2

    Illustrated by John Howe

    019/269

  • Entangler(2)(W)(W)

    Enchantment — Aura


    Enchant creature

    Enchanted creature can block any number of creatures.

    “Tell me again,” said Latulla, raising her fist, “how just one woman held back an entire Keldon platoon.”


    Illustrated by D. Alexander Gregory

    020/269

  • Fresh Volunteers(1)(W)

    Creature — Human Rebel


    Every Cho-Arrim villager is a potential warrior; when they are called, they abandon their peaceful way of life and take up arms to defend it.


    2/2

    Illustrated by Jeff Miracola

    021/269

  • Ivory Mask(2)(W)(W)

    Enchantment


    You have shroud. (You can’t be the target of spells or abilities.)

    “I did not choose my role, Orim,” said Cho-Manno patiently, “and I suspect Gerrard did not choose his.”


    Illustrated by Glen Angus

    022/269

  • Jhovall Queen(4)(W)(W)

    Creature — Cat Rebel


    Vigilance

    War-trained jhovalls eat twice their weight in war-trained soldiers daily.


    4/7

    Illustrated by Michael Sutfin

    023/269

  • Last Breath(1)(W)

    Instant


    Exile target creature with power 2 or less. Its controller gains 4 life.

    “The River flows. My soul returns.”


    Illustrated by DiTerlizzi

    024/269

  • Lin Sivvi, Defiant Hero(1)(W)(W)

    Creature — Human Rebel


    {X}, {T}: Search your library for a Rebel permanent card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.

    {3}: Put target Rebel card from your graveyard on the bottom of your library.


    1/3

    Illustrated by rk post

    025/269

  • Mageta the Lion(3)(W)(W)

    Creature — Human Spellshaper


    {2}{W}{W}, {T}, Discard two cards: Destroy all creatures except for Mageta the Lion.‌ Those creatures can’t be regenerated.

    In the jungle of war there is always a Lion.


    3/3

    Illustrated by rk post

    026/269

  • Mageta's Boon(1)(W)

    Enchantment — Aura


    Flash

    Enchant creature

    Enchanted creature gets +1/+2.

    When the Lion roars, his cubs grow stronger.

    —Kipamu saying


    Illustrated by Bradley Williams

    027/269

  • Mirror Strike(3)(W)

    Instant


    All combat damage that would be dealt to you this turn by target unblocked creature is dealt to its controller instead.

    “Enemies can be your weapons or your shields. Simply show them which they are.”

    —The Teachings of Zho


    Illustrated by Dave Dorman

    028/269

  • Netter en-Dal(W)

    Creature — Human Spellshaper


    {W}, {T}, Discard a card: Target creature can’t attack this turn.

    The wizard’s vocabulary of mogg profanities increased with every net she cast.


    1/1

    Illustrated by Matt Cavotta

    029/269

  • Noble Purpose(3)(W)(W)

    Enchantment


    Whenever a creature you control deals combat damage, you gain that much life.

    Fighting for the right reason is itself a source of strength.


    Illustrated by Kev Walker

    030/269

  • Parallax Wave(2)(W)(W)

    Enchantment


    Fading 5 (This enchantment enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    Remove a fade counter from Parallax Wave: Exile target creature.

    When Parallax Wave leaves the battlefield, each player returns to the battlefield all cards he or she owns exiled with Parallax Wave.


    Illustrated by Rebecca Guay

    031/269

  • Pious Warrior(3)(W)

    Creature — Human Rebel Warrior


    Whenever Pious Warrior is dealt combat damage, you gain that much life.

    The Cho-Arrim make no distinction between healers and soldiers.


    2/3

    Illustrated by Jeff Miracola

    032/269

  • Ramosian Commander(2)(W)(W)

    Creature — Human Rebel


    {6}, {T}: Search your library for a Rebel permanent card with converted mana cost 5 or less and put it onto the battlefield. Then shuffle your library.

    “Cho-Manno guides your spirit. I guide your sword.”


    2/4

    Illustrated by Scott Hampton

    033/269

  • Ramosian Rally(3)(W)

    Instant


    If you control a Plains, you may tap an untapped creature you control rather than pay Ramosian Rally’s mana cost.

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


    Illustrated by Christopher Moeller

    034/269

  • Ramosian Sergeant(W)

    Creature — Human Rebel


    {3}, {T}: Search your library for a Rebel permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.

    Her commands are part rallying cry, part sermon, and wholly undeniable.


    1/1

    Illustrated by Don Hazeltine

    035/269

  • Ramosian Sky Marshal(3)(W)(W)

    Creature — Human Rebel


    Flying

    {7}, {T}: Search your library for a Rebel permanent card with converted mana cost 6 or less and put it onto the battlefield. Then shuffle your library.

    The Cho-Arrim fell from the sky onto Mercadia City like a vengeful rain.


    3/3

    Illustrated by Matt Cavotta

    036/269

  • Seal of Cleansing(1)(W)

    Enchantment


    Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.

    “I am the purifier, the light that clears all shadows.”

    —Seal inscription


    Illustrated by Christopher Moeller

    037/269

  • Silkenfist Order(3)(W)(W)

    Creature — Kor Soldier


    Whenever Silkenfist Order becomes blocked, untap it.

    Hands weave life and death;\\

    Intertwining spirits knit\\

    Tapestries and shrouds.


    3/5

    Illustrated by Greg & Tim Hildebrandt

    038/269

  • Soul Charmer(2)(W)

    Creature — Human Rebel


    Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature’s controller pays {2}.

    She seeks the warmth of the living.


    2/2

    Illustrated by Glen Angus

    039/269

  • Steadfast Guard(W)(W)

    Creature — Human Rebel


    Vigilance (Attacking doesn’t cause this creature to tap.)

    The Mercadians were prepared for the guard, but the guard was even more prepared for the Mercadians.


    2/2

    Illustrated by Adam Rex

    040/269

  • Story Circle(1)(W)(W)

    Enchantment


    As Story Circle enters the battlefield, choose a color.

    {W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.


    Illustrated by Bradley Williams

    041/269

  • Trenching Steed(3)(W)

    Creature — Horse Rebel


    Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.

    The Keldons took several of the steeds as trophies of war. They’d never seen such a light beast stand so firm.


    2/3

    Illustrated by Greg & Tim Hildebrandt

    042/269

  • Wishmonger(3)(W)

    Creature — Unicorn Monger


    {2}: Target creature gains protection from the color of its controller’s choice until end of turn. Any player may activate this ability.

    “It’s not what you ask for, but how you ask for it.”


    3/3

    Illustrated by Heather Hudson

    043/269

  • Accumulated Knowledge(1)(U)

    Instant


    Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.

    “I have seen and heard much here.There are secrets within secrets. Let me show you.”

    —Takara, to Eladamri


    Illustrated by Randy Gallegos

    044/269

  • Alexi, Zephyr Mage(3)(U)(U)

    Creature — Human Spellshaper


    {X}{U}, {T}, Discard two cards: Return X target creatures to their owners’ hands.

    The Keldons didn’t know her name, but they still cursed her in battle.


    3/3

    Illustrated by Mark Zug

    045/269

  • Alexi's Cloak(1)(U)

    Enchantment — Aura


    Flash

    Enchant creature

    Enchanted creature has shroud. (It can’t be the target of spells or abilities.)

    “Doesn’t look like much, does it?”

    —Alexi, zephyr mage


    Illustrated by Alan Rabinowitz

    046/269

  • Avatar of Will(6)(U)(U)

    Creature — Avatar


    If an opponent has no cards in hand, Avatar of Will costs {6} less to cast.

    Flying


    5/6

    Illustrated by rk post

    047/269

  • Brainstorm(U)

    Instant


    Draw three cards, then put two cards from your hand on top of your library in any order.

    “I see more than others do because I know where to look.”

    —Saprazzan vizier


    Illustrated by DiTerlizzi

    048/269

  • Bribery(3)(U)(U)

    Instant


    Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles his or her library.

    In Mercadia City, loyalties extend only as far as your purse can stretch.


    Illustrated by Andrew Robinson

    049/269

  • Chambered Nautilus(2)(U)

    Creature — Nautilus Beast


    Whenever Chambered Nautilus becomes blocked, you may draw a card.

    What’s merely a home for the nautilus can become exquisite jewelry in the hands of Saprazzan artisans.


    2/2

    Illustrated by John Matson

    050/269

  • Chameleon Spirit(3)(U)

    Creature — Illusion Spirit


    As Chameleon Spirit enters the battlefield, choose a color.

    Chameleon Spirit’s power and toughness are each equal to the number of permanents of the chosen color your opponents control.


    */*

    Illustrated by Bradley Williams

    051/269

  • Charisma(U)(U)(U)

    Enchantment — Aura


    Enchant creature

    Whenever enchanted creature deals damage to a creature, gain control of the other creature for as long as Charisma remains on the battlefield.

    It was Gerrard’s nature to lead and the Mercadians’ to follow.


    Illustrated by Terese Nielsen

    052/269

  • Coastal Hornclaw(4)(U)

    Creature — Bird


    Sacrifice a land: Coastal Hornclaw gains flying until end of turn.

    Jamuraan farmers fear three things above all else: droughts, floods, and hornclaws.


    3/3

    Illustrated by DiTerlizzi

    053/269

  • Coastal Piracy(2)(U)(U)

    Enchantment


    Whenever a creature you control deals combat damage to an opponent, you may draw a card.

    “I don’t like to think of myself as a pirate. I’m more like a stimulator of the local economy.”


    Illustrated by Matthew D. Wilson

    054/269

  • Counterspell(U)(U)

    Instant


    Counter target spell.

    “Your attack has been rendered harmless. It is, however, quite pretty.”

    —Saprazzan vizier


    Illustrated by Gao Yan

    055/269

  • Darting Merfolk(1)(U)

    Creature — Merfolk


    {U}: Return Darting Merfolk to its owner’s hand.

    You might as well try to catch water with a net.


    1/1

    Illustrated by Sam Wood

    056/269

  • Daze(1)(U)

    Instant


    You may return an Island you control to its owner’s hand rather than pay Daze’s mana cost.

    Counter target spell unless its controller pays {1}.


    Illustrated by Matthew D. Wilson

    057/269

  • Dehydration(3)(U)

    Enchantment — Aura


    Enchant creature

    Enchanted creature doesn’t untap during its controller’s untap step.

    “You say Saprazzo is a city built on water? I hope they have enough to wash the dust from my throat.”

    —Sisay


    Illustrated by Val Maverick

    058/269

  • Denying Wind(7)(U)(U)

    Sorcery


    Search target player’s library for up to seven cards and exile them. Then that player shuffles his or her library.

    “The third wind of ascension is Eliminator, clearing Keld’s path to victory.”\\

    *—Keld Triumphant*


    Illustrated by Tony Szczudlo

    059/269

  • Dominate(X)(1)(U)(U)

    Instant


    Gain control of target creature with converted mana cost X or less.

    “I’ve come to reclaim what is mine. And you, Greven, are mine.”

    —Volrath


    Illustrated by Scott Hampton

    060/269

  • Drake Hatchling(2)(U)

    Creature — Drake


    Flying

    {U}: Drake Hatchling gets +1/+0 until end of turn. Activate this ability only once each turn.

    There is beauty in the space between learning to fly and taking it for granted.


    1/3

    Illustrated by Bradley Williams

    061/269

  • False Demise(2)(U)

    Enchantment — Aura


    Enchant creature

    When enchanted creature dies, return that card to the battlefield under your control.

    “Go down there and fish him out. Maybe his hide will fetch a price.”


    Illustrated by Pat Morrissey

    062/269

  • Gulf Squid(3)(U)

    Creature — Squid Beast


    When Gulf Squid enters the battlefield, tap all lands target player controls.

    If it could capture the power it wastes, it would be invincible.


    2/2

    Illustrated by Wayne England

    063/269

  • Gush(4)(U)

    Instant


    You may return two Islands you control to their owner’s hand rather than pay Gush’s mana cost.

    Draw two cards.

    Don’t trust your secrets to the sea.


    Illustrated by Kev Walker

    064/269

  • Hoodwink(1)(U)

    Instant


    Return target artifact, enchantment, or land to its owner’s hand.

    The youths of Rishada’s marketplace are always ready for a quick footrace.


    Illustrated by Arnie Swekel

    065/269

  • Infiltrate(U)

    Instant


    Target creature can’t be blocked this turn.

    Getting in was the easy part. Getting out proved to be more difficult.


    Illustrated by Nelson DeCastro

    066/269

  • Jolting Merfolk(2)(U)(U)

    Creature — Merfolk


    Fading 4 (This creature enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    Remove a fade counter from Jolting Merfolk: Tap target creature.


    2/2

    Illustrated by Glen Angus

    067/269

  • Misdirection(3)(U)(U)

    Instant


    You may exile a blue card from your hand rather than pay Misdirection’s mana cost.

    Change the target of target spell with a single target.


    Illustrated by Paolo Parente

    068/269

  • Overtaker(1)(U)

    Creature — Merfolk Spellshaper


    {3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

    “It’s no challenge to master a Mercadian.”


    1/1

    Illustrated by Clyde Caldwell

    069/269

  • Rethink(2)(U)

    Instant


    Counter target spell unless its controller pays {X}, where X is its converted mana cost.

    “Are you sure you want to do that?”


    Illustrated by Matt Cavotta

    070/269

  • Rishadan Airship(2)(U)

    Creature — Human Pirate


    Flying

    Rishadan Airship can block only creatures with flying.

    The view is truly spectacular—as long as you don’t look at Rishada itself.


    3/1

    Illustrated by Matt Cavotta

    071/269

  • Rishadan Cutpurse(2)(U)

    Creature — Human Pirate


    When Rishadan Cutpurse enters the battlefield, each opponent sacrifices a permanent unless he or she pays {1}.

    The bigger the purse, the greater the fool.

    —Rishadan saying


    1/1

    Illustrated by Christopher Moeller

    072/269

  • Rootwater Thief(2)(U)

    Creature — Merfolk Rogue


    {U}: Rootwater Thief gains flying until end of turn.

    Whenever Rootwater Thief deals combat damage to a player, you may pay {2}. If you do, search that player’s library for a card and exile it, then the player shuffles his or her library.


    1/2

    Illustrated by Christopher Moeller

    073/269

  • Sailmonger(3)(U)

    Creature — Human Monger


    {2}: Target creature gains flying until end of turn. Any player may activate this ability.

    Clients who cheat the sailmonger make an impact on the rest.


    3/3

    Illustrated by Michael Sutfin

    074/269

  • Saprazzan Breaker(4)(U)

    Creature — Beast


    {U}: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker can’t be blocked this turn.


    3/3

    Illustrated by Pete Venters

    075/269

  • Saprazzan Legate(3)(U)

    Creature — Merfolk Soldier


    Flying

    If an opponent controls a Mountain and you control an Island, you may cast Saprazzan Legate without paying its mana cost.


    1/3

    Illustrated by Andrew Goldhawk

    076/269

  • Saprazzan Raider(2)(U)

    Creature — Merfolk Soldier


    When Saprazzan Raider becomes blocked, return it to its owner’s hand.

    Some quick dagger work and then back to the sea—that’s the Saprazzan way.


    1/2

    Illustrated by Jeff Miracola

    077/269

  • Seal of Removal(U)

    Enchantment


    Sacrifice Seal of Removal: Return target creature to its owner’s hand.

    “I am the unraveler, the loosened thread that will not hold.”

    —Seal inscription


    Illustrated by Christopher Moeller

    078/269

  • Sliptide Serpent(4)(U)(U)

    Creature — Serpent


    {3}{U}: Return Sliptide Serpent to its owner’s hand.

    It’s futile to fight something you can see only in the corner of your eye.


    4/4

    Illustrated by Daren Bader

    079/269

  • Sneaky Homunculus(1)(U)

    Creature — Homunculus Illusion


    Sneaky Homunculus can’t block or be blocked by creatures with power 2 or greater.

    Keep watch only for the giants and you’ll be eaten by the ants.


    1/1

    Illustrated by Scott M. Fischer

    080/269

  • Statecraft(3)(U)

    Enchantment


    Prevent all combat damage that would be dealt to and dealt by creatures you control.

    “Inside these walls, peace; outside, sharks. You choose.”

    —Saprazzan vizier


    Illustrated by Mike Ploog

    081/269

  • Stinging Barrier(2)(U)(U)

    Creature — Wall


    Defender (This creature can’t attack.)

    {U}, {T}: Stinging Barrier deals 1 damage to target creature or player.


    0/4

    Illustrated by Pat Morrissey

    082/269

  • Tidal Kraken(5)(U)(U)(U)

    Creature — Serpent


    Tidal Kraken can’t be blocked.

    To merfolk, pirates are a nuisance. To pirates, merfolk are a threat. To the kraken, they’re both appetizers.


    6/6

    Illustrated by Christopher Moeller

    083/269

  • Trickster Mage(U)

    Creature — Human Spellshaper


    {U}, {T}, Discard a card: You may tap or untap target artifact, creature, or land.

    “If it ain’t broke, I’ll break it. If it is broke, I’ll fix it.”


    1/1

    Illustrated by Alan Rabinowitz

    084/269

  • Waterfront Bouncer(1)(U)

    Creature — Merfolk Spellshaper


    {U}, {T}, Discard a card: Return target creature to its owner’s hand.

    Closing time comes earlier to some than to others.


    1/1

    Illustrated by Paolo Parente

    085/269

  • Withdraw(U)(U)

    Instant


    Return target creature to its owner’s hand. Then return another target creature to its owner’s hand unless its controller pays {1}.

    “We outnumber them! Charge! Charge! Hey, where’d you guys go? Retreat! Retreat!”


    Illustrated by Adam Rex

    086/269

  • Ascendant Envicar(4)(B)(B)

    Creature — Vampire


    Flying

    Other black creatures get +1/+1.

    Nonblack creatures get -1/-1.

    “Things are going to change around here.”

    —Crovax


    3/3

    Illustrated by Mark Zug

    087/269

  • Avatar of Woe(6)(B)(B)

    Creature — Avatar


    If there are ten or more creature cards total in all graveyards, Avatar of Woe costs {6} less to cast.

    Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)

    {T}: Destroy target creature. It can’t be regenerated.


    6/5

    Illustrated by rk post

    088/269

  • Black Market(3)(B)(B)

    Enchantment


    Whenever a creature dies, put a charge counter on Black Market.

    At the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Black Market.


    Illustrated by Jeff Easley

    089/269

  • Cackling Witch(1)(B)

    Creature — Human Spellshaper


    {X}{B}, {T}, Discard a card: Target creature gets +X/+0 until end of turn.

    The touch of his madness can drive anyone into a killing frenzy.


    1/1

    Illustrated by Brian Despain

    090/269

  • Cateran Enforcer(3)(B)(B)

    Creature — Horror Mercenary


    Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)

    {4}, {T}: Search your library for a Mercenary permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library.


    4/3

    Illustrated by Mike Ploog

    091/269

  • Cateran Kidnappers(2)(B)(B)

    Creature — Human Mercenary


    {3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.

    Recruits aren’t always volunteers.


    4/2

    Illustrated by Carl Critchlow

    092/269

  • Cateran Overlord(4)(B)(B)(B)

    Creature — Horror Mercenary


    Sacrifice a creature: Regenerate Cateran Overlord.

    {6}, {T}: Search your library for a Mercenary permanent card with converted mana cost 6 or less and put it onto the battlefield. Then shuffle your library.


    7/5

    Illustrated by Michael Sutfin

    093/269

  • Cateran Persuader(B)(B)

    Creature — Human Mercenary


    {1}, {T}: Search your library for a Mercenary permanent card with converted mana cost 1 or less and put it onto the battlefield. Then shuffle your library.


    2/1

    Illustrated by Carl Critchlow

    094/269

  • Cateran Slaver(4)(B)(B)

    Creature — Horror Mercenary


    Swampwalk (This creature can’t be blocked as long as defending player controls a Swamp.)

    {5}, {T}: Search your library for a Mercenary permanent card with converted mana cost 5 or less and put it onto the battlefield. Then shuffle your library.


    5/5

    Illustrated by Carl Critchlow

    095/269

  • Cateran Summons(B)

    Sorcery


    Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library.

    Even when recruitment is slow, the guild can always cook something up.


    Illustrated by Alan Pollack

    096/269

  • Conspiracy(3)(B)(B)

    Enchantment


    As Conspiracy enters the battlefield, choose a creature type.

    Creature cards you own that aren’t on the battlefield, creature spells you control, and creatures you control are the chosen type.


    Illustrated by Jeff Easley

    097/269

  • Dark Ritual(B)

    Instant


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

    “Eye of twilight, give us sight.\\

    Take our offer, give us might.\\

    Make our power tears of night.”


    Illustrated by Rebecca Guay

    098/269

  • Dark Triumph(4)(B)

    Sorcery


    If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph’s mana cost.

    Creatures you control get +2/+0 until end of turn.

    All that’s left is the coronation.


    Illustrated by Adam Rex

    099/269

  • Deepwood Ghoul(2)(B)

    Creature — Zombie


    Pay 2 life: Regenerate Deepwood Ghoul.

    They feed on the living to stay undead.


    2/1

    Illustrated by Alan Pollack

    100/269

  • Deepwood Legate(3)(B)

    Creature — Shade


    If an opponent controls a Forest and you control a Swamp, you may cast Deepwood Legate without paying its mana cost.

    {B}: Deepwood Legate gets +1/+1 until end of turn.


    1/1

    Illustrated by Pete Venters

    101/269

  • Greel, Mind Raker(3)(B)(B)

    Creature — Horror Spellshaper


    {X}{B}, {T}, Discard two cards: Target player discards X cards at random.

    “You’re Latulla’s gift to me, and I always play with my presents.”


    3/3

    Illustrated by Brom

    102/269

  • Haunted Crossroads(3)(B)

    Enchantment


    {B}: Put target creature card from your graveyard on top of your library.

    It seemed as if no one wanted them to reach the Henge of Ramos—not even the dead.


    Illustrated by Carl Critchlow

    103/269

  • Highway Robber(2)(B)(B)

    Creature — Human Mercenary


    When Highway Robber enters the battlefield, target opponent loses 2 life and you gain 2 life.

    “Tonight, madam, it’s your money and your life.”


    2/2

    Illustrated by Kev Walker

    104/269

  • Larceny(3)(B)(B)

    Enchantment


    Whenever a creature you control deals combat damage to a player, that player discards a card.


    Illustrated by Dave Dorman

    105/269

  • Maggot Therapy(2)(B)

    Enchantment — Aura


    Flash

    Enchant creature

    Enchanted creature gets +2/-2.

    “If this is the cure, I’d hate to see the disease.”

    —Orim


    Illustrated by Jeff Easily

    106/269

  • Massacre(2)(B)(B)

    Sorcery


    If an opponent controls a Plains and you control a Swamp, you may cast Massacre without paying its mana cost.

    All creatures get -2/-2 until end of turn.


    Illustrated by Pete Venters

    107/269

  • Mind Slash(2)(B)(B)

    Enchantment


    {B}, Sacrifice a creature: Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery.

    “I can’t think with all that screaming.”


    Illustrated by Adam Rex

    108/269

  • Misshapen Fiend(1)(B)

    Creature — Horror Mercenary


    Flying

    You’d scarcely believe they could fly until they drop out of the sky onto you.


    1/1

    Illustrated by Adam Rex

    109/269

  • Phyrexian Driver(2)(B)

    Creature — Zombie Mercenary


    When Phyrexian Driver enters the battlefield, other Mercenary creatures get +1/+1 until end of turn.

    Although the abuse was initially effective, the troops soon became numb to it.


    1/1

    Illustrated by Chippy

    110/269

  • Phyrexian Prowler(3)(B)

    Creature — Zombie Mercenary


    Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    Remove a fade counter from Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn.


    3/3

    Illustrated by Mark Zug

    111/269

  • Plague Wind(7)(B)(B)

    Enchantment


    Destroy all creatures you don’t control. They can’t be regenerated.

    “The second wind of ascension is Reaver, slaying the unworthy.”\\

    *—Keld Triumphant*


    Illustrated by Alan Pollack

    112/269

  • Plague Witch(1)(B)

    Creature — Elf Spellshaper


    {B}, {T}, Discard a card: Target creature gets -1/-1 until end of turn.

    “I can ail what cures you.”


    1/1

    Illustrated by Nelson DeCastro

    113/269

  • Primeval Shambler(4)(B)

    Creature — Horror Mercenary


    {B}: Primeval Shambler gets +1/+1 until end of turn.

    His mind, like his body, is made up of the swamp’s flotsam.


    3/3

    Illustrated by Chippy

    114/269

  • Rampart Crawler(B)

    Creature — Lizard Mercenary


    Rampart Crawler can’t be blocked by Walls.

    “Not even the magistrate in his lofty tower is out of our reach.”

    —Cateran overlord


    1/1

    Illustrated by Pete Venters

    115/269

  • Rathi Assassin(2)(B)(B)

    Creature — Zombie Mercenary Assassin


    {1}{B}{B}, {T}: Destroy target tapped nonblack creature.

    {3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.


    2/2

    Illustrated by Dana Knutson

    116/269

  • Rathi Intimidator(1)(B)(B)

    Creature — Horror Mercenary


    Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)

    {2}, {T}: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.


    2/1

    Illustrated by Mike Ploog

    117/269

  • Rouse(1)(B)

    Instant


    If you control a Swamp, you may pay 2 life rather than pay Rouse’s mana cost.

    Target creature gets +2/+0 until end of turn.


    Illustrated by Dave Dorman

    118/269

  • Scandalmonger(3)(B)

    Creature — Boar Monger


    {2}: Target player discards a card. Any player may activate this ability but only any time he or she could cast a sorcery.

    Silence costs extra. Breaking it costs extra still.


    3/3

    Illustrated by Matt Cavotta

    119/269

  • Seal of Doom(2)(B)

    Enchantment


    Sacrifice Seal of Doom: Destroy target nonblack creature. It can’t be regenerated.

    “I am the banisher, the ill will that snuffs the final candle.”

    —Seal inscription


    Illustrated by Christopher Moeller

    120/269

  • Sever Soul(3)(B)(B)

    Sorcery


    Destroy target nonblack creature. It can’t be regenerated. You gain life equal to its toughness.

    “With the proper tools, even the Great River can be dammed.”

    —Ta-Spon, Cho-Arrim executioner


    Illustrated by Jeff Easley

    121/269

  • Snuff Out(3)(B)

    Instant


    If you control a Swamp, you may pay 4 life rather than pay Snuff Out’s mana cost.

    Destroy target nonblack creature. It can’t be regenerated.

    Squee watched his Kyren cousins fall with a mixture of sympathy and relief.


    Illustrated by Mike Ploog

    122/269

  • Specter's Wail(1)(B)

    Sorcery


    Target player discards a card at random.

    As he gritted his teeth to focus through the pain, Tahngarth glanced at Takara. She seemed completely unaffected.


    Illustrated by Randy Gallegos

    123/269

  • Spineless Thug(1)(B)

    Creature — Zombie Mercenary


    Spineless Thug can’t block.

    These troops are only as strong as the evincar’s control.


    2/2

    Illustrated by Matthew D. Wilson

    124/269

  • Steal Strength(1)(B)

    Instant


    Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.

    With each grunt of pain from Haddad, Greel’s grin widened.


    Illustrated by D. Alexander Gregory

    125/269

  • Strongarm Thug(2)(B)

    Creature — Human Mercenary


    When Strongarm Thug enters the battlefield, you may return target Mercenary card from your graveyard to your hand.

    “No, I insist—let me carry all that heavy jewelry.”

     


    1/1

    Illustrated by Rebecca Guay

    126/269

  • Unmask(3)(B)

    Sorcery


    You may exile a black card from your hand rather than pay Unmask’s mana cost.

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


    Illustrated by rk post

    127/269

  • Vicious Hunger(B)(B)

    Sorcery


    Vicious Hunger deals 2 damage to target creature and you gain 2 life.

    “Blood is foul, the flesh dross. My ascendance thirsts for life itself.”

    —Crovax


    Illustrated by D. Alexander Gregory

    128/269

  • Volrath the Fallen(3)(B)(B)(B)

    Creature — Shapeshifter


    {1}{B}, Discard a creature card: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card’s converted mana cost.

    “I stepped out. I did not step down.”


    6/4

    Illustrated by Kev Walker

    129/269

  • Ancient Hydra(4)(R)

    Creature — Hydra


    Fading 5 (This creature enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    {1}, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player.


    5/1

    Illustrated by Scott M. Fischer

    130/269

  • Arc Mage(2)(R)

    Creature — Human Spellshaper


    {2}{R}, {T}, Discard a card: Arc Mage deals 2 damage divided as you choose among one or two target creatures and/or players.


    2/2

    Illustrated by Terese Nielsen

    131/269

  • Avatar of Fury(6)(R)(R)

    Creature — Avatar


    If an opponent controls seven or more lands, Avatar of Fury costs {6} less to cast.

    Flying

    {R}: Avatar of Fury gets +1/+0 until end of turn.


    6/6

    Illustrated by rk post

    132/269

  • Battle Rampart(2)(R)

    Creature — Wall


    Defender

    {T}: Target creature gains haste until end of turn.


    1/3

    Illustrated by Ron Spencer

    133/269

  • Battle Squadron(3)(R)(R)

    Creature — Goblin


    Flying

    Battle Squadron’s power and toughness are each equal to the number of creatures you control.

    The goblins made an unruly pile with military precision.


    */*

    Illustrated by Mark Tedin

    134/269

  • Bola Warrior(1)(R)

    Creature — Human Spellshaper Warrior


    {R}, {T}, Discard a card: Target creature can’t block this turn.

    The ingredients for panic include equal parts danger, uncertainty, and helplessness.


    1/1

    Illustrated by Adam Rex

    135/269

  • Branded Bralwers(R)

    Creature — Human Soldier


    Branded Brawlers can’t attack if defending player controls an untapped land.

    Branded Brawlers can’t block if you control an untapped land.

    “The sword or the lash. Choose.”

    —Akul, Keldon whip sergeant


    2/2

    Illustrated by Scott M. Fischer

    136/269

  • Brawl(3)(R)(R)

    Instant


    Until end of turn, all creatures gain “{T}: This creature deals damage equal to its power to target creature.”

    Anything can happen when patience is scarce and wine is abundant.


    Illustrated by Edward P. Beard, Jr.

    137/269

  • Cave-In(3)(R)(R)

    Sorcery


    You may exile a red card from your hand rather than pay Cave-In’s mana cost.

    Cave-In deals 2 damage to each creature and each player.

    One fleet was gone; others were poised.


    Illustrated by Mark Tedin

    138/269

  • Cinder Elemental(3)(R)

    Creature — Elemental


    {X}{R}, {T}, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player.

    Their rage can grow to such proportions that they explode in a cloud of fire.


    2/2

    Illustrated by Greg Staples

    139/269

  • Crash(2)(R)

    Instant


    You may sacrifice a Mountain rather than pay Crash’s mana cost.

    Destroy target artifact.

    Gerrard shook his head as the ground rushed to meet him.“This,” he thought, “is not the start I was hoping for.”


    Illustrated by Doug Chaffee

    140/269

  • Devastate(3)(R)(R)

    Sorcery


    Destroy target land. Devastate deals 1 damage to each creature and each player.

    “You’re willing to die for your homeland. I’m willing to kill for it.”

    —Latulla, Keldon overseer


    Illustrated by Greg Staples

    141/269

  • Flame Rift(1)(R)

    Sorcery


    Flame Rift deals 4 damage to each player.

    Crovax hungered for power, and the stronghold devoured the sky.


    Illustrated by Ben Thompson

    142/269

  • Flaming Sword(1)(R)

    Enchantment — Aura


    Flash

    Enchant creature

    Enchanted creature gets +1/+0 and has first strike.

    “It’s not Talruum crystal, but I must admit—it gets the job done.”

    —Tahngarth


    Illustrated by Randy Gallegos

    143/269

  • Flowstone Crusher(3)(R)(R)

    Creature — Beast


    {R}: Flowstone Crusher gets +1/-1 until end of turn.

    “Someone must have done something very bad to make a rock that angry.”

    —Rebel scout


    4/4

    Illustrated by Ben Thompson

    144/269

  • Flowstone Strike(1)(R)

    Instant


    Target creature gets +1/-1 and gains haste until end of turn.

    Aggression exacts its toll.


    Illustrated by Mike Ploog

    145/269

  • Flowstone Surge(1)(R)

    Enchantment


    Creatures you control get +1/-1.

    The army was never at a loss for weapons; Crovax was their forge.


    Illustrated by Scott Hampton

    146/269

  • Gerrard’s Irregulars(4)(R)

    Creature — Human Soldier


    Trample, haste

    Had Gerrard realized he’d end up fighting against them, he might not have trained them so well.


    4/2

    Illustrated by Eric Peterson

    147/269

  • Kyren Legate(1)(R)

    Creature — Goblin


    Haste

    If an opponent controls a Plains and you control a Mountain, you may cast Kyren Legate without paying its mana cost.


    1/1

    Illustrated by Dave Gorman

    148/269

  • Kyren Sniper(2)(R)

    Creature — Goblin


    At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player.

    Kyren goblins always act behind the scenes—even in battle.


    1/1

    Illustrated by Carl Critchlow

    149/269

  • Latulla, Keldon Overseer(3)(R)(R)

    Creature — Human Spellshaper


    {X}{R}, {T}, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player.

    “Everything around her suffers.”

    —Haddad, Kipamu soldier


    3/3

    Illustrated by Brom

    150/269

  • Lunge(2)(R)

    Instant


    Lunge deals 2 damage to target creature and 2 damage to target player.

    Cho-Arrim righteousness was no match for Benalish combat training.


    Illustrated by Dan Frazier

    151/269

  • Mercadia's Downfall(2)(R)

    Instant


    Each attacking creature gets +1/+0 until end of turn for each nonbasic land defending player controls.

    With an explosion that shook the foundation of the city, the *Weatherlight* burst from the underground hangar.


    Illustrated by Pete Venters

    152/269

  • Mogg Alarm(1)(R)(R)

    Sorcery


    You may sacrifice two Mountains rather than pay Mogg Alarm’s mana cost.

    Create two 1/1 red Goblin creature tokens.

    They make mountains into mogg holes.


    Illustrated by Dave Dorman

    153/269

  • Mogg Toady(1)(R)

    Creature — Goblin


    Mogg Toady can’t attack unless you control more creatures than defending player.

    Mogg Toady can’t block unless you control more creatures than attacking player.


    2/2

    Illustrated by Mike Plug

    154/269

  • Ogre Taskmaster(3)(R)

    Creature — Ogre


    Ogre Taskmaster can’t block.

    He doesn’t have to be smart—his masters only ever give him one command.


    4/3

    Illustrated by Orizio Daniele

    155/269

  • Panic Attack(2)(R)

    Sorcery


    Up to three target creatures can’t block this turn.

    Sometimes everyone decides to go for help at the same time.


    Illustrated by Mike Ploog

    156/269

  • Ridgeline Rager(2)(R)

    Creature — Beast


    {R}: Ridgeline Rager gets +1/+0 until end of turn.

    While armies battled across Jamuraa, beasts stalked the high places looking for victims.


    1/2

    Illustrated by Chippy

    157/269

  • Robber Fly(2)(R)

    Creature — Insect


    Flying

    Whenever Robber Fly becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards.

    In pursuit of the juicy fly, Squee stumbled on the hidden hangar.


    1/1

    Illustrated by John Matson

    158/269

  • Rupture(2)(R)

    Sorcery


    Sacrifice a creature. Rupture deals damage equal to that creature’s power to each creature without flying and each player.

    All creatures have an inner fire. Releasing it can be dangerous.


    Illustrated by Gao Yan

    159/269

  • Scoria Cat(3)(R)(R)

    Creature — Cat


    Scoria Cat gets +3/+3 as long as you control no untapped lands.

    Like a volcano, it too can erupt without warning.


    3/3

    Illustrated by Andrew Goldhawk

    160/269

  • Seal of Fire(R)

    Enchantment


    Sacrifice Seal of Fire: It deals 2 damage to target creature or player.

    “I am the romancer, the passion that consumes the flesh.”

    —Seal inscription


    Illustrated by Christopher Moeller

    161/269

  • Searing Wind(8)(R)

    Instant


    Searing Wind deals 10 damage to target creature or player.

    “The first wind of ascension is Forger, burning away impurity.”\\

    *—Keld Triumphant*


    Illustrated by John Matson

    162/269

  • Shock Troops(3)(R)

    Creature — Human Soldier


    Sacrifice Shock Troops: It deals 2 damage to target creature or player.

    When goblins blow themselves up, it’s called stupidity. When humans do, it’s called heroism.


    2/2

    Illustrated by Jeff Miracola

    163/269

  • Shrieking Mogg(1)(R)

    Creature — Goblin


    Haste

    When Shrieking Mogg enters the battlefield, tap all other creatures.

    You have to admire its enthusiasm.


    1/1

    Illustrated by Dan Frazier

    164/269

  • Squee, Goblin Nabob(1)(R)

    Creature — Goblin


    At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand.

    “General?!” Tahngarth roared. “General nuisance, maybe.”


    1/1

    Illustrated by David Monette

    165/269

  • Thieves' Auction(4)(R)(R)(R)

    Sorcery


    Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under his or her control. Repeat this process until all cards exiled this way have been chosen.


    Illustrated by Kevin Murphy

    166/269

  • Thunderclap(2)(R)

    Instant


    You may sacrifice a Mountain rather than pay Thunderclap’s mana cost.

    Thunderclap deals 3 damage to target creature.


    Illustrated by Tom Wänerstrand

    167/269

  • Tremor(R)

    Sorcery


    Tremor deals 1 damage to each creature without flying.

    Without a word, Gerrard and Sisay ran deeper into the mountain. Neither of them intended to leave Mercadia without the *Weatherlight* and its crew.


    Illustrated by Mark Romanoski

    168/269

  • Two-Headed Dragon(4)(R)(R)

    Creature — Dragon


    Flying

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

    Two-Headed Dragon can block an additional creature each combat.

    {1}{R}: Two-Headed Dragon gets +2/+0 until end of turn.


    4/4

    Illustrated by Sam Wood

    169/269

  • Uphill Battle(2)(R)

    Enchantment


    Creatures played by your opponents enter the battlefield tapped.

    Cho-Manno knew he had no choice but to ally with Gerrard. If that’s what it took to free his people, he’d pay the price.


    Illustrated by Pete Venters

    170/269

  • Warmonger(3)(R)

    Creature — Minotaur Monger


    {2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may activate this ability.

    Funny how money and war travel so well together.


    3/3

    Illustrated by Heather Hudson

    171/269

  • Warpath(3)(R)

    Instant


    Warpath deals 3 damage to each blocking creature and each blocked creature.

    Cho-Manno had never seen Mercadia City’s forces fight so well. The magistrate must have hired a new hero.


    Illustrated by Paolo Parente

    172/269

  • Ancestral Mask(2)(G)

    Enchantment — Aura


    Enchant creature

    Enchanted creature gets +2/+2 for each other enchantment on the battlefield.

    The masks, like the ancient trees they’re grown from, lend strength to the dryads.


    Illustrated by Massimilano Frezzato

    173/269

  • Avatar of Might(6)(G)(G)

    Creature — Avatar


    If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to cast.

    Trample


    8/8

    Illustrated by rk post

    174/269

  • Blastoderm(2)(G)(G)

    Creature — Beast


    Shroud (This creature can’t be the target of spells or abilities.)

    Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)


    3/3

    Illustrated by Eric Peterson

    175/269

  • Caller of the Hunt(2)(G)

    Creature — Human


    As an additional cost to cast Caller of the Hunt, choose a creature type.

    Caller of the Hunt’s power and toughness are each equal to the number of creatures of the chosen type on the battlefield.


    */*

    Illustrated by Clyde Caldwell

    176/269

  • Collective Unconscious(4)(G)(G)

    Sorcery


    Draw a card for each creature you control.

    Gerrard knew little of Ramos, the sky god they worshiped. But he felt the power of the chant.


    Illustrated by Andrew Goldhawk

    177/269

  • Deepwood Wolverine(G)

    Creature — Wolverine


    Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.

    The jhovalls are depleting its food sources, the Mercadians are eroding its home, and you’re wondering why it’s angry?


    1/1

    Illustrated by Ray Lago

    178/269

  • Dual Nature(4)(G)(G)

    Enchantment


    Whenever a nontoken creature enters the battlefield, its controller creates a token that’s a copy of that creature.

    Whenever a nontoken creature leaves the battlefield, exile all tokens with the same name as that creature.

    When Dual Nature leaves the battlefield, exile all tokens created with Dual Nature.


    Illustrated by Arnie Swekel

    179/269

  • Ferocity(1)(G)

    Enchantment — Aura


    Enchant creature

    Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.

    “You lot go on ahead. I’ll keep killing them until it sticks.”

    —Tahngarth


    Illustrated by Pete Venters

    180/269

  • Fog Patch(1)(G)

    Instant


    Cast Fog Patch only during the declare blockers step.

    Attacking creatures become blocked. (This spell works on creatures that can’t be blocked.)

    Realizing they weren’t getting past the fog, the elves did the only thing they could do: wait.


    Illustrated by Rebecca Guay

    181/269

  • Food Chain(2)(G)

    Enchantment


    Exile a creature you control: Add X mana of any one color to your mana pool, where X is the exiled creature’s converted mana cost plus one. Spend this mana only to cast creature spells.


    Illustrated by Val Mayerik

    182/269

  • Foster(2)(G)(G)

    Enchantment


    Whenever a creature you control dies, you may pay {1}. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.


    Illustrated by Carl Critchlow

    183/269

  • Groundskeeper(G)

    Creature — Human


    {1}{G}: Return target basic land card from your graveyard to your hand.

    Whereas the rebels fight to defend the land, they work to renew it.


    1/1

    Illustrated by Alan Rabinowitz

    184/269

  • Horned Troll(2)(G)

    Creature — Troll


    {G}: Regenerate Horned Troll.

    “If I says it’s a troll, it’s a troll. Goblins is always right in Mercadia.”

    —Squee


    2/2

    Illustrated by Heather Hudson

    185/269

  • Howling Wolf(2)(G)(G)

    Creature — Wolf


    When Howling Wolf enters the battlefield, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library.


    2/2

    Illustrated by Heather Hudson

    186/269

  • Invigorate(2)(G)

    Instant


    If you control a Forest, rather than pay Invigorate’s mana cost, you may have an opponent gain 3 life.

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


    Illustrated by Dan Frazier

    187/269

  • Jolrael, Empress of Beasts(3)(G)(G)

    Creature — Human Spellshaper


    {2}{G}, {T}, Discard two cards: All lands target player controls become 3/3 creatures until end of turn. They’re still lands.

    “I need no army. I have Jamuraa.”


    3/3

    Illustrated by Matthew D. Wilson

    188/269

  • Jolrael's Favor(1)(G)

    Enchantment — Aura


    Flash

    Enchant creature

    {1}{G}: Regenerate enchanted creature.

    “War destroys; nature renews.”

    —Jolrael, empress of beasts


    Illustrated by Daren Bader

    189/269

  • Land Grant(1)(G)

    Sorcery


    If you have no land cards in hand, you may reveal your hand rather than pay Land Grant’s mana cost.

    Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.


    Illustrated by D. Alexander Gregory

    190/269

  • Lure(1)(G)(G)

    Enchantment — Aura


    Enchant creature

    All creatures able to block enchanted creature do so.

    Deepwood’s reach is not long, so it invites its enemies in.


    Illustrated by DiTerlizzi

    191/269

  • Natural Affinity(2)(G)

    Instant


    All lands become 2/2 creatures until end of turn. They’re still lands.

    As long as the dryads are a part of the forest, the forest is a part of the army.


    Illustrated by Pete Venters

    192/269

  • Pygmy Razorback(1)(G)

    Creature — Boar


    Trample

    As a rite of passage, Kipamu youths taunt razorbacks with long sticks . . . then flee.


    2/1

    Illustrated by Matt Cavotta

    193/269

  • Reverent Silence(3)(G)

    Sorcery


    If you control a Forest, rather than pay Reverent Silence’s mana cost, you may have each other player gain 6 life.

    Destroy all enchantments.


    Illustrated by Don Hazeltine

    194/269

  • Rhox(4)(G)(G)

    Creature — Beast


    You may have Rhox assign its combat damage as though it weren’t blocked.

    {2}{G}: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)


    5/5

    Illustrated by Carl Critchlow

    195/269

  • Rib Cage Spider(2)(G)

    Creature — Spider


    Reach (This creature can block creatures with flying.)

    Everything it sees it considers food—and with that many eyes, it’s not liable to miss much.


    1/4

    Illustrated by Dana Knutson

    196/269

  • Rushwood Elemental(G)(G)(G)(G)(G)

    Creature — Elemental


    Trample

    At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.


    4/4

    Illustrated by Hannibal King

    197/269

  • Rushwood Legate(2)(G)

    Creature — Dryad


    If an opponent controls an Island and you control a Forest, you may cast Rushwood Legate without paying its mana cost.


    2/1

    Illustrated by Mark Romanoski

    198/269

  • Seal of Strength(G)

    Enchantment


    Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.

    “I am the feeder, the morsel that revives the starving.”

    —Seal inscription


    Illustrated by Christopher Moeller

    199/269

  • Silverglade Elemental(4)(G)

    Creature — Elemental


    When Silverglade Elemental enters the battlefield, you may search your library for a Forest card and put that card onto the battlefield. If you do, shuffle your library.


    4/4

    Illustrated by Chippy

    200/269

  • Silverglade Pathfinder(1)(G)

    Creature — Dryad Spellshaper


    {1}{G}, {T}, Discard a card: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.


    1/1

    Illustrated by rk post

    201/269

  • Skyshroud Ridgeback(1)(G)

    Creature — Beast


    Fading 2 (This creature enters the battlefield with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)


    2/3

    Illustrated by Carl Critchlow

    202/269

  • Skyshroud Sentinel(2)(G)

    Creature — Elf


    When Skyshroud Sentinel enters the battlefield, you may search your library for up to three cards named Skyshroud Sentinel, reveal them, and put them into your hand. If you do, shuffle your library.


    1/1

    Illustrated by Randy Gallegos

    203/269

  • Snorting Gahr(2)(G)(G)

    Creature — Beast


    Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.

    There’s little advantage to surprising the gahr.


    3/3

    Illustrated by Randy Gallegos

    204/269

  • Spidersilk Armor(2)(G)

    Enchantment


    Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)

    It hardly weighs anything, but it takes all day to remove.


    Illustrated by Scott Hampton

    205/269

  • Spontaneous Generation(3)(G)

    Sorcery


    Create a 1/1 green Saproling creature token for each card in your hand.

    Saprolings always thrive on the ruins of others, and Mercadia ruins more than most.


    Illustrated by Alan Pollack

    206/269

  • Squall(2)(G)

    Sorcery


    Squall deals 2 damage to each creature with flying.

    The air that holds them aloft can just as easily put them down.


    Illustrated by Val Mayerik

    207/269

  • Squallmonger(3)(G)

    Creature — Monger


    {2}: Squallmonger deals 1 damage to each creature with flying and each player. Any player may activate this ability.

    “Squall, gale, hurricane—it’s all a matter of size . . . and price.”


    3/3

    Illustrated by Heather Hudson

    208/269

  • Stampede Driver(G)

    Creature — Human Spellshaper


    {1}{G}, {T}, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn.

    “The thunder of hooves is music to my ears.”


    1/1

    Illustrated by Ron Spears

    209/269

  • Thresher Beast(3)(G)(G)

    Creature — Beast


    Whenever Thresher Beast becomes blocked, defending player sacrifices a land.

    It destroys everything in its path, including the path itself.


    4/4

    Illustrated by Jeff Easley

    210/269

  • Tiger Claws(2)(G)

    Enchantment — Aura


    Flash

    Enchant creature

    Enchanted creature gets +1/+1 and has trample.

    Cho-Arrim martial artists emulate the beasts of their home.


    Illustrated by Adam Rex

    211/269

  • Vine Trellis(1)(G)

    Creature — Wall


    Defender (This creature can’t attack.)

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

    “We protect our own with our own.”


    0/4

    Illustrated by DiTerlizzi

    212/269

  • Vintara Snapper(G)(G)

    Creature — Turtle


    Vintara Snapper has shroud as long as you control no untapped lands. (It can’t be the target of spells or abilities.)

    “The snapper is still when all else moves

    And strikes when all are dozing.”\\

    *—Tales of the Vintara Forest*


    2/2

    Illustrated by Joel Biske

    213/269

  • Vitalizing Wind(8)(G)

    Instant


    Creatures you control get +7/+7 until end of turn.

    “The fifth wind of ascension is Exalter, fulfilling Keld’s destiny.”\\

    *—Keld Triumphant*


    Illustrated by Jeff Easley

    214/269

  • Woodripper(3)(G)(G)

    Creature — Beast


    Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    {1}, Remove a fade counter from Woodripper: Destroy target artifact.


    4/6

    Illustrated by Alan Pollack

    215/269

  • Bargaining Table(5)

    Artifact


    {X}, {T}: Draw a card. X is the number of cards in an opponent’s hand.

    Although it looks like a game, business around the table is deadly serious.


    Illustrated by Scott M. Fischer

    216/269

  • Belbe’s Portal(5)

    Artifact


    As Belbe’s Portal enters the battlefield, choose a creature type.

    {3}, {T}: You may put a creature card of the chosen type from your hand onto the battlefield.

    The fight will continue on a new battlefield.


    Illustrated by Mark Tedin

    217/269

  • Eye of Ramos(3)

    Artifact


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

    Sacrifice Eye of Ramos: Add {U} to your mana pool.

    Ramos wept, and there were seas.


    Illustrated by David Martin

    218/269

  • Heart of Ramos(3)

    Artifact


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

    Sacrifice Heart of Ramos: Add {R} to your mana pool.

    Ramos bled, and there was fire.


    Illustrated by David Martin

    219/269

  • Horn of Plenty(6)

    Artifact


    Whenever a player casts a spell, he or she may pay {1}. If that player does, he or she draws a card at the beginning of the next end step.

    “This horn is an exact replica of the fabled Horn of Ramos, except mine is more lavish.”

    —Mercadian magistrate


    Illustrated by Brian Despain

    220/269

  • Horn of Ramos(3)

    Artifact


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

    Sacrifice Horn of Ramos: Add {G} to your mana pool.

    Ramos touched, and there was life.


    Illustrated by David Martin

    221/269

  • Jeweled Torque(2)

    Artifact


    As Jeweled Torque enters the battlefield, choose a color.

    Whenever a player casts a spell of the chosen color, you may pay {2}. If you do, you gain 2 life.


    Illustrated by Mark Zug

    222/269

  • Kyren Archive(3)

    Artifact


    At the beginning of your upkeep, you may exile the top card of your library face down.

    {5}, Discard your hand, Sacrifice Kyren Archive: Put all cards exiled with Kyren Archive into their owner’s hand.


    Illustrated by Roger Raupp

    223/269

  • Magistrate's Scepter(3)

    Artifact


    {4}, {T}: Put a charge counter on Magistrate’s Scepter.

    {T}, Remove three charge counters from Magistrate’s Scepter: Take an extra turn after this one.


    Illustrated by Adam Rex

    224/269

  • Parallax Inhibitor(2)

    Artifact


    {1}, {T}, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control.

    “The best I can offer is a temporary reprieve.”

    —Belbe


    Illustrated by Greg Staples

    225/269

  • Power Matrix(4)

    Artifact


    {T}: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn.

    As he repaired the ship’s planeswalking engine, Karn saw for the first time how he could catalyze the *Weatherlight’s* evolution.


    Illustrated by Alan Pollack

    226/269

  • Predator, Flagship(5)

    Artifact


    {2}: Target creature gains flying until end of turn.

    {5}, {T}: Destroy target creature with flying.

    “The scourge of Skyshroud is airborne once more.”

    —Oracle en-Vec


    Illustrated by Mark Tedin

    227/269

  • Rejuvenation Chamber(3)

    Artifact


    Fading 2 (This artifact enters the battlefield with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    {T}: You gain 2 life.

    As war raged on, the young mages became more direct in their tactics, often at great cost.


    Illustrated by Alan Pollack

    228/269

  • Rishadan Pawnshop(2)

    Artifact


    {2}, {T}: Shuffle target nontoken permanent you control into its owner’s library.

    Everything comes to the waterfront eventually, on the tide or on credit.


    Illustrated by Joel Biske

    229/269

  • Rusting Golem(4)

    Artifact Creature — Golem


    Fading 5 (This creature enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    Rusting Golem’s power and toughness are each equal to the number of fade counters on it.


    */*

    Illustrated by Greg Staples

    230/269

  • Skull of Ramos(3)

    Artifact


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

    Sacrifice Skull of Ramos: Add {B} to your mana pool.

    Ramos fell, and there was night.


    Illustrated by David Martin

    231/269

  • Tangle Wire(3)

    Artifact


    Fading 4 (This artifact enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)

    At the beginning of each player’s upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire.


    Illustrated by Glen Angus

    232/269

  • Tooth of Ramos(3)

    Artifact


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

    Sacrifice Tooth of Ramos: Add {W} to your mana pool.

    Ramos smiled, and there was day.


    Illustrated by David Martin

    233/269

  • Toymaker(2)

    Artifact Creature — Spellshaper


    {1}, {T}, Discard a card: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.)


    1/1

    Illustrated by Frank Kelly Freas

    234/269

  • Dust Bowl

    Land


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

    {3}, {T}, Sacrifice a land: Destroy target nonbasic land.


    Illustrated by Ben Thompson

    235/269

  • Fountain of Cho

    Land


    Fountain of Cho enters the battlefield tapped.

    {T}: Put a storage counter on Fountain of Cho.

    {T}, Remove any number of storage counters from Fountain of Cho: Add {W} to your mana pool for each storage counter removed this way.


    Illustrated by Scott Hampton

    236/269

  • Hickory Woodlot

    Land


    Hickory Woodlot enters the battlefield tapped with two depletion counters on it.

    {T}, Remove a depletion counter from Hickory Woodlot: Add {G}{G} to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it.


    Illustrated by Sean McConnell

    237/269

  • High Market

    Land


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

    {T}, Sacrifice a creature: You gain 1 life.

    If it can’t be had here, it can’t be had on any world.


    Illustrated by Carl Critchlow

    238/269

  • Kor Haven

    Land


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

    {1}{W}, {T}: Prevent all combat damage that would be dealt by target attacking creature this turn.

    If it can’t be had here, it can’t be had on any world.


    Illustrated by Darrell Riche

    239/269

  • Mercadian Bazaar

    Land


    Mercadian Bazaar enters the battlefield tapped.

    {T}: Put a storage counter on Mercadian Bazaar.

    {T}, Remove any number of storage counters from Mercadian Bazaar: Add {R} to your mana pool for each storage counter removed this way.


    Illustrated by Terese Nielsen

    240/269

  • Peat Bog

    Land


    Peat Bog enters the battlefield tapped with two depletion counters on it.

    {T}, Remove a depletion counter from Peat Bog: Add {B}{B} to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it.


    Illustrated by Val Mayerik

    241/269

  • Remote Farm

    Land


    Remote Farm enters the battlefield tapped with two depletion counters on it.

    {T}, Remove a depletion counter from Remote Farm: Add {W}{W} to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it.


    Illustrated by Rob Alexander

    242/269

  • Rishadan Port

    Land


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

    {1}, {T}: Tap target land.

    Rishada is the gateway to free trade— but the key will cost you.


    Illustrated by Jerry Tiritilli

    243/269

  • Rushwood Grove

    Land


    Rushwood Grove enters the battlefield tapped.

    {T}: Put a storage counter on Rushwood Grove.

    {T}, Remove any number of storage counters from Rushwood Grove: Add {G} to your mana pool for each storage counter removed this way.


    Illustrated by Terese Nielsen

    244/269

  • Sandstone Needle

    Land


    Sandstone Needle enters the battlefield tapped with two depletion counters on it.

    {T}, Remove a depletion counter from Sandstone Needle: Add {R}{R} to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it.


    Illustrated by Alan Rabinowitz

    245/269

  • Saprazzan Cove

    Land


    Saprazzan Cove enters the battlefield tapped.

    {T}: Put a storage counter on Saprazzan Cove.

    {T}, Remove any number of storage counters from Saprazzan Cove: Add {U} to your mana pool for each storage counter removed this way.


    Illustrated by Rebecca Guay

    246/269

  • Saprazzan Skerry

    Land


    Saprazzan Skerry enters the battlefield tapped with two depletion counters on it.

    {T}, Remove a depletion counter from Saprazzan Skerry: Add {U}{U} to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it.


    Illustrated by Pat Morissey

    247/269

  • Subterranean Hangar

    Land


    Subterranean Hangar enters the battlefield tapped.

    {T}: Put a storage counter on Subterranean Hangar.

    {T}, Remove any number of storage counters from Subterranean Hangar: Add {B} to your mana pool for each storage counter removed this way.


    Illustrated by Matt Cavotta

    248/269

  • Terrain Generator

    Land


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

    {2}, {T}: You may put a basic land card from your hand onto the battlefield tapped.


    Illustrated by Alan Pollack

    249/269

  • Plains

    Land — Plains



    Illustrated by Terry Springer

    250/269

  • Plains

    Land — Plains



    Illustrated by Scott Bailey

    251/269

  • Plains

    Land — Plains



    Illustrated by Edward P. Beard, Jr.

    252/269

  • Plains

    Land — Plains



    Illustrated by Dana Knutson

    253/269

  • Island

    Land — Island



    Illustrated by Terry Springer

    254/269

  • Island

    Land — Island



    Illustrated by Scott Bailey

    255/269

  • Island

    Land — Island



    Illustrated by Scott Bailey

    256/269

  • Island

    Land — Island



    Illustrated by Tony Szczudlo

    257/269

  • Swamp

    Land — Swamp



    Illustrated by Jeff Easley

    258/269

  • Swamp

    Land — Swamp



    Illustrated by Rob Alexander

    259/269

  • Swamp

    Land — Swamp



    Illustrated by Rob Alexander

    260/269

  • Swamp

    Land — Swamp



    Illustrated by Terry Springer

    261/269

  • Mountain

    Land — Mountain



    Illustrated by Scott Bailey

    262/269

  • Mountain

    Land — Mountain



    Illustrated by Terry Springer

    263/269

  • Mountain

    Land — Mountain



    Illustrated by Dana Knutson

    264/269

  • Mountain

    Land — Mountain



    Illustrated by Rob Alexander

    265/269

  • Forest

    Land — Forest



    Illustrated by Donato Giancola

    266/269

  • Forest

    Land — Forest



    Illustrated by Rob Alexander

    267/269

  • Forest

    Land — Forest



    Illustrated by Rob Alexander

    268/269

  • Forest

    Land — Forest



    Illustrated by Terry Springer

    269/269