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Goblin Artisan's Magic 2013

(This is a fan set created by Goblin Artisans. It's not the real Magic 2013.)

 

White (40 cards)

Angel of Blades 5WW Creature — Angel R Flying As long as it’s your turn, creatures you control have first strike and hexproof. 5/5 1/234


     Angel of Succor 3WW
     Creature — Angel
     U
     Flying
     Whenever Angel of Succor attacks, gain 1 life.
     I must fight now — or more will fall —
     but drink this and rest until I return.
     4/4
     2/234


     Arbalest Elite 2WW
     Creature — Human Archer
     U
     2W, T: Arbalest Elite deals 3 damage to target attacking or blocking creature. Arbalest Elite doesn’t untap during your next untap step.
     There are few things as satisfying as a good, healthy thunk.
     2/3
     3/234


     Beast Tamer of Thune 2W
     Creature — Human Scout
     C
     Forest Bond — As long as you control a Forest, Beast Tamer of Thune gets +1/+2.
     Their fangs are terrible, indeed, but a beast’s eyes reveal it’s true purpose.
     2/1
     4/234


     Celestial Purge 1W
     Instant
     U
     Exile target black or red permanent.
     5/234


     Champion of Purity 3WW
     Creature — Elephant Knight
     U
     Protection from black, first strike
     Forest Bond — As long as you control a Forest, Champion of Purity gets +1/+2.
     3/3
     6/234


     Day of Judgment 2WW
     Sorcery
     R
     Destroy all creatures.
     7/234


     Deity’s Chosen 1WW
     Creature — Human Soldier
     M
     While Deity’s Chosen is attacking, prevent all damage dealt to attacking creatures.
     Eda was given this power because she might choose to share it with others.
     3/1
     8/234


     Divine Favor 1W
     Enchantment — Aura
     C
     Enchant creature
     When Divine Favor enters the battlefield, you gain 3 life.
     Enchanted creature gets +1/+3.
     9/234


     Elite Vanguard W
     Creature — Human Soldier
     U
     The vanguard is skilled at waging war alone. The enemy is often defeated before its reinforcements reach the front.
     2/1
     10/234


     Elspeth, Knight-Errant 2WW
     Planeswalker — Elspeth
     M
     Put a 1/1 white Soldier creature token onto the battlefield.
     Target creature gets +3/+3 and gains flying until end of turn.
     You get an emblem with “Artifacts, creatures, enchantments, and lands you control are indestructible.”
     11/234


     Elspeth’s Charge 2W
     Sorcery
     C
     Attacking creatures get +1/+1 and gain lifelink until end of turn. (Damage dealt by these creature also causes their controller’s to gain that much life.)
     12/234


     Elspeth’s Guidance 2W
     Enchantment — Aura
     U
     Enchant creature
     Enchanted creature gains flying and lifelink. (Damage dealt by it also causes you to gain that much life.)
     13/234


     Glorious Anthem 1WW
     Enchantment
     R
     Creatures you control get +1/+1.
     Once heard, the battle song of an angel becomes part of the listener forever.
     14/234


     Glory Seeker 1W
     Creature — Human Soldier
     C
     “There’s no contract to sign, no oath to swear. The enlistment procedure is to unsheathe your sword and point it at the enemy.”
     2/2
     15/234


     Grand Abolisher WW
     Creature — Human Cleric
     R
     During your turn, your opponents can’t cast spells or activate abilities of artifacts, creatures, or enchantments.
     “Your superstitions and mumblings are useless chaff before my righteousness.”
     2/2
     16/234


     Griffin Steed 3W
     Creature — Griffin
     C
     Flying (This creature can’t be blocked except by creatures with flying or reach.)
     Whenever Griffin Steed attacks, you may have target creature gain flying until end of turn.
     2/2
     17/234


     Kor Hookmaster 2W
     Creature — Kor Soldier
     C
     When Kor Hookmaster enters the battlefield, tap target creature an opponent control. That creature doesn’t untap during its controller’s next untap step.
     2/2
     18/234


     Marbleskin Gargoyle 1WW
     Creature — Gargoyle
     C
     Flying
     1/4
     19/234


     Mesa Enchantress 1WW
     Creature — Human Druid
     R
     Whenever you cast an enchantment spell, you may draw a card.
     “Scholars seek to understand the way the world is. I wish to shape the world into what it should be.”
     0/2
     20/234


     Narrow Escape 2W
     Instant
     C
     Return target permanent you control to its owner’s hand. You gain 4 life.
     He could find no strength left to budge, no power left to fight, no will left to live. Luckily, they could find him.
     21/234


     Oblivion Ring 2W
     Enchantment — Aura
     U
     When Oblivion Ring enters the battlefield, exile another target nonland permanent.
     When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner’s control.
     22/234


     Parole 1W
     Enchantment — Aura
     C
     Enchant creature
     Whenever enchanted creature attacks or blocks, exile it.
     We grant you life. On one condition...
     23/234


     Peregrine Stallion 1WW
     Creature — Pegasus
     R
     Flying
     Whenever Peregrine Stallion attacks, you may have it lose flying until end of turn. If you do, it gets +2/+1 until end of turn.
     2/1
     24/234


     Rectify 3WWW
     Sorcery
     M
     Each opponent chooses a number of creatures he or she controls equal to the number of creatures you control, and sacrifices the rest. Opponents sacrifice artifacts, enchantments, and lands the same way.
     25/234


     Rhox Spiritcaller 3W
     Creature — Rhino Shaman
     C
     When Rhox Spiritcaller enters the battlefield, you may return target Aura card from your graveyard to your hand.
     1/4
     26/234


     Safe Passage 2W
     Instant
     C
     Prevent all damage that would be dealt to you and creatures you control this turn.
     Lost at sea, rocked by a storm, hunted by sea serpents and surrounded by pirates, but we lived to tell the tale.
     27/234


     Seasoned Marshal 2WW
     Creature — Human Soldier
     U
     Whenever Seasoned Marshal attacks, you may tap target creature.
     2/2
     28/234


     Shining Paladin WW
     Creature — Human Knight
     C
     1W, T: Tap target nonwhite creature.
     It takes a lifetime of training to halt a sinner without becoming one yourself.
     2/2
     29/234


     Siege Mastodon 4W
     Creature — Elephant
     C
     “The walls of the wicked will fall before us. Ready the siege engines. We proceed to war!”
     —General Avitora
     3/5
     30/234


     Skillful Lunge 1W
     Instant
     C
     Target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.
     31/234


     Smite the Monstrous 3W
     Instant
     C
     Destroy target creature with power 4 or greater.
     Though the old holy wards and roadside shrines have begun to fail, faith in Avacyn still holds true power.
     32/234


     Soldier Spirit W
     Creature — Spirit Soldier
     C
     Flying, Vigilance (Attacking doesn’t cause this creature to tap.)
     Constant vigilance keeps her bound to this realm.
     1/1
     33/234


     Solemn Offering 2W
     Sorcery
     C
     Destroy target artifact or enchantment. You gain 4 life.
     34/234


     Soothing Minstrel 1W
     Creature — Human
     R
     Whenever a player casts a spell, you gain 1 life.
     Come, man, woman or child, beast or horror, rest a while and enjoy a tune.
     1/3
     35/234


     Soul Warden W
     Creature — Human Cleric
     C
     Whenever another creature enters the battlefield, you gain 1 life.
     “One does not question the size or shape of the grains of sand in an hourglass. Nor do I question the temperament of the souls under my guidance.”
     1/1
     36/234


     Stormfront Pegasus 1W
     Creature — Pegasus
     C
     Flying
     2/1
     37/234


     Sunblessed Tactician 2W
     Creature — Human Soldier
     U
     Whenever a Plains enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
     2/2
     38/234


     Tactical Captain 2W
     Creature — Human Soldier
     R
     Other Soldier creatures you control get +1/+1.
     Tap an untapped Soldier you control: Another target Soldier gets +2/+2 until end of turn. Activate this ability only during your main phase.
     2/2
     39/234


     Windborne Pterons 4W
     Creature — Lizard Bird
     C
     First strike (This creature deals combat damage before creatures without first strike.)
     Island Bond — Windborne Pterons has flying as long as you control an Island.
     3/3
     40/234


  

Blue (40 cards)

Armored Cancrix 4U Creature — Crab C Creatures displaced from time still turn up every year, stranded by the temporal disaster that once swept across Dominaria. 2/5 41/234


     Avertable Future U
     Sorcery
     C
     Each player reveals the top card of his or her library. You may put any cards revealed this way into their owner’s graveyard.
     Draw a card.
     42/234


     Brooding Leviathan 5UU
     Creature — Leviathan
     M
     Trample
     Whenever Brooding Leviathan deals damage to an opponent, he or she returns that many permanents he or she controls to its owner’s hand.
     The last survivor of an older, simpler world.
     7/7
     43/234


     Cloak of Mists 1U
     Enchantment — Aura
     C
     Enchant Creature
     Enchanted creature is unblockable.
     “All we could lose, we did. All we could keep, we do. And both are shrouded by mists. Oh, and I always loved the fatties.”
     —Kennagel, master wizard
     44/234


     Clone 3U
     Creature — Shapeshifter
     R
     You may have Clone enter the battlefield as a copy of any creature on the battlefield.
     0/0
     45/234


     Coral Merfolk 1U
     Creature — Merfolk Soldier
     C
     2/1
     46/234


     Dark Cove Pirates 3U
     Creature — Human Pirate
     C
     Swamp bond — As long as you control a Swamp, Dark Cove Pirates has intimidate. (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
     2/4
     47/234


     Disperse 1U
     Instant
     C
     Return target nonland permanent to its owner’s hand.
     48/234


     Divination 2U
     Sorcery
     C
     Draw two cards.
     49/234


     Dream Duel 2U
     Enchantment
     R
     If damage would be dealt to a player, that player exiles that many cards from the top of his or her library instead.
     The mind is a sanctuary.
     Yours is crumbling a bit...
     50/234


     Explorer of the High Seas 1U
     Creature — Human Pirate
     C
     T: Target land becomes a basic land type of your choice until end of turn. Activate this ability only any time you can activate a sorcery.
     “The ocean is boundless. It leads to every place imaginable.” — Gustav, Pirate
     1/3
     51/234


     Flashfreeze 1U
     Instant
     U
     Counter target red or green spell.
     “Is cold merely the absence of heat, or a force unto itself? Would a display of its power help you decide?”
     —Zubarek, Icewinder Magus
     52/234


     Flittering Faerie 1U
     Creature — Faerie
     C
     Flying
     Whenever Flittering Faerie becomes the target of a spell, draw a card.
     1/1
     53/234


     Forgetful Sleep U
     Enchantment — Aura
     C
     Enchant creature
     Whenever enchanted creature becomes untapped, its controller forgets three cards. (That player puts the top three cards of his or her library into his or her graveyard.)
     Returners from the cursed isle often woke up with no recollection of where they’ve been.
     54/234


     Frigid Captor 3UU
     Creature — Elemental
     U
     When Frigid Captor enters the battlefield, tap target creature an opponent controls. That creature doesn’t untap during its controller’s untap step as long as you control Frigid Captor.
     4/2
     55/234


     Frost Breath 2U
     Instant
     C
     Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step.
     56/234


     Hypnotic Trance 2UU
     Enchantment — Aura
     R
     Enchant creature
     You control enchanted creature.
     When enchanted creature becomes the target of a spell or ability, sacrifice Hypnotic Trance.
     57/234


     Jace, Memory Adept 3UU
     Planeswalker — Jace
     M
     Draw a card. Target player forgets one card.
     Target player forgets ten cards.
     Any number of target players each draw twenty cards.
     58/234


     Jace’s Ingenuity 3UU
     Instant
     U
     Draw three cards.
     “Brute force can sometimes kick down a locked door, but knowledge is a skeleton key.”
     59/234


     Jace’s Mesmerist U
     Creature — Merfolk Wizard
     C
     1U, T: Target player forgets two cards. (That player puts the top two cards of his or her library into his or her graveyard.)
     “Don’t you think if I saw a half-woman, half-octopus wearing a fan, I’d have remembered?”—Drugo, town guard
     0/2
     60/234


     Mass Polymorph 5U
     Sorcery
     R
     Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
     61/234


     Mind Bend U
     Instant
     R
     Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change “nonblack creature” to “nongreen creature” or “forestwalk” to “islandwalk.” This effect lasts indefinitely.)
     62/234


     Mindshaping Sphinx 2UU
     Creature — Sphinx
     R
     Flying
     When Mindshaping Sphinx enters the battlefield, name up to two nonland cards. Target opponent reveals his or her hand, discards each named card, then draws that many cards.
     4/3
     63/234


     Mnemonic Wall 4U
     Creature — Wall
     U
     When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.
     History is a potent weapon.
     0/4
     64/234


     Negate 1U
     Instant
     C
     Counter target noncreature spell.
     65/234


     Neri Sage 3UU
     Creature — Sphinx
     U
     Flying
     When Neri Sage enters the battlefield, look at the top three cards of your library and put them back in any order. You may shuffle your library.
     4/4
     66/234


     Predictive Emulation XU
     Instant
     R
     Reveal the top X cards of target player’s library. You may cast an instant or sorcery card with converted mana cost X or less from among those cards without paying its mana cost. Put the remaining cards in their owner’s graveyard.
     67/234


     Raiding Pirate 3UU
     Creature — Human Pirate
     R
     Whenever a Pirate creature you control deals combat damage to a player, that player chooses a permanent he or she controls. You gain control of that permanent.
     Take what you can. Give nothing back.
     3/3
     68/234


     Raven Messenger 3U
     Creature — Bird
     C
     Flying
     Whenever Raven Messenger deals damage to an opponent, draw a card, then discard a card.
     2/2
     69/234


     Reject 2U
     Instant
     C
     Counter target nonblue spell.
     You call that a spell? It’s not even blue!
     70/234


     Reverse the Flow of Time 8UU
     Sorcery
     M
     Each player exchanges his or her hand with his or her library.
     71/234


     Rishadan Airship 2U
     Creature — Human Pirate
     C
     Flying
     Rishadan Airship can block only creatures with flying.
     The view is truly spectacular—as long as you don’t look at Rishada itself.
     3/1
     72/234


     Royal Navy 2U
     Creature — Human Soldier
     C
     Plains bond — As long as you control a Plains, Royal Navy has vigilance (Attacking doesn’t cause this creature to tap.).
     “There’s no slipping by the Queen’s flagship while the lighthouse scours the coast.” —Some pirate. probably not Wyeth.
     2/3
     73/234


     Shimmering Mirage 1U
     Instant
     C
     Target land becomes the basic land type of your choice until end of turn.
     Draw a card.
     “Perception is reality”—Jace
     74/234


     Sirensong Rapture 1U
     Enchantment — Aura
     C
     Enchant creature
     Enchanted creature gets -2/-0 and must attack each turn if able.
     75/234


     Spy Base 2U
     Enchantment — Aura
     U
     Enchant land
     Enchanted land has “T: Target player forgets 3 cards.” (He or she puts that many cards from the top of his or her library into his or her graveyard.)
     76/234


     Streamtide Philosopher 2U
     Creature — Merfolk Wizard
     U
     Whenever an Island enters the battlefield under your control, tap or untap target permanent.
     1/3
     77/234


     Temporal Glitch UU
     Instant
     U
     Counter target spell. Its controller untaps up to X lands, where X is that spell’s converted mana cost. (For example, if that spell costs 3U, its controller untaps up to four lands.)
     78/234


     Tidal Serpent 4UU
     Creature — Serpent
     C
     When Tidal Serpent enters the battlefield, return target tapped creature to its owner’s hand.
     Tidal Serpent can’t attack unless defending player controls an Island.
     5/5
     79/234


     Vedalken Plotter 2U
     Creature — Vedalken Wizard
     U
     When Vedalken Plotter enters the battlefield, exchange control of target land you control and target land an opponent controls.
     “Fair? At what point in our negotiations did you convince yourself my goal was to be fair?”
     1/1
     80/234


  

Black (40 cards)

Barony Vampire 2B Creature — Vampire C Just as some fool said it couldn’t get worse, the barony vampires began to show up. 3/2 81/234


     Blazing Legion 3B
     Creature — Skeleton
     C
     Mountain bond — As long as you control a Mountain, Blazing Legion has haste. (This creature can attack and T as soon as it comes under your control.)
     After the ash lifted, we saw corpses everywhere. And they saw us.
     4/2
     82/234


     Blood in the Water 1B
     Instant
     C
     Destroy target creature that was dealt damage this turn.
     Draw a card.
     “See how ravenous they are? They smelled that blood miles out... Never show weakness, boy, because everyone’s hungry.
     — Veteran pirate, to cabin boy
     83/234


     Blood Tithe 3B
     Sorcery
     C
     Each opponent loses 3 life. You gain life equal to the life lost this way.
     84/234


     Bog Raiders 2B
     Creature — Zombie
     C
     Swampwalk
     Zombies are the perfect marshland fighters—they don’t need to breathe and they don’t care what they step in.
     2/2
     85/234


     Bogcurse Schemer 3B
     Creature — Human Wizard
     U
     Whenever a Swamp enters the battlefield under your control, target player loses 1 life and you gain 1 life.
     Come to me, hero. Every muddy step saps your soul. Join me in my rotting temple... as my acolyte.
     2/3
     86/234


     Brain-Eating Zombie 2B
     Creature — Zombie
     U
     Whenever an opponent discards a card, put a +1/+1 counter on Brain-Eating Zombie.
     Braiiins
     2/2
     87/234


     Captivating Vampire 1BB
     Creature — Vampire
     R
     Other Vampire creatures you control get +1/+1.
     Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
     2/2
     88/234


     Champion of Depravity 3BB
     Creature — Vampire Knight
     U
     Protection from white, first strike
     Mountain Bond — As long as you control a Mountain, Champion of Depravity has haste.
     3/3
     89/234


     Conscriptor of Souls 5B
     Creature — Demon
     M
     Whenever Conscriptor of Souls attacks, you may put target creature card from any graveyard onto the battlefield under your control, tapped and attacking. Exile it at end of combat.
     5/5
     90/234


     Cursed Tomb 2B
     Creature — Spirit Wall
     U
     Defender (This creature can’t attack.)
     When Cursed Tomb dies, return another creature card from your graveyard to the battlefield at random.
     0/3
     91/234


     Dark Favor 1B
     Enchantment — Aura
     C
     Enchant creature
     When Dark Favor enters the battlefield, you lose 1 life.
     Enchanted creature gets +3/+1.
     92/234


     Deathmark B
     Sorcery
     U
     Destroy target green or white creature.
     “Let the final vision of doom be etched upon their unblinking eyes.”
     —Zul Ashur, lich lord
     93/234


     Dessicate 2B
     Sorcery
     C
     Destroy target creature that isn’t enchanted.
     We protect what we value.
     Everything else can wither and die.
     94/234


     Diabolic Edict 1B
     Instant
     C
     Target player sacrifices a creature.
     95/234


     Diabolic Tutor 2BB
     Sorcery
     U
     Search your library for a card and put that card into your hand. Then shuffle your library.
     The wise always keep an ear open to the whispers of power.
     96/234


     Disentomb B
     Sorcery
     C
     Return target creature card from your graveyard to your hand.
     97/234


     Disfigure B
     Instant
     C
     Target creature gets -2/-2 until end of turn.
     “Ow, my figure!”
     98/234


     Evil Presence B
     Enchantment — Aura
     C
     Enchant land
     Enchanted land is a Swamp.
     99/234


     Ghostly Mentor 2BB
     Creature — Spirit Advisor
     U
     When Ghostly Mentor enters the battlefield, draw 2 cards.
     When Ghostly Mentor leaves the battlefield, you lose 4 life.
     “Don’t worry, you can pay for my lessons later. With slight interest, of course.”
     2/2
     100/234


     Gravedigger 3B
     Creature — Zombie
     C
     When Gravedigger enters the battlefield, you may return target creature card from your graveyard to your hand.
     His grim ritual ushers the dead to their new life.
     2/2
     101/234


     Lich’s Pact 4BB
     Enchantment
     M
     If you would draw cards or lose life, instead draw that many cards and lose that much life.
     102/234


     Mass of Ghouls 3BB
     Creature — Zombie Warrior
     C
     “An army has filled the valley, but it’s not like any army I’ve ever seen. There are no tents, no fires, no horses… just a sea of bodies, writhing and moaning, as if a pestilent village were sent to invade us.”
     —Onean scout
     5/3
     103/234


     Memoricide 3B
     Sorcery
     R
     Name a nonland card. Search target player’s graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library.
     104/234


     Mind Rot 2B
     Sorcery
     C
     Target player discards two cards.
     Not every thought is a good one.
     105/234


     Mind Shatter XBB
     Sorcery
     R
     Target player discards X cards at random.
     106/234


     Mistral Vampire 2B
     Creature — Vampire
     C
     Lifelink (Damage dealt by this creature also causes you to gain that much life.)
     Island bond — Mistral Vampire has flying as long as you control an Island.
     2/1
     107/234


     Mourning Banshee 3BB
     Creature — Banshee
     U
     Flying
     Whenever a creature dies, its controller loses 1 life.
     If you thought your loved one’s death would be the final blow, you’re wrong.
     4/4
     108/234


     Mutilate 2BB
     Sorcery
     R
     All creatures get -1/-1 until end of turn for each Swamp you control.
     109/234


     Nether Skineater BBB
     Creature — Spirit
     R
     Nether Skineater can’t block.
               1B, Sacrifice a creature: Return Nether Skineater from your graveyard to the battlefield with a +1/+1 counter on it for each creature that died this turn.
     3/1
     110/234


     Nightwing Shade 4B
     Creature — Shade
     C
     Flying
            1B: Nightwing Shade gets +1/+1 until end of turn.
     2/2
     111/234


     Rune-Scarred Demon  5BB
     Creature — Demon
     R
     Flying
     When Rune-Scarred Demon enters the battlefield, search your library for a card, put it into your hand, then shuffle your library.
     The litany of the infernal on his flesh pulses to the beating of his dark heart.
     6/6
     112/234


     Scourge of the Seas 1B
     Creature — Human Pirate
     C
     Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
     Scourge of the Seas can’t block.
     2/1
     113/234


     Stalking Nosferatu 1B
     Creature — Vampire Rogue
     C
     T: Target player that was dealt damage this turn loses 1 life. You gain 1 life.
     1/1
     114/234


     Thoughtseize B
     Sorcery
     R
     Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
     115/234


     Unsightly Gorgon 3BBB
     Creature — Gorgon
     R
     Intimidate
     Whenever Unsightly Gorgon becomes the target of a spell, that spell’s controller loses half of his or her life, rounded up.
     6/3
     116/234


     Vampire Bats B
     Creature — Imp
     C
     Flying
     B: Vampire Bats gets +1/+0 until end of turn. Activate this ability no more than twice each turn.
     0/1
     117/234


     Wyeth Blackboot 4B
     Planeswalker — Wyeth
     M
     +1: Target opponent discards a card. If it’s a land card, put it onto the battlefield under your control.
     -X: Put target permanent card with converted mana cost X from an opponent’s graveyard onto the battlefield under your control.
     -6: You gain an emblem with “You may play permanent cards from opponents’ graveyards as if they were in your hand.”
     Loyalty - 4
     118/234


     Wyeth’s Decree 5B
     Sorcery
     U
     Destroy target tapped creature and target tapped land.
     Offenders were stranded defenseless on a remote location, never to be visited again.
     119/234


     Wyeth’s Interrogation 2B
     Enchantment — Aura
     C
     Enchant creature
     When enchanted creature dies, its controller discards a card at random and you draw a card.
     120/234


  

Red (40 cards)

Act of Treason 2R Sorcery C Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and T this turn.) 121/234


     Arcing Fury 2RR
     Enchantment — Aura
     R
     Enchant creature
     Whenever enchanted creature deals combat damage, Arcing Fury deals that much damage to another target creature or player.
     122/234


     Berserker’s Rage 2R
     Instant
     C
     Target creature gets +3/+0 and gains trample until end of turn. (If that creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
     Ahhh, freak out!
     123/234


     Blaze XR
     Sorcery
     U
     Blaze deals X damage to target creature or player.
     Fire never dies alone.
     124/234


     Bonebreaker Giant 4R
     Creature — Ogre Warrior
     C
     Don’t try to outrun one of Dominaria’s frost ogres; it’ll catch you, knock you down, and eat you. Of course, you could run up a tree. In that case you’ll get a nice view before it knocks the tree down and eats you.
     4/4
     125/234


     Chandra, the Firebrand 3R
     Planeswalker — Chandra
     M
     Chandra, the Firebrand deals 1 damage to target creature or player.
     When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
     Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players.
     126/234


     Chandra’s Outrage 2RR
     Instant
     C
     Chandra’s Outrage deals 4 damage to target creature and 2 damage to that creature’s controller.
     Chandra never believed in using her “inside voice.”
     127/234


     Chandra’s Reins 2R
     Enchantment — Aura
     U
     Enchant creature
     Whenever a source deals damage to enchanted creature, that source’s controller gains control of enchanted creature.
     Reins of pain for a bridle of fire.
     128/234


     Charged Blood R
     Enchantment — Aura
     C
     Enchant creature
     Enchanted creature has haste and first strike. (It can attack the turn it comes under your control and deals combat damage before creatures without first strike.)
     129/234


     Combust 1R
     Instant
     U
     Combust can’t be countered by spells or abilities.
     Combust deals 5 damage to target white or blue creature. The damage can’t be prevented.
     130/234


     Daring Swashbuckler R
     Creature — Human Pirate
     U
     Whenever Daring Swashbuckler attacks or blocks, flip a coin. If you win, Daring Swashbuckler gets +2/+2 until end of turn.
     1/1
     131/234


     Dragon Fodder 1R
     Sorcery
     C
     Put two 1/1 red Goblin tokens onto the battlefield.
     132/234


     Eager Ogre R
     Creature — Ogre
     R
     Whenever another creature enters the battlefield, Eager Ogre fights it.
     The Ogre word for ‘home territory’ is the same for ‘field of vision.’
     3/2
     133/234


     Efreet of Twisted Bargains RRR
     Creature — Efreet
     R
     If an opponent would gain life, you lose that much life instead.
     “You wish your enemies to die?
     That can be arranged...”
     5/3
     134/234


     Explosion Elemental 3RR
     Creature — Elemental
     R
     When Explosion Elemental dies, choose a red instant or sorcery card at random from your graveyard. You may cast it without paying its mana cost.
     Go out with a bang.
     5/4
     135/234


     Flaring Firebird 2RR
     Creature — Phoenix
     U
     Flying
            2R:Double Flaring Firebird’s power until end of turn. Sacrifice it at the beginning of the end step. (It gains an amount of power equal to its current power.)
     2/2
     136/234


     Forced Exodus 4R
     Sorcery
     C
     Destroy target land. Target creature must attack the next turn it’s able to.
     “We’ve lost everything: Our belongings, our home, even our homeland... You’re damn right we’re going to fight!”
     137/234


     Fry 1R
     Instant
     C
     Fry deals 3 damage to target creature or player.
     138/234


     Fuel the Fire 1RR
     Enchantment
     R
     Whenever a red sorcery or instant you control deals damage to an opponent, draw that many cards, then discard that many cards.
     139/234


     Goblin Arsonist R
     Creature — Goblin Shaman
     C
     When Goblin Arsonist dies, you may have it deal 1 damage to target creature or player.
     1/1
     140/234


     Goblin Chariot 2R
     Creature — Goblin Warrior
     C
     Haste (This creature can attack the turn it comes under your control.)
     The hardest part of his training is learning not to eat the boar.
     2/2
     141/234


     Goblin Gardener 3R
     Creature — Goblin
     C
     When Goblin Gardener dies, destroy target land.
     Years of attempts have brought the goblins no closer to growing a sausage tree.
     2/1
     142/234


     Goblin Shortcutter 1R
     Creature — Goblin Scout
     C
     When Goblin Shortcutter enters the battlefield, target creature can’t block this turn.
     2/1
     143/234


     Goblin Swindler 1R
     Creature — Goblin Rogue
     C
     R, T: Discard a card, then draw a card.
     “Pay first, and I’ll show you the goods.”
     1/1
     144/234


     Goblin Warrens 2R
     Enchantment
     U
     2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens onto the battlefield.
     “Goblins bred underground, their numbers hidden from the enemy until it was too late.” Sarpadian Empires, vol. IV
     145/234


     Great Firecracker 3RR
     Creature — Dragon
     M
     Flying, haste
     Whenever Great Firecracker attacks, put a +1/+1 counter on it.
     Remove X +1/+1 counters from Great Firecracker: It deals X damage to target player and each creature he or she controls.
     4/4
     146/234


     Greataxe Mercenary 2R
     Creature — Human Mercenary
     C
     Give a man a coin and he’ll fight for you. Give a man an axe and he’ll fight for himself.
     3/1
     147/234


     Heat-Shimmer Djinn 3RR
     Creature — Djinn
     M
     Whenever Heat-Shimmer Djinn or another creature enters the battlefield under your control, if it isn’t a token, you may put a token that’s a copy of that creature onto the battlefield. It has haste and “At the beginning of the end step, sacrifice this creature.”
     3/3
     148/234


     Hoards Unlooted 3R
     Instant
     R
     Discard your hand and search your library for that many cards with different names. Target opponent names four cards, then you reveal the cards. Shuffle each named card back into your library and put the rest into your hand.
     149/234


     Kird Ape R
     Creature — Ape
     C
     Forest bond — As long as you control a Forest, Kird Ape gets +1/+2.
     1/1
     150/234


     Lava Axe 4R
     Sorcery
     C
     Lava Axe deals 5 damage to target player.
     “Catch!”
     151/234


     Melt for Scrap 1R
     Sorcery
     C
     Destroy target artifact.
                Add RR to your mana pool.
     152/234


     Minotaur Cultist 3R
     Creature — Minotaur Shaman
     C
     Swamp bond — As long as you control a Swamp, Minotaur Cultist has intimidate. (It can only be blocked by artifact creatures and creatures that share a color with it.)
     3/2
     153/234


     Mogg Luck Lord 2R
     Creature — Goblin Shaman
     R
     T: Flip a coin. If you win the flip, put a 1/1 red Goblin creature token onto the battlefield.
     Whenever you win a coin flip, Goblin creatures you control get +1/+1 and gain haste until end of turn.
     2/2
     154/234


     Molten Ravager 2R
     Creature — Elemental Hound
     C
     R: Molten Ravager gets +1/+0 until end of turn.
     “Hey, quit ravaging my molten-ness!”
     —Molten Mark
     0/4
     155/234


     Pyroclasm 1R
     Sorcery
     U
     Pyroclasm deals 2 damage to each creature.
     “Who’d want to ignite things one at a time?”
     —Chandra Nalaar
     156/234


     Runebrand 1R
     Sorcery
     C
     Runebrand deals 1 damage to target creature or player.
     Draw a card.
     Pain is not for the weak;
     Power is not for the timid.
     157/234


     Stone Thrower 2RR
     Creature — Cyclops Warrior
     U
     Whenever a Mountain enters the battlefield under your control, Stone Thrower deals 1 damage to target creature or player.
     3/3
     158/234


     Two-Headed Dragon 4RR
     Creature — Dragon
     R
     Flying
            1R:Two-Headed Dragon gets +2/+0 until end of turn.
            Two-Headed Dragon can’t be blocked except by two or more creatures.
            Two-Headed Dragon can block an additional creature.
     4/4
     159/234


     Wanderlust Giant 4RR
     Creature — Giant Warrior
     U
     When Wanderlust Giant enters the battlefield, gain control of target land as long as you control Wanderlust Giant.
     When a giant moves in, other living things move out.
     5/5
     160/234


  

Green (40 cards)

Ancient Tyrrannax 5GG Creature — Lizard C 7/5 161/234


     Arbor Elf G
     Creature — Elf Druid
     C
     T: Untap target Forest.
     1/1
     162/234


     Avalanche Wurm 4GG
     Creature — Wurm
     C
     Mountain bond — As long as you control a Mountain, Avalanche Wurm has haste. (This creature can attack and T as soon as it comes under your control.)
     6/4
     163/234


     Awakener Druid 2G
     Creature — Human Druid
     U
     When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It’s still a land.
     1/1
     164/234


     Bountiful Harvest 4G
     Sorcery
     C
     You gain 1 life for each land you control.
     Following the sun’s cycle, harvest season comes once a year—unless the druids bid the sun behave otherwise.
     165/234


     Bramblecrush 2GG
     Sorcery
     U
     Destroy target noncreature permanent.
     “Civilization is fertilizer.”
     —Garruk Wildspeaker
     166/234


     Calling the Wild XGG
     Sorcery
     R
     Exile cards from the top of your library until you exile two creature cards with converted mana cost X or less. Cast them without paying their mana cost. Put the exiled cards on the bottom in a random order.
     167/234


     Cudgel Troll 2GG
     Creature — Troll
     U
     G: Regenerate Cudgel Troll. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
     4/3
     168/234


     Daggerback Basilisk 2G
     Creature — Basilisk
     C
     Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
     “Petrifying gaze, deadly fangs, knifelike dorsal spines, venomous saliva . . . Am I missing anything? . . . Toxic bones? Seriously?”
     —Samila, Murasa Expeditionary House
     2/2
     169/234


     Elvish Queen 1GG
     Creature — Elf Shaman
     R
     Other Elves you control get +1/+1.
     Whenever another Elf you control becomes the target of a spell, draw a card.
     “May we learn and grow from all that befalls us, be it blessing or trial.”
     2/2
     170/234


     Elvish Warrior GG
     Creature — Elf Warrior
     C
     “My tales of war are the stories most asked for around the fires at night, but they’re the ones I care least to tell.”
     2/3
     171/234


     Fertile Ground 1G
     Enchantment — Aura
     C
     Enchant land
     Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
     172/234


     Fog G
     Instant
     C
     Prevent all combat damage that would be dealt this turn.
     173/234


     Garruk, Primal Hunter 2GGG
     Planeswalker — Garruk
     M
     Put a 3/3 green Beast creature token onto the battlefield.
     Draw cards equal to the greatest power among creatures you control.
     Put a 6/6 green Wurm creature token onto the battlefield for each land you control.
     174/234


     Garruk’s Challenge GG
     Sorcery
     U
     Creatures you control get +1/+1 until end of turn and must be blocked this turn if able.
     175/234


     Garruk’s Gift 1G
     Enchantment — Aura
     C
     Enchant creature
     Enchanted creature gets +2/+2 and has trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
     A beast’s strength is the best gift of all.
     176/234


     Giant Growth G
     Instant
     C
     Target creature gets +3/+3 until end of turn.
     177/234


     Giant Spider 3G
     Creature — Spider
     C
     Reach (This creature can block creatures with flying.)
     “The wild is always changing, but it does have a few constants.”
     —Garruk Wildspeaker
     2/4
     178/234


     Gorger Hydra 5GGG
     Creature — Hydra
     M
     Trample
     All creatures able to block Gorger Hydra do so.
     “I have eight heads and they’re all attacking.”
     —Gorger Hydra
     8/8
     179/234


     Hibernating Bear 1G
     Creature — Bear
     C
     Hibernating Bear enters the battlefield tapped.
     How would you feel if your nap were cut five weeks short?
     3/2
     180/234


     Howling Silverback 2GG
     Creature — Ape
     C
     Creatures with power less than Howling Silverback’s power can’t block it.
     “Wherever he wants.”
     3/3
     181/234


     Hunting Ground Hydra 5GG
     Creature — Hydra
     R
     Whenever Hunting Ground Hydra is dealt damage, put that many +1/+1 counters on it at the beginning of the end step.
     G, T: Hunting Ground Hydra fights target creature.
     4/4
     182/234


     Major Exploration 2GG
     Sorcery
     U
     You may play up to two additional lands this turn.
     Draw two cards.
     An explorer’s reward is a view of tomorrow’s possibilities.
     183/234


     Matron Willow 2G
     Creature — Treefolk
     U
     Reach
            Whenever a Forest enters the battlefield under your control, put a 1/1 green Saproling token onto the battlefield.
     0/3
     184/234


     Might of Oaks 3G
     Instant
     R
     Target creature gets +7/+7 until end of turn.
     185/234


     Moonlight Druid 2G
     Creature — Centaur Druid
     R
     Lands are every basic land type. (They lose all nonbasic types and abilities.)
     3/3
     186/234


     Mother Spider 4GG
     Creature — Spider
     R
     Reach
     When Mother Spider dies, put four 1/2 green spider creature tokens with reach onto the battlefield.
     4/8
     187/234


     Naturalize 1G
     Instant
     C
     Destroy target artifact or enchantment.
     188/234


     Nature’s Spiral 1G
     Sorcery
     U
     Return target permanent card from your graveyard to your hand. (A permanent card is an artifact, creature, enchantment, land, or planeswalker card.)
     Snail shell, fern, tornado—The world connects all things in form.
     189/234


     Nessian Outrider 2GG
     Creature — Centaur Warrior
     U
     When Nessian Outrider enters the battlefield, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
     3/3
     190/234


     Plummet 1G
     Sorcery
     C
     Destroy target creature with flying.
     191/234


     Prey Upon G
     Sorcery
     C
     Target creature you control fights target creature you don’t control. (Each deals damage equal to its power to the other.)
     192/234


     Quirion Exarch 2G
     Creature — Elf Druid
     M
     Forests you control are 2/2 creatures. They’re still lands.
     When Quirion Exarch dies, return any number of Forest cards from your graveyard to the battlefield.
     Liefellen knows war is inevitable.
     The Grove will not be unprepared.
     2/2
     193/234


     Regenerate 1G
     Instant
     C
     Regenerate target creature. (The next time that creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
     “This wound shall be like the chills of winter: swiftly forgotten when spring shoots rise.”
     194/234


     Relentless Ivy 1GG
     Creature — Plant
     U
     Exile three blue and/or black cards from an opponent’s graveyard: You may cast Relentless Ivy from the graveyard this turn.
     3/3
     195/234


     Resourceful Druid 2G
     Creature — Human Druid
     C
     Whenever Resourceful Druid becomes the target of a spell, draw a card.
     You’ve never used your mind until you’ve put yourself in real danger.
     3/1
     196/234


     Sylvan Ranger  1G
     Creature — Elf Scout
     C
     When Sylvan Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
     “Not all paths are found on the forest floor.”
     1/1
     197/234


     Temple Sentinels 4G
     Creature — Elephant
     C
     Plains Bond — As long as you control a Plains, Temple Sentinels has vigilance (Attacking doesn’t cause this creature to tap.).
     4/4
     198/234


     Vinelasher Kudzu 1G
     Creature — Plant
     R
     Whenever a land enters the battlefield under your control, put a +1/+1 counter on Vinelasher Kudzu.
     It grows to hate you.
     1/1
     199/234


     Wolf Dancer GG
     Creature — Human Scout
     R
     Whenever an opponent casts a noncreature spell, you may put a 2/2 green Wolf creature token onto the battlefield.
     2/2
     200/234
  

Artifact (17 cards)

Adaptive Automaton Art 3 Artifact Creature - Construct 2/2 As Adaptive Automaton enters the battlefield, choose a creature type. Adaptive Automaton is the chosen type in addition to its other types. Other creatures you control of the chosen type get +1/+1. Such loyalty can only be made. R 201/234


     Arachnoid
     Art
     6
     Artifact Creature - Spider
     2/6
     Reach (This creature can block creatures with flying.)
     It follows the green sun over Mirrodin's surface, spinning massive webs of whispersilk as it goes.
     U
     202/234


     Contested Lamp
     Art
     3
     Artifact
     Whenever a player casts a spell, put a charge counter on Contested Lamp.
     At the beginning of each player's end step, if there are five or more charge counters on Contested Lamp, that player removes all counters from it and puts a 5/5 blue Djinn creature token with flying onto the battlefield under his or her control.
     R
     203/234


     Gargoyle Sentinel
     Art
     3
     Artifact Creature - Gargoyle
     3/3
     Defender (This creature can't attack.)
     3: Until end of turn, Gargoyle Sentinel loses defender and gains flying.
     "Do not mistake a quiet rampart for one that is unguarded. Some things stir only when they need to."
     —Bonovar, siege commander
     U
     204/234


     Great Axe
     Art
     1
     Artifact - Equipment
     Equipped creature gets +2/+0.
     Equip 3
     When a hatchet just isn't enough.
     U
     205/234


     Guardian of Night and Day
     Art
     8
     Artifact Creature - Avatar Construct
     8/8
     During your turns, creatures you control have lifelink.
     During your opponent's turns, creatures you control have deathtouch.
     R
     206/234


     Heavenly Perch
     Art
     2
     Artifact
     Whenever a Plains enters the battlefield, you gain 1 life.
     The Angel's pedestal yet shines with its watchfulness.
     U
     207/234


     Hunting Tower
     Art
     2
     Artifact
     Whenever a Forest enters the battlefield, you gain 1 life.
     The Hydra's lair never stopped reaching for its instincts.
     U
     208/234


     Memory Maker
     Art
     6
     Artifact
     Whenever a card is put into a player's graveyard from his or her library, that player draws a card.
     "Do as you are trained... AND KILL THE MALAYSIAN PRIME MINISTER!"
     R
     209/234


     Molten Roost
     Art
     2
     Artifact
     Whenever a Mountain enters the battlefield, you gain 1 life.
     The Dragon's hoard still blazes with its fury.
     AUS
     U
     210/234


     Oblivion Stone
     Art
     3
     Artifact
     4, T: Put a fate counter on target permanent.
     5, T, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
     R
     211/234


     Solemn Harvester
     Art
     3
     Artifact Creature - Scarecrow
     2/2
     T, Return a land you control to its owner's hand: Add one mana of any color to your mana pool.
     It dwells on the simple things, so you don't have to.
     U
     212/234


     Solemn Simulacrum
     Art
     4
     Artifact Creature
     2/2
     When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
     When Solemn Simulacrum dies, you may draw a card.
     R
     213/234


     Statue on the Bay
     Art
     2
     Artifact
     Whenever an Island enters the battlefield, you gain 1 life.
     The Sphinx's lookout still asks its riddles.
     U
     214/234


     Sun Droplet
     Art
     2
     Artifact
     Whenever you're dealt damage, put that many charge counters on Sun Droplet.
     At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
     R
     215/234


     Unholy Throne
     Art
     2
     Artifact
     Whenever a Swamp enters the battlefield, you gain 1 life.
     The Demon's seat yet yearns for its power.
     U
     216/234


     Voyage Chart
     Art
     1
     Artifact
     2, T, Sacrifice Voyage Chart: Search your library for up to two basic land cards, reveal them, shuffle your library, then put one of them into your hand and the remaining card on top of your library.
     C
     217/234


  

Lands (12 cards)

Blood Crypt Land — Swamp Mountain R (T: Add B or R to your mana pool.) As Blood Crypt enters the battlefield, you may pay 2 life. If you don’t, Blood Crypt enters the battlefield tapped. 218/234


     Clockwork Citadel
     Land
     R
     2, T: Add 1 to your mana pool for each basic land type among lands you control.
     “Sure they’re ‘productive,’ but these factories have made the land unfit for anything except their own machines.”
     —Kosvyn, Druid of Eld
     219/234


     Darkrite Swamp
     Land — Swamp
     U
     Darkrite Swamp enters the battlefield tapped.
     (T: Add B to your mana pool.)
     6B, T: Target player loses 2 life and you gain 2 life.
     220/234


     Evolving Wilds
     Land
     C
     T, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
     “Whoa! Was that building there a minute ago? Who ever heard of instantaneous mana bonds?”
     221/234


     Hallowed Fountain
     Land — Plains Island
     R
     (T: Add W or U to your mana pool.)
     As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don’t, Hallowed Fountain enters the battlefield tapped.
     222/234


     Lavacracked Mountain
     Land — Mountain
     U
     Lavacracked Mountain enters the battlefield tapped.
     (T: Add R to your mana pool.)
     6R, T: Creatures you control get +2/+0 until end of turn.
     223/234


     Misty Island
     Land — Island
     U
     Misty Island enters the battlefield tapped.
     (T: Add U to your mana pool.)
     6U, T: Target creature is unblockable until end of turn.
     224/234


     Primordial Forest
     Land — Forest
     U
     Primordial Forest enters the battlefield tapped.
     (T: Add G to your mana pool.)
     6G, T: Target creature gets +4/+4 until end of turn.
     225/234


     Stomping Ground
     Land — Mountain Forest
     R
     (T: Add R or G to your mana pool.)
     As Stomping Ground enters the battlefield, you may pay 2 life. If you don’t, Stomping Ground enters the battlefield tapped.
     226/234


     Sunbleached Plains
     Land — Plains
     U
     Sunbleached Plains enters the battlefield tapped.
     (T: Add W to your mana pool.)
     6W, T: Tap target creature.
     227/234


     Temple Garden
     Land — Forest Plains
     R
     (T: Add G or W to your mana pool.)
     As Temple Garden enters the battlefield, you may pay 2 life. If you don’t, Temple Garden enters the battlefield tapped.
     228/234


     Watery Grave
     Land — Island Swamp
     R
     (T: Add U or B to your mana pool.)
     As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.
     229/234