Dashboard

 

TKM

Download Cockatrice files: https://mtg.design/u/robofox973438/TKM/cockatrice


  • Zombie

    Creature — Zombie


    {b}: Regenerate.

    When this creature regenerates, remove X +1/+1 counters, where X is one less than the amount of +1/+1 counters on this creature.


    Illustrated by Xin Xia

    001/025

  • Odin, King of Asgard(2)(w)(u)(b)(r)(g)

    Creature — God


    Vigilance.

    All Norseman gain +2/+2.

    After your draw step, you may look at the top card of your library. If this card is an instant or sorcery and shares a color with a Norseman you control, you may cast that spell without paying it's mana cost.

    {2}: Mill two cards.


    5/5

    Illustrated by Clif Taylor

    001/100

  • Norseman

    Creature — Norseman



    2/2

    Illustrated by No artist credit

    002/025

  • Fofnir, Viking Legend(1)(w)(b)(r)(g)

    Planeswalker — Fofnir


    1: Up to two target Norseman gain vigilance until end of turn. 

    -1: Return up to two creature cards from your graveyard to your hand. 


    4

    Illustrated by Florentino Cuevas

    002/100

  • Copy

    Custom


    This token can be used to represent a token that's a copy of a permanent.


    Illustrated by No artist credit

    003/025

  • Fofnir's Captain(3)(w)(b)(g)

    Creature — Norseman


    For each other Norseman that you control, Fofnir's Captain get +1/+0.

    {2}, {t}: Select a creature type. Creatures that you control of the chosen type get +2/+0 until end of turn.


    2/4

    Illustrated by No artist credit

    003/100

  • Fofnir's Log Cabin

    Land


    Fofnir's Log Cabin enters the battlefield tapped. When it does, choose a color.

    {t}: Add one mana of chosen color to your mana pool.

    {5}, {t}: Create two 2/2 white green Norseman creature tokens. Activate this ability only once per turn.


    Illustrated by No artist credit

    004/100

  • Farleene, Shield Maiden(2)(w)(b)

    Creature — Human Norseman


    Defender, First Strike.

    Whenever a source would deal damage to you, you may prevent X damage. If you do, Farleene, Shield Maiden gets -X/-X until of turn.

    "Never question the power of a shield, for it may save your life."

    - Farleene


    2/4

    Illustrated by No artist credit

    005/100

  • Farleene's War Camp

    Land


    {t}: Add {c} to your mana pool.

    {1}, {t}: Untap target Norseman. Activate this ability only if you control Farleene, Shield Maiden.


    Illustrated by No artist credit

    006/100

  • Child of Frigg(2)(w)(w)

    Creature — Human Norseman


    For each other Norseman you control, Child of Frigg gets +0/+1.

    {T}: Target creature gets +0/+1 until end of turn.


    3/3

    Illustrated by Matt Forsyth

    007/100

  • Young Warrior(w)

    Creature — Human Norseman


    There comes a time, where even the children have to fight wars.


    1/2

    Illustrated by Mark Beerdom

    008/100

  • Child of Freyja(2)(u)(u)

    Creature — Wizard Norseman


    For each other Norseman you control, Child of Freyja gets +0/+1.

    {1}{u}{u}, {t}: Draw X cards, where X is the number of Norseman you control.

    Foretell {1}{u}{u} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost)


    2/1

    Illustrated by No artist credit

    009/100

  • Rotten Priest(3)(b)(b)

    Creature — Zombie Cleric


    {2}{b}, {t}, Sacrifice a creature: Create a 0/0 black Zombie creature token with X +1/+1 counters, where X is the sacrificed creatures toughness, and "{b}: Regenerate." and "When this creature regenerates, remove X +1/+1 counters, where X is one less than the amount of +1/+1 counters on this creature."


    2/2

    Illustrated by Ryan Ching

    010/100

  • Child of Hel(2)(b)(b)

    Creature — Zombie Norseman


    For each other Norseman you control, Child of Hel gets +0/+1.

    As long as you control three other Norseman, Child of Hel gets -X/-0, where X is three less than the number of Norseman you control.

    {1}{b}: Regenerate.


    3/2

    Illustrated by No artist credit

    011/100

  • Draugr(b)

    Creature — Zombie Norseman


    {b}: Regenerate. (The next time this creature would be destroyed, instead tap it, remove it from combat, and heal all damage that was dealt to it.)

    You can hear their screams in the night, faintly, but chillingly.


    1/1

    Illustrated by Mirko Tal Freelancer

    012/100

  • Flurry of Ravens(1)(b)(b)

    Creature — Bird


    Flying.

    When Flurry of Ravens attacks, target creature gains flying until end of turn.


    2/1

    Illustrated by No artist credit

    013/100

  • Child of Surtr(2)(r)(r)

    Creature — Giant Norseman


    For each other Norseman that you control, Child of Surtr gets +2/+0.

    {2}{r}, {t}: Put a trample counter on target creature.

    Foretell {1}{r}{r} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost)


    1/2

    Illustrated by Carolyn Y M

    014/100

  • Brokkr's Hammer(b)(b)(b)

    Artifact


    On your turn, you may give up to two target creatures +1/+1 until end of turn.

    Every time Brokkr is called upon, the clanging gets louder.


    Illustrated by No Author Credit

    015/100

  • Firedancer Berserker(r)(r)

    Creature — Norseman Berserker


    When Firedancer Berserker attacks, roll a six-sided die. If the result was 1, choose a creature that you control. Firedancer Berserker instead fights that creature.


    3/3

    Illustrated by Jaynorn Lin

    016/100

  • Let Them Rise(1)(b)(b)

    Instant


    Choose one -

    * Return target card from your graveyard to your hand.

    * Return two target cards that share a card type from your graveyard to your hand.


    Illustrated by Jakub Jagoda

    017/100

  • Mjolnir(5)

    Artifact — Equipment


    When Mjolnir comes into play, all creatures take 1 damage. You may equip Mjolnir.

    Equipped creature gets +2/+0, and gets +1/+0 for each charge counter on Mjolnir.

    {X}: Put X charge counters on Mjolnir.

    If equipped creature attacks or blocks, remove all charge counters at the end of combat.

    Equip {5}


    Illustrated by Ricardo Rullo

    018/100

  • Child of Vidar(2)(g)(g)

    Creature — Norseman Dryad


    For each other norseman that you control, Child of Vidar gets +0/+1.

    When Child of Vidar blocks, Child of Vidar gets +2/+0 and gains first strike until end of turn.


    2/3

    Illustrated by Susie Hoye

    019/100

  • Statue of Odin(3)

    Artifact


    All Norseman get +1/+1.

    "May Odin protect us through the rough times."

    - Norse Soldier


    Illustrated by Alexander Forssberg

    020/100

  • The Vengeance of Vidar(g)(g)(g)

    Enchantment Saga


    Put a +1/+1 counter on target creature.


    Illustrated by Rafael Batista

    021/100

  • Vidar's Palace

    Enchantment Land


    Vidar's Palace enters the battlefield tapped.

    {t}: Add {g} to your mana pool.

    {t}, Pay 2 life: Add {g}{g} to your mana pool.

    {2}{g}{g}, {t}: Put a +1/+1 counter on target creature.


    Illustrated by No artist credit

    021/100

  • Hypothermia(1)(u)

    Instant


    Kicker {s}{s}

    Choose a creature. Creatures blocking the chosen creature gain first strike until end of turn. If this card was kicked, instead choose two creatures.

    Flashback {1}{b} (You may play this card from your graveyard for its flashback cost. Then exile it.)


    Illustrated by João Paulo Bragato

    022/100

  • Hyperthermia(1)(r)

    Instant


    Kicker {w}{w}

    Choose a creature. If the creature becomes blocked, give it double strike until end of turn. If this card was kicked, instead choose two creatures.

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


    Illustrated by João Paulo Bragato

    023/100

  • Prayer to Hel(b)

    Enchantment — Aura


    Enchant creature.

    Flash.

    When Prayer to Hel enters the battlefield, enchanted creature gets three death counters. At each end step remove one death counter. When enchanted creature has no death counters, destroy it.


    Illustrated by Pang Zhe

    023/100

  • Raiders' Longship(2)(g)

    Artifact — Vehicle


    Islandwalk. (This creature cant be blocked as long as defending player controls an island.)

    Crew 2. (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)


    3/2

    Illustrated by Allrich Art

    024/100

  • Draupnir(2)

    Artifact


    {t}: Add {c} to your mana pool. Add one night counter to Draupnir.

    At the beginning of your upkeep, if Draupnir has eight night counters, remove all counters and create a copy of Draupnir.


    Illustrated by No artist credit

    025/100

  • Runic Chanter(1)(g)(/)(u)

    Creature — Norseman Wizard


    When Runic Chanter enters the battlefield, if {u}{u} was spent to cast it, Draw a card.

    {t}: Scry 1. If {g}{g} was spent to cast Runic Chanter, Scry 2 instead.


    1/1

    Illustrated by No artist credit

    026/100

  • Huginn and Muninn(1)(u)(/)(b)

    Creature — Bird


    Flying.

    If {u}{u} was spent to cast this spell, Huginn and Muninn gains "{u}, {t}: Draw a card."

    If {b}{b} was spent to cast this spell, Huginn and Muninn gains "{1}{b}, {t}: Target player discards a card."


    2/2

    Illustrated by Erik Solbakk

    027/100

  • The Blacksmith

    Land


    The Blacksmith enters the battlefield tapped.

    {t}: Add {w} or {r}.

    {2}{w}{r}, {t}, Sacrifice The Blacksmith: Search your library for up to two Equipment. Put them into your hand, then shuffle.


    Illustrated by No artist credit

    028/100

  • The Townhall

    Land


    The Townhall comes into play tapped.

    {t}: Add {w} or {b}.

    {3}, {t}: Norseman you control get +1/+1 until end of turn.


    Illustrated by Nele Diel

    029/100

  • The Training Grounds

    Land


    The Training Grounds come into play tapped.

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

    {3}{r}{g}, {t}, Sacrifice The Training Grounds: Put a +1/+1 counter on each creature you control.


    Illustrated by Cheng Wei Chan

    030/100

  • The Tree of Life

    Land


    The Tree of Life enters the battlefield tapped.

    When The Tree of Life enters the battlefield, return three lands you control to their owner's hands.

    {t}: Add {w}{u}{b}{r}{g}. This mana can’t be spent to pay generic mana costs.


    Illustrated by RosaliasArt

    031/100

  • The Docks

    Land


    The Docks enters the battlefield tapped.

    {t}: Add {u} or {g}.

    {1}{u}{g}, {t}, Sacrifice The Docks: Scry 4. (Look at the top four cards of your library. You may put any number of those cards on the bottom of your library and the rest on top in any order.)


    Illustrated by Pascal Barriault

    034/100