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
Download Cockatrice files: https://mtg.design/u/robofox973438/TKM/cockatrice
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
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
Creature — Norseman
2/2
Illustrated by No artist credit
002/025
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
Custom
This token can be used to represent a token that's a copy of a permanent.
Illustrated by No artist credit
003/025
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
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
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
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
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
Creature — Human Norseman
There comes a time, where even the children have to fight wars.
1/2
Illustrated by Mark Beerdom
008/100
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
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
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
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
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
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
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
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
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
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
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
Artifact
All Norseman get +1/+1.
"May Odin protect us through the rough times."
- Norse Soldier
Illustrated by Alexander Forssberg
020/100
Enchantment Saga
Put a +1/+1 counter on target creature.
Illustrated by Rafael Batista
021/100
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
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
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
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
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
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
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
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
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
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
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
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
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