101
60
53
15
-
Army of Awe
Sorcery
Create X 1/1 white Soldier creature tokens.
Each opponent who controls fewer creatures than you skips his or her next combat phase.
1/239
-
Battlesworn Valkyrie

Creature — Angel
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Flying, double strike
Some angels respond to pleas for aid or the prayers of the righteous. The Valkyrie can only be summoned by the deeds of the brave.
3/3
2/239
-
Boon of Bravery
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1 and can block any number of creatures.
“On the field of battle, courage is the highest of all virtues.” — Jaring, Priest of Sindri
3/239
-
Bowmaster Stallari

Creature — Human Archer

,
: Bowmaster Stallari deals X damage to each attacking or blocking creature target player controls, where X is the number of attacking creatures.
“Begin firing on my mark, and don’t stop until your quivers run dry.”
2/3
4/239
-
Call to the Armory
Sorcery
Choose one — Create a 1/1 white Soldier creature token; or return target equipment card from your graveyard to your hand.
An entreaty to honor, to shields shining, sword sharpened.
5/239
-
Crusader of Thengall
Creature — Human Knight
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Whenever Crusader of Thengall attacks and isn’t blocked, untap all attacking creatures.
He fights the final war, to unify all lands as one.
3/3
6/239
-
Cry For Glory
Instant
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Creatures you control get +1/+1 until end of turn.
7/239
-
Dvergan Forgeguard
Creature — Dwarf Soldier
Duplicate
(You may pay an additional
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Lifelink
2/2
8/239
-
Dvergan Shieldbearer
Creature — Dwarf Soldier
: Dvergan Shieldbearer gets +0/+X until end of turn.
Nithvell is not a large city, nor rich, nor filled with culture. But every soldier knows it as the city whose walls have never been breached in two thousand years.
1/1
9/239
-
Griffin Sunchaser
Creature — Griffin
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Flying
1/1
10/239
-
Habrok Lancer
Creature — Human Soldier
Flying
Other spells you cast named Habrok Lancer cost
less to cast.
Habrok griffins are expertly trained to obey their riders, but the veterans know when to loosen the reins and trust the griffin’s hunting instincts over their own.
2/1
11/239
-
Hero's Rise
Enchantment
At the beginning of your upkeep, you may search your library for a card and exile it face down, then shuffle your library. You may look at it at any time.
Sacrifice Hero’s Rise: Reveal a creature, an Aura, and an Equipment card exiled by Hero’s Rise. If you do, put that creature card onto the battlefield, then put that Aura card and Equipment card onto the battlefield attached to it.
12/239
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Hold At Bay
Instant
Up to X target creatures gain defender until end of turn, where X is the number of creatures you control as you cast Hold At Bay.
Generations of fending off mountain trolls has made the activity more like sport than warfare among the Dvergan.
13/239
-
Implacable Guard
Creature — Human Soldier
The guards of Arnfast are so diligent that even Ragvaldur himself is denied entry into the inner keep without the password.
1/4
14/239
-
Leitnir Ironside

Legendary Creature — Dwarf Soldier
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Whenever Leitnir Ironside attacks and isn’t blocked, other attacking creatures you control get +2/+2 until end of turn.
“Some say there is no more place for honor in battle in these dark days.”
4/4
15/239
-
Lightbringer's Runes
Enchantment — Aura
Enchant creature
Enchanted creature and all other creatures you control with the same name as that creature get +1/+1 and have first strike.
These simple lines represent the convergence of the straight path, purity of purpose and direction.
16/239
-
Nithvell Axe-Smith
Creature — Dwarf Warrior
Duplicate
(You may pay an additional
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
When Nithvell Axe-Smith enters the battlefield, target creature gets +1/+1 until end of turn.
1/1
17/239
-
Nithvell Griffin
Creature — Griffin
Flying
Nithvell Griffin’s toughness is equal to the number of creatures you control.
The Habrok riders are proud of their spirited griffin mounts, but they are kittens compared to their wild mountain ancestors.
2/*
18/239
-
Questing Orders
Enchantment
Tap three untapped creatures you control: Return target artifact or enchantment card in a graveyard to its owner’s hand.
“We do not merely claim these lands for our people, but reclaim them for our ancestors before us.” — Ragvaldur
19/239
-
Ragvaldur’s Arbiter
Creature — Human Soldier
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
When Ragvaldur’s Arbiter enters the battlefield, choose one—Target player can’t cast spells during his or her next turn, or target player can’t attack with creatures during his or her next turn.
2/2
20/239
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Raise the Alarm
Instant
Create two 1/1 white Soldier creature tokens.
“Show your respects, young one. They may not brag of their prowess, but you’d do well to stand at their side when the alarm sounds.” — Leitnir Ironside
21/239
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Rally to the Crown
Instant
Create a 1/1 white Soldier creature token for each 1 life you’ve gained this turn.
Ragvaldur and his generals compete for the greatest deeds in battle, knowing the greatest soldiers will follow their success.
22/239
-
Runescribed Valkyrie

Creature — Angel
Flying
Whenever Runescribed Valkyrie or another creature enters the battlefield under your control, you may have creatures you control gain protection from the color of your choice until end of turn.
5/5
23/239
-
Runeshatter Zealot
Creature — Human Cleric
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Whenever Runeshatter Zealot deals combat damage to a player, you may destroy target enchantment that player controls.
1/2
24/239
-
Runic Offering
Sorcery
Destroy target enchantment. You gain 3 life.
“Our wards protect the weak only until they can learn strength. When they are no longer needed, a simple word scatters them to the winds” — Jaring, Priest of Sindri
25/239
-
Shunning Light
Sorcery
Put target creature on top of its owner’s library if no other permanents on the battlefield share the same name as that creature.
“Together even the weak become strong. Separated and alone, even the mighty can be vulnerable.” — Ragvaldur
26/239
-
Signal Griffin
Creature — Griffin
Flying

,
: Create a 1/1 white Soldier creature token.
An old soldier learns to sleep through all manner of distractions, but even the greenest recruit has learned to wake at the watch griffin’s cry.
1/1
27/239
-
Sigrid the Valkyreborne
Planeswalker — Sigrid
Creatures you control get +1/+1 until end of turn.
Create a white Aura enchantment token with “Enchant creature. Enchanted creature can’t attack or block”
You get an emblem with “Your turn has an additional combat phase. Creatures you control have vigilance.”
28/239
-
Silent Passage

Instant
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Choose any number of target creatures you control. Exile those creatures. Return them to the battlefield at the beginning of the next end step.
29/239
-
Sindrian Bladewarden
Creature — Human Soldier
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Protection from black and from red.
Sindri’s grace tempers souls as well as metal.
2/2
30/239
-
Sindri's Blessing
Enchantment
At the beginning of your end step, you may gain 1 life for each creature you control.
“Sindri is patron of the blacksmiths and those who work in metal and stone, but he honors all who seek to create form out of chaos.” — Jaring, Priest of Sindri
31/239
-
Somarvall Horsemen
Creature — Human Scout
,
: Target creature gets +1/+1 until end of turn.
The riders of the Somarvall fields have nothing aside from adapted farm tools as weapons, but their horsemanship makes a simple sickle or axe as good as any sword.
1/1
32/239
-
Squired Swordmaster

Creature — Human Knight
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
When Squired Swordmaster enters the battlefield, create a 1/1 white Soldier creature token.
2/2
33/239
-
Steeled Forces
Enchantment
At the beginning of your upkeep, you may create a 1/1 white Soldier creature token.
Sacrifice Steeled Forces: Creatures you control gain first strike until end of turn.
Mere days after Ragvaldur’s declaration of war, full fledged armies arose to fight for his glory.
34/239
-
Taken Prisoner
Enchantment — Aura
Enchant creature
Enchanted creature can’t attack or block.
When Taken Prisoner enters the battlefield, create two 1/1 white Soldier creature tokens.
35/239
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Tempered Veteran
Creature — Human Soldier
First strike
Tempered Veteran gets +1/+1 as long as you control three or more creatures.
Military training is a luxury most soldiers can’t afford. But some rise to greatness with no teacher but harsh experience.
1/2
36/239
-
Thin the Ranks
Instant
Choose one — Destroy target attacking creature; or destroy two target attacking creatures that share the same name.
“Ragvaldur’s soldiers all march in formation, wield the same weapons, use the same tactics, and inevitably die side by side.”
— Hjalmir Icebrand
37/239
-
Tundra Ranger
Creature — Human Scout
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Vigilance
They keep watch from sunset until sunrise, even in deep winter when nights stretch into months without light.
2/2
38/239
-
Unassailable Position
Enchantment
Creatures can’t attack you unless their controller taps an untapped non-attacking creature for each creature he or she controls that is attacking you.
The city of Nithvell is a labyrinth of ancient walls and false passages, intended to demoralize and confuse as well as to keep enemies out.
39/239
-
Valhalla Partisan
Creature — Human Cleric
Lifelink
At the beginning of your upkeep, if you have 30 or more life, create a 4/4 white Angel creature token with flying.
2/2
40/239
-
Æthertwin

Creature — Shapeshifter
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
You may have Æthertwin enter the battlefield as a copy of any creature on the battlefield (If you duplicate it, the duplicate will be a copy of the same creature)
0/0
41/239
-
Aviary Warden
Creature — Human Scout
When Aviary Warden enters the battlefield, create a 1/1 blue Bird creature token with flying.
They know every bird in the flock by name and number. Each has a pedigree centuries long and an arranged mate to continue the bloodline generations into the future.
2/1
42/239
-
Banish From Mind
Instant
Counter target noncreature spell. If a spell is countered in this way, exile it instead of putting it in it’s owner’s graveyard, then exile all cards in its controller’s graveyard with the same name as that spell.
“The only solace I can give is that your failure will be quickly forgotten.”
— Lothri, Eyenkald Magus
43/239
-
Beguiling Song
Instant
Target creature gets -2/-0 until end of turn.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
44/239
-
Call to the Clouds
Instant
Choose one — Create a 1/1 blue Bird creature token with flying; or return target creature to its owner’s hand.
A summoning of storms, clouds cloven and wings windborne.
45/239
-
Collaborative Research
Sorcery
Name a card other than a basic land, then reveal the top X cards of your library, where X is the number of creatures you control. Put all cards with that name into your hand, and the rest on the bottom of your library in any order.
46/239
-
Conjurer’s Flock
Sorcery
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Create two 1/1 blue Bird creature tokens with flying.
The wisest mages choose a familiar for its unique perspective rather than its power.
47/239
-
Dream Winds
Instant
Draw a card.
Create a 1/1 blue Bird creature token with flying for each card you’ve drawn this turn.
The dreaming mind strips away the mundane habits of waking life, revealing glimmering imagination beneath.
48/239
-
Eternity Arc

Sorcery
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Target player takes an extra turn after this one.
49/239
-
Eyenkald Owlriders

Creature — Human Soldier
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Flying
A traditional mounted army would be futile in the scattered Eyenkald islands, but the elite owlriders patrol the nation unhindered.
3/3
50/239
-
Eyenkald Rimesage
Creature — Human Wizard
, Tap another untapped creature you control: Draw a card, then discard a card.
The future is formless as a cloud until the cold gaze of reason crystallizes it into solid form.
1/1
51/239
-
Fatecraft
Enchantment
If a spell with one or more targets would be countered by a spell or ability, you may change that spell’s targets instead.
“Some of us are destined to forever fight our destiny”— Niskival
52/239
-
Featherform
Sorcery
Put target creature on top of its owner’s library. Its controller creates X 1/1 blue Bird creature tokens with flying, where X is that creature’s toughness.
53/239
-
Fleeting Visage
Creature — Illusion
Flash, convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Eyenkald is haunted not by ghosts of the past, but by visions of the future.
1/1
54/239
-
Gleamrider
Creature — Illusion
Tap two untapped creatures you control: Gleamrider is unblockable this turn.
It slips through currents of mana like an eel through water.
2/2
55/239
-
Hail Shards
Instant
Tap two target creatures. If they share the same name, they don’t untap during their controller’s next untap step.
The whirling waters around Skuldheim continue to churn centuries after Svarthov’s death, spinning storms both swift and violent.
56/239
-
Hollowness Cloak
Enchantment — Aura
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Enchanted creature is unblockable and has hexproof.
Most soldiers are too proud to wear one on the field of battle, and over time all but a few have fallen into the hands of thieves and assassins.
57/239
-
Icebound Sjö-orm
Creature — Serpent
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Defender
Tap two untapped creatures you control: Icebound Sjö-orm loses defender until end of turn.
5/5
58/239
-
Ilvatte's Grasp
Enchantment — Aura
Enchant creature
Tap an untapped creature you control: Tap enchanted creature.
The Ilvatte live half in our world and half in dreams, curious of our ways and often unaware that the malice they inflict is real.
59/239
-
Mana Tangle
Instant
Counter target spell unless its controller pays
.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
60/239
-
Margyr Illusionist
Creature — Merfolk Wizard
Flash
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Margyr find it unsporting to use their illusions on the weak-minded. Simple sleight of hand is their worst form of insult.
2/2
61/239
-
Mindfold Vaettir

Creature — Spirit
Flying
You may look at the top card of your library at any time.

: Draw a card.
: Reveal the top card of your library. If it’s a permanent card, you may exchange it with a permanent you own that shares a type with it.
3/4
62/239
-
Mistweaver's Runes
Enchantment — Aura
Enchant creature
Enchanted creature and all other creatures you control with the same name as that creature get +1/+1 and have flying.
The spiraling rune symbolizes secrecy, silence and knowledge that is never spoken.
63/239
-
Perfect Crime

Sorcery
As an additional cost to cast Perfect Crime, tap five untapped creatures you control.
Search target opponent’s library for an artifact, enchantment or creature card and put it onto the battlefield under your control. That player shuffles his or her library.
64/239
-
Prying Eyes
Instant
Return target nonland permanent to its owner’s hand. You may look at that player’s hand.
65/239
-
Pull Between
Instant
If any creature would enter the battlefield this turn, exile it instead.
Svarthov the enchanter believed he could pierce the veil between one world and the next. He died without succeeding, but reality still bears scars from his attempts.
66/239
-
Runetraced Phantom

Creature — Spirit
Runetraced Phantom can’t be the target of spells.
Whenever Runetraced Phantom or another creature enters the battlefield under your control, each player puts the top three cards of his or her library into his or her graveyard.
Spirits of the storms do not forgive trespass.
5/5
67/239
-
Rush of Visions
Sorcery
Draw a card, then discard a card.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times.)
The first visions of Skuldheim are always traumatic, a stream of insight too heavy for the mind to hold.
68/239
-
Sight of Skuldheim

Sorcery
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Draw two cards
Seers of the great Abyss always practice their art with a companion to watch for the warning signs of impending madness.
69/239
-
Silversnap Nyx
Creature — Faerie Wizard
Flying
You may cast sorcery spells as though they had flash.
A nyx lifespan appears short to humans, but to their accelerated senses it seems as long as hundreds of our years.
1/3
70/239
-
Skuldheim Sentinel
Creature — Merfolk Scout
Islandwalk
The depths of Skuldheim hold secrets that were never meant for the surface world. The Margyr guard the sacred place with ruthless devotion.
1/2
71/239
-
Spell Pinion

Instant
Counter target spell.
Create a 1/1 blue Bird creature token with flying.
“You may cage up your power with an iron will and binding words, but there is a key to unbind every lock” — Idve, Moon Scribe
72/239
-
Stormwave Zealot
Creature — Human Wizard
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Whenever Stormwave Zealot deals combat damage to a player, return target creature that player controls to its owner’s hand.
2/4
73/239
-
Subsume Thoughts
Sorcery
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of creatures you control.
“Surface dwellers don’t even realize how alien our world is to theirs. Even if their bodies could withstand plunging into Skuldheim’s depths, their minds never could.” — Idve, Moon Scribe
74/239
-
Tenuous Dreams
Enchantment — Aura
Enchant creature
You control enchanted creature.
When you cast a spell, sacrifice Tenuous Dreams.
The magic of shaping dreams is an ancient art, as delicate as it is powerful.
75/239
-
Uldisar the Fathomless

Legendary Creature — Serpent
Whenever Uldisar the Fathomless attacks, exile the bottom seven cards of defending player’s library.
Uldisar gets +1/+1 for each instant and sorcery card exiled by it.
When Uldisar leaves the battlefield, you may cast an instant or sorcery card exiled by it without paying its mana cost.
5/7
76/239
-
Weird Tide
Sorcery
Target land becomes the basic land type of your choice until end of turn.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
77/239
-
Wind Sweep
Instant
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
You may tap or untap target creature.
78/239
-
Wintermage Adept

Creature — Merfolk Wizard
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
When Wintermage Adept enters the battlefield, tap target creature. It doesn’t untap during its controller’s next untap step.
2/2
79/239
-
Alvisgarm’s Assassin
Creature — Human Assassin
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
When Alvisgarm’s Assassin enters the battlefield, destroy target creature that was dealt damage this turn.
2/2
80/239
-
Barrow Tunneler

Creature — Zombie Wurm
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
When Barrow Tunneler enters the battlefield, you may return target creature card from your graveyard to your hand.
3/3
81/239
-
Bloody Banquet
Instant
Destroy target creature. If that creature had flying, all creatures you control gain flying until end of turn. The same is true for first strike, double strike, vigilance, lifelink, deathtouch, haste protection, intimidate, landwalk, reach and trample.
82/239
-
Bodiless Servant
Creature — Spirit
Sacrifice Bodiless Servant: Exile target creature card in a graveyard. If you do, create a 2/2 black Zombie creature token.
As draug slowly fade from this world they begin to hunger for any physical form, no matter how repellent.
3/1
83/239
-
Brutal Thirst
Instant
Two target creatures each get +2/+0 until end of turn. If they share the same name, they gain lifelink until end of turn.
“I have faced the rage of berserkers and the ferocity of the wild elves, but the cold malice of the Valreth armies still chilled my soul” — Hjalmir Icebrand
84/239
-
Call to the Barrows
Sorcery
Choose one — Create a 2/2 black Zombie creature token; or return target creature card in a graveyard to its owner’s hand.
A demand of the dead, beseeching bones buried and remnants to rise.
85/239
-
Clinging to Sanity
Sorcery
Target player discards a card at random unless he or she discards two cards.
“When all else fails, there is always one last escape from the world. Let go, and the suffering will end.” — Hrasvelg
86/239
-
Consult the Dead
Sorcery
As an additional cost to cast Consult the Dead, sacrifice a creature.
Search your library for up to two cards. Shuffle your library, then put those cards on top of it in any order.
“Our nation needs the wisdom of our ancestors now more than ever. Who among you shall be the messenger to the other side?” — Alvisgarm
87/239
-
Dark Ambitions
Enchantment — Aura
Enchant creature.
Enchanted creature gains “Sacrifice a creature: This creature gets +2/+2 until end of turn”.
“Can you name a ruler who hasn’t gained his power at the expense of hundreds of innocents?” — Alvisgarm
88/239
-
Deathly Draught
Enchantment
Whenever a creature enters the battlefield under an opponent’s control, that player reveals the top five cards of his or her library. If a card with the same name as that creature is revealed, destroy that creature. That player puts all revealed cards on the bottom of his or her library in any order.
89/239
-
Delusion Spike
Sorcery
Target player discards a card.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
90/239
-
Dirge of Slaughter
Instant
Target player loses 1 life for each creature that died this turn. You gain life equal to the life lost in this way.
“Let us sing of this war so our sons and daughters remember, but let us not sing of glory” — Nirimor, skald poet
91/239
-
Drangmire Lizard
Creature — Lizard
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Deathtouch
Its venom numbs the body from the feet upwards, creating the feeling of slowly sinking in cold water.
2/2
92/239
-
Draugar Yeti

Creature — Yeti Zombie
“Death strips away fear and mortal propriety, revealing the true ferocity of their kind.”— Alvisgarm
4/4
93/239
-
Draugar's Wail
Sorcery
Choose one — All creatures get -1/-1 until end of turn; or all creatures get -2/-2 until end of turn.
The old Draugar are harbingers of misfortune. Even a whisper can rot wood and rust steel.
94/239
-
Duskdweller's Runes
Enchantment — Aura
Enchant creature
Enchanted creature and all other creatures you control with the same name as that creature get +1/+1 and have swampwalk.
A mark most foul, this rune is the clouded moon, a darkness that envelops and conceals.
95/239
-
Fragile Flesh
Enchantment — Aura
Enchant creature
Enchanted creature has “When another creature enters the battlefield under your control, sacrifice this creature”.
96/239
-
Ghostwing Nyx
Creature — Faerie Shaman
Flying
, Sacrifice a creature: You gain 2 life.
The nyx practice magic of the senses, some focused on vision, some on sound, and others on pain.
1/1
97/239
-
Grip of Malice
Instant
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Target creature gets -4/-4 until end of turn.
“Ours is a family brought close by hatred and united by spite.”
— Ranthin, Mordraefen priest
98/239
-
Harrier Hound
Creature — Hound
Haste
Harrier Hound can’t be blocked by creatures with power 1 or less.
Mordraefen hounds are only taught two commands, “heel” and “kill”.
2/1
99/239
-
Haunted Torment
Instant
Search target opponent’s library for up to X cards and exile them, where X is the number of creatures that died this turn. Then that player shuffles his or her library.
100/239
-
Honorless Errant
Creature — Human Knight
Whenever a creature blocks Honorless Errant, that creature gets -1/-1 until end of turn.
Alvisgarm’s promises of immortality in battle have attracted many soldiers too cowardly to go to war under any other banner.
2/1
101/239
-
Icegrave Zealot
Creature — Skeleton Warrior
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
When Icegrave Zealot deals combat damage to a player, that player exiles three cards from his or her graveyard.
2/1
102/239
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Innocent Blood
Sorcery
Each player sacrifices a creature.
“There is a battle in our villages and cities as well as on the field. We must root out the traitors from among us!” — Alvisgarm
103/239
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Moon-Eater Demon

Creature — Demon
Flying
When Moon-Eater Demon enters the battlefield, each player discards half the cards in his or her hand, then sacrifices half the permanents he or she controls, each rounded up.
Whenever a creature dies, you gain 1 life.
“Even after gnawing the moon to nothing but a sliver, its hunger was not satisfied.” — Borvar folk tale
7/5
104/239
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Mordraefen Butcher
Creature — Human Shaman
: Target creature gets -2/-2 until end of turn. Activate this ability only if a creature died this turn.
The cultists’ magic is fueled by blood, and always aimed at producing more.
1/1
105/239
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Mordraefen Specter

Creature — Specter
Flying
Whenever Mordraefen Specter deals combat damage to an opponent, that player discards a card.
Whenever an opponent discards a creature card, you may create a 2/2 black Zombie creature token.
2/2
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Putrid Revival
Sorcery
Target player creates a 2/2 black Zombie creature token. That player loses 3 life.
“The grave does not give up its kin lightly.”— Ranthin, Mordraefen priest
107/239
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Ravage Rider

Creature — Human Knight
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Whenever Ravage Rider deals combat damage to a player, that player loses half of his or her life, rounded down.
2/2
108/239
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Razorbone Ghoul

Creature — Zombie Horror
Duplicate
(You may pay an additional
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
When Razorbone Ghoul dies, target creature gets -3/-3 until end of turn, and that creature’s controller loses 3 life.
3/3
109/239
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Runegraven Draugar

Creature — Zombie Warrior
Intimidate
Whenever Runegraven Draugar or another creature enters the battlefield under your control, target player discards a card.
Alvisgarm’s most trusted warriors have been raised from death so often it is hard to tell they were ever human.
5/5
110/239
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Sanity Mites
Creature — Insect
Sanity Mites can’t block.
Whenever an opponent discards a card, you may create a token that’s a copy of Sanity Mites.
At first they only feed on worries and petty fears, but a swarm can only be satisfied with the darkest nightmares.
1/1
111/239
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Scavenger Ravens
Creature — Bird
Flying
When Scavenger Ravens enters the battlefield, if a creature died this turn, create a 2/2 black Zombie creature token.
The corpse ravens lead the necromancers to the finest carrion, and the necromancers lead the ravens to the next gory battlefield.
3/2
112/239
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Skeletal Cutthroat
Creature — Skeleton Assassin

, Sacrifice Skeletal Cutthroat: Destroy target tapped creature. Activate this ability only when you could cast a sorcery
The Valreth curse slowly consumes the body, but amplifies raw strength and ruthless cunning.
1/1
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Skull Stalker
Creature — Zombie Shaman
Whenever a creature dealt damage by Skull Stalker this turn dies, that creature’s controller discards a card.
Mordraefen necromancers often send out servants in search of new bodies. The more cunning ones are quite specialized in the parts they collect for their masters.
2/2
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Soul Bargain
Enchantment
Sacrifice three creatures: You and target player exchange life totals.
“Deals with demons have their price. But beware most of all the gifts they give freely.”
— Ranthin, Mordraefen priest
115/239
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Soul Garrotte
Sorcery
Target player loses 2 life. If a creature died this turn, you gain 2 life and draw a card.
Mordraefen magics quickly corrupt the user’s body and soul, unless they find ways to sustain themselves on the souls of others.
116/239
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Surging Graves


Sorcery
Return target creature card in your graveyard to the battlefield.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
117/239
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Valreth Servitude
Sorcery
Create a 2/2 black Zombie creature token.
: Return Valreth Servitude from your graveyard to your hand. Activate this ability only if three or more creatures died this turn.
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Void Husk

Instant
Destroy target nonblack creature.
Create a 2/2 black Zombie creature token.
The necromancers of Mordraefen do their best to preserve their allies’ bodies in undeath, but they show no such kindness to their enemies.
119/239
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Alluring Fire
Instant
Target creature attacks this turn if able.
Create a 3/1 red Elemental creature token.
Moths are not the only things drawn to bright flames.
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Berserker's Pinnacle
Enchantment
You may activate abilities of creatures you control as though those creatures had haste.
You may sacrifice creatures you control rather than tap them to activate abilities of those creatures with a
in their activation cost. (You must still pay all other costs of that ability.)
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Blazecleaver Jötnar
Creature — Giant Warrior
When Blazecleaver Jötnar enters the battlefield, create a 3/1 red Elemental creature token.
: Target creature other than Blazecleaver Jötnar gains haste until end of turn.
3/3
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Borvar Cinderstoke
Creature — Human Wizard
Protection from red.
Sacrifice Borvar Cinderstoke: Damage from red sources can’t be prevented this turn.
“The fire of war has been kindled, and we must either burn or be burned.”
1/1
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Borvar Warrior
Creature — Human Warrior
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
First strike
“The Thengs promise great things as part of their empire, and the only price they ask is that we bow before them. We refuse.”
2/2
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Brawler Gang
Creature — Goblin Rogue
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Brawler Gang attacks each turn if able.
It was a breakthrough in stealth. If they could make their enemies scream loudly enough, the sound of sneaking goblins would never be noticed.
2/1
125/239
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Breachfire
Sorcery
Breachfire deals X damage to target creature. If the damage dealt in this way is greater than that creature’s toughness, Breachfire deals damage equal to the difference to that creature’s controller.
126/239
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Call to the Flames
Sorcery
Choose one — Create a 3/1 red Elemental creature token; or Call to the Flames deals 3 damage to target creature or player.
A plea to pyre’s power, the breath of burning and the heart of hearth’s heat.
127/239
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Dragon's Flight

Sorcery
Target creature becomes a 5/5 Dragon with flying until end of turn.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
128/239
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Ember Cloud
Sorcery
Up to two target creatures without flying can’t block this turn.
The Hraunhallow fields have a weather system of their own, with winds of hot flame, rains of cinders and fog of sulfurous smoke.
129/239
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Firespeaker's Runes
Enchantment — Aura
Enchant creature
Enchanted creature and all other creatures you control with the same name as that creature get +1/+1 and have haste.
These etchings are a song of the forge, the impact of hot metal being shaped by the hammer.
130/239
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Flintshard Elemental
Creature — Elemental
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Haste, trample
Sacrifice Flintshard Elemental at the beginning of the end step.
4/1
131/239
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Gorging Flames
Instant
Gorging Flames deals 3 damage to target creature.
Whenever a creature with toughness 3 or less enters the battlefield under an opponent’s control, you may pay 
. If you do, return Gorging Flames from your graveyard to your hand.
132/239
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Heartfire Ritual
Sorcery
Add
to your mana pool for each creature you control.
The only way to master the power of the clan’s combined spirit is to release all control over it.
133/239
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Hindarsfel Battlerager
Creature — Human Berserker Shaman

: Hindarsfel Battlerager gets +1/+0 until end of turn for each creature you control.
In the heat of combat the battleragers can manifest their fury in physical form, an explosion of force behind every shout and war cry.
0/3
134/239
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Lost Treasure
Instant
Target artifact’s owner shuffles it into his or her library.
The caverns and chasms of the goblins’ highlands are littered with fallen trinkets and treasures, dropped by raiders whose greed surpassed their grip.
135/239
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Loyal Bjornhund
Creature — Hound
Trample
“I am Olvig, son of Olaf. This is my companion Asken, son of Ash, son of Aral the Tracker, choice hound of Lord Hjalmir’s hunting pack.”
2/1
136/239
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Molten Uprising

Sorcery
Destroy target land.
Create a 3/1 red Elemental creature token.
Hraunhallow is a sacred site to the Muspeljar, both their place of birth and the resting ground of their ancestors.
137/239
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Moltenstone Brawler
Creature — Elemental
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
: Moltenstone Brawler gets +0/+1 until end of turn.
Tap an untapped creature you control: Switch Moltenstone Brawler’s power and toughness until end of turn.
2/1
138/239
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Muspeljar Assault

Sorcery
Create a 3/1 red Elemental creature token.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times.)
139/239
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Muspeljar Sparker
Creature — Elemental Warrior
When Muspeljar Sparker dies, you may pay 
. If you do, create a 3/1 red Elemental creature token.
A blazing fire pulses beneath the Muspeljar’s earthen skin. When the body is broken, the heart still lives on.
1/1
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Pyrecrow

Creature — Phoenix
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Flying, haste
You may cast Pyrecrow from your graveyard. You can’t spend mana to cast it in this way.
3/3
141/239
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Pyroclast Lance

Sorcery
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Pyroclast Lance deals 5 damage to target player.
A focused spear of the Muspeljar soul, striking with an accuracy greater than any siege engine.
142/239
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Rockthrasher Yeti

Creature — Yeti Berserker
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
: Rockthrasher Yeti fights target creature. (Each deals damage equal to its power to the other.)
4/4
143/239
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Rumblerock Skulker
Creature — Goblin Scout
Rumblerock Skulker can’t attack unless another creature entered the battlefield this turn.
The Rumblerock clan is infamous for their daring raids in large enough numbers, and also for their incredible cowardice when separated from their kin.
2/2
144/239
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Runegorge Whelp
Creature — Dragon
Flying
, Exile an instant or sorcery card from your graveyard: Runegorge Whelp gets +2/+0 until end of turn.
The garbled words of ancient incantations can be heard in the roar of its breath.
2/3
145/239
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Runewield Jötnar

Creature — Giant Warrior
First strike
Whenever Runewield Jötnar or another creature enters the battlefield under your control, Runewield Jötnar deals 2 damage to target creature or player.
The Morgreipers’ choice of weaponry is simple, but not always mundane.
5/5
146/239
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Scarred Stonebreaker

Creature — Giant
Damage dealt by Scarred Stonebreaker can’t be prevented.
Whenever Scarred Stonebreaker deals combat damage to an opponent, choose an artifact, a creature and a land that player controls. That player sacrifices one of the chosen permanents. (Choose as many as possible)
3/3
147/239
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Scorching Barrage
Instant
Scorching Barrage deals 1 damage to target creature or player.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
148/239
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Skald's Warsong
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+0 and has overwhelm (It can’t be blocked unless all attacking creatures its controller controls are blocked.)
149/239
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Skullcracker Zealot
Creature — Human Warrior
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Whenever Skullcracker Zealot deals combat damage to a player, that player discards his or her hand and draws that many cards.
2/2
150/239
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Smelting Fires
Instant
Destroy target artifact. Add 
to your mana pool.
Like any other power, the power to destroy is nothing if it’s not harnessed.
151/239
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Stonewaker’s Saga
Instant
Until end of turn, all creatures you control gain “
: Create a 3/1 red Elemental creature token. It gains haste until end of turn. At the beginning of the end step, sacrifice it.”
152/239
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Thoughtless Flames


Sorcery
Discard your hand. Create a 3/1 red Elemental creature token for each card discarded in this way.
Our minds tell us we are nothing. Our hearts tell us we are everything.
153/239
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Threatening Apparition
Sorcery
Reveal a creature card from your hand. Creatures with power less than or equal to the revealed creature card’s power can’t block this turn.
154/239
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Thunder Coil

Sorcery
Thunder Coil deals 2 damage each to two target creatures. If those creatures share the same name, Thunder Coil deals 4 damage to them instead.
155/239
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Turn Against

Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Creatures with the same name as that creature must block it this turn if able.
Thengall and Borvar nations share common blood, but are split apart by war’s madness.
156/239
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Underground Rumble

Instant
As an additional cost to cast Underground Rumble, exile an instant or sorcery card from your graveyard.
Underground Rumble deals damage equal to the exiled card’s converted mana cost to target creature.
157/239
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War Prowess
Instant
Target creature gains double strike until end of turn.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
158/239
-
Alfheim Outrunner
Creature — Elf Scout
Recruits in the forest-watch are schooled in the magical arts from a young age. Some become masters of the old runes, but the most respected attune themselves with pure nature instead.
1/2
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Amid the Herd
Instant
Each player creates a 3/3 green Beast creature token.
Even in civilized areas of Eldangard, the wild is never far away.
160/239
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Battlebane Growth
Instant
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Prevent all combat damage that would be dealt this turn.
Rare battlebane vines are cultivated deep in Ivarralfe lands. Those who trespass with violence in mind become hopelessly tangled.
161/239
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Beastmaster’s Mantle
Enchantment — Aura
Enchant creature
Enchanted creature has trample and “Whenever this creature deals combat damage to an opponent, create a 3/3 green Beast creature token.”
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Bergrigor Packleader

Creature — Beast
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
When Bergrigor Packleader enters the battlefield, create two 3/3 green Beast creature tokens.
3/4
163/239
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Brooding Hydra
Creature — Hydra
Brooding Hydra enters the battlefield with X +1/+1 counters.
, Remove a counter from Brooding Hydra: Regenerate target creature.
The heads become feral and vicious during the hatching season, and will even turn on each other in their zeal to protect the young.
0/0
164/239
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Call to the Outlands
Sorcery
Choose one — Create a 3/3 green Beast creature token; or search your library for two basic land cards, reveal them, put one onto the battlefield tapped and the other into your hand. Shuffle your library.
A wish asked of wild woods, the brawn of beasts and branches.
165/239
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Clan Hunt
Sorcery
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Reveal the top four cards of your library. Put all creature cards revealed in this way into your hand, and the rest on the bottom of your library in any order.
166/239
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Edge of the Wild


Sorcery
Create a 3/3 green Beast creature token for each creature target opponent controls.
The outlands will always find predators to match the prey.
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Elven Blade-Brother
Creature — Elf Warrior
Duplicate
(You may pay an additional
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Each Ivarralfe warrior in training is assigned a partner. The two spend every hour together, until they can fight as one.
2/2
168/239
-
Evergreen Strength
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2
Whenever a creature enters the battlefield, you may attach Evergreen Strength to that creature.
169/239
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Feral Surge
Instant
Target creature gets +2/+2 until end of turn and can’t be the target of spells or abilities this turn.
Barrage (When you cast this spell, you may exile any number of instant or sorcery cards from your graveyard. Copy this spell that many times. You may choose new targets for the copies.)
170/239
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Firbard Forestfather

Legendary Creature — Yeti Shaman
Firbard Forestfather’s power and toughness are each equal to the number of creatures you control.
At the beginning of your upkeep, create a 3/3 green Beast creature token.
“Perhaps the day comes when Ragvaldur’s war reaches Utgar. I fear nothing. This land has been prepared for centuries.”
*/*
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Firbard's Chosen
Creature — Yeti Warrior Shaman
Hexproof
The followers of the Forestfather learn strength from all living things, beginning first with the stoic silence of the trees themselves.
2/3
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Geirolf Packhunter
Creature — Wolf
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Geirolf Packhunter gets +2/+2 for each other creature on the battlefield named Geirolf Packhunter.
2/2
173/239
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Hoof Crush

Sorcery
Destroy target artifact or enchantment.
Create a 3/3 green Beast creature token.
The relic was warded against scrying magic, shielded from fire and ice, immune to banishment and runebane spells. A single footstep reduced it to dust.
174/239
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Hunting Briar
Sorcery
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
Until end of turn, lands you control become 2/2 Wolf creatures that are still lands.
175/239
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Jormunsol Leafkeepers
Creature — Elf Druid
Duplicate
(You may pay an additional
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
: Add
to your mana pool.
Each shrub, insect and bird in Jormunsol’s grove is revered as highly as the tree itself.
1/1
176/239
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Jormunsol Sentinel
Creature — Elf Warrior
Whenever another creature enters the battlefield under your control, Jormunsol Sentinel gets +2/+2 until end of turn.
A sentinel of the worldroot tree must serve for years before being permitted to lay eyes upon Jormunsol itself.
2/2
177/239
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Leafwatcher's Runes
Enchantment — Aura
Enchant creature
Enchanted creature and all other creatures you control with the same name as that creature get +1/+1 and have vigilance.
In the elven tongue, this rune is the root of Jormunsol, the great tree that bridges earth and sky.
178/239
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Magnipede

Creature — Insect
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Each footfall is heavy enough to break stone, leaving new niches for nature to take root.
5/4
179/239
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Might of the Masses
Instant
Target creature gets +1/+1 until end of turn for each creature you control.
When Oakthyrn is threatened, the strength of the entire forest can be gathered in one focal being.
180/239
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Migration Trail

Sorcery
Create a 3/3 green Beast creature token.
At the beginning of your next upkeep, create a 3/3 green Beast creature token.
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Oakthyrn Ancient
Creature — Treefolk Warrior
Oakthyrn Ancient doesn’t untap during your untap step.
Whenever another creature enters the battlefield under your control, you may pay
. If you do, untap Oakthyrn Ancient.
4/3
182/239
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Oakthyrn Orbweaver
Creature — Spider
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
Reach
The spiders each have a unique feeding method, and band together to share one another’s talents.
2/2
183/239
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Oakthyrn Troll
Creature — Troll Warrior
Duplicate 
(You may pay an additional 
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
: Regenerate Oakthyrn Troll
3/3
184/239
-
Pulse Drummer
Creature — Elf Warrior

,
: Target creature you control gains trample until end of turn, and must be blocked by at least one creature this turn if able. Activate this ability only before blockers are declared.
1/1
185/239
-
Roothold Shaman
Creature — Yeti Shaman
Whenever another creature enters the battlefield under your control, you gain 1 life.
As each new generation comes of age, the elders tell the history of the Utgar in verse and song, just as their elders taught them in their youth.
2/2
186/239
-
Runefurrow Behemoth

Creature — Beast
Trample
Whenever Runefurrow Behemoth or another creature enters the battlefield under your control, put a +1/+1 counter on Runefurrow Behemoth.
The sages read its tracks like holy writ.
5/5
187/239
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Split Regenesis
Enchantment — Aura
Enchant creature
When enchanted creature dies, you may create two tokens that are copies of it.
“Rebirth is not elusive or rare. Simply watch life unfold, and you will witness it happening everywhere.” — Joana, Hindarsfel shaman
188/239
-
Stonefault Zealot

Creature — Cat Shaman
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
Whenever Stonefault Zealot deals combat damage to a player, destroy target land that player controls.
3/5
189/239
-
Sunwild Evocation
Enchantment

: Each creature with power exactly equal to X gets +X/+X until end of turn.
Nature’s armies are no less structured than armies of soldiers. Its ranks are divided by the strength to survive, and every legion depends on the others for victory.
190/239
-
Thornwhip Armor
Instant
Regenerate target creature. It gains deathtouch until end of turn.
The druids at Hindarsfel protect the highweald with all their might, knowing that some day it will do the same for them.
191/239
-
Wellspring Search
Sorcery
As an additional cost to cast Wellspring Search, tap X untapped creatures you control.
Search your library for up to X basic land cards, reveal them and put them in your hand. Shuffle your library.
192/239
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Wilding Herald
Creature — Human Shaman

, Sacrifice Wilding Herald: Create a 3/3 green Beast creature token.
Sometimes a shaman will leave everything behind and walk into the woods, never to return in human form.
1/1
193/239
-
Wingsnap Wind
Instant
Wingsnap Wind deals 1 damage to each creature with flying.
Mages have found ways to predict the unnatural sea storms in Eyenkald, but are still sometimes caught unawares by the natural ones.
194/239
-
Worldroot Druid
Creature — Elf Druid
: Add to your mana pool one mana of any type that a land you control could produce.
There are no maps that tell the way to Alfheim, and no walls to guard its borders.
1/1
195/239
-
Worldroot Protector
Creature — Plant Spirit
Overwhelm (This creature can’t be blocked unless all attacking creatures you control are blocked.)
When Worldroot Protector dies, return to your hand all creature cards in your graveyard that died this turn.
4/3
196/239
-
Brisingorm the Hungerer


Legendary Creature — Dragon
Flying
At the beginning of each end step, if a creature died this turn, create a 2/2 black Zombie creature token. Then if three or more creatures died this turn, put three +1/+1 counters on Brisingorm. Then if five or more creatures died this turn, Brisingorm deals 5 damage to target player and each creature he or she controls.
4/4
197/239
-
Heartwood Vaettir

Creature — Spirit
Duplicate 

(You may pay an additional 

as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
When Heartwood Vaettir enters the battlefield, you may search your library for a creature card with converted mana cost 2 or less and put it onto the battlefield. If you do, shuffle your library.
4/4
198/239
-
Kalvik Brainstormer

Planeswalker — Kalvik
Kalvik Brainstormer deals damage to target player equal to the number of cards you’ve drawn this turn.
Discard your hand, then draw that many cards plus one.
Search your library for a card with
in its mana cost and cast it without paying its mana cost. X is 10
199/239
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Auratouched Pendant
Artifact — Equipment
: Until end of turn Auratouched Pendant becomes a copy of target Aura that could enchant equipped creature.
Equip
Dvergan miners willing to venture deep enough find gemstones beyond price, infused with mysteries and unknown power.
200/239
-
Balestone Dolmen
Artifact
Whenever a player activates an activated non-mana ability of a creature, Balestone Dolmen deals 1 damage to that player and 1 damage to that creature.
Knowledge of magic has become commonplace, but there still exist relics of a time when wizards guarded their spells with ruthless paranoia.
201/239
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Blackflint Idol
Artifact
Spells you cast have convoke (Each creature you tap while casting a spell reduces its cost by 1 or by one mana of that creature’s color.)
The ancient runic language was not always used as a conduit for magical power. Many of the greatest rune-words are still used for their oldest purpose: to impart understanding.
202/239
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Burnished Scrapper
Artifact Creature — Construct
Duplicate
(You may pay an additional
as you cast this spell. If you do, when this creature enters the battlefield, create a token that’s a copy of it.)
An ancient battalion still sells its swords to warring nations, negotiating barter with any lord who can mend their worn limbs and renew their etched runes.
2/2
203/239
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Demonskull Helm
Artifact — Equipment
Equipped creature gets +3/+2 and has haste.
Equip—Sacrifice a creature.
“Even those with good intentions may choose to rule through intimidation, but eventually a fearsome appearance must be backed by equally fearsome deeds.” — Ragvaldur
204/239
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Dvergan Battlehammer
Artifact — Equipment
Equipped creature gets +2/+1 and has trample.
Equip
The craftsmanship of the Dwarves is rarely elegant, but always reliable.
205/239
-
Echo Heart
Artifact
Whenever an ability you control triggers because of a creature entering the battlefield, you may pay
. If you do, copy that ability. You may choose new targets for the copy.
Of all sounds in nature, a heartbeat carries furthest.
206/239
-
Echoing Jallarhorn
Artifact — Equipment
Equipped creature and all other creatures you control with the same name as equipped creature get +1/+1.
Equip
A blast of the resounding horn can rally armies and ready allies for war.
207/239
-
Fatesplitter Axe
Artifact — Equipment
Equipped creature gets +2/+1 and gains deathtouch
Whenever a creature that was dealt damage by equipped creature this turn dies, destroy all other creatures with the same name as that creature.
Equip
208/239
-
Gilt Horn Goblet
Artifact
Convoke (Each creature you tap while casting this spell reduces its cost by
or by one mana of that creature’s color.)
: Add one mana of any color to your mana pool.
The form of magical artifice follows its function, even in such a simple vessel.
209/239
-
Grim Implements
Artifact
,
, Sacrifice a creature: Grim Implements deals 2 damage to target creature or player and you gain 2 life.
One dagger for drawing blood and one for cutting flesh.
210/239
-
Ivarralfe Longbow
Artifact — Equipment
Equipped creature gets +1/+2 and has reach.
Equipped creature can’t block creatures without flying.
Equip
“We belong to the land, and the sky belongs to us” — Tasiel, Ivarralfe commander
211/239
-
Skaldwine Flagon
Artifact
At the beginning of your draw step, draw an additional card then discard a card.
Long ago the skaldwine was given to mortals by the gods, a fiery mead that granted inspiration and wisdom. Great leaders, poets, visionaries and sages to this day all carry a trace of the ancient draught in their blood.
212/239
-
Talisman of the Forgotten
Artifact
,
, Sacrifice Talisman of the Forgotten: You may cast target instant or sorcery card in an opponent’s graveyard without paying its mana cost. You lose life equal to its converted mana cost.
213/239
-
Timberdrum
Artifact
Sacrifice Timberdrum: Untap target creature and all other creatures you control that share the same name as that creature.
The drum’s beat is barely audible when played alone, but grows rich and full in the presence of friends and kin.
214/239
-
Tome of Futures
Artifact
,
: The next time you search your library this turn, you may cast a nonland card from your library as you search it. (You pay all costs for that spell)
Scholars have long abandoned hope of deciphering its ever changing text. Only one curious fact has come from its study; Since it was first found, the tome has diminished to less than half its original size.
215/239
-
Troll-Horn Elixir
Artifact
,
: You gain 1 life
,
, Sacrifice Troll-Horn Elixir: You gain 1 life for each creature you control.
Trolls shed and regrow their horns each year, but they are shrewd enough not to give up those small treasures easily.
216/239
-
Wrought-Iron Dragon
Artifact Creature — Dragon
Flying
: Wrought-Iron Dragon gets +X/+X until end of turn, where X is its power. Each creature you tap while activating this ability reduces the cost you pay by
.
3/3
217/239
-
Arbor of Ancestors
Land
Arbor of Ancestors enters the battlefield tapped.
: Add
to your mana pool.


,
, Sacrifice Arbor of Ancestors: Create two 3/3 green Beast creature tokens. Activate this ability only when you could cast a sorcery.
218/239
-
Den of Decay
Land
Den of Decay enters the battlefield tapped.
: Add
to your mana pool.


,
, Sacrifice Den of Decay: Create two 2/2 black Zombie creature tokens. Activate this ability only when you could cast a sorcery.
219/239
-
Eyenkald Fjords
Land
Eyenkald Fjords enters the battlefield tapped.
When Eyenkald Fjords enters the battlefield, add
to your mana pool.
: Add
or
to your mana pool.
220/239
-
Fortress of Fealty
Land
Fortress of Fealty enters the battlefield tapped.
: Add
to your mana pool


,
, Sacrifice Fortress of Fealty: Create three 1/1 white Soldier creature tokens. Activate this ability only when you could cast a sorcery.
221/239
-
Great Mead-Hall
Land
: Add
to your mana pool
,
: Untap target creature that has an activated ability with
in its cost.
In times of peace or of war, all visitors to the great hall can find rest.
222/239
-
Hindarsfel Wildwood
Land
Hindarsfel Wildwood enters the battlefield tapped.
When Hindarsfel Wildwood enters the battlefield, add
to your mana pool.
: Add
or
to your mana pool.
223/239
-
Hoarding Cavern
Land
: Add
to your mana pool.
, Sacrifice three artifacts: Create a 5/5 red Dragon creature token with flying.
224/239
-
Hraunhallow Wastes
Land
Hraunhallow Wastes enters the battlefield tapped.
When Hraunhallow Wastes enters the battlefield, add
to your mana pool.
: Add
or
to your mana pool.
225/239
-
Lair of Lightning
Land
Lair of Lightning enters the battlefield tapped.
: Add
to your mana pool.


,
, Sacrifice Lair of Lightning: Create two 3/1 red Elemental creature tokens. Activate this ability only when you could cast a sorcery.
226/239
-
Sanctum of Sky
Land
Sanctum of Sky enters the battlefield tapped.
: Add
to your mana pool.


,
, Sacrifice Sanctum of Sky: Create two 1/1 blue Bird creature tokens with flying. Activate this ability only when you could cast a sorcery.
227/239
-
Skuldheim Abyss
Land
Skuldheim Abyss enters the battlefield tapped.
When Skuldheim Abyss enters the battlefield, add
to your mana pool.
: Add
or
to your mana pool.
228/239
-
Utgar Valley
Land
Utgar Valley enters the battlefield tapped.
When Utgar Valley enters the battlefield, add
to your mana pool.
: Add
or
to your mana pool.
229/239
-
Plains
Basic Land — Plains
230/239
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Plains
Basic Land — Plains
231/239
-
Island
Basic Land — Island
232/239
-
Island
Basic Land — Island
233/239
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Swamp
Basic Land — Swamp
234/239
-
Swamp
Basic Land — Swamp
235/239
-
Mountain
Basic Land — Mountain
236/239
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Mountain
Basic Land — Mountain
237/239
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Forest
Basic Land — Forest
238/239
-
Forest
Basic Land — Forest
239/239