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GUT

Download Cockatrice files: https://mtg.design/u/darkPrince0102001/GUT/cockatrice


  • Elemental

    Creature — Elemental



    1/1

    Illustrated by Jennifer Caroline Tautz

    0/0

  • Horror

    Creature — Horror


    Deathtouch


    */*

    Illustrated by Ryan Van Dongen

    0/0

  • Dog

    Creature — Dog



    1/1

    Illustrated by Michelle Thomas

    0/0

  • Goblin

    Creature — Goblin



    1/1

    Illustrated by Joseph Weston

    0/0

  • Human

    Creature — Human



    1/1

    Illustrated by Jad Saber

    0/0

  • Treasure

    Artifact


    {T}, Sacrifice this artifact: Add one mana of any color.


    Illustrated by Christian Tammekänd

    0/0

  • Plains

    Land — Plains



    Illustrated by jason scheier

    0/0

  • Island

    Land — Island



    Illustrated by Hugo Puzzuoli

    0/0

  • Swamp

    Land — Swamp



    Illustrated by Timi Honkanen

    0/0

  • Mountain

    Land — Mountain



    Illustrated by Jeremy Vickery

    0/0

  • Forest

    Land — Forest



    Illustrated by B. Paul Sandoval

    0/0

  • Sixgun

    Artifact — Equipment


    Equip {1}

    Equipped creature has "{1}, {T}: This creature deals 1 damage to target attacking or blocking creature."


    Illustrated by Ben Bolton

    0/0

  • Cow

    Creature — Ox


    {2},{T}, Sacrifice this creature: You gain 3 life.


    0/1

    Illustrated by Sergey Averkin

    0/0

  • Mesa Gunslinger(1)(W)

    Creature — Human Gunslinger


    {W}, {T}: Mesa Gunslinger deals 1 damage to target attacking or blocking creature. You gain 2 life.

    "If you shoot a man, be sure to bury them properly once the smoke has cleared."


    1/2

    Illustrated by Halil Ural

    001/250

  • Dawnburst Hawk(W)

    Creature — Bird


    Flying

    Lucky {W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    A vision of the morning sun, reflected in glittering golden feathers.


    1/1

    Illustrated by Tyler Smith

    002/250

  • Mischevious Coyote(1)(W)

    Creature — Dog


    First strike

    When Mischevious Coyote dies, you may pay {1}{W}. If you do, return it to the battlefield tapped under your control and each opponent may create a 1/1 white Human creature token.

    If at first you don't succeed, steal more chickens.


    1/1

    Illustrated by Darren and Bela "Simul"

    003/250

  • Heroic Sire(2)(W)

    Creature — Human


    Vigilance

    When Heroic Sire dies, create two 1/1 white Human creature tokens.

    When their mother died, her children swore to avenge her death no matter the cost.


    2/2

    Illustrated by Alex Speed

    004/250

  • Eager Settler(2)(W)(W)

    Creature — Human


    When Eager Settler enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains, reveal it, and put it into your hand. Shuffle your library.

    Lucky {2}{W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)


    1/3

    Illustrated by Jan Drenovec

    005/250

  • Spirit of Fort Alanu(2)(W)

    Creature — Spirit


    Flying

    When Spirit of Fort Alanu deals combat damage to a player, put a +1/+1 counter on target other attacking creature.

    No one forgets Fort Alanu. Least of all those who died in its defense.


    2/2

    Illustrated by Guillem H. Pongiluppi

    006/250

  • Road Runner(1)(W)

    Creature — Bird


    First strike

    When a creature dealt damage by Road Runner this turn dies, creatures you control get +1/+0 until end of turn.

    "Vicious damned thing. When it's not killing coyotes, it's terrorizing the livestock and ranchers."

    -Lonesome John, ranger


    1/1

    Illustrated by Diana Madaras

    007/250

  • Cautious Veteran(3)(W)

    Creature — Human


    {W}, {T}: Reveal the top card of your library. If it's a creature, up to three target creatures you control gain vigilance until end of turn.

    She knows when to hold them, fold them, and when to draw and start shooting.


    3/4

    Illustrated by JiHun Lee

    008/250

  • Resolute Doctor(4)(W)

    Creature — Human


    Lifelink

    Whenever you gain 3 or more life, create a 1/1 white Human creature token for every 3 life gained this way.

    A skilled healer helps make a plague of zombies an inconvenience rather than an apocalypse.


    2/4

    Illustrated by Stepan Alekseev

    009/250

  • Guardian Sheriff(2)(W)(W)

    Creature — Human


    When Guardian Sheriff is revealed for the first time each turn or enters the battlefield, create a 1/1 white Human creature token.

    "I've got a warrant out for your arrest and a dozen rifles trained on the saloon. Come quietly, or there will be blood."


    3/3

    Illustrated by Matt Lau

    010/250

  • Outland Wanderer(3)(W)

    Creature — Spirit


    Flying

    When Outland Wanderer enters the battlefield, draw a card.

    Lucky {2}{W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    "The desert, it is said, never gives up her dead, when the skies of midwinter turn gloomy."

    -Ayana


    3/3

    Illustrated by John V

    011/250

  • Quick Draw(1)(W)

    Enchantment — Aura


    Enchant creature.

    Flash

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

    Better to have a twitchy trigger finger than becoming a twitchy corpse.


    Illustrated by Robin Boer

    012/250

  • Deputize(2)(W)

    Enchantment — Aura


    Enchant creature.

    Flash

    When Deputize enters the battlefield, exile target creature dealt damage by the enchanted creature this turn as long as Deputize is on the battlefield.

    Enchanted creature has vigilance.

    Often possessing little beyond a badge and a resolve born of bravery, inexperience, or both.


    Illustrated by Elijah Moreno

    013/250

  • Double Down(1)(W)

    Instant


    Look at the top card of your library. If it's a nonland permanent, you may reveal it and draw two cards. Otherwise, draw a card.

    "Two faces against a bunch of pips? Seems favorable enough to me."

    -Kren, gambler


    Illustrated by Josu Solano

    014/250

  • Walk with Winds(3)(W)

    Instant


    Choose one -

    • Prevent all damage that would be dealt to creatures this turn.

    • Creatures you control get +1/+1 and gain flying until end of turn.

    Desert twisters are tameable by those who know how to twist with their blustering whims and follies.


    Illustrated by Mathieu Seveno

    015/250

  • Vow of Vengeance(1)(W)(W)

    Instant


    Create a 1/1 white Human creature token. Up to three target creatures you control gain first strike until end of turn.

    "Fort Alanu was besieged and destroyed. We will never be assaulted through complacency again."


    Illustrated by Imad Awan

    016/250

  • Prepare to Patrol(2)(W)

    Sorcery


    Up to two target creatures gain vigilance until end of turn. Draw a card.

    Lucky {1}{W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Weapons loaded, steeds mounted, and eyes checking every rock and hill for threats.


    Illustrated by Filip Dudek

    017/250

  • Recruit Posse(3)(W)

    Sorcery


    Create three 1/1 white Human creature tokens.

    When in doubt, bring some friends. When in trouble, bring a mob.


    Illustrated by Min Gyu Lee

    018/250

  • Enigmatic Gunslinger(2)(U)

    Creature — Human Gunslinger


    {U}, {T}: Enigmatic Gunslinger deals 1 damage to any target. Scry 1.

    "If you shoot a man, you never know what you might learn."


    1/1

    Illustrated by David Nakayama

    019/250

  • Duskbowl Owl(U)

    Creature — Bird


    Flying

    When Duskbowl Owl enters the battlefield, scry 1.

    A portent of the evening sky, depicted in gleaming dark wings.


    1/1

    Illustrated by Sergey Kolesov

    020/250

  • Gullywash Scrounger(1)(U)

    Creature — Merfolk


    Hexproof

    When Gullywash Scrounger dies, put target nonland permanent with mana value 3 or less on top of its owner's library.

    Merfolk don't care if you sink or swim, so long as your pockets are ripe for trading or pickpocketing.


    1/1

    Illustrated by Taraneh Karimi

    021/250

  • Saloon Swindlers(2)(U)

    Creature — Human Rogue


    When Saloon Swindlers enters the battlefield, gamble with an opponent. If you win, put target creature they control on top of their library. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    2/3

    Illustrated by Deiv Calviz (David Villegas)

    022/250

  • Iron Drake(3)(U)

    Creature — Drake


    Flying

    When Iron Drake enters the battlefield, create a Sixgun token. (It's an artifact Equipment with Equip {1} and "Equipped creature has '{1}, {T}: This creature deals 1 damage to target attacking or blocking creature.'")


    2/2

    Illustrated by Piotr Jamroz

    023/250

  • Armory Smuggler(2)(U)

    Creature — Human


    Sacrifice Armory Smuggler: Artifacts you control have hexproof until end of turn. Create a Sixgun token. (It's an artifact Equipment with Equip {1} and "Equipped creature has '{1}, {T}: This creature deals 1 damage to target attacking or blocking creature.'")

    The deputies would be getting the arms they needed, come hell or high water.


    2/3

    Illustrated by adriaguez -

    024/250

  • Gullywash Seers(3)(U)(U)

    Creature — Merfolk


    When Gullywash Seers enters the battlefield, look at the top card of target library. You may put that card on the bottom of that library. Draw a card.

    Lucky {3}{U} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)


    4/4

    Illustrated by Michelle Tolo

    025/250

  • Glittering Obsession(1)(U)

    Enchantment — Aura


    Enchant creature.

    When Glittering Obsession enters the battlefield, gamble with an opponent. If you win, tap the enchanted creature. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    Enchanted creature does not untap during its controller's untap step unless that player pays {2}.


    Illustrated by Evgeniy Gelfman

    026/250

  • Leap from Horseback(U)

    Sorcery


    Target creature gains flying until end of turn. The next time that creature deals damage to a player this turn, draw a card.

    The saddle was never meant to be a jumping platform, but then again, the train was never meant to be robbed either.


    Illustrated by Stephen Noble

    027/250

  • Filled with Sand(1)(U)(U)

    Instant


    Counter target permanent spell.

    Scry 1, then draw a card.

    It's rough, irritating, and when cast by a determined sorcerer, it gets everywhere.


    Illustrated by Ben Nicholas

    028/250

  • Stack the Deck(3)(U)

    Instant


    Scry 5.

    Lucky {2}{U} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    The bright colors and moving pictures help hide the occasional extra ace or two.


    Illustrated by Sylvia Ritter

    029/250

  • Canyon Highground(2)(U)(U)

    Sorcery


    Choose one—

    •Up to two target creatures you control gain flying until end of turn.

    •Look at the top two cards of target library. You may put those cards on the top or bottom of that library in any order.

    Both combat and exploration often require an unusual vantage point.


    Illustrated by Florent Llamas

    030/250

  • Hidden Derringer(2)(U)

    Instant


    Create a Sixgun token and equip it to target creature. That creature gains hexproof until end of turn. (It's an artifact Equipment with Equip {1} and "Equipped creature has '{1}, {T}: This creature deals 1 damage to target attacking or blocking creature.'")

    "Counting the raindrops."

    -Merfolk expression for 'Searching a human for weapons.'


    Illustrated by Fori Y.

    031/250

  • Fill Your Hand(1)(U)

    Instant


    Target up to three creatures an opponent controls, then gamble with them. If you win, return the targeted creatures to their owner's hand. Otherwise, return one of the targeted creatures to their owner's hand. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by Rumen Toshkov

    032/250

  • Spirit Rails(4)(U)

    Sorcery


    Put a +1/+1 counter on each artifact you control. They gain flying until end of turn.

    The bridge was out, but for the first time in the engineer's life, he was unafraid of what came next.


    Illustrated by Kurt Miller

    033/250

  • Claimjump(2)(U)(U)

    Instant


    Choose one —

    •Counter target spell.

    •You may put target artifact or creature on top of its owner's library.

    "Well, I'm afraid you'll have to pack up and head home. Thanks for doing all the exploring first!"


    Illustrated by Markella Stav

    034/250

  • Counting Cards(2)(U)

    Sorcery


    Gamble with an opponent. If you win, look at the top ten cards of your library, then you may shuffle your library. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    You may draw up to two cards. If you do, discard that many cards.


    Illustrated by _ belms _

    035/250

  • Around Here Somewhere(U)

    Sorcery


    Target player reveals the top card of their library. If that card isn't an artifact, you may put it on the bottom of that players library. Then, you may pay {U}{U}. If you do, repeat this effect targeting a different player.

    "As if that weren't bad enough, then he had us comb the desert!"


    Illustrated by waqas malik

    036/250

  • Tombstone Gunslinger(1)(B)

    Creature — Human Gunslinger


    {B}, {T}: Tombstone Gunslinger deals 1 damage to target tapped creature. That creature's controller loses 1 life.

    "If you shoot a man, best let them suffer for the insolence of wasting your powder and lead."


    1/1

    Illustrated by Lucas LEGER

    037/250

  • Bitterroot Bat(2)(B)

    Creature — Bat


    Flying

    When Bitterroot Bat deals combat damage, look at the top card of your library. You may put that card on the bottom of your library. If you do, target creature gets -1/-1 until end of turn.

    "To drink of the bitterroot."

    -Reaver expression for taking a risk


    2/2

    Illustrated by Maria Zwanskaya

    038/250

  • Blight Rattler(1)(B)

    Creature — Snake


    Deathtouch

    Sacrifice a creature: Target opponent may mill a card. If they don't, they lose 1 life.

    They announce their presence both with a rattle and by the stench of their decaying victims.


    1/1

    Illustrated by Phu Thieu

    039/250

  • Reaver Hireling(B)

    Creature — Vampire Rogue


    Menace

    {3}, {T}: Gamble with an opponent. If you win, that opponent discards a card and mills a card. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    1/1

    Illustrated by Alejandro Lorenzin

    040/250

  • Foresaken Miner(1)(B)

    Creature — Shade


    {B}: Look at the top card of your library. If it's a land card, you may reveal it and put it in your graveyard and Foresaken Miner gets +1/+1 until end of turn.

    Lucky {B} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    "When no-one came to check on them after the shaft collapsed, they just continued to dig."


    2/2

    Illustrated by Sebastian Belicki

    041/250

  • Returned Augury(2)(B)(B)

    Creature — Zombie Bird


    Flying

    When Returned Augury dies, look at the top five cards of your library. You may put one of those cards into your hand and the rest onto the bottom of your library in any order.

    Only the unimaginative believe you can read the future from the entrails merely once.


    2/2

    Illustrated by Aleksandra Mokrzycka

    042/250

  • Screamfang Viper(3)(B)

    Creature — Snake Horror


    Menace

    {B},{T}: Destroy target token creature.

    On quiet nights, one can hear the distant wails and bellows of the viper thinning another unfortunate herd.


    4/3

    Illustrated by Iqnatius Budi

    043/250

  • Reaver Boss(4)(B)

    Creature — Vampire


    Whenever a creature dealt damage by Reaver Boss this turn dies, gamble with an opponent. If you win, you may pay {B}{B} to put that creature onto the battlefield under your control. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    4/4

    Illustrated by Kimberly Holbrook

    044/250

  • Temperamental Ganglord(2)(B)

    Creature — Human


    Whenever Temperamental Ganglord deals combat damage to a player, you may sacrifice a creature. If you do, you may mill target player equal to the damage dealt this way.

    "If you tick me off, fail me, or otherwise cause consternation, I will shoot you dead without a second thought. Now get to work."


    3/3

    Illustrated by Crystal Bretz

    045/250

  • Envenomed Ammunition(B)

    Enchantment — Aura


    Enchant creature.

    Sacrifice a creature: Enchanted creature gets +1/+1 and deathtouch until end of turn.

    Dangerous to make, but capable of killing with a grazing shot.


    Illustrated by johan grenier

    046/250

  • Infernal Music(2)(B)

    Instant


    Gamble with an opponent. If you win, return target creature that died this turn to the battlefield under your control. Otherwise, draw a card. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    With a flourish, she played for her very soul.


    Illustrated by Cyril ROLANDO

    047/250

  • Deadly Accuracy(B)

    Instant


    Target creature gains deathtouch until end of turn. Scry 2.

    "If you know how the future will unfold, a killing shot is as trivial to arrange as a straight flush."

    -Balthazar Saintfleur


    Illustrated by Vincent LAÏK

    048/250

  • Threatening Mulligan(2)(B)

    Sorcery


    Look at the top 5 cards of your library. You may exile any number of these cards.

    Creatures you control gain menace until end of turn.

    A good dealer never takes a bribe. A smart dealer never refuses one.


    Illustrated by Aleksandr Menshikov

    049/250

  • Rustle the Herd(X)(B)(B)

    Sorcery


    Gain control of up to X token creatures target player controls. At the beginning of your next end step, sacrifice those creatures.

    Cattle ownership is a matter of strong fences and vigilant guards.


    Illustrated by Jess Smith

    050/250

  • Dance of the Macabre(2)(B)

    Sorcery


    Return two target creature cards from your graveyard to your hand.

    Lucky {1}{B} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    On nights with no moon, the ruined bordello plays a single song, one with no dancers save for the damned.


    Illustrated by Johannes Voss

    051/250

  • Afterlife Banditry(B)

    Sorcery


    Target player mills cards equal to the highest mana value among permanents they control.

    The elder Hariksin never expected to be robbed, least of all by the thief he shot dead the year before.


    Illustrated by ceSar Art

    052/250

  • Bargain in Blood(1)(B)

    Sorcery


    Target opponent sacrifices a creature. Then gamble with that opponent. If you win, they mill cards equal to the creature's mana value. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by Olga Stern

    053/250

  • Demonic Gamble(1)(B)(B)

    Sorcery


    Until end of turn, whenever you reveal a card from your hand or your library, you may exile that card and reveal another card, then lose 1 life. You may repeat this process any number of times.

    When the damned shuffles your deck, the house *always* wins.


    Illustrated by Kamila Szutenberg

    054/250

  • Hipfire Gunslinger(1)(R)

    Creature — Human Gunslinger


    Haste

    {R}, {T}: Hipfire Gunslinger deals 1 damage to any target.

    "If you shoot a man, best do it before they shoot you right back."


    1/1

    Illustrated by Roman Tishenin

    055/250

  • Slapjack Grubbler(R)

    Creature — Goblin


    When Slapjack Grubbler enters the battlefield, gamble with an opponent. If you win, creatures you control gain haste until end of turn. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    Bluffing a goblin is never a wise choice.


    1/1

    Illustrated by Jennifer Aston

    056/250

  • Fort Alanu Raider(2)(R)

    Creature — Goblin


    When Fort Alanu Raider enters the battlefield, gamble with an opponent. If you win, creatures you control get +1/+0 and first strike until end of turn. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    The ruins of the fort have become a haven for scoundrels of all stripes.


    2/2

    Illustrated by Filipe Pagliuso

    057/250

  • Thunder Scuttler(3)(R)

    Creature — Lizard


    When Thunder Scuttler enters the battlefield, gamble with an opponent. If you win, creatures can't block this turn. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    Trample


    3/2

    Illustrated by Jia Hao

    058/250

  • Bonfire Hydra(3)(R)(R)

    Creature — Hydra


    When Bonfire Hydra enters the battlefield, reveal the top five cards from your library. You may exile any number of cards revealed this way, and put the rest back on top of your library in a random order. Put X +1/+1 counters on Bonfire Hydra and creatures you control get +X/+0 until end of turn, where X is the number of cards exiled this way.


    2/2

    Illustrated by Tysen Johnson

    059/250

  • Powderblast Soul(4)(R)

    Creature — Elemental


    When Powderblast Soul enters the battlefield, gamble with an opponent. If you win, Powderblast Soul deals 5 damage to any target. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    The first gunfire birthed an entirely new type of elemental.


    4/3

    Illustrated by Veli Nyström

    060/250

  • Station Brigand(2)(R)

    Creature — Human Rogue


    At the start of combat on your turn, reveal the top card of your library. You may put the revealed card into your graveyard. If you do, target creature gains haste until end of turn.

    Lucky {1}{R} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    The most effective thieves work for the train lords themselves.


    2/2

    Illustrated by Ismail Inceoglu

    061/250

  • Saloon Bouncer(4)(R)

    Creature — Giant


    When Saloon Bouncer enters the battlefield, gamble with an opponent. If you win, put a first strike counter on each other creature you control. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    5/5

    Illustrated by Assaf Horowitz

    062/250

  • Curse of Dehydration(2)(R)

    Enchantment — Aura


    Enchant player.

    Whenever the enchanted player is dealt combat damage, they take that much damage plus one instead.

    Lucky {1}{R} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Each sip merely drained from their cracked body.


    Illustrated by Jean-Michel Bihorel

    063/250

  • Triple the Powder(R)(R)(R)

    Instant


    The next time target creature would deal non-combat damage this turn, it deals three times that damage instead.

    The shot went clean through the crates Garton was hiding behind, through Garton himself, and through another two crates and a tree before burrowing into a fencepost on the edge of town.


    Illustrated by Michal Lisowski

    064/250

  • Shoot the Deputies(1)(R)

    Instant


    Shoot the Deputies deals 4 damage to target creature or planeswalker.

    Gamble with target opponent. If you lose, Shoot the Deputies deals 1 damage to each creature you control. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by Blake Rottinger

    065/250

  • Reckless Wager(2)(R)

    Sorcery


    Gamble with an opponent. If you win, create five 1/1 red Goblin creature tokens. Otherwise, each player creates a 1/1 red Goblin creature token. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by MASV Arts

    066/250

  • Canyon Ambush(1)(R)

    Instant


    Gamble with an opponent. If you win, creatures you control gain haste and +3/+0 until end of turn. Otherwise, creatures you control gain +1/+0 until end of turn. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by Rumen Toshkov

    067/250

  • Shoot First(R)

    Instant


    Reveal the top card of your library. You may exile it. If you do, target creature gains first strike until end of turn. Otherwise draw a card then discard a card.

    Subsequent questioning is entirely optional.


    Illustrated by Jorge Barrero

    068/250

  • Essence of the Stampede(4)(R)

    Sorcery


    Gamble with an opponent. If you win, creatures you control deal combat damage to players as if they weren't blocked this turn. Otherwise, creatures you control gain trample until end of turn. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by Ashley Atkins

    069/250

  • Burn and Turn(2)(R)

    Instant


    Look at the top card of your library. You may put it into your graveyard and give target creature +1/+0 until end of turn. Repeat this process up to five times.

    As each tree caught flame, she could feel her oaths to the Cactrian people shattering.


    Illustrated by Lucas Torquato

    070/250

  • Distract the Dealer(1)(R)

    Sorcery


    Gamble with an opponent. If you win, you may discard up to five cards. Otherwise, you may discard a card. Draw cards equal to the number of cards discarded this way. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    "By the gods, is that monster dancing?"


    Illustrated by George Whiley

    071/250

  • Unreliable Kin(1)(R)(R)

    Sorcery


    Gamble with an opponent. If you win, create two creature tokens that are copies of target creature you control, except they have haste. Otherwise, create one token instead. Exile those tokens at the beginning of the next end step. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by Gökhan Kahraman

    072/250

  • Ridgetop Gunslinger(1)(G)

    Creature — Human Gunslinger


    {G}, {T}: Ridgetop Gunslinger deals 1 damage to target creature with flying.

    Whenever a creature dealt damage by Ridgetop Gunslinger this turn dies, untap target land.

    "If you shoot a man, the ground he dies on will blossom in due time."


    1/1

    Illustrated by Imad Awan

    073/250

  • Cactrian Wayfinder(1)(G)

    Creature — Elf


    Trample

    Whenever Cactrian Wayfinder deals combat damage to a player, reveal the top card of your library. If it is a land, you may put it into your hand.

    Most dry riverbeds lead to disappointment, but a few lead to an unexpected oasis.


    2/1

    Illustrated by jason scheier

    074/250

  • Soul Reforger(2)(G)

    Creature — Human Shaman


    Deathtouch

    Whenever a nontoken creature you control dies, create a Cow token (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    A careful hand can give the broken a second, humble chance at life.


    1/2

    Illustrated by Jason Nguyen

    075/250

  • Cactrian Whistler(G)

    Creature — Elf


    Whenever Cactrian Whistler attacks, if you don't control a Cow, create a Cow token. (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    "They say if a cow comes leaves you when called, you were never really its owner, but just a temporary companion."

    -Kendrick, devoted husband


    1/1

    Illustrated by Jeremy Paillotin

    076/250

  • Pyrite Beetle(2)(G)

    Creature — Giant Insect


    Lucky {1}{G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Sacrifice Pyrite Beetle: Search your library for a basic land card, reveal it, and put it into your hand. Shuffle your library.

    Their shells are beautiful, if worthless


    2/3

    Illustrated by Zhelong Xu

    077/250

  • Herald of Cactria(4)(G)(G)

    Creature — Elf Shaman


    Creatures you control with power 4 or more have trample and +2/+2

    The hidden oasis is guarded by mighty beasts, hidden from the eyes of the marshalls and Reavers alike


    3/4

    Illustrated by Tuan Vo

    078/250

  • Domesticated Serpent(4)(G)

    Creature — Snake


    Deathtouch

    Whenever a token creature dies, put a +1/+1 counter on Domesticated Serpent.

    "She gives us a vial of venom each day, in exchange for as much beef as she can eat."

    -Lonesome John, ranger


    3/3

    Illustrated by Dominik Mayer

    079/250

  • Prize Boar(4)(G)

    Creature — Beast


    When Prize Boar enters the battlefield, it gains indestructible until end of turn.

    Lucky {3}{G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Perfectly groomed, and not a bristle out of place as it gores the competition.


    4/4

    Illustrated by Jeremy Vitry

    080/250

  • Bovine Elemental(5)(G)

    Creature — Ox Elemental


    When Bovine Elemental enters the battlefield, you may destroy target artifact or enchantment. Create X Cow tokens, where X is the destroyed permanent's mana value. (They're 0/1 green Ox creatures with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    Domestication is just a state of mind.


    6/6

    Illustrated by Imad Awan

    081/250

  • Plowhorn Wurm(3)(G)(G)

    Creature — Wurm


    When Plowhorn Wurm enters the battlefield, create a Cow token (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    Whenever a creature you control deals combat damage to a player, you may put a land from your hand onto the battlefield tapped.

    A dozen times stronger than a team of oxen, and a hundred times more dangerous.


    5/5

    Illustrated by tong da

    082/250

  • Manifest Destiny(1)(G)(G)

    Enchantment — Aura


    Enchant creature.

    Enchanted creature has trample. Whenever the enchanted creature deals combat damage, reveal the top card of your library. It it's a land card, put it onto the battlefield tapped.

    "They steal hills and valleys as readily as cattle and coin."

    -Ayana to Johan the Bull


    Illustrated by Richard Court

    083/250

  • Chemister's Flask(1)(G)

    Instant


    Target creature gains deathtouch until end of turn. If it is blocked by an indestructible creature, that creature loses indestructible until end of turn.

    "A decade of research funneled into a fragile glass vessel of misery. Poetic, really."

    -Luke Six-Hands


    Illustrated by Moritz v. V.

    084/250

  • Spirit of the Redwood(2)(G)

    Sorcery


    Distribute three +1/+1 counters among creatures you control.

    Creatures you control with power 4 or more gain indestructible until end of turn.

    A redwood's growth can revitalize everything that once dwelt beneath its branches.


    Illustrated by Marco Gorlei

    085/250

  • Clear the Pasture(1)(G)(G)

    Sorcery


    Target creature you control fights target creature. For each creature that dies this way, create a Cow token (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    Lucky {1}{G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)


    Illustrated by Mingchen Shen

    086/250

  • Charge of the Meek(2)(G)

    Sorcery


    Until end of turn, token creatures you control with base power 1 or less have +2/+2 and gain trample and "When this creature dies, draw a card."

    "Not every beast may have a rider after today, but those who ride tall will find glory awaiting in this life or the next after the dust clears."

    -Samantha, mercenary gunslinger


    Illustrated by Seungjin Woo

    087/250

  • Grazing Valley(2)(G)(G)

    Sorcery


    Create X Cow tokens, where X is the number of lands you control. (They're 0/1 green Ox creatures with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    For a time, there were no rustlers, no monsters, no threats. Only sweet clovers and cool grasses underhoof.


    Illustrated by Jack Dowell

    088/250

  • Boot Snake(G)

    Instant


    Target creature gains deathtouch until end of turn.

    Lucky {G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Timid yet portable, and a deadly weapon for as far as you can throw the occupied boot.


    Illustrated by Damien Monteillard

    089/250

  • Rain Blossoms(1)(G)

    Instant


    Prevent all damage to all creatures until the start of your next turn. Each player creates two Cow tokens (They're 0/1 green Ox creatures with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    The rains come so rarely to the desert that you can't help but enjoy the view while it lasts.


    Illustrated by Rytis Sabaliauskas

    090/250

  • Homestead Express(3)

    Artifact — Vehicle


    Trample

    Crew 2

    Coupling (When this Vehicle becomes an artifact creature, all other Vehicles you control with coupling become artifact creatures until end of turn.)

    The heart of the mesa's rail lines.


    4/4

    Illustrated by Yi Lo

    091/250

  • Livestock Carriage(4)

    Artifact — Vehicle


    {1}, {T}: Create a Cow token. (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    Crew 8

    Coupling (When this Vehicle becomes an artifact creature, all other Vehicles you control with coupling become artifact creatures until end of turn.)


    8/8

    Illustrated by Arseniy Suslonov

    092/250

  • Sleeper Car(4)

    Artifact — Vehicle


    {T}: Tap up to three creatures you control. Put a +1/+1 counter on each of those creatures.

    Crew 8

    Coupling (When this Vehicle becomes an artifact creature, all other Vehicles you control with coupling become artifact creatures until end of turn.)


    8/8

    Illustrated by Reginald Marsh

    093/250

  • Prospecting Pan(2)

    Artifact


    {T}: Add a mana of any color a land you control could produce.

    "Look closely, and you can find almost everywhere has riches ready to be claimed by the wise."

    -Ikthi to Kendrick


    Illustrated by J.N. Marchand

    094/250

  • Scattergun(1)

    Artifact — Equipment


    Equip {1}

    Equipped creature has "{1}, {T}: This creature deals 2 damage to target attacking or blocking creature. If the target creature had flying, it deals 4 damage instead."

    The crows have learned to fear landing in the Hariksin family's fields.


    Illustrated by Damian Zera

    095/250

  • Barren Mesa

    Land — Desert


    {T}: Add {C}.

    {1}, {T}: Add {W}. Reveal the top card of your library. If it is a land, add {W}.

    Once a fertile land, and now filled with dust and scatterweed.


    Illustrated by Stas Yurev

    096/250

  • Flooded Mesa

    Land — Desert


    {T}: Add {C}.

    {1}, {T}: Add {U}. Reveal the top card of your library. If it is a land, add {U}.

    Where scatterweed once filled the valley, the muddy waters now obscure everything within.


    Illustrated by Michael Thompson

    097/250

  • Decaying Mesa

    Land — Desert


    {T}: Add {C}.

    {1}, {T}: Add {B}. Reveal the top card of your library. If it is a land, add {B}.

    As the ground drank of the life-giving water, muddy grasses began to fester and rot.


    Illustrated by Cam Floyd

    098/250

  • Rocky Mesa

    Land — Desert


    {T}: Add {C}.

    {1}, {T}: Add {R}. Reveal the top card of your library. If it is a land, add {R}.

    Dying grass gave way to wildfires, leaving behind scorched stones and fine ash.


    Illustrated by Raphael Lacoste

    099/250

  • Lush Mesa

    Land — Desert


    {T}: Add {C}.

    {1}, {T}: Add {G}. Reveal the top card of your library. If it is a land, add {G}.

    For a time, the nutrients of the burnt grass nurtured life anew and the valley bloomed in full splendor again.


    Illustrated by Paul Sireau

    100/250

  • Homestead Haunt(W)(W)

    Creature — Spirit


    Flying

    Whenever a land you control enters the battlefield, if you control fewer lands than an opponent, create a 1/1 white Human creature token.

    The land has been stolen, forgotten, but not entirely uninhabited.


    1/2

    Illustrated by Bastien Grivet

    101/250

  • Eager Lieutenant(2)(W)

    Creature — Human Soldier


    Whenever you reveal cards from your library, you may exile one of the revealed cards. If you do, creatures you control get +2/+0 and gain first strike until end of turn

    "That charge was ill-advised, reckless, foolhardy, and entirely successful."

    -Johan the Bull


    2/1

    Illustrated by Aleksandr Menshikov

    102/250

  • Inspection Enforcer(3)(W)

    Creature — Human


    Vigilance

    {X}{X}{W}, {T}: Destroy target enchantment with mana value X or less. Create a 1/1 white Human creature token.

    At first she fined the mages for the disturbances, but soon the deputies were firing on the swarm of feral spellbooks.


    2/2

    Illustrated by SIXMOREVODKA STUDIO

    103/250

  • Trackblock Barricade(4)(W)

    Creature — Wall


    Flash

    Defender

    When Trackblock Barricade enters the battlefield, create two 1/1 white Human creature tokens and Trackblock Barricade deals 2 damage to target attacking or blocking creature.

    "I swear it seems like even the damn *saloon* is firing on us!"


    0/4

    Illustrated by ioan dumitrescu

    104/250

  • Pitiless Deputy(4)(W)

    Creature — Human Rogue


    Lifelink

    {X}, Sacrifice Pitiless Deputy: Exile target attacking or blocking creature with mana value X or less. Create a 1/1 white Human creature token.

    They taught that the lessons of justice and peace were worth whatever cost might be incurred.


    4/4

    Illustrated by Wesley Gardner

    105/250

  • Restoring Roc(1)(W)(W)

    Creature — Bird


    Flying

    When Restoring Roc leaves the battlefield, you gain 3 life.

    Lucky {1}{W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Consumption and renewal in a cycle as endless as the sun and moons.


    3/3

    Illustrated by Guilherme Batista

    106/250

  • Cirrus Captain(5)(W)

    Creature — Angel Gunslinger


    Flying

    Token creatures you control have first strike.

    {W}, {T}: Cirrus Captain deals 2 damage to target attacking or blocking creature.

    Even the legions of the skies need someone to call the shots.


    4/4

    Illustrated by Carina Berggren

    107/250

  • Bounty Hunting(2)(W)

    Enchantment — Aura


    Enchant creature you don't control.

    Whenever the enchanted creature deals combat damage, you create that many 1/1 white Human creature tokens.

    With each passing week, more and more hopeful gunslingers sought to take down the outlaw and redeem the reward.


    Illustrated by Lucas Hurtado

    108/250

  • Ammunition Stockpile(1)(W)

    Enchantment


    Whenever a creature enters the battlefield under your control, you may pay a number of {W} equal to the number of creatures you control. If you do, put a +1/+1 counter on each creature you control.

    "With plentiful shot and powder, a dozen troops defended Fort Alanu against the thousand-strong army for weeks."

    -Ikthi


    Illustrated by Mikael Kivi

    109/250

  • Vengeance for Ashtown(X)(W)

    Sorcery


    Create X 1/1 white Human creature tokens. If this was cast using Lucky, those tokens enter the battlefield tapped.

    Lucky {X}{W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    "Give every man, woman, and child a rifle, and tell them to stand ready to march by dawn."


    Illustrated by space gooose

    110/250

  • Bullet Bending(W)(W)

    Instant


    Until end of turn, whenever one damage would be dealt to a creature you control, it is instead dealt to another target creature. (Two or more damage is unaffected)

    It took only a few quick dashes until they were between the Hariksins and the Reavers, and their foes began firing on each-other.


    Illustrated by Alex Speed

    111/250

  • Stormeater Drake(1)(U)(U)

    Creature — Drake


    Flying

    Sacrifice Stormeater Drake: Counter target spell. Put a spell countered this way on top of its owner's library.

    "If it weren't for that damnable lizard, we'd have gotten some rain days ago!"

    -Helga, courtesan


    2/2

    Illustrated by Benjamin Ramirez

    112/250

  • Finned Engineer(3)(U)

    Creature — Merfolk


    Hexproof

    Creatures blocking or blocked by artifact creatures you control get -2/-0 until end of turn.

    Most Gullywash have little use for the railways, but there are those who seek to explore the oceans far from their home creeks.


    3/4

    Illustrated by Kristin Tingey

    113/250

  • Unyielding Essence(4)(U)

    Creature — Elemental


    Flash

    When Unyielding Essence enters the battlefield, you may counter target non-creature spell.

    The fate of free-willed beings is unpredictable, unreliable, but most of all unbreakable.


    5/5

    Illustrated by Astero .

    114/250

  • Watchmaker's Gambit(4)(U)(U)

    Enchantment


    Discard a card: Gamble with an opponent. If you win, put target creature they control on top of their library. Otherwise, put target creature you control on top of your library. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)


    Illustrated by Denys Tsiperko

    115/250

  • Command of Tarnation(4)(U)

    Instant


    Choose two. You may choose the same mode more than once -

    • Scry 2.

    • Draw a card.

    • Put target creature on top of its owner's library.

    "What in the-"


    Illustrated by Simon Cowell

    116/250

  • Flood the Creekbed(2)(U)(U)

    Instant


    Put all untapped creatures target player controls on top of their library.

    What is a refreshing change for the Gullywash serves as a terrifying disaster for those limited to breathing only air.


    Illustrated by Joseph Nickson

    117/250

  • Reappropriate Arms(2)(U)

    Instant


    Put target creature on top of its owner's library, then create X Sixgun tokens, where X was the creature's mana value. (They're artifact Equipment with Equip {1} and "Equipped creature has '{1}, {T}: This creature deals 1 damage to target attacking or blocking creature.'")

    Sometimes the law is decided solely by whoever has the most guns.


    Illustrated by Graey Erb

    118/250

  • Reinvestment(2)(U)

    Instant


    Until end of turn, whenever you reveal one or more cards scry 1 then draw a card.

    Lucky {1}{U} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    "We've had a good run of luck so far. No sense in letting this wealth go to waste."

    -Kren to Luke Six-Hands


    Illustrated by Ala Kapustka

    119/250

  • Kidnap the Conductor(U)

    Sorcery


    Until end of turn, you may tap target creature you don't control to help Crew a Vehicle you control.

    Lyle Hariksen had been planning to find a new job, but this position fell into his lap faster than expected.


    Illustrated by Sarah Kate Forstner

    120/250

  • Send to the Caboose(1)(U)

    Sorcery


    Put target tapped creature on top of its owner's library. If you controlled that creature, scry 2.

    Despite the long walk to get there, the back of the train was surprisingly serene.


    Illustrated by Everett Gunther

    121/250

  • Load the Bandoliers(2)(U)

    Sorcery


    Scry 3. Until end of turn, Equip costs on Equipment you control are reduced by {1}.

    "Quick, ma'am, toss me your pistol!"

    -Balthazar to Samantha


    Illustrated by Tory Miles

    122/250

  • Bomb Buzzard(3)(B)

    Creature — Bird


    Flying

    {T}, Sacrifice Bomb Buzzard: Destroy target creature.

    Some birds are trained to deliver to deliver messages dozens of times. Others are trained to deliver a package only once.


    2/2

    Illustrated by David Masson

    123/250

  • Reaver Bonechewer(4)(B)

    Creature — Vampire Horror


    Deathtouch

    Whenever a creature dealt damage by Reaver Bonechewer this turn dies, its controller loses 2 life and mills two cards and you gain 2 life.

    In the unforgiving desert, exotic hungers can lead to exotic insanities.


    3/2

    Illustrated by Ozani Ferreira

    124/250

  • Spirit Rattler(4)(B)(B)

    Creature — Snake Shade


    Menace

    {B}{B}{B}, {T}: Reveal the top card of your library. Target creature gets -X/-X until end of turn, where X was the revealed cards mana value.

    The rattling tail sounds a rhythm only the damned can hear.


    4/4

    Illustrated by Borisut Chamnan

    125/250

  • Pox Bringer(4)(B)

    Creature — Human Zombie


    Whenever one or more creatures you control dies, gamble with an opponent. If you win, that opponent mills a card. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    "I come bearing blankets and medicine, all at a bargain price."


    4/3

    Illustrated by Lucas LEGER

    126/250

  • Gluttonous Herd-Eater(3)(B)

    Creature — Vampire Wurm


    Lifelink

    Whenever this creature attacks, put two cards from your hand on top of your library in any order.

    The wurm can easily be tracked from the trail of horns and hooves left discarded in its wake.


    5/4

    Illustrated by JIN LH

    127/250

  • Desperate Cannibalism(1)(B)(B)

    Enchantment


    Whenever you reveal a creature card, you may exile it. If you do, target opponent mills two cards.

    Lucky {1}{B} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    When the blizzard trapped the Hariksens in their cabin, supplies and compassion began to run low.


    Illustrated by Forever J

    128/250

  • Scavenger Scrounging(1)(B)

    Sorcery


    Choose up to two target creatures in your graveyard. Put one into your hand and the other on top of your library.

    First came the coyotes, followed by a wide circle of buzzards


    Illustrated by Josu Solano

    129/250

  • Lay Low(B)

    Instant


    Look at target player's hand. You may put a card from it on top of their library. If you don't, that player mills a card.

    "Give it a few weeks, and there won't be a soul who cares how many innocents you've robbed and killed."

    -Helga, courtesan


    Illustrated by Anthony Trujillo

    130/250

  • Cull the Herd(B)(B)

    Sorcery


    Destroy any number of target token creatures with power 1 or less target opponent controls. Target creature gains +X/+0 until end of turn, where X is the number of token creatures destroyed this way.

    "Oh George, not the livestock..."


    Illustrated by Aled Thompson

    131/250

  • Dysentery(2)(B)

    Sorcery


    Target player reveals the top card of their library, then you may have them mill a card. Repeat this process up to five times.

    It runs through forts and villages almost as fast as warnings of its approach.


    Illustrated by vince harris

    132/250

  • Tan the Hide(3)(B)

    Instant


    Destroy target creature, then you may pay 2 life. If you do, draw a card.

    They bind their ledgers with leather, not caring what beast it was carved from.


    Illustrated by Alexander Forssberg

    133/250

  • Stampede Rustler(3)(R)(R)

    Creature — Goblin


    Haste

    At the start of combat on your turn, you may gamble with target opponent. If you win, creatures you control gain "When this creature attacks, it deals 1 damage to the defending player" until end of turn.

    Goblins have unique ways of motivating docile cattle into murderous, trampling hordes.


    3/2

    Illustrated by Daejun Park (Gae Go)

    134/250

  • Hissing Behemoth(5)(R)

    Creature — Giant Snake


    First strike, menace

    "With jaws that big, I think asking if it's venomous is a bit of a moot point my dear."

    -Kendrick, devoted husband


    5/3

    Illustrated by Daejun Park (Gae Go)

    135/250

  • Fort Lieutenant(4)(R)

    Creature — Human Soldier


    When this creature enters the battlefield or dies, gamble with target opponent. If you win, creatures you control gain haste and get +X/+0 until end of turn, where X is the greatest power among creatures you control.

    The men of Fort Alanu held their ground until their lieutenant and morale were shattered by the final assault.


    4/4

    Illustrated by Andrew Pappas

    136/250

  • Soul of Solitude(2)(R)(R)

    Creature — Elemental


    Whenever this creature attacks, you may sacrifice a land. If you don't, put all other creatures you control on top of your library in any order.

    On warm nights, the sunsets themselves walk the sands of the deserts.


    5/5

    Illustrated by Rio Sabda

    137/250

  • Prairie Burning(2)(R)

    Enchantment


    Creatures you control can't block and have "{R}: This creature gets +1/+0 until end of turn."

    They rode ahead of the flame, guiding it as it scorched tangleweed and settlements alike.


    Illustrated by Maria Zolotukhina

    138/250

  • Promise of Violence(1)(R)

    Sorcery


    Gamble with target opponent. If you win, creatures they control can't block this turn. Otherwise, creatures you control can't attack this turn. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    "Turn back now, and we'll ransack your town. Resist us, and we burn it to the ground."


    Illustrated by Deiv Calviz (David Villegas)

    139/250

  • Perk-Up Elixir(R)

    Instant


    Target creature gains haste and gets +2/+0 until end of turn. Draw a card.

    By both taste and effect, the elixir was assumed to be little beyond whiskey, crushed magma peppers, and a little mint.


    Illustrated by Nathanael M

    140/250

  • Ace Up The Sleeve(R)(R)

    Instant


    Look at the top five cards of your library. Put one on top of your library, and exile the rest. You may cast one of the cards exiled this way this turn.

    " A straight flush? Mighty impressive, but you're about to be disappointed."

    -Johan to Kren


    Illustrated by Larry Wilson

    141/250

  • Burn the Hideout(2)(R)

    Sorcery


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

    Destroy target land.

    Hiding in a secluded wooden cabin in a remote, untraveled, tinder-dry forest during the worst drought in a century was almost the perfect plan.


    Illustrated by Imad Awan

    142/250

  • Risky Mulligan(3)(R)

    Sorcery


    Discard your hand, then gamble with target opponent. If you win, draw a number of cards equal to those discarded this way, then scry 5. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    You've got to know when to hold them, and when to fold them.


    Illustrated by yanis cardin

    143/250

  • Brigade Charge(3)(R)(R)

    Instant


    Gamble with target player. If you win, creatures you control gain +3/+3 and double strike until end of turn. Otherwise, creatures you don't control gain +3/+3 and double strike until end of turn.

    The tales said the colonel was able to inspire victory whenever he rode into battle. They just never specified whose victory.


    Illustrated by Alisa Plis

    144/250

  • Cactrian Brewmaster(3)(G)

    Creature — Elf Druid


    Hexproof

    {T} : Put a +1/+1 counter on target creature.

    {5}{G}, {T}: Choose a creature type. Put a +1/+1 counter on all other creature you control of the chosen type.

    "Whiskey may grant courage, but with the right herbs it can grant so much more."

    -Lonesome John, ranger


    2/2

    Illustrated by Julia Zhdanova

    145/250

  • Opportunistic Herdweb(5)(G)

    Creature — Spider Ox


    Reach

    {G}{G}, {T}: Destroy target creature with flying. You may create a Cow token (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    Some herds are guarded by dogs, while others have much less conventional guardians.


    3/6

    Illustrated by Kaek

    146/250

  • Enterprising Farmer(2)(G)(G)

    Creature — Human


    Flash

    When Enterprising Farmer enters the battlefield, search your library for a number of basic land up to the number of token creatures that died this turn, reveal them, and put them into your hand. Then shuffle your library.

    Only the foolish and squeamish would refuse fertilizer free for the taking.


    3/4

    Illustrated by Shin jong hun

    147/250

  • Soulstring Shepard(2)(G)

    Creature — Elemental


    Whenever a token creature dies, look at the top card of your library. If its a land card, you may put it into your graveyard. If you do, target permanent you control gains indestructible until end of turn.

    Each lost spirit grants a single thread, tying the land and its denizens together in safety.


    2/5

    Illustrated by Efflam Mercier

    148/250

  • Venom Guardian(3)(G)(G)

    Creature — Snake Elemental


    When Venom Guardian enters the battlefield, destroy target artifact or enchantment.

    Deathtouch

    "Every snake both great and small has left a drop of venom somewhere within its reliquary."

    -Ikthi


    5/5

    Illustrated by Sergii Golotovskiy

    149/250

  • Bull of Legends(5)(G)

    Creature — Ox Beast


    Trample

    When Bull of Legends enters the battlefield, create two Cow tokens for each time it's been cast this game.

    Lucky {4}{G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Long thought lost, one day it emerged from the canyons, the head of an entirely new herd.


    5/6

    Illustrated by Aaron Sims Creative

    150/250

  • Secluded Ranch(G)(G)

    Enchantment — Aura


    Enchant land.

    Whenever the enchanted land becomes tapped, you may add a mana of any color. If you don't, create a Cow token. (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    A little slice of paradise, situated where few will ever find it.


    Illustrated by David Frasheski

    151/250

  • Exotic Corral(2)(G)

    Enchantment


    For each creature you control, they get +1/+1 if they have less than 4 power. Otherwise, they get +2/+2 instead.

    Lucky {1}{G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    A faded sign still read "We guarantee we can ride *anything*."


    Illustrated by Nektarios Koulouvakos

    152/250

  • Bounty of the Herd(3)(G)

    Sorcery


    Create two Cow tokens, then gain 1 life for each Cow and Ox you control. (They're 0/1 green Ox creatures with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    "You haven't truly lived until you've had some of Mrs. Haversham's cheese, friend."

    -Balthazar Saintfleur


    Illustrated by JiEun Jeong

    153/250

  • Hills of Plenty(1)(G)

    Sorcery


    Create a Cow token. You may play an additional land this turn. (It's a 0/1 green Ox creature with "{2},{T}, Sacrifice this creature: You gain 3 life.")

    Despite the suffering along the long and grueling trail, the sunlight shimmering off the golden fields filled the settlers with hope.


    Illustrated by Ismail Inceoglu

    154/250

  • Stomping Duststorm(G)

    Instant


    Prevent all combat damage that would be dealt this turn. You may put a +1/+1 counter on target creature you control with power 4 or more.

    First they thought it was the desert winds, before they began to pray it was only the desert winds.


    Illustrated by Artem Chebokha

    155/250

  • Johnston's Peacekeepers(3)(W)(U)

    Creature — Human Soldier


    Whenever a nontoken creature enters the battlefield under your control, you may pay {2}. If you do, create a 1/1 white Human creature token.

    Whenever a Human creature token enters the battlefield under your control, create a Sixgun token and equip it to that creature.

    "I will have order."


    2/3

    Illustrated by Finnian MacManus

    156/250

  • Reckless Vigilante(2)(W)(B)

    Creature — Human Rebel


    Whenever Reckless Vigilante deals combat damage to a player, that player mills that many cards. If a creature card is put into the graveyard this way, create a 1/1 white Human creature token.

    "We go where the law fears to tread."


    3/3

    Illustrated by Aaron Limonick

    157/250

  • Homesteader Hermit(1)(W)(R)

    Creature — Human


    Whenever you play a land card, you may gamble with target opponent. If you win, create a 1/1 white Human creature token, and creature you control gain haste and get +2/+0 until end of turn. Otherwise, tap all other creatures you control.

    "This land has been ours for generations, and will continue to be so."


    1/1

    Illustrated by Veli Nyström

    158/250

  • Posse Leader(W)(G)

    Creature — Human


    {2}{W}{G}, Tap two or more untapped creature tokens that have the same name: Create a tapped creature token that is a copy of one of those creatures for every two creatures tapped this way.

    "We have enough for a full jury here, so there's no sense in waiting any longer."


    1/1

    Illustrated by Benjamin Giletti

    159/250

  • Miraculo Merchant(1)(U)(B)

    Creature — Goblin


    Whenever an opponent draws a card after their first card each turn or casts a spell after their first spell each turn, that player mills a card.

    "It'll cure what ails ya!"


    1/1

    Illustrated by Lenni Olinsson

    160/250

  • Card Counter(2)(U)(R)

    Creature — Elf Rogue


    Whenever you gamble, you may reveal two sets of five cards instead and choose which hand of revealed cards to use. Return any unused cards to the bottom of your library in a random order.

    "Another royal flush? What are the odds?"


    2/2

    Illustrated by Nuare Studio

    161/250

  • Spirit Conductor(1)(U)(G)

    Creature — Spirit


    When Spirit Conductor enters the battlefield, create X Cow creature tokens, where X is the number of artifacts you control.

    {2}{U}{G}, {T}, Discard a card: Put a +1/+1 counter on each creature you control. If they had power 4 or more, put two counters on them instead.

    "All aboard! Last call for the Northern Rail!"


    2/2

    Illustrated by Ed Marinas

    162/250

  • Cruel Maverick(2)(B)(R)

    Creature — Human Devil Rogue


    Whenever you win a gamble, the losing opponent mills two cards.

    {T}, Exile the top card of your library: Gamble with an opponent. If you win, you may cast the exiled card until end of turn.

    "Fed with enough blood, the heart of the cards can get me exactly what I need."


    3/2

    Illustrated by Matt Cowdery

    163/250

  • Gobshite Brother(3)(B)(G)

    Creature — Goblin Rogue


    Whenever a creature you don't control dies, that creatures controller mills a card and you create a Cow token.

    If there are up to three permanents named Gobshite Brother on the battlefield, the "legend rule" doesn't apply to them.

    {T}: Destroy target creature token.

    "This cow? Oh yeah, it's always been ours!"


    3/3

    Illustrated by Richard Vatinel

    164/250

  • Bison Primarch(4)(R)(G)

    Creature — Ox Elemental


    Trample

    Whenever you gamble, if Bison Primarch is untapped, you may tap it. If you do and if you win the gamble, create X Cow tokens, where X is the total mana value among your revealed cards.

    "First born, or first to die and be reborn? Either way, she's angry about it."


    4/3

    Illustrated by Aaron Miller

    165/250

  • Rickety Handcart(2)

    Artifact — Vehicle


    Whenever Rickety Handcart becomes a creature, untap one or two creatures used to crew it. They gain +1/+0 until end of turn.

    Crew 1

    Braking optional.


    4/2

    Illustrated by Raphael Posadas

    166/250

  • Mining Orecar(4)

    Artifact — Vehicle


    {T}: Add a mana of any color a land you control could produce to your mana pool.

    Crew 8

    Coupling (When this Vehicle becomes an artifact creature, all other Vehicles you control with coupling become artifact creatures until end of turn.)


    8/8

    Illustrated by Stan Masters

    167/250

  • Caboose(4)

    Artifact — Vehicle


    When Caboose enters the battlefield, exile the top five cards of your library.

    {2}, {T}: Choose a card at random that was exiled with Caboose. Put that card into its owner's hand.

    Crew 8

    Coupling (When this Vehicle becomes an artifact creature, all other Vehicles you control with coupling become artifact creatures until end of turn.)


    8/8

    Illustrated by Ray Ellis

    168/250

  • Duelling Pistols(3)

    Artifact


    {T}, Sacrifice Duelling Pistols: Create two Sixgun tokens and Equip them to different creatures. (They're artifact Equipment with Equip {1} and "Equipped creature has '{1}, {T}: This creature deals 1 damage to target attacking or blocking creature.'")

    Pearl-handled, and only ever fired once.


    Illustrated by Ruslan Leschev

    169/250

  • Dusty Windmill(1)

    Artifact


    At the beginning of your upkeep, you may gain X life, where X is the number of Deserts you control.

    The scorching winds off the mesas never failed to grind the finest and softest of flour from the grist.


    Illustrated by Mohammad Qureshi

    170/250

  • Entangling Dunes

    Land — Desert


    Nonland permanents enter the battlefield tapped.

    {T}: Add {C}.

    Those who manage to escape find unwanted sand and unwanted memories for years afterwards.


    Illustrated by Branislav Perkovic

    171/250

  • Lotus Bluff

    Land — Desert


    {T}, Pay 3 life: Gamble with an opponent. If you win, add three mana of any one color. If you lose, add {C}.

    She claimed the bluff held riches untold, but the other gamblers simply trampled the flowers, searching the long-empty train cars in vain.


    Illustrated by Patryk Olk

    172/250

  • Gentleman Thief(1)(W)

    Creature — Human Rogue


    Vigilance, first strike

    Lucky {W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    When the deputy surrendered their badge, they took up a mask and a promise to the downtrodden instead.


    2/2

    Illustrated by Grafit Studio

    173/250

  • The Magnificent Five(2)(W)

    Creature — Human


    Vigilance

    Whenever a creature you control dies, target creature you control gain vigilance and indestructible until end of turn.

    Separate, they were a soldier, a farmer, a doctor, a husband, an outlaw. Together, they were the salvation of an entire county.


    4/5

    Illustrated by Kadir Nelson

    174/250

  • Range Instructor(2)(W)(W)

    Creature — Human


    Whenever you create a creature token, put a +1/+1 counter on it and create a Sixgun token equipped to that creature.

    "Breathe out slowly, squeeze the trigger, and try not to imagine the consequences if you miss."


    2/2

    Illustrated by Conor Burke

    175/250

  • Houndmaster Mashal(4)(W)

    Creature — Human Soldier


    When Houndmaster Mashal enter the battlefield and whenever another nontoken creature enters the battlefield under your control this turn, create two 1/1 white Dog creature tokens.

    The mutts had been constant companions, helping him secure some of the biggest bounties on Trule.


    3/4

    Illustrated by Conor Burke

    176/250

  • Lady of Luck

    Creature — Angel


    You may play Lady of Luck from your hand or library using Lucky, but not from anywhere else.

    Flying, vigilance, lifelink

    Lucky {2}{W} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    "One in a million? The odds are in my favor then."


    5/5

    Illustrated by Peter Mohrbacher

    177/250

  • Shatterbone Township(3)(W)(W)

    Enchantment


    Whenever a token creature enters the battlefield under your control, you may put a +1+1 counter on it. If you don't, creatures you control get +1/+1 until end of turn.

    The town was founded a century earlier, when the people found out that cooperation and determination could overthrow titans.


    Illustrated by Tiago Sousa

    178/250

  • Montressa Abbey(3)(W)

    Enchantment


    Whenever you gain life, you may pay {2}{W}. If you do, scry X, where X is the amount of life gained.

    The nuns at Montressa Abbey had no wealth, no weapons, and no end to their generosity.


    Illustrated by Lulu Zhang

    179/250

  • Judicar's Luck(5)(W)

    Instant


    Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

    Lucky {1}{W}

    "I am the law, and the law says your time is up."


    Illustrated by Ricardo Guimaraes

    180/250

  • Hire the Guns(W)(W)(W)

    Instant


    For each token creature you control, create a treasure token. (It's a colorless artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”)

    Gold for steel, and lead for justice.


    Illustrated by ANDRE PINHEIRO

    181/250

  • Trail's End Saloon(3)(W)

    Sorcery


    For each untapped land you control, you gain 2 life. For each tapped land you control, tap target creature.

    "After all those miles you must be parched. Have some whiskey on the house."


    Illustrated by Dean Oyebo

    182/250

  • Fatebreaker Raven(3)(U)

    Creature — Bird


    Flying, hexproof

    Sacrifice Fatebreaker Raven: The next time target player would reveal more than one card, they reveal one card instead.

    As Henrick watched, the pips melted away from the die the bird held, until snake eyes were all that remained.


    2/2

    Illustrated by Joakim Ericsson

    183/250

  • Samantha, the Pistolier(3)(U)(U)

    Creature — Human Rogue


    Whenever a permanent you don't control leaves the battlefield, create a Sixgun token. Then Samantha, the Pistolier gets +X/+X until end of turn, where X is the number of Sixguns you control.

    "Here, take one. I've got spares."


    3/4

    Illustrated by Grafit Studio

    184/250

  • Resplendent Skywhale(5)(U)

    Creature — Whale


    Flying

    Whenever a creature enters the battlefield under your control, you may pay {U}{U}. If you do, scry X, where X is that creature's mana value.

    Once a year, they bless the mesas with their beauty and grace.


    5/5

    Illustrated by Damian Żukowski

    185/250

  • Freeze the Rivers(4)(U)

    Enchantment


    Whenever an opponent taps a nonland permanent, they may choose not to untap it during their next untap step. If they don't, return that permanent to their hand at the beginning of the next end step.

    When bridges are costly in both precious gold and even more precious time, safety becomes a nuisance.


    Illustrated by Karen Papazian

    186/250

  • Train Factory(3)(U)

    Sorcery


    Return target land to its owner's hand. Create two 8/8 artifact Vehicle tokens with Crew 8 and Coupling.

    The longer the train, the richer the gains.


    Illustrated by Hugo Puzzuoli

    187/250

  • Ancestor's Luck(3)(U)(U)

    Instant


    Draw three cards.

    Lucky {U} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    The muses in the pipeweed smoke curled around him, granting him the wisdom they had given his father and grandfather before him.


    Illustrated by Cedric Peyravernay

    188/250

  • Unexpected Delegation(1)(U)

    Instant


    The next time you gamble this turn, tap up to X target creatures, where X is the total mana value among your revealed cards.

    The unexpected visit of the abbess left the residents of Brackenwater scrambling to find suitably clean accommodations.


    Illustrated by Lulu Zhang

    189/250

  • Snake Oil Salesman(U)(U)(U)

    Instant


    Gamble with an opponent. If you win, return target creature they control to their hand and repeat this process. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    The cure-all only proved to cure the farmhands of their ability to walk upright for a fortnight.


    Illustrated by Zak Harrow

    190/250

  • Leave Town(3)(U)

    Sorcery


    Gamble with an opponent. If you win, put target creature X cards from the top of their library, where X is the total mana value of the revealed cards. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    One day the sheriff just started walking into the fields, and never returned.


    Illustrated by Maarten Hof

    191/250

  • The Five-Beer Bar(4)(U)

    Sorcery


    For each untapped land you control, draw a card. For each tapped land you control, untap target permanent.

    "Is five the limit, or the minimum? Ha! Sit down with a glass and find out."


    Illustrated by Kimmo Kaunela

    192/250

  • Ikthi, Corvid Cryptkeeper(4)(B)(B)

    Creature — Bird Human


    Whenever an opponent mills one or more cards, scry X, where X is equal to the cards milled this way. Then draw a card.

    "Whether by curse or birth or doom foretold, the birdman cometh for the dead and cold."

    -Children's rhyme


    2/2

    Illustrated by Daria Skrypnyk

    193/250

  • Pale Rider(4)(B)

    Creature — Zombie


    Menace

    Whenever you gamble, you may pay {B}{B}{B}. If you do, create an X/X black Horror creature token with deathtouch, where X is the greatest mana value among cards revealed for your gamble.

    His approach is only the beginning of the nightmare.


    3/3

    Illustrated by CM - Morin

    194/250

  • Infernal Conductor(5)(B)

    Creature — Demon


    Deathtouch

    Whenever another creature dies, put target creature card in you graveyard on top of your library.

    {X}{X}{B}, {T}: Target creature gets -X/-X until end of turn.

    "All aboard! Next stop, damnation!"


    5/4

    Illustrated by John Gabriel Santos

    195/250

  • Grave Burner(1)(B)(B)

    Creature — Human Rogue


    Whenever an opponent mills two or more cards, you may gain control of target token creature they control. It gains "Sacrifice this creature at the start of your next end step."

    "The monsters are attracted to the light of the bonfires. Convenient, really."

    -Lonesome John, ranger


    2/2

    Illustrated by ANDRE PINHEIRO

    196/250

  • Hangman Grotto(1)(B)

    Enchantment


    Whenever an opponent mills cards, you may pay {X}, where X is up to the number of cards milled. If you do, put target creature card with mana value X or less from that player's graveyard onto the battlefield. It's a Zombie in addition to its other types.

    Bodies in the breeze, bodies in the ground, claws digging free, on the hanging mound.


    Illustrated by ANDRE PINHEIRO

    197/250

  • Church of the Foresaken Sight(2)(B)

    Enchantment


    Whenever you would draw a card, you instead scry 5.

    Sacrifice Church of the Foresaken Sight: Draw a card.

    Sermons are heard and lights are seen at night, but no-one ever leaves, and no-one dares enter.


    Illustrated by Sam Romero

    198/250

  • Demon's Luck(2)(B)(B)(B)

    Sorcery


    Search your library for a card and put it into your hand, then shuffle your library.

    Lucky {1}{B} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    The demon on horseback whispered to Jolene, promising her vengeance for her loss.


    Illustrated by Bryce Youtsey

    199/250

  • Blow the Bridges(2)(B)

    Sorcery


    Gamble with an opponent. If you win, destroy all creatures you don't control. Otherwise destroy all creatures. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    The timing was impeccable, and the resulting explosion was unsurvivable.


    Illustrated by ioan dumitrescu

    200/250

  • Glimpse of Death(3)(B)

    Instant


    Until end of turn, whenever a player would mill a card, they mill twice that many cards instead and lose life equal to the number of cards milled this way.

    As the lasso narrowed around his neck, Pietro realized the bandit was no ordinary man.


    Illustrated by Roman Chaliy

    201/250

  • Profane Saloon(3)(B)(B)

    Sorcery


    For each untapped land you control, each opponent loses 2 life, then you gain life equal to the life lost this way. For each tapped land you control, each player sacrifices a creature.

    "We distill sin and bloodshed into the finest cursed liquors, so this shot is already paid for."


    Illustrated by Jon Arellano

    202/250

  • Mesa Fieldburner(3)(R)

    Creature — Devil Elemental


    Trample, haste

    When Mesa Fieldburner dies, you may sacrifice a land. If you do, Mesa Fieldburner deals damage equal to its power to all other creatures and players.

    The fiery blade of its scythe snaps and pops like a burning tumbleweed.


    4/2

    Illustrated by Dominik Mayer

    203/250

  • Kren, Pokerswarm Duelist(2)(R)

    Creature — Human Rogue


    Haste, first strike

    Whenever Kren, Pokerswarm Duelist attacks, gamble with an opponent.

    Whenever you win a gamble, Kren, Pokerswarm Duelist deals 2 damage to any target. Otherwise, Kren, Pokerswarm Duelist deals 2 damage to you.


    3/2

    Illustrated by Alexander Mokhov

    204/250

  • Helga, Cannon Mistress(4)(R)(R)

    Creature — Human


    Whenever you gamble, if Helga, Cannon Mistress is untapped you may tap it. Then if you win, Helga, Cannon Mistress deals 6 damage to all creatures you don't control and all other players. Otherwise, Helga, Cannon Mistress deals 6 damage to you and to all other creatures you control.

    "With me around, finales can get a bit...explosive."


    5/4

    Illustrated by Thanh Tuấn

    205/250

  • Jump the Tracks(2)(R)

    Instant


    For each opponent, gamble with that player. If you win, destroy all artifacts they control. Otherwise, destroy all artifacts you control. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value.)

    The original plan was to crash the train, but a cargo of gunpowder blew a hole in their scheme.


    Illustrated by Dominique Buttiens

    206/250

  • On A Roll(3)(R)

    Sorcery


    Gamble with target opponent. If you win, draw a card and scry 5, then repeat this process until you lose the gamble. (Each gambling player reveals the top five cards of their library, then puts those cards on the bottom in a random order. A player wins if their cards had a higher total mana value)

    Unfavorable odds are rarely an obstacle for those who can see without sight.


    Illustrated by Surya Prasetya

    207/250

  • Heart of the Cards(2)(R)(R)(R)

    Enchantment


    At the beginning of your upkeep, name a card then reveal the top card of your library. If you reveal the named card, put a time counter on Heart of the Cards and you may cast the named card without paying its mana cost this turn.

    At the beginning of your end step, if there are five or more time counters on Heart of the Cards, you lose the game.


    Illustrated by Stuart Noir

    208/250

  • Fortune's Luck(4)(R)

    Sorcery


    Each players discards their hand, then draws seven cards.

    Lucky {2}{R} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Luck deals a man but one fate, but the archway could offer another spin of the wheel, if one were willing to pay the price.


    Illustrated by Michal Kváč

    209/250

  • Raise the Stakes(1)(R)

    Instant


    The next time you gamble due to an ability this turn, copy that ability. You may choose new targets for the copy.

    "Let's sweeten the pot."

    -Luke Six-Hands


    Illustrated by Elayne Neves

    210/250

  • Overpressure(2)(R)(R)

    Sorcery


    Until end of turn, whenever you gamble and win, untap all permanents you control. Otherwise, sacrifice an artifact.

    The needle crept past 110 percent, and deeper and deeper into the red.


    Illustrated by Lukas Walzer

    211/250

  • Thornhill Saloon(4)(R)

    Sorcery


    For each untapped land you control, Thornhill Saloon deals 1 damage to any target. For each tapped land you control, add {R}{C}.

    "Not much shade out here, friend. Care for a pint?"


    Illustrated by George Johnstone

    212/250

  • Ayana, Fiddler of Breezes(1)(G)

    Creature — Elemental


    The first time you create a token creature each turn, create a 1/1 green Elemental creature token.

    "My songs are for those who wish for life, to feel the joy of existence as I have, and for me to hear their songs in turn."


    1/1

    Illustrated by Michael MacRae

    213/250

  • Johan the Bull(1)(G)(G)

    Creature — Human Ox


    Creatures you control may count their toughness instead of their power when Crewing vehicles.

    After his train hit a herd of bison, surgeons did the best they could to reassemble Johan's body from amongst the carnage. They were met with mixed success.


    3/3

    Illustrated by Thanh Tuấn

    214/250

  • Allosaur Bandits(4)(G)

    Creature — Human Dinosaur Rogue


    When Allosaur Bandits enters the battlefield, it fights target creature.

    Trample

    Whenever Allosaur Bandits attacks, it gains hexproof until end of turn.

    Lucky {3}{G}

    "Give us all yer gold, else Becky her gets dinner a mite bit early!"


    5/5

    Illustrated by K EP

    215/250

  • Skystriker Lizard(4)(G)

    Creature — Scorpion Lizard


    Whenever Skystriker Lizard attacks or blocks, choose trample, reach, or deathtouch. Target creature gains the chosen ability until end of turn.

    Dragons are rare in Trule, thanks in no small part to the lizards.


    5/5

    Illustrated by Nutchapol Thitinunthakorn

    216/250

  • Entrancing Grasslands(3)(G)(G)(G)

    Enchantment


    Whenever you create X or more creature tokens, put an attraction counter on Entrancing Grasslands and gain control of target token creature you don't control, where X is one plus the number of attraction counters on Entrancing Grasslands.

    Whenever a token creature you control dies, add {G}.

    Horse and rider were equally bewitched by the promise of flowers and food and verdant fields.


    Illustrated by jason scheier

    217/250

  • Cactrian Luckshrine(3)(G)

    Enchantment


    Whenever a creature you control deals combat damage to a player, scry X, where X is that creature's mana value.

    Older than any of the towns nearby, and hidden by Cactrian magic to preserve its power.


    Illustrated by Vitaly Zhdanov

    218/250

  • Mana's Luck(3)(G)(G)

    Instant


    Pay any amount of life, then add {C} equal to the life lost this way.

    Lucky {G}{G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Lifeblood, properly focused, is more precious than gold and guns and all the hired help in the west.


    Illustrated by Erlan Arya

    219/250

  • Cowhand Campfire(2)(G)

    Sorcery


    Draw X cards, where X is the number of token creatures you control.

    "A bunny? Nah, friend, that's definitely more of a vizzerdrix."


    Illustrated by Alex Speed

    220/250

  • Push Through(1)(G)

    Instant


    Prevent all noncombat damage that would be dealt to creatures you control this turn. They gain hexproof until end of turn.

    Lucky {G} (When you reveal this card, you may cast it for its lucky cost. It gains flash until end of turn.)

    Defying the chaos, he prepared to end this, one way or another.


    Illustrated by Stephen Noble

    221/250

  • Vandersteen Brewery(4)(G)

    Sorcery


    For each untapped land you control, creatures you control gets +1/+1 until end of turn. For each tapped land you control, you may put a land card from your hand onto the battlefield tapped.

    "The mountain chill and heat of the factories are perfect conditions for our refined whisky. How many crates would you like?"


    Illustrated by Eelco van Rooij

    222/250

  • Rifle Lieutenant(2)(W)(U)

    Creature — Human Artificer


    When Rifle Lieutenant enters the battlefield, you may tap each creature you control with an equipment attached to them. For each creature tapped this way, destroy target artifact or tapped creature.

    {2}{W}, {T}: Create a Sixgun token or a 1/1 white Human creature token.

    Her time in the army served her well when it came to defending backwater towns.


    1/3

    Illustrated by Miguel Mercado

    223/250

  • Greedy Heist(3)(W)(R)

    Enchantment


    Whenever you gamble, if you win create two 1/1 white Human creature tokens and creatures you control get +2/+0 until end of turn. Otherwise, target opponent creates a 1/1 white Human creature token.

    "You don't understand: I'm not here to kill you. I'm here to kill the getaway driver."


    Illustrated by Jake Mifsud

    224/250

  • Just Passing Through(2)(U)(G)

    Instant


    Return any number of target nontoken creatures target player controls back to their owner's hand. For each creature returned this way, put a +1/+1 counter on each creature you control with power 4 or more.

    Despite the apparent peace, everyone was on edge and waiting for the calm to break.


    Illustrated by Ismail Inceoglu

    225/250

  • Cloud of Desperation(3)(B)(R)

    Sorcery


    Mill any number of cards, then gamble with an opponent. If you win, search your deck for a card and put it into your hand, then shuffle your library. Repeat this process for every five cards milled with this spell.

    They had foolishly wished for everything they had ever dreamed of. Now their wish pursued them, determined to extract their remaining dreams by force.


    Illustrated by Adrian Virlan

    226/250

  • Infected Bandit(2)(B)(G)

    Creature — Horror Gunslinger


    Whenever Infected Bandit attacks, gain control of target token creature defending player controls.

    Sacrifice two creatures: Target player mills X cards, where X is the number of creatures you control.

    When the shard of a hedron broke through the Blind Eternities and fell from the skies, it did more than merely crush a few steers.


    3/3

    Illustrated by Sergey Luchyk

    227/250

  • Cannon Strider(6)

    Artifact Creature — Construct


    Cannon Strider enters the battlefield with six bullet counters on it.

    At the beginning of your upkeep, if Cannon Strider has less than six bullet counters on it, put a bullet counter on it.

    {T}, Remove X bullet counters: Cannon Strider deals X damage to target creature.


    6/3

    Illustrated by Thomas Chamberlain - Keen

    228/250

  • Reinforced Saddle(2)

    Artifact — Equipment


    You may choose not to untap the equipped creature during your untap step.

    Equipped creature has "{T}: For as long as this creature remains tapped, target creature you control gets +X/+X and gains all other abilities this creature has, where X is this creature's power."

    Equip {2}

    Man and beast, united with leather, steel, and willpower.


    Illustrated by Herschel Hoffmeyer

    229/250

  • Hypersteel Engine(3)

    Artifact — Vehicle


    Crew 2

    Whenever Hypersteel Engine becomes an artifact creature, put a momentum counter on it.

    At the beginning of each upkeep, if Hypersteel Engine has three or more momentum counters on it, it becomes an artifact creature until end of turn.

    Coupling


    4/4

    Illustrated by X Yang

    230/250

  • Collapsed Mine

    Land


    Collapsed Mine enters the battlefield tapped.

    {T}: Add {C}.

    {T}, Sacrifice another land you control: Destroy target land. That land's controller gains control of Collapsed Mine.

    Each of the towns thought they alone discovered the gold vein within, disregarding how the collapses began to consume their towns.


    Illustrated by Jordan Grimmer

    231/250

  • Border Depository

    Land


    {T}: Add {C}.

    {T}, Tap two other target lands you control: Create a Treasure token. (It's a colorless artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”)

    The reinforced walls held the stolen wealth of the entire county.


    Illustrated by Jullius Granada

    232/250

  • Kendrick, the Devoted(3)(W)(W)

    Planeswalker — Kendrick


    1: Kendrick, the Devoted deals 3 damage to target tapped creature.   

    1: Transform ~.           


    4

    Illustrated by Thanh Tuấn

    233/250

  • Gretchen, The Beloved

    Planeswalker — Gretchen


    1: Up to two target creatures get -1/-1 until end of turn.        

    1: Transform ~.          


    Illustrated by Thanh Tuấn

    233/250

  • Balthazar, the Binder(3)(U)(U)

    Planeswalker — Balthazar


    1: Tap target creature. It doesn't untap during its controllers next untap step.       

    -3: Tap target creature. It doesn't untap while Balthazar is on the battlefield.        


    4

    Illustrated by Jakub Bazyluk

    234/250

  • Luke, the Six-Handed(3)(B)(B)

    Planeswalker — Luke


    1: Draw 2 cards and lose 2 life.        

    -3: Luke deals 3 damage to target creature. That target's controller loses 3 life.        


    4

    Illustrated by Conor Burke

    235/250

  • Lady in Red(3)(R)(R)

    Planeswalker — Lady


    1: Lady in Red deals 2 damage divided between up to two targets.      

    -3: Gain control of target creature until end of turn and untap it. It gains haste.      


    4

    Illustrated by Connor Sheehan

    236/250

  • Lonesome John(3)(G)(G)

    Planeswalker — John


    1: Draw a card, then reveal the top card of your deck. If it's a land card, add {G}{G}{G}.      

    -3: Destroy up to two target enchantments or creatures with flying.      


    4

    Illustrated by Henry Lynch

    237/250

  • Golden Railspike(3)

    Artifact


    {T}: Add a mana of any color to your mana pool.

    You may tap lands in addition to creatures to help pay for crew costs. Lands tapped this way are considered to have 2 power.

    The beginning of a railway spanning from coast to coast, from yawning abyss to the burning lands.


    Illustrated by Mort Künstler

    238/250

  • Platinum Bullet(5)

    Artifact


    Sacrifice Platinum Bullet: The next time target source would deal noncombat damage to a creature this turn, it deals six times that much damage instead. Creatures dealt damage this way lose indestructible until end of turn. If a creature dealt damage this way would die this turn, exile it instead.

    "Will it kill werewolves? This, my friend, will kill *gods.*"


    Illustrated by João Freire

    239/250

  • Trule Sunset

    Land — Desert


    Trule Sunset enters the battlefield tapped.

    {T}: Exile target creature you control and add one mana of any color in that creatures color identity. Return it to the battlefield tapped at the beginning of your next draw step. Activate only any time you could cast a sorcery.

    The colors of blood and gold, dappled on the leaden clouds and draped across the mesas.


    Illustrated by Adrian Virlan

    240/250

  • Iron of Honorable Deceit(3)

    Artifact — Sixgun Equipment


    Equipped creature has protection from white and blue and "{1}, {T}: Destroy target white or blue attacking or blocking creature."

    When the equipped creature attacks, tap target creature and untap target creature.

    Equip {3}


    Illustrated by Elliot Sharp

    241/250

  • Iron of Blighted Blessings(3)

    Artifact — Equipment


    Equipped creature has protection from white and black and "{1}, {T}: Destroy target white or black attacking or blocking creature."

    When the equipped creature attacks, token creatures you control get +1/+1 until end of turn and token creatures you don't control get -1/-1 until end of turn.

    Equip {3}


    Illustrated by 小金豪 Hao Jin

    242/250

  • Iron of True Destruction(3)

    Artifact — Equipment


    Equipped creature has protection from white and red and "{1}, {T}: Destroy target white or red attacking or blocking creature."

    When the equipped creature attacks, target creature you control gains doublestrike until end of turn. Destroy target artifact.

    Equip {3}


    Illustrated by Salvador Felix

    243/250

  • Iron of Purest Bonds(3)

    Artifact — Equipment


    Equipped creature has protection from white and green and "{1}, {T}: Destroy target white or green attacking or blocking creature."

    When the equipped creature attacks, create a 1/1 white Human creature token and create a Cow token.

    Equip {3}


    Illustrated by Ilya SHichKin

    244/250

  • Iron of Hidden Plagues(3)

    Artifact — Equipment


    Equipped creature has protection from blue and black and "{1}, {T}: Destroy target blue or black attacking or blocking creature."

    When the equipped creature attacks, target player mills three cards. Then put target instant or sorcery card in your graveyard into your hand.

    Equip {3}


    Illustrated by Ruslan Rogachev

    245/250

  • Iron of Infinite Storms(3)

    Artifact — Equipment


    Equipped creature has protection from blue and red and "{1}, {T}: Destroy target blue or red attacking or blocking creature."

    When the equipped creature attacks, draw 2 cards, then discard a card. You may cast an instant or sorcery with mana value 3 or less without paying its mana cost this turn.

    Equip {3}


    Illustrated by Thuan Nguyen Minh Duong

    246/250

  • Iron of Warped Wood(3)

    Artifact — Equipment


    Equipped creature has protection from blue and green and "{1}, {T}: Destroy target blue or green attacking or blocking creature."

    When the equipped creature attacks, put a +1/+1 counter on up to two creatures you control. They gain flying until end of turn.

    Equip {3}


    Illustrated by Mad Polygon

    247/250

  • Iron of Bloody Rust(3)

    Artifact — Equipment


    Equipped creature has protection from black and red and "{1}, {T}: Destroy target black or red attacking or blocking creature."

    When the equipped creature attacks, destroy target token creature. Then at the start of your second main phase, you add {R} equal to the equipped creature's mana value.

    Equip {3}


    Illustrated by Pavlo Lisunov

    248/250

  • Iron of Living Death(3)

    Artifact — Equipment


    Equipped creature has protection from black and green and "{1}, {T}: Destroy target black or green attacking or blocking creature."

    When the equipped creature attacks, you may put up to two lands from your hand onto the battlefield. Target opponent loses 3 life and you gain 3 life.

    Equip {3}


    Illustrated by Borja Tarazona

    249/250

  • Iron of Joyous Rage(3)

    Artifact — Equipment


    Equipped creature has protection from red and green and "{1}, {T}: Destroy target red or green attacking or blocking creature."

    When the equipped creature attacks, put a +1/+1 counter on up to two creatures you control. They gain menace until end of turn.

    Equip {3}


    Illustrated by Henrique Lopes

    250/250