Spires of Arcadia

By RagnarorSAATesting

Spires of Arcadia card list (265 cards)

  1. Nameless Ones{6}

    Creature Enchantment — Avatar

    Mystify {2} (If you cast this card for its mystify cost, it isn’t a creature.)

    Vigilance

    When Nameless Ones enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.

    5/5

    #1 · common · Art by by vexim

  2. Arcadian Blademaster{1}{W}

    Creature — Human Samurai

    Lifelink

    Whenever an enchantment you control enters or attacks, up to one target creature gets +1/+0 until end of turn.

    1/3

    #2 · common · Art by kibrn deviantart

  3. Arcadian Scholar{W}

    Creature — Human

    {1}, Sacrifice Arcadian Scholar: Exile target nonland permanent. Return it to the battlefield under its owner’s control at the beginning of the next end step.

    The study of the skyrealm is a dangerous pastime; many have sought out the rifts, only to find themselves trapped on the wrong side of a gateway.

    1/1

    #3 · common · Art by Daniel Romanovsky

  4. Blessing of the Skyrealm{2}{W}

    Enchantment — Aura

    Commune (As this enters, tap any number of untapped creatures you control.)

    Enchant creature

    Enchanted creature has flying and ward {2}.

    When Blessing of the Skyrealm enters, put a +1/+1 counter on enchanted creature for each creature that communed with Blessing of the Skyrealm.

    #4 · common · Art by Nick Barker

  5. Bring to Justice{1}{W}

    Instant

    Destroy target attacking creature.

    “With Altimus leading his crusade against the Skyrealm, it now falls to me to protect this great city.”

    — Erion, Regent of Arcadia

    #5 · common · Art by Alexander Mokhov

  6. Celestial Ancient{5}{W}{W}

    Creature Enchantment — Spirit Avatar

    Flying, vigilance

    Whenever Celestial Ancient enters or attacks, you may return target enchantment card from your graveyard to the battlefield.

    This being is proof of another realm beyond the clouds. Such perfection cannot possibly exist in our world.

    6/6

    #6 · rare · Art by Vera VelichkoPRO

  7. Dawn-cloaked Magister{1}{W}

    Creature — Human Cleric

    Dawn-cloaked Magister gets +1/+0 for each enchantment you control.

    Enchantments you control have ward {2}.

    After Luxia’s betrayal, Lienne took up her mantle atop the Sunspire; the last archangel to guide the people of this great capital.

    0/4

    #7 · uncommon · Art by Ekaterina Burmak

  8. Dazzling Cloudmare{2}{W}

    Creature Enchantment — Pegasus

    Mystify {W} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying

    Whenever Dazzling Cloudmare or another creature or enchantment you control enters, you gain 1 life.

    It was the cloudmares that first gave Altimus his ambition to conquer the sky.

    2/3

    #8 · common · Art by by abstract dreamer

  9. Dispel the Darkness{2}{W}

    Instant

    Exile target artifact, enchantment or creature with mana value 1 or less. Shuffle up to four target cards from a player’s graveyard and/or from exile into its owner’s library.

    #9 · common · Art by Benjamin Ee

  10. District Captain{1}{W}

    Creature — Human Soldier

    Double strike

    Whenever an enchantment you control enters or attacks, District Captain gets +1/+1 until end of turn.

    Under Erion’s leadership, we can finally achieve true peace.

    1/1

    #10 · uncommon · Art by wesley burt

  11. Divine Renewal{1}{W}

    Enchantment

    Whenever creature card or a card with mystify enters your graveyard from the battlefield, you may sacrifice Divine Renewal. If you do, return that card from your graveyard to the battlefield.

    We fight knowing that Lienne watches over us all; no souls are lost under her vigil.

    #11 · uncommon · Art by OmeN2501

  12. Lance of Light{4}{W}

    Instant

    Exile target nonland permanent. If that permanent had mana value 4 or greater, you gain 3 life.

    A weapon to pierce the night and dispel the darkness.

    #12 · common · Art by Gianluca Rolli

  13. Might of Arcadia{4}{W}{W}

    Enchantment Creature — Soldier

    Mystify {2}{W}{W} (If you cast this card for its mystify cost, it isn’t a creature.)

    Vigilance

    Other creatures you control get +1/+1.

    Whenever Might of Arcadia becomes tapped, create a 1/1 white Soldier creature token.

    4/6

    #13 · uncommon · Art by Christian Lorenz Scheurer

  14. Peerless Adventurer{2}{W}{W}

    Creature — Human Cleric

    Commune (As this enters, tap any number of untapped creatures you control.)

    When Peerless Adventurer enters, exile up to one target creature, enchantment or artifact with mana value X or less where X is the number of creatures that communed with Peerless Adventurer.

    3/3

    #14 · uncommon · Art by AnastasiaSalmina

  15. Pride Guardian{3}{W}

    Creature — Cat

    Lifelink

    Whenever Pride Guardian becomes tapped, create a 1/1 white Cat creature token with lifelink.

    1/5

    #15 · common · Art by Fesbra

  16. Radiant Entourage{1}{W}{W}

    Enchantment

    At the beginning of your upkeep, create a 1/1 white Soldier creature token. Then if you control three or more creatures, draw a card.

    Tap five untapped creatures you control: Create a 4/4 white Angel creature token with flying and vigilance. Activate only as a sorcery.

    “With every passing day, our forces grow larger. Soon we will even rival the might of Arcadia.”

    — Sylvane

    #16 · mythic · Art by Xermanico

  17. Realm Shift{1}{W}

    Instant

    Exile target nonland permanent, then return it to the battlefield under its owner’s control.

    After the first split in the air was discovered, hundreds of scholars poured deep into their research, seeking to be the first to unearth the answers to this mystery.

    #17 · common · Art by Lordigan

  18. Ride to Victory{X}{W}{W}

    Instant

    Create X 1/1 white Soldier creature tokens.

    Percival Dawnflame was the greatest general the Sunspire had ever known; his disappearance three years ago left a gaping hole in its hierarchy.

    #18 · uncommon · Art by Nele Diel

  19. Riftcrown Paladin{3}{W}

    Enchantment Creature — Spirit Knight

    Mystify {1}{W} (If you cast this card for its mystify cost, it isn’t a creature.)

    First strike

    When Riftcrown Paladin enters, look at target opponent's hand and exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast.

    3/3

    #19 · common · Art by Billy Christian(via artofmisc)

  20. Roaming Skyhawk{1}{W}

    Creature — Bird

    Flying, vigilance

    When Roaming Skyhawk enters, create a 1/1 white Soldier creature token.

    “The sky holds many secrets. I will know them all soon enough...”

    — Altimus, Sovereign of Spires.

    1/1

    #20 · common · Art by Flint Chen mamaru

  21. Silent Overseer{2}{W}

    Enchantment Creature — Saga Avatar

    I — Return another target permanent you control to its owner’s hand.

    II — Creatures you control enter the battlefield with an additional +1/+1 counter on them this turn.

    III — Proliferate.

    Creature —

    Flying

    3/4

    #21 · common · Art by PeteMohrbacher

  22. Skyforged Citadel{2}{W}

    Enchantment

    Whenever another enchantment enters under your control for the first time each turn, draw a card.

    As long as you control three or more enchantments, at the beginning your end step, exile target nonland permanent you control, then return it to the battlefield under its owner’s control.

    Once the heart of Luxia’s divine power; now the symbol of the capital’s oppression.

    #22 · rare · Art by Sam burley

  23. Skyrealm Aspirant{1}{W}

    Creature Enchantment — Avatar

    Commune (As this enters, tap any number of untapped creatures you control.)

    As Skyrealm Aspirant enters, choose X counters from among flying, first strike, lifelink, vigilance or +1/+1 and put them on it where X is the number of creatures that communed with it.

    It descended from the sky like a falling star; out of the ashes came a creature, fully formed and beautiful to behold.

    2/2

    #23 · common · Art by clockbirds deviantart

  24. Skyrealm Sovereign{2}{W}{W}

    Enchantment Creature — Saga Avatar

    I — Exile each creature with mana value 3 or less.

    II,III — Until your next turn, players may cast spells they own exiled by Skyrealm Sovereign. Your opponents must pay an additional {1} to cast spells this way.

    IV — Create a 1/1 white Avatar enchantment creature token. Put +1/+1 counters on it for each card still exiled by Skyrealm Sovereign.

    Creature —

    Flying

    4/4

    #24 · rare · Art by PeteMohrbacher

  25. Spire Garrison{1}{W}{W}

    Enchantment Creature — Soldier

    Mystify {2}{W} (If you cast this card for its mystify cost, it isn’t a creature.)

    Ward {1}

    When Spire Garrison enters, exile up to one other target nonland permanent until Spire Garrison leaves the battlefield.

    3/3

    #25 · uncommon · Art by campbellwhite

  26. Sun-Crowned Predator{5}{W}

    Creature — Griffin

    Flying

    When Sun-Crowned Predator enters, tap each creature your opponents control without flying.

    Nothing ventures into the open when a mountain griffin is on the prowl.

    5/4

    #26 · uncommon · Art by Allison Theus

  27. Sunspire Paladin{W}{W}

    Creature — Human Knight

    Commune (As this enters, tap any number of untapped creatures you control.)

    Double strike

    When Sunspire Paladin enters, create a 1/1 white Soldier creature token for each creature that communed with it.

    The knights of the Sunspire instill great loyalty in their subjects, though many secretly harbor support for Luxia and her renegades.

    2/2

    #27 · rare · Art by Sam Burley

  28. Sunspire Stalwart{4}{W}

    Enchantment Creature — Giant Soldier

    Mystify {2}{W} (If you cast this card for its mystify cost, it isn’t a creature.)

    Vigilance

    Whenever you attack, put a +1/+1 counter on target attacking creature.

    4/4

    #28 · common · Art by Director-16 on DeviantArt

  29. To the Harvest{W}

    Enchantment

    When To the Harvest enters, exile target creature. It’s controller may search their library for a basic land card, reveal it, then put it onto the battlefield tapped. They shuffle after.

    “I was once an acolyte of the Soulspire. Despite all that has happened, I will not forsake my duty."

    — Merida, Arcadian outcast.

    #29 · uncommon · Art by kimsokol

  30. Voice of Liberty{3}{W}{W}

    Enchantment Creature — Angel

    Mystify {W} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying

    Your opponents can’t cast spells during your turn.

    Whenever Voice of Liberty attacks, other creatures you control get +1/+1 and gain flying until end of turn.

    4/5

    #30 · rare · Art by Billy ChristianPRO

  31. Whispers of the Air{2}{W}

    Enchantment

    When Whispers of the Air enters or leaves the battlefield, create a 2/2 white and blue Spirit Avatar enchantment creature token with flying.

    {5}{W}, Sacrifice Whispers of the Air: You gain 3 life.

    #31 · common · Art by Nambroth

  32. Beguile{1}{U}

    Instant

    Put target attacking or blocking creature on top of its owner’s library.

    If a duskmage has you marked, any fleeting thought can be fatal.

    #32 · uncommon · Art by mattforsyth

  33. Blissful Reverie{2}{U}

    Instant

    Extract 2, then counter target spell unless its controller pays {X} where X is equal to the number of cards that player owns in exile. (Exile the top two cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    #33 · uncommon · Art by Lois van Baarle

  34. Chains of Judgement{1}{U}

    Enchantment — Aura

    Enchant nonland permanent

    Enchanted permanent is an enchantment instead of its other types and has, “At the beginning of your upkeep, exile the top card of your library.”

    “Examples must be made of those who would seek to disrupt our order.”

    — Altimus

    #34 · common · Art by Tucker Cullinan

  35. Cloud Seer{2}{U}

    Enchantment Creature — Saga Avatar

    I — Scry 3.

    II — Reveal the top card of your library. If its an instant, sorcery or enchantment card, put it into your hand.

    III — Put a flying counter on up to one target creature.

    Creature —

    Flying

    3/3

    #35 · common · Art by PeteMohrbacher

  36. Cloudspire Ascendant{4}{U}

    Enchantment Creature — Avatar

    Mystify {1}{U} (If you cast this card for its mystify cost, it isn’t a creature.)

    At the beginning of combat on your turn, up to one target creature gains flying until end of turn.

    Altimus left traces of his consciousness in these beings; through the preservation of his mind, he hoped to achieve immortality.

    4/4

    #36 · common · Art by albino-Z

  37. Deep-Sea Watcher{1}{U}

    Creature — Merfolk Nightmare

    Whenever Deep-Sea Watcher or another Nightmare enters under your control, exile the top card of target player’s library.

    It’s best not to think of what horrors lurk in the deep places of the world.

    1/3

    #37 · common · Art by ANicB

  38. Devourer of Dreams{7}{U}

    Creature — Leviathan Nightmare

    As an additional cost to cast Devourer of Dreams, you may put any number of cards an opponent owns from exile into that player’s graveyard. Devourer of Dreams costs {1} less to cast for each card returned this way.

    Flying

    Ward—Exile a card from your hand.

    6/6

    #38 · uncommon · Art by Winterkeep

  39. Dream{3}{U}

    Instant

    Put target creature, artifact or enchantment on top of its owner’s library.

    //

    Delusion

    {1}{B}

    Instant

    Extract 2. (Exile the top two cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    #39 · uncommon · Art by Cécile Carre RunecasterStudio

  40. Dream Cage{2}{U}{U}

    Enchantment

    When Dream Cage enters, tap each creature your opponents control.

    Creatures your opponents control have, “As an additional cost to untap this creature, exile the top card of your library.”

    In extreme cases, duskmages trap their victims in a deep sleep until every happy thought and loving memory is extinguished.

    #40 · uncommon · Art by Arcanedist

  41. Duskrider Faerie{1}{U}

    Creature — Faerie Nightmare

    Flying

    Whenever Duskrider Faerie deals combat damage to a player, extract 1. (Exile the top one card of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    1/2

    #41 · common · Art by Irina Nordsol Kuzmina

  42. Elemental Binding{U}

    Enchantment — Aura

    Flash

    Enchant creature

    Enchanted creature gets -4/-0, loses flying and can’t have or gain flying.

    “You are a bit too loud and hot-headed for my liking. This ought to cool you off.”

    — Lyssa, Cloudspire Tidemage

    #42 · common · Art by Joseph Meehan

  43. Flayer of Sanity{3}{U}{U}

    Creature — Leviathan Nightmare

    Once during each of your turns, you may cast a noncreature card an opponent owns in exile and mana of any type may be spent to cast that spell.

    Return two cards an opponent owns in exile to that player’s graveyard: Flayer of Sanity gains hexproof until end of turn. Tap it.

    4/7

    #43 · rare · Art by François Baranger

  44. Flood of Delirium{4}{U}{U}

    Instant

    Return all nonland permanents to their owner’s hands, then extract X where X is equal to the number of permanents returned this way. (Exile the top X cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    #44 · rare · Art by LeewiART by GBrush

  45. Forbidden Knowledge{3}{U}

    Sorcery

    Extract 2, then scry 2 and draw two cards. (Exile the top two cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    Salazar wishes to use his alliance with the capital to gain access to the Cloudspire, the source of all knowledge in Arcadia.

    #45 · common · Art by Antonio Gc twitter

  46. Horrifying Resurgence{5}{U}

    Instant

    Choose 1 or both —

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

    • Put target enchantment on top of its owner’s library.

    Ship never arrived at its destination. All crew missing. Cause unknown. Whereabouts unknown.

    — Harbor log, entry 21.

    #46 · common · Art by amcb_toraidhe

  47. Iridescent Cloud Skimmer{2}{U}

    Enchantment Creature — Avatar

    Mystify {U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying, vigilance

    {T}: Add {U}. Spend this mana only to cast instant, sorcery or enchantment spells.

    2/3

    #47 · uncommon · Art by Elbardo

  48. It that Rises from Beneath{4}{U}{U}{U}

    Enchantment Creature — Saga Avatar Nightmare

    I,II,III,IV — Exile up to one target card from an opponent’s graveyard. Draw a card.

    V — For each opponent, you may cast a noncreature spell that player owns in exile without paying its mana cost.

    Creature —

    Whenever an opponent casts a spell, counter it, then put a lore counter on this Saga.

    7/7

    #48 · rare · Art by pixiv 丘

  49. Law{2}{U}

    Instant

    Draw two cards.

    //

    Order

    {1}{W}

    Instant

    You gain life equal to the number of cards in your hand.

    #49 · uncommon · Art by hvkreiter algenpfleger

  50. Magister of Intellect{4}{U}{U}

    Enchantment Creature — Sphinx

    Mystify {2}{U}{U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying

    Ward—Put a card from your hand on top of your library.

    Whenever a creature you control deals combat damage to a player, draw a card.

    5/6

    #50 · rare · Art by Nino Vecia

  51. Memory Feast{U}

    Sorcery

    Each opponent exiles the top card of their library. As long as you control a Nightmare, those players exile the top X cards of their library instead where X is equal to the greatest power among Nightmares you control.

    Draw a card.

    Gloomreapers take many forms, usually appearing to people in the shape of their deepest fears.

    #51 · common · Art by Julie Dillon

  52. Memory Lapse{1}{U}

    Instant

    Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into that player’s graveyard.

    A single fleeting thought can lead you down a path of endless reveries as the duskmages harvest your memories.

    #52 · common · Art by EvaKosmos

  53. Mesmerising Runes{2}{U}

    Instant

    Exile target creature or enchantment, then return it to the battlefield tapped under its owner’s control. If an enchantment was targeted this way, draw a card.

    Many of us forget the joy and wonder to be found in magic.

    #53 · common · Art by Efflam Mercier

  54. Shroud in Shadows{1}{U}

    Instant

    Counter target spell unless its controller pays {2}. If that spell is countered in this way, exile instead of putting it into its owner’s graveyard.

    Fear is the great leveler. Kings, generals, strategists. No matter who you are, all fall in the face of terror.

    #54 · common · Art by Adzerak

  55. Sky Runes{1}{U}

    Enchantment

    Flash

    When Sky Runes enters or leaves the battlefield, draw a card.

    {2}{U}, Sacrifice Sky Runes: Scry 2.

    Altimus saw the Cloudspire as the key to unlocking the Sky-realm.

    #55 · common · Art by Linum7

  56. Sleepless Adjudicator{4}{U}

    Creature — Nightmare

    Flying

    Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

    Other Nightmares you control have ward {2}.

    The dark dreams spread through the city like wildfire, spurred on by an unknown force.

    3/4

    #56 · uncommon · Art by Rogier van de Beek

  57. Starseeker{5}{U}

    Enchantment Creature — Avatar

    Mystify {U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying

    Whenever two or more creatures you control with flying attack or block, draw a card.

    4/4

    #57 · common · Art by Kalamu

  58. Tyrant’s Ambition{3}{U}{U}

    Enchantment

    Whenever Tyrant’s Ambition or another nontoken enchantment you control enters or attacks, create a 2/2 white and blue Spirit Avatar enchantment creature token with flying.

    At the beginning of your upkeep, as long as you control ten or more permanents with flying, you win the game.

    #58 · rare · Art by noahbradley

  59. Tyrant’s Ascendancy{1}{U}{U}

    Enchantment

    You may look at the top card of your library at any time.

    You may play lands and cast enchantment spells and permanent spells with flying from the top of your library.

    As long as you control five or more permanents with flying, you may cast spells without paying their mana costs.

    #59 · mythic · Art by adam-burke

  60. Tyrant’s Decree{2}{U}{U}

    Enchantment — Aura

    Enchant permanent with flying

    You control enchanted permanent.

    “The Skyrealm will be mine. Any who seek to oppose my will shall submit or perish.”

    — Altimus

    #60 · uncommon · Art by Jose Brand

  61. Wandering Tidemage{3}{U}

    Creature — Human Wizard

    When Wandering Tidemage enters, return another target creature or enchantment to its owner’s hand. If a permanent you control was targeted this way, draw a card.

    3/2

    #61 · common · Art by GladinPics

  62. Watchful Sentry{2}{U}

    Creature — Elemental Soldier

    Vigilance

    Whenever an enchantment you control enters or attacks, you may tap target creature an opponent controls. If that creature is already tapped, put a stun counter on it.

    2/3

    #62 · common · Art by nikolay-moskvi

  63. Awaken the Ashes{2}{B}

    Sorcery

    Choose 1 —

    • Return target creature card with power 2 or less from your graveyard to the battlefield.

    • Create two 1/1 black and red Elemental creature tokens with haste.

    #63 · common · Art by Nele-Diel

  64. Awakened Nightmare{3}{B}

    Creature — Horse Nightmare

    Awakened Nightmare gets +1/+1 for each nonland card your opponents own in exile and in their graveyards.

    Its thundering hooves drown out the hopes and dreams of the innocent.

    0/0

    #64 · common · Art by Rainer Petter

  65. Calamity Veteran{B}

    Creature — Skeleton Warrior

    Calamity Veteran can’t block.

    {1}{B}: Return Calamity Veteran from your graveyard to the battlefield. Activate this ability only if a non-Skeleton creature died this turn.

    2/1

    #65 · uncommon · Art by conor burke

  66. Combust{1}{B}

    Sorcery

    Each player sacrifices a creature.

    //

    Create

    {R}

    Sorcery

    Create a 1/1 red and black Elemental creature token with haste.

    #66 · uncommon · Art by Dekades8 Harkale Linai

  67. Deepwood Creeper{2}{B}

    Creature — Elemental Horror

    Volatile 1 (When this creature dies, it deals 1 damage to any target.)

    If a creature an opponent controls would die, exile it instead.

    There is something rotten in the heart of the Deepwood, its corruption seeping into the ground like poison.

    3/3

    #67 · uncommon · Art by Liiga Smilshkalne

  68. Demonflame{B}{B}

    Instant

    Destroy target creature an opponent controls. If a token was targeted this way, destroy each creature that player controls with the same name as that creature.

    “All bonds of fellowship are soon reduced to ash.”

    — Ignis.

    #68 · uncommon · Art by Chris Cold

  69. Drifting Shadow{3}{B}

    Creature — Dragon Shade

    Flying, lifelink

    Sacrifice a creature: Drifting Shadow gets +2/+2 until end of turn.

    “Strange that these ephemeral spirits manage to cling to life, when the rest of my kind are bound to death.”

    — Acheron, the first cinder.

    2/2

    #69 · uncommon · Art by Unknown

  70. Ephaltes, Sundering Night{7}{B}{B}{B}

    Legendary Creature — Nightmare

    Ephaltes costs {1} less to cast for each nonland card your opponents own in exile.

    Menace

    At the beginning of each opponent’s upkeep, that player exiles cards from the top of their library equal to the number of cards that player owns in exile.

    Exile the top ten cards of your library: Shuffle Ephaltes from your graveyard into its owner’s library.

    7/7

    #70 · mythic · Art by Alena Aenami

  71. Fated End{2}{B}{B}

    Instant

    Exile target creature or enchantment. If an enchantment was exiled this way, you lose 2 life.

    The nightmares stalk you slowly, inexorably. Sleep will come eventually and they are patient.

    #71 · common · Art by Benjamin Ee

  72. Fog of the Damned{1}{B}{B}{B}

    Enchantment

    At the beginning of your end step, put a Decay counter on Fog of the Damned. Then if there are no creatures on the battlefield, sacrifice Fog of the Damned and extract 4. (Exile the top four cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    Creatures get -1/-1 for each Decay counter on Fog of the Damned.

    #72 · rare · Art by Sandeep Karunakaran

  73. From the Depths{2}{B}{B}

    Sorcery

    Return target creature card an opponent owns in exile or in their graveyard to the battlefield under your control. That creature is a black Nightmare in addition to its other colors and types.

    The mind is a fantastic weapon, capable of conjuring the most terrible of things.

    #73 · uncommon · Art by wallpapercraze

  74. Guardian of the Waking Gates{5}{B}

    Creature — Angel Nightmare

    Flying, lifelink

    Other Nightmares you control have lifelink.

    To sleep: perchance to dream: ay, there’s the rub; For in that sleep of death what dreams may come.”

    — William Shakespeare, Hamlet

    4/3

    #74 · uncommon · Art by Benjamin Ee Benjamin Ee

  75. Heartless Cinder{1}{B}{B}

    Creature — Elemental Assassin

    First strike, deathtouch

    Whenever one or more creatures deal damage to an opponent, their controller draws a card and loses 1 life.

    When forged through destruction, there can only be one outcome...

    2/2

    #75 · rare · Art by Raymond Swanland

  76. Horrifying Delusion{2}{B}

    Instant

    Extract 2, then target creature gets -X/-X until end of turn where X is equal to the number of cards that creature’s controller owns in exile. (Exile the top two cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    #76 · uncommon · Art by Memed

  77. It that Stalks from Above{3}{B}{B}

    Enchantment Creature — Saga Avatar Nightmare

    I — Exile up to one target creature.

    II — Each opponent exiles a card from their hand unless they exile the top three cards of their library.

    III — You may cast a spell an opponent owns in exile. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.

    Creature —

    Lifelink

    5/5

    #77 · rare · Art by Vulpes-Ibculta

  78. Magma Cinder{3}{B}

    Creature — Elemental

    Volatile 2 (When this creature dies, it deals 2 damage to any target.)

    Whenever an enchantment enters or attacks, its controller loses 1 life.

    Cinders born from the magma of Mount Arda are the most potent of their kind, though it has remained dormant for many years.

    4/3

    #78 · common · Art by Raymond Swanland

  79. Mantle of Night{B}

    Instant

    Target creature gets +2/+0 and gains indestructible until end of turn. As long as you control a Nightmare, draw a card.

    #79 · common · Art by JohnCHChiu

  80. Mist Ripper{2}{B}

    Creature — Elemental Assassin

    Volatile 1 (When this creature dies, it deals 1 damage to any target.)

    Whenever Mist Ripper blocks or becomes blocked by a creature, that creature gets -1/-1 until end of turn.

    The cinders were not born with violence in their hearts. That they gained during their short stay on this world.

    3/1

    #80 · common · Art by Houssame Khairane

  81. Moltenheart Cinder{1}{B}

    Creature — Elemental

    When Moltenheart Cinder dies, create two 1/1 black and red Elemental creature tokens with haste.

    “More cinders are needed. More ash. Only through the destruction of their world can we live on.”

    — Acheron, the first cinder.

    2/1

    #81 · common · Art by Tiziana Frederica Ruiu

  82. Night Terrors{X}{B}

    Sorcery

    Extract X, then you gain life equal to the greatest power among Nightmares you control. (Exile the top X cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    #82 · common · Art by Jasinai

  83. Otherworldly Touch{5}{B}

    Sorcery

    Extract 1, then target opponent loses life equal to the greatest power among Nightmares you control. (Exile the top one card of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    To a child, whose mind is rife with imagination, the touch of a gloomreaper is deadly.

    #83 · common · Art by devonbbeck art

  84. Ravenous Demonlord{2}{B}{B}

    Creature — Demon

    Flying, trample

    Volatile 3 (When this creature dies, it deals 3 damage to any target.)

    When Ravenous Demonlord enters, sacrifice another creature. If you can’t, exile Ravenous Demonlord.

    5/4

    #84 · rare · Art by feiye1986

  85. Salazar’s Masterstroke{3}{B}{B}

    Sorcery

    Creatures get -3/-3 until end of turn. If a creature you control died this way, exile all creature cards in your opponents’ graveyards that were put there from the battlefield this turn.

    Not even the High Throne is safe from his clutches.

    #85 · uncommon · Art by temmaru

  86. Scion of Adrammalech{2}{B}

    Creature — Zombie Warlock

    Menace

    When Scion of Adrammalech enters, each opponent sacrifices an enchantment. If they can’t, they lose 2 life and you gain 2 life.

    The lich king often sends his most able envoys to the outer reaches of the Deepwood, testing its resilience against his corruption.

    3/2

    #86 · common · Art by Jason Nguyen

  87. Silent Stalker{4}{B}

    Creature — Nightmare

    Flying

    Whenever Silent Stalker attacks, it gets +X/+0 until end of turn where X is equal to the greatest power among other Nightmares you control.

    It glides through the night, hunting for fear and despair to feed on.

    1/4

    #87 · common · Art by Artem Demura

  88. Soul Siphon{B}

    Sorcery

    As an additional cost to cast Soul Siphon, you may sacrifice a creature.

    Soul Siphon deals 2 damage to target creature and you gain 2 life. If you sacrificed a creature, instead destroy target creature and you gain 2 life.

    The lich king is always eager to collect new corpses for his undead entourage.

    #88 · common · Art by JoshCalloway

  89. Sower of Despair{5}{B}{B}

    Creature — Nightmare

    At the beginning of each opponent’s upkeep, that player exiles a creature they control.

    At the beginning of your upkeep, return a creature card a player owns in exile to the battlefield under your control.

    Salazar pays regular visits to the prisons; it is there that the darkest, most disturbed minds can be found.

    5/4

    #89 · rare · Art by u/D4rkRaven

  90. Stalking Phantom{1}{B}

    Creature — Nightmare

    When Stalking Phantom enters, each opponent exiles a card from their hand.

    {2}{B}, Exile Stalking Phantom from your graveyard: Extract 1. Activate only as a sorcery. (Exile the top one card of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    1/1

    #90 · common · Art by hag by ITM-FFF

  91. Tide of Darkness{2}{B}

    Enchantment

    Whenever a nontoken creature you control dies, extract 1. (Exile the top one card of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    #91 · uncommon · Art by Igor Sid

  92. Unhallowed Litany{2}{B}

    Instant

    As an additional cost to cast Unhallowed Litany, you may sacrifice a creature.

    You draw two cards and lose 2 life. If you sacrificed a creature, instead you scry 2, draw two cards and each opponent loses 2 life.

    #92 · common · Art by Bagriel Gray

  93. Watchful Apparition{1}{B}

    Creature — Bird Nightmare

    Flying

    Whenever Watchful Apparition or another Nightmare enters under your control, each opponent loses 1 life and you gain 1 life.

    Its endless visits can cause even the most stout of mind to doubt their senses.

    1/1

    #93 · common · Art by Rainbowboa

  94. Ashes of the Fallen{R}

    Instant

    As an additional cost to cast Ashes of the Fallen, you may sacrifice a creature.

    Ashes of the Fallen deals 2 damage to any target. Ashes of the Fallen deals 3 damage to that target instead if you sacrificed a creature.

    #94 · uncommon · Art by adam burke

  95. Brimstone Elemental{3}{R}

    Creature — Elemental

    Haste

    When Brimstone Elemental enters, create a 1/1 red and black Elemental creature token with haste.

    No thought but destruction. No feeling but rage.

    3/3

    #95 · common · Art by Grosnez -

  96. Caged Apocalypse{4}{R}{R}

    Creature — Elemental

    Flying

    Volatile 5 (When this creature dies, it deals 5 damage to any target.)

    On occasion, fragments of the Calamity slip through cracks in the gates of Abbadon, causing havoc wherever they come to rest.

    5/1

    #96 · uncommon · Art by Ilya BodaykinPRO

  97. Calamity Wurm{4}{R}

    Creature — Elemental Wurm

    Rampage 2

    Whenever Calamity Wurm attacks, it deals damage to each opponent equal to the number of counters on it.

    4/4

    #97 · common · Art by Alexandra Roslik

  98. Cataclysmic Vengeance{2}{R}{R}

    Instant

    As an additional cost to cast Cataclysmic Vengeance, sacrifice a creature.

    The sacrificed creature deals damage equal to its power to each creature.

    In a surge of fire and fury, her vengeance was complete.

    #98 · rare · Art by ironboundtome.wordpress

  99. Emberspire Elite{1}{R}

    Creature — Human Warrior

    Whenever you attack with one or more other creatures, as long as one of them has power 4 or greater, put a +1/+1 counter on Emberspire Elite.

    Not all were put off by the dragons circling the Emberspire. Some viewed it as a challenge.

    2/2

    #99 · common · Art by Kimonas

  100. Essence of the Calamity{2}{R}

    Enchantment — Aura

    Enchant creature

    Enchanted creature gets +2/+0 and has menace and volatile 2. (When this creature dies, it deals 2 damage to any target.)

    To become a part of him, even for a short moment, is a great honor.

    #100 · common · Art by Kekai Kotaki

  101. Fiendfire{1}{R}{R}

    Creature — Elemental Beast

    At the beginning of your upkeep, Fiendfire deals 2 damage to each player who controls an enchantment unless they sacrifice an enchantment.

    One spark is all it takes to reduce a town to ash.

    4/3

    #101 · uncommon · Art by Besar13

  102. Flames of Abbadon{1}{R}

    Sorcery

    As an additional cost to cast Flames of Abbadon, you may sacrifice a creature.

    Exile the top two cards of your library. You may play those cards this turn. If you sacrificed a creature, add {R}{R}.

    Seeking knowledge through pyromancy is a dangerous journey.

    #102 · common · Art by Willow the fangirl

  103. Fleetfoot Raptor{1}{R}

    Creature — Dinosaur

    Fleetfoot Raptor enters the battlefield with your choice of a haste counter or a first strike counter on it.

    “Blazing speed and deadly precision; these are just some of the qualities we need to bring down the might of Arcadia.”

    — Percival Dawnflame.

    2/2

    #103 · common · Art by brenthollowellart

  104. Frenzy Blades{R}

    Instant

    Target creature gains first strike, haste or trample until end of turn. Put a +1/+1 counter on that creature.

    In ages past, Luxia’s predecessors attempted to storm Arcadia, but every time the spires stood firm.

    #104 · common · Art by cobaltplasma

  105. Inferno Elemental{R}{R}

    Creature — Elemental Warrior

    First strike, trample

    If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

    2/2

    #105 · rare · Art by h1fey

  106. Magmatic Awakening{1}{R}

    Sorcery

    As an additional cost to cast Magmatic Awakening, you may sacrifice a creature.

    Create two 1/1 black and red Elemental creature tokens with haste. If you sacrificed a creature, create three of those tokens instead.

    #106 · common · Art by Alexander Mokhov

  107. Pathbreaker Behemoth{3}{R}

    Creature — Elemental Beast

    Creatures you control with counters on them can’t be blocked by creatures with power 2 or less.

    Many ciders embraced their more primal roots, choosing to live among the mountains of Arda, rather than in the furnaces beneath them.

    4/4

    #107 · uncommon · Art by Vaejoun

  108. Rampaging Gargantua{5}{R}

    Creature — Giant

    Volatile 3 (When this creature dies, it deals 3 damage to any target.)

    Rampaging Gargantua attacks each turn if able.

    Even Ignis struggles to keep the largest cinders in their positions beneath Mount Arda.

    6/4

    #108 · common · Art by Choi tae hyun

  109. Realm Split{4}{R}

    Sorcery

    Realm Split deals 6 damage to target creature. If that creature’s controller controls an enchantment, they may sacrifice it. If they don't, Realm Split deals 3 damage to them.

    “These beings of the Skyrealm are revered as Gods. Let’s see how they burn.”

    — Ignis.

    #109 · common · Art by Liiga Smilshkalne

  110. Realmbreaker Titan{3}{R}{R}{R}

    Enchantment Creature — Saga Giant

    I — All lands phase out. They can’t phase in for as long as you control Realmbreaker Titan. (Treat them and anything attached to them as though they don’t exist until its controller’s next turn.)

    II — Add {R}{R}{R}{R}.

    III — Each player discards their hand, then draws four cards.

    Creature —

    Trample, reach

    6/6

    #110 · rare · Art by flaviobolla

  111. Rite of Rebirth{2}{R}{R}

    Instant

    Return to the battlefield all creature cards in your graveyard that were put there from the battlefield this turn.

    If Rite of Rebirth was cast during your main phase, after this phase, there’s an additional combat phase followed by an additional main phase. Creatures you control gain haste until end of turn.

    #111 · rare · Art by chevsy

  112. Roiling Earth{1}{R}

    Sorcery

    Roiling Earth deals 2 damage to each creature your opponents control without flying. Permanents without flying can’t block this turn.

    The ground shuddered and cracked and the decisive assault became a massacre.

    #112 · uncommon · Art by Wildweasel339

  113. Scourge of the Emberspire{2}{R}{R}{R}

    Creature — Nightmare Dragon

    Flying

    Creatures you control have volatile X where X is equal to their power. (When a creature you control dies, it deals X damage to any target.)

    Its victims wake to realise the destruction and death they wrought in their dreams were very much real.

    4/3

    #113 · mythic · Art by Nicole Bueckert

  114. Searing Bonfire{1}{R}

    Instant

    Searing Bonfire deals 3 damage to target creature or planeswalker. If that permanent would enter a graveyard this turn, exile it instead.

    The pathways to Mt Ardra are fiercely protected, with neither grace nor subtlety.

    #114 · common · Art by Dekades8

  115. Shatterscar Dragon{3}{R}{R}

    Creature — Dragon

    Flying

    Rampage 1 (This creature enters with a +1/+1 counter on it if a creature attacked this turn.)

    Whenever Shatterscar Dragon attacks, target creature an opponent controls can’t block this turn.

    3/3

    #115 · uncommon · Art by dangercook

  116. Skyforged Cinder{R}

    Creature — Elemental

    Haste

    {R}, Sacrifice a creature: Skyforged Cinder gets +2/+0 until end of turn. If the sacrificed creature was a token, Skyforged Cinder gains flying until end of turn.

    Through the ashes of the fallen, we shall rise to glory!

    1/2

    #116 · uncommon · Art by daarken

  117. Soulfire Harpy{R}

    Creature — Harpy Elemental

    Flying, menace

    Soulfire Harpy attacks each turn if able.

    Even when blessed with the grace of the Soulfire, the harpies did not relinquish their chaotic nature.

    1/1

    #117 · common · Art by artem-chebokha

  118. Spark of Resistance{2}{R}

    Instant

    Spark of Resistance deals 4 damage to target creature or planeswalker.

    The flames of revolution must start somewhere.

    #118 · common · Art by cobaltplasma

  119. Vastwood Phoenix{2}{R}{R}

    Creature — Phoenix

    Flying, haste

    Rampage 2 (This creature enters with two +1/+1 counters on it if a creature attacked this turn.)

    Whenever a non-Phoenix creature you control dies, if it had a counter on it, you may return Vastwood Phoenix from your graveyard to the battlefield.

    3/3

    #119 · rare · Art by Liiga Smilshkalne

  120. Vicious Banehound{2}{R}{R}

    Creature — Elemental Dog

    Rampage 1

    Whenever a creature you control becomes blocked, Vicious Banehound deals 1 damage to the defending player. If that creature had a counter on it, Vicious Banehound deals 2 damage to that player instead.

    Their howls echo through the halls of Mt Arda, spurring the cinders to action.

    3/3

    #120 · uncommon · Art by Brent hOLLOWELL

  121. Vindictive Iguana{2}{R}

    Creature — Lizard

    When Vindictive Iguana enters, put a +1/+1 counter on target creature.

    Whenever you attack, creatures you control with counters on them gain menace until end of turn.

    “I swear this is the same one that spiked me yesterday!”

    — Booren, unlucky adventurer.

    2/1

    #121 · common · Art by Brent Hollowell

  122. Vision of Devastation{2}{R}{R}

    Sorcery

    Vision of Devastation deals damage to each player equal to the number of cards in their hand, then each player may discard their hand and draw three cards.

    The premonitions haunted Avos in his dreams, but his warning fell on deaf ears.

    #122 · uncommon · Art by JUSTIN GERARD

  123. Watcher of the Gate{R}

    Creature — Devil

    Menace

    When Watcher of the Gate dies, create a 1/1 red and black Elemental creature token with haste.

    Hordes of scamps congregate near the gates of Abaddon, eagerly awaiting the return of the great Calamity.

    1/1

    #123 · common · Art by James Strehle

  124. Alrachus Alpha{3}{G}{G}

    Creature — Lizard Beast

    Rampage 2 (This creature enters with two +1/+1 counters on it if a creature attacked this turn.)

    When Alrachus Alpha enters, you may have it fight target creature an opponent controls.

    Alrachus meat is surprisingly nourishing and can sustain a full platoon for a few weeks. Just don’t ask about the flavor.

    3/3

    #124 · uncommon · Art by Max Duran

  125. Alrachus Youngling{1}{G}

    Creature — Lizard Beast

    Alrachus Youngling enters with two +1/+1 counters on it.

    When Alrachus Youngling dies, you may put its counters on up to one other target creature you control.

    Don’t be fooled by its size. It can still bite your hand off.

    0/0

    #125 · common · Art by brenthollowellart

  126. Bountiful Growth{1}{G}

    Enchantment

    At the beginning of your upkeep, create a 0/1 green Plant creature token with “{2}, Sacrifice this creature: You gain 2 life.”

    “I fear for my home. For the more the Brightwood flourishes and grows, the further the Deepwood falls into decay.”

    — Nineve, Nature’s Speaker.

    #126 · uncommon · Art by Yongsub Noh YONG

  127. Brightwood Pilgrim{1}{G}

    Creature — Elf Druid

    At the beginning of combat on your turn, untap Brightwood Pilgrim.

    {T}: Add {G}.

    They bring people together through a shared wish to protect the forest.

    1/3

    #127 · common · Art by Thea Dumitriu

  128. Dune Hunters{2}{G}

    Creature — Dinosaur Beast

    Flash

    Rampage 1 (This creature enters with a +1/+1 counter on it if a creature attacked this turn.)

    Few people settle in the Lesef Dunes for long. Those who do have to contend with the heat, the lack of water and the large diversity of predators.

    2/2

    #128 · common · Art by Greystone Chronicles by Richard Sashigane

  129. Earth{G}

    Instant

    Create a 0/1 green Plant creature token with “{2}, Sacrifice this creature: You gain 2 life.”

    //

    Sky

    {1}{W}

    Instant

    Put a flying counter on up to one target creature. It gets +2/+1 until end of turn.

    #129 · uncommon · Art by Rotaken

  130. Encase in Oak{2}{G}

    Enchantment — Aura

    Enchant permanent

    Enchanted permanent is a colorless land with “{T}: Add {C}.” and loses all other card types and abilities.

    #130 · uncommon · Art by Luis Gama

  131. Erin and Raine, Born of Mist{2}{G}{G}

    Legendary Planeswalker — Erin Raine

    +1: Choose up to one target creature. Put a +1/+1 counter and a counter from among vigilance, trample, reach or deathtouch on it.

    0: Erin and Raine deal damage to target creature with flying equal to the number of loyalty counters on them.

    -3: Remove any number of counters from among creatures you control. Look at cards from the top of your library equal to the number of counters removed this way. You may put a permanent card from among them onto the battlefield and the rest on the bottom of your library in a random order.

    Loyalty: 4

    #131 · mythic · Art by charliebowater

  132. Inspired Rage{3}{G}

    Instant

    Put a +1/+1 counter on target creature you control. That creature deals damage equal to its power to target creature an opponent controls.

    Many people have forged a better life for themselves far from the walls of Arcadia and they protect their new homes with a fierce passion.

    #132 · common · Art by angel5art

  133. Iron-scale Gharial{1}{G}{G}

    Creature — Crocodile

    Iron-scale Gharial enters with two shield counters on it.

    Creatures you control with counters on them have hexproof.

    Whenever a creature dealt damage by Iron-scale Gharial dies this turn, draw a card.

    Crocodiles are an inspiring species; the perfect blend of stealth and savagery.

    4/3

    #133 · rare · Art by Brent Hollowell

  134. Life Spring{2}{G}

    Sorcery

    Create three 0/1 green Plant creature tokens with “{2}, Sacrifice this creature: You gain 2 life.”

    Many shamans have taken inspiration from the teachings of the dryads and the forest has flourished as a result.

    #134 · common · Art by Grant Griffin

  135. Mantle of Winds{G}

    Instant

    Target creature gains hexproof or indestructible until end of turn. Put a +1/+1 counter on that creature.

    Sylvane’s cloak strengthens both body and soul alike.

    #135 · common · Art by Yun Hua Liu Nian

  136. Maw Wurms{5}{G}

    Creature — Wurm

    Trample

    Rampage 2 (This creature enters with two +1/+1 counters on it if a creature attacked this turn.)

    The wurms of the Lesef Dunes engulf anything unfortunate enough to wander into their path.

    5/5

    #136 · common · Art by John Schoenherr

  137. Melancholy Pilgrimage{1}{G}

    Sorcery

    Choose 1 —

    • Look at the top four cards of your library. You may reveal a creature and/or a land card from among them and put them into your hand. Put the rest on the bottom of your library in a random order.

    • Shuffle up to five target cards from your graveyard and/or from exile into your library.

    #137 · common · Art by Sebastian Giacobino

  138. Nature’s Vitality{1}{G}

    Enchantment

    If a spell or ability you control would put one or more counters on a permanent, that many counters plus one are put on that permanent instead.

    Remove a counter from a creature you control: Add {G}.

    “I have learned far more from the wilds than I ever did in the libraries of Arcadia.”

    — Asha, Soulspire exile

    #138 · rare · Art by Evi-gilatio

  139. Pathbreaker Primordial{3}{G}

    Creature — Elemental Horse

    Creatures you control with counters on them can’t be blocked by creatures with power 3 or greater.

    Maps of the forests are impossible to draw as new pathways are constantly being forged through the sprawling undergrowth.

    4/4

    #139 · uncommon · Art by Keltainen

  140. Radiant Sun-Stag{3}{G}{G}

    Creature — Deer

    Commune (As this enters, tap any number of untapped creatures you control.)

    When Radiant Sun-Stag enters, put a +1/+1 counter on each creature that communed with it.

    5/5

    #140 · common · Art by BenWootten

  141. Rally{G}

    Instant

    Put a +1/+1 counter on up to one target creature. It gains trample until end of turn.

    //

    Rage

    {2}{R}

    Instant

    Target creature gains double strike until end of turn.

    #141 · uncommon · Art by Raymond Swanland

  142. Resurgent Hydra{X}{G}{G}

    Creature — Hydra

    Resurgent Hydra enters with twice X +1/+1 counters on it.

    Rampage X (This creature enters with X +1/+1 counters on it if a creature attacked this turn.)

    If damage would be dealt to a creature you control with counters on it, prevent that damage and instead remove a counter from it.

    0/0

    #142 · rare · Art by brenthollowellart

  143. Scion of the Vastwood{2}{G}

    Creature — Dryad Druid

    Commune (As this enters, tap any number of untapped creatures you control.)

    When Scion of the Vastwood enters, create a 0/1 green Plant creature token for each creature that communed with it. They have “{2}, Sacrifice this creature: You gain 2 life.”

    2/4

    #143 · uncommon · Art by Dissunder

  144. Sentinel of the Sacred Grove{G}

    Creature — Dryad Druid

    Whenever Sentinel of the Sacred Grove becomes tapped, put a shield counter on up to one target creature.

    The dryads nurture all aspects of life in the forest, from the Brightwood’s great canopies to the twisted roots of the Deepwood.

    1/1

    #144 · common · Art by Dominik Mayer

  145. Sentry Spores{2}{G}

    Creature — Plant Soldier

    Vigilance

    Whenever another creature enters under your control, Sentry Spores gets +1/+1 until end of turn.

    The the best thing about these kinds of guards is that intruders never know which way they are looking.

    3/3

    #145 · common · Art by brian-valeza

  146. Shepherd of Spring{1}{G}{G}

    Enchantment Creature — Saga Avatar Centaur

    I, II, III — Create a 0/1 green Plant creature token with “{2}, Sacrifice this creature: You gain 2 life.”

    IV — Creatures you control get +2/+1 and gain vigilance until end of turn.

    This isn't even their world and yet they foster more life in a matter of days than most of us do in a lifetime.

    4/4

    #146 · rare · Art by PeteMohrbacher

  147. Silverthorn Captain{2}{G}

    Creature — Elf Soldier

    Vigilance, reach

    Whenever Silverthorn Captain blocks a creature with flying, Silverthorn Captain gets +3/+0 until end of turn.

    The walls of Arcadia have stood firm for hundreds of years. An aerial assault is the only way to breach the city; our job is to prevent that from ever happening.

    1/4

    #147 · uncommon · Art by Bayard Wu

  148. Silverthorn Volley{1}{G}

    Instant

    Choose 1 —

    • Destroy target enchantment.

    • Destroy target creature with flying.

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

    “These strange creatures and their foul magic have no place in our world.”

    — Aliya, Silverthorn Commander.

    #148 · common · Art by Manuel Castañón

  149. Skyrealm Shepherd{3}{G}{G}

    Creature — Elf Druid

    Commune (As this enters, tap any number of untapped creatures you control.)

    Skyrealm Shepherd gets +1/+1 for each card in your hand.

    When Skyrealm Shepherd enters, draw cards equal to the number of creatures that communed with it.

    0/0

    #149 · rare · Art by TimforShadeDigital

  150. Skysnatcher Serpent{3}{G}

    Creature — Snake

    Reach

    Skysnatcher Serpent enters with an additional +1/+1 counter on it for each permanent you opponents control with flying.

    Even the highest canopies of the Vastwood are not safe from the gaping jaws of a skysnatcher.

    3/3

    #150 · common · Art by Jesper Ejsing

  151. Soulspire Deserter{G}

    Creature — Elf Shaman

    When Soulspire Deserter enters, create a 0/1 green Plant creature token with “{2}, Sacrifice this creature: You gain 2 life.”

    “Everyday more people come to my home, seeking shelter from the capital.”

    — Sylvane

    1/2

    #151 · common · Art by yuumei art

  152. Venomous Vitality{1}{G}

    Enchantment — Aura

    Flash

    Enchant creature

    When Venomous Vitality enters, put a shield counter on enchanted creature.

    Enchanted creature gets +1/+1 and has deathtouch.

    #152 · common · Art by ChrisNazgul

  153. Verge Striders{1}{G}

    Creature — Cat Elemental

    When Verge Striders enters, you may search your library for a basic land card, reveal it, then shuffle your library and put it on top.

    “I feel the beating heart of the forest. It’s wild and beautiful and free, but it’s in pain.”

    — Erin, Mist Speaker.

    3/1

    #153 · common · Art by Brian Valeza

  154. Vine-Coil Predator{G}

    Creature — Snake

    Deathtouch

    As long as you control a creature with a counter on it, Vine-Coil Predator gets +2/+2.

    It camouflages itself among the low hanging vines of the Farbog, patiently waiting for its prey.

    1/1

    #154 · uncommon · Art by Mads AhmPRO

  155. Warden of the Worldsoul{2}{G}{G}

    Creature — Elf Druid

    Commune (As this enters, tap any number of untapped creatures you control.)

    When Warden of the Worldsoul enters, return target card from your graveyard to your hand. If it had mana value X or less where X is equal to the numbers of creatures that communed with Warden of the Worldsoul, you may play that card without paying its mana cost.

    2/2

    #155 · uncommon · Art by ArtStation -, Ramza Ardyputra

  156. Altimus, High Sovereign{3}{W}{W}{U}{U}

    Legendary Creature — Sphinx

    Altimus, High Sovereign can’t be countered.

    Flying, vigilance

    Each opponent can cast spells only at any time they could cast a sorcery.

    Whenever a player casts a noncreature spell, you draw a card and gain 2 life.

    I hold dominion over all on land and sea. Now the skies shall bow to me.

    5/7

    #156 · mythic · Art by JueLiDraws

  157. Arcadian Lawmage{W/U}{W/U}

    Creature — Avatar Wizard

    {2}{U}: Tap target creature.

    {4}{W}: Exile another target creature or enchantment you control, then return it to the battlefield under its owner’s control.

    She speaks for Arcadia, of order, control and eternity.

    2/2

    #157 · uncommon · Art by F3LC4T

  158. Aurora Ancient{4}{W}{U}

    Enchantment Creature — Bird Spirit Avatar

    Mystify {1}{W}{U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying

    Aurora Ancient gets +1/+1 for each other enchantment you control.

    Whenever a nontoken creature dies, you may return it to the battlefield under its owner’s control as an enchantment. (It’s not a creature.)

    Some creatures simply desire peace.

    3/3

    #158 · mythic · Art by Alex RommelPRO

  159. Avos, Arcadian Magister{2}{W}{U}

    Legendary Creature — Human Wizard

    Flash

    Flying

    Whenever an enchanted creature or an enchantment creature you control attacks or blocks, you draw a card and gain 1 life.

    {2}{W}{U}: Target non-Aura enchantment becomes an enchantment creature with power and toughness equal to its mana value until end of turn.

    3/3

    #159 · rare · Art by pearl-of-light deviantart

  160. Cloudrunner{1}{W}{U}

    Enchantment Creature — Pegasus

    Mystify {W}{U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying

    Cloudrunner gets +1/+1 for each other permanent you control with flying.

    Other creatures you control with flying get +1/+1.

    1/1

    #160 · uncommon · Art by erlanarya

  161. Cloudspire Guardian{2}{W/U}{W/U}

    Enchantment Creature — Elemental Bird

    Mystify {1}{W/U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying

    Nonbasic permanents your opponents control enter the battlefield tapped.

    Whenever Cloudspire Guardian attacks, tap target permanent. If that permanent is already tapped, put a stun counter on it.

    4/4

    #161 · rare · Art by Michal Ivan

  162. Echoing Silence{W}{U}

    Instant

    Counter target spell unless its controller pays {3}. You gain 3 life.

    The capital has condemned the use of magic, yet behind their walls lawmages manipulate the Æther to maintain their authority.

    #162 · common · Art by tomasz-alen-kopera

  163. Embodiment of Order{3}{W}{W}{U}

    Enchantment Creature — Angel Avatar

    Mystify {1}{W}{W}{U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Flying, lifelink

    Other creatures lose all abilities and have base power and toughness 1/1.

    4/5

    #163 · rare · Art by peter-mohrbacher

  164. Final Farewell{W}{U}

    Instant

    Exile target nonland permanent with mana value X or less where X is equal to the number of cards in your hand.

    A severance was the cruelest punishment that the twisted mind of Altimus could conjure; the guilty are eradicated from all existence: past, present and future.

    #164 · uncommon · Art by Vera Velichko

  165. Imposing Aetherspire{3}{WU}

    Enchantment Creature — Construct

    Mystify {W/U}{W/U} (If you cast this card for its mystify cost, it isn’t a creature.)

    Whenever Imposing Aetherspire blocks, you may draw a card.

    Creatures can’t attack you or planeswalkers you control unless their controller pays {1} for each creature they control that’s attacking you.

    0/4

    #165 · common · Art by Mon Macairap Jeremy CookPRO

  166. Pledge to Order{W}{U}

    Instant

    Escalate {2} (Pay this cost for each mode chosen beyond the first.)

    Choose 1 or more —

    • Exile target nonland permanent you control, then return it to the battlefield under its owner’s control.

    • Until end of turn, target creature becomes a white Citizen with base power and toughness 1/1.

    • Scry 2, then draw a card.

    #166 · uncommon · Art by art print by Cynthia Sheppard

  167. Resounding Authority{1}{W/U}{W/U}

    Instant

    If {W} was spent to cast Resounding Authority, it deals 2 damage to each tapped creature.

    If {U} was spent to cast Resounding Authority, return target creature to its owner’s hand.

    Words don’t always get through to people.

    #167 · uncommon · Art by KateMaxpaint

  168. Seer of Spires{1}{W}{U}

    Creature — Human Wizard

    When Seer of Spires enters, look at the top five cards of your library. You may reveal an instant, sorcery or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you don’t reveal a card this way, scry 2.

    2/3

    #168 · common · Art by Jorsch

  169. Sky Strider{3}{WU}

    Creature Enchantment — Saga Avatar

    I — Exile up to one target non-Saga creature or enchantment. Return it to the battlefield under its owner’s control at the beginning of the next end step.

    II — Enchantment creatures you control get +2/+0 until end of turn.

    III — Creatures you control gain flying until end of turn.

    Creature —

    Flying

    2/4

    #169 · uncommon · Art by Peter-mohrbacher

  170. Sky-forged Seraph{W}{U}

    Enchantment Creature — Saga Angel Construct

    I — During any turn you put a lore counter on this Saga, enchantments you cast cost {1} less to cast.

    II — You gain life equal to the number of enchantments you control.

    III — Until end of turn, up to one target creature gets +1/+1 for each enchantment you control.

    Creature —

    Flying

    Altimus saw the beings forged from aether as the key to securing his rule.

    1/4

    #170 · common · Art by Noa Ikeda

  171. Supreme Overseer{3}{W}{U}

    Enchantment Creature — Saga Avatar

    I — Draw cards equal to the number of enchantments you control.

    II — Put +1/+1 counters on Supreme Overseer equal to the number of cards in your hand.

    III — You may cast a card from your hand without paying its mana cost.

    Creature —

    Flying, lifelink

    You have no maximum hand size.

    3/3

    #171 · rare · Art by PeteMohrbacher

  172. Bearer of Seasons{3}{G}{W}

    Creature — Bird Elemental

    Flying

    Tap three untapped creatures you control: Return Bearer of Seasons from your graveyard to your hand.

    When Bearer of Seasons enters, choose 1—

    • Create two 0/1 green Plant creature tokens with “{2}, Sacrifice this creature: You gain 2 life.”

    • Put a first strke and vigilance counter on this creature.

    • Target opponent sacrifices a noncreature permanent.

    • Tap three target permanents your opponents control.

    4/4

    #172 · rare · Art by Rasrpunk

  173. Divine Solidarity{1}{G}{W}

    Instant

    You gain life equal to the number of creatures you control. Creatures you control get +1/+1 until end of turn. Untap them.

    The angels were torn when Luxia abandoned the Sunspire; though a few joined her plight, most remained loyal to the city, their will bound to the throne.

    #173 · common · Art by Jaemoon Youn

  174. Exquisite Harvest{3}{G}{W}

    Enchantment

    Commune (As this enters, tap any number of untapped creatures you control.)

    Exquisite Harvest enters with X bounty counters on it where X is the number of creatures that communed with it.

    Permanent spells you cast cost {1} less to cast for each bounty counter on Exquisite Harvest.

    You may look at the top card of your library at any time and you may play permanent cards from the top of your library.

    #174 · mythic · Art by Anastasia Salmina

  175. Nature’s Bounty{3}{G/W}

    Sorcery

    If {G} was spent to cast Nature’s Bounty, put a +1/+1 counter on each creature you control.

    If {W} was spent to cast Nature’s Bounty, create two 1/1 white Cat creature tokens with lifelink.

    #175 · uncommon · Art by Alina Ivanchenko

  176. Nineve, Speaker of Seasons{G}{W}

    Legendary Creature — Elf Druid

    If a token would be created under your control, that many tokens plus one are created instead.

    {T}: Add {G} or {W}. You gain 1 life.

    Through her words, the collective voice of the Vastwood is heard.

    2/2

    #176 · rare · Art by Magali Villeneuve

  177. Pledge to Harmony{G}{W}

    Instant

    Escalate {2} (Pay this cost for each mode chosen beyond the first.)

    Choose 1 or more —

    • Target creature gets +1/+1 for each creature you control until end of turn.

    • Destroy target enchantment.

    • Create two 1/1 white Soldier creature tokens.

    #177 · uncommon · Art by Sebastian Horoszko

  178. Resplendent Anthem{G}{W}{W}

    Artifact

    Commune (As this enters, tap any number of untapped creatures you control.)

    Creatures you control get +1/+1.

    When Resplendent Anthem enters, put a flying counter on each creature that communed with it. They are Angels in addition to their other types.

    Long ago, seven archangels protected the Sunspire; even with five of them gone, their teachings will not be forgotten.

    #178 · uncommon · Art by Anastasia Salmina

  179. Skyrealm Orator{4}{GW}

    Creature Enchantment — Saga Avatar

    I — Put +1/+1 counters on Skyrealm Orator equal to twice the number of creatures that communed with it.

    II — You gain life equal to Skyrealm Orator’s power.

    III — Put a shield counter on each other creature you control. Those creatures get +1/+1 and gain vigilance until end of turn.

    Creature —

    Vigilance

    Commune (As this enters, tap any number of untapped creatures you control.)

    1/1

    #179 · uncommon · Art by Peter-mohrbacher

  180. Soul Sanctifier{2}{G/W}

    Creature — Human Cleric

    Commune (As this enters, tap any number of untapped creatures you control.)

    Soul Sanctifier gets +1/+0 for each creature you control.

    When Soul Sanctifier enters, you gain life equal to the total toughness of creatures that communed with it.

    0/4

    #180 · common · Art by Sandara

  181. Soulspire Aspirant{2}{G}{W}

    Creature — Human Samurai

    At the beginning of each combat, untap each creature you control.

    After Sylvane's desertion, many young generals sought to take his place at the peak of the Soulspire.

    3/4

    #181 · uncommon · Art by Raymond Swanland

  182. Spring Warden{1}{G}{W}

    Creature Enchantment — Spirit Elk Avatar

    Lifelink

    Whenever one or more creatures enter under your control, untap Spring Warden and it gets +1/+1 until end of turn. If one of those creatures was a token, instead untap Spring Warden and put a +1/+1 counter on it.

    Over the centuries, many strays from the otherworld have wandered into the forest’s embrace.

    2/2

    #182 · common · Art by Tsabo6

  183. Sylvane, Lord of Leaves{G}{G}{W}{W}

    Legendary Creature — Elf Knight

    Vigilance, trample

    As long as you control more creatures than an opponent, Sylvane has indestructible.

    At the beginning of combat on your turn, untap each permanent you control.

    4/4

    #183 · mythic · Art by Jerry Vanderstelt

  184. Sylvane’s Avenger{1}{G}{W}{W}

    Creature — Angel

    Commune (As this enters, tap any number of untapped creatures you control.)

    Flash

    Flying

    When Sylvane’s Avenger enters, creatures you control that communed with it get +1/+1 and gain indestructible and hexproof until the end of your next turn.

    3/4

    #184 · rare · Art by Sebastian Horoszko

  185. Sylveil Guardian{G}{W}

    Creature — Centaur Warrior

    Commune (As this enters, tap any number of untapped creatures you control.)

    When Sylveil Guardian enters, add {G} or {W} for each creature that communed with it.

    They stand together, defending the sacred gate of the Worldsoul.

    3/3

    #185 · common · Art by mamaru

  186. Sylveil Songstress{G/W}{G/W}

    Creature — Elf Wizard

    {2}{G}: Create a 0/1 green Plant creature token with “{2}, Sacrifice this creature: You gain 2 life.”

    {4}{W}: Creatures you control get +1/+1 until end of turn.

    She speaks for the Brightwood, of harmony, balance and rebirth.

    2/2

    #186 · uncommon · Art by qiao shan

  187. Worldsoul Steward{G/W}

    Creature — Dryad

    Commune (As this enters, tap any number of untapped creatures you control.)

    Worldsoul Steward enters with a +1/+1 counter on it for each creature that communed with it.

    Other creatures you control have ward {X} where X is equal to the number of +1/+1 counters on Worldsoul Steward.

    1/1

    #187 · rare · Art by JasonEngle

  188. Dream Harvest{2}{U}{B}

    Enchantment

    At the beginning of your upkeep, draw a card, then each opponent exiles a card from their hand. For each player who can’t, you may cast a spell that player owns in exile without paying its mana cost.

    #188 · rare · Art by Irina Nordsol Kuzmina

  189. Duskspire Assassin{U}{B}

    Creature — Human Assassin

    Deathtouch

    Whenever Duskspire Assassin attacks, you may put a card an opponent owns from exile into that player’s graveyard. If you do, that player loses 1 life and you gain 1 life.

    After the fall of the Duskspire, the nearby districts became a hub of dark exploits and forgotten secrets.

    1/3

    #189 · common · Art by Oleg Kapustin

  190. Duskspire Shadowmage{U/B}{U/B}

    Creature — Nightmare Wizard

    {1}{U}, Put two cards an opponent owns from exile into that player’s graveyard: Draw a card.

    {1}{B}: Exile target card from a player’s graveyard.

    It speaks for the lost, of darkness, dreams and fear.

    2/2

    #190 · uncommon · Art by Lordigan Pedro Sena.

  191. Lay Bare{U/B}{U/B}

    Sorcery

    If {U} was spent to cast Lay Bare, return up to one target nonland permanent to its owner’s hand.

    If {B} was spent to cast Lay Bare, target opponent reveals their hand. Put a nonland card from among them into its owner’s library second from the top.

    #191 · uncommon · Art by Harkale-Linai

  192. Lord of Delusion{U}{B}

    Creature — Nightmare Knight

    Menace

    Other Nightmares you control get +1/+1 and have menace.

    “When you see folk like this trotting down the street, you know times have taken a turn for the worse.”

    — Kaylen, Duskspire pickpocket.

    2/2

    #192 · uncommon · Art by arcadia

  193. Memory Extraction{2}{U}{B}

    Instant

    As an additional cost to cast Memory Extraction, you may put three cards an opponent owns from exile into that player’s graveyard. If you do, choose both instead.

    Choose 1 —

    • Return target creature and/or target enchantment card from your graveyard to your hand.

    • Return target instant and/or target sorcery card from your graveyard to your hand.

    #193 · common · Art by Pedram Mohammadi

  194. Morphea, Reaper of Dreams{1}{U}{B}

    Legendary Creature — Nightmare Assassin

    Deathtouch

    Ward—Exile the top four cards of your library.

    Whenever a Nightmare you control deals combat damage to a player, choose target card that player owns in exile. Until the beginning of your next upkeep, you may cast that card and you may spend mana as though it were mana of any color to cast it.

    2/4

    #194 · mythic · Art by Artem Demura

  195. Nighthowl{2}{U/B}

    Sorcery

    Extract 3, then if you control a Nightmare with power 3 or greater, draw a card. (Exile the top three cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    #195 · common · Art by Benjamin Ee

  196. Phobos, Living Nightmare{2}{U}{B}

    Legendary Planeswalker — Phobos

    +1: Extract 2. (Exile the top two cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    -1: Draw a card. Each opponent exiles a nonland, nontoken permanent they control unless they exile a card from their hand.

    -X: Choose target card an opponent owns in exile with mana value X. You my cast that card without paying its mana cost this turn.

    Loyalty: 4

    #196 · mythic · Art by pete mo

  197. Pledge to Deceit{U}{B}

    Instant

    Escalate {2} (Pay this cost for each mode chosen beyond the first.)

    Choose 1 or more —

    • Counter target spell unless its controller pays {2}.

    • Target creature gets -2/-2 until end of turn.

    • Exile each opponent’s graveyard.

    #197 · uncommon · Art by cynthia-sheppard

  198. Reverie Feaster{1}{UB}{UB}

    Creature Enchantment — Saga Nightmare

    I, II — Extract 2. (Exile the top two cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    III — Draw cards equal to the greatest power among Nightmares you control. Then discard two cards.

    Creature —

    Nightmares you control have flying.

    2/3

    #198 · uncommon · Art by Drakosha54

  199. Rider of Twilight{4}{U/B}{U/B}

    Creature — Nightmare

    Whenever an opponent casts a spell, extract X where X is equal to the mana value of that spell. (Exile the top X cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    6/6

    #199 · rare · Art by Daniel Kamarudin

  200. Salazar, Venomous Enigma{U}{B}

    Legendary Creature — Vampire Assassin

    Deathtouch

    Ward {X} where X is the greatest power among Nightmares you control.

    Whenever a creature you control deals combat damage to a player, extract 1. (Exile the top one card of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    1/3

    #200 · rare · Art by hellslern

  201. Sphinx of the Fallen Spire{2}{U}{U}{B}

    Creature — Sphinx Nightmare

    Flying

    When Sphinx of the Fallen Spire enters, you may put up to four cards from exile to their owner’s graveyard. For each card returned this way, draw a card or have target opponent discard a card.

    The capital denounced Luxia for the destruction of the Duskspire, unaware of Salazar’s involvement in its demise.

    4/5

    #201 · rare · Art by Irina Nordsol Kuzmina

  202. Summon the Dark{1}{U}{B}

    Sorcery

    Extract 2, then put X +1/+1 counters on target Nightmare you control where X is equal to the number of noncreature, nonland cards your opponents own in exile. (Exile the top two cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with power equal to the number of creature cards your opponents own in exile.)

    #202 · common · Art by Chris Cold Benjamin Ee

  203. Thought Flayer{2}{U}{B}

    Creature — Specter

    Flying, deathtouch, lifelink

    When Thought Flayer dies, extract 4. (Exile the top four cards of target opponent’s library. If you don’t control a Nightmare token, create a */1 black Nightmare creature token with ‘This creature gets +1/+0 for each creature card your opponents own in exile.’)

    2/2

    #203 · uncommon · Art by donatoarts

  204. Bane of Thought{B/R}{B/R}

    Creature — Elemental Warrior

    Volatile X where X is equal to the number of Elementals you control. (When this creature dies, it deals X damage to any target.)

    Whenever an opponent draws a card, Bane of Thought deals 1 damage to that player.

    3/2

    #204 · rare · Art by daarken

  205. Calamity Acolyte{B/R}

    Creature — Elemental Devil

    Volatile 1 (When this creature dies, it deals 1 damage to any target.)

    While Ignis and the other persecutors wrestle for control over the destructive power of the cinders, Acheron searches for a way to extend their short lives and preserve his race.

    1/1

    #205 · common · Art by scrapchap

  206. Call to Slaughter{2}{B}{R}

    Sorcery

    Gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn. If damage would be dealt to or by this creature this turn, it deals double that damage instead.

    To cross the gates of Abaddon, is to welcome annihilation.

    #206 · common · Art by curseofkhaine

  207. Caller of Calamity{1}{BR}{BR}

    Creature Enchantment — Saga Avatar

    I, II, III — Whenever a creature you control attacks, it gets +X/+0 until end of turn where X is equal to the number of lore counters on this Saga.

    Creature —

    Volatile X where X is equal to this creature’s power. (When this creature dies, it deals X damage to any target.)

    1/3

    #207 · uncommon · Art by Peter-mohrbacher

  208. Cinder Forge{B}{R}

    Artifact

    Volatile 3 (When this card enters your graveyard from the battlefield, it deals 3 damage to any target.)

    At the beginning of your end step, if you control five or more creatures, sacrifice Cinder Forge.

    Sacrifice a creature, {T}: Create X 1/1 black and red Elemental creature tokens with haste where X was the sacrificed creature’s power.

    #208 · rare · Art by Scribble Pad Studios artstation

  209. Ignis, the Final Harbinger{1}{B}{R}

    Legendary Creature — Demon Warrior

    First strike

    If a source would deal noncombat damage, instead the owner of that source creates that many 1/1 black and red Elemental creature tokens with haste.

    Stripped of his wings long ago, he seeks to bring his vengeance crashing down upon Arcadia.

    3/3

    #209 · rare · Art by Anato Finnstark

  210. Insatiable Warmonger{3}{B}{R}

    Creature — Devil Warrior

    Menace

    At the beginning of combat on your turn, create a 1/1 black and red Elemental creature token with haste.

    The cinders of Mount Arda are not the only creatures under the Calamity’s thrall.

    4/4

    #210 · common · Art by Raymond Swanland

  211. Lord of the Host{1}{B}{R}

    Creature — Elemental Warrior

    Lord of the Host and other Elementals you control have volatile 1. (When this creature dies, it deals 1 damage to any target.)

    Whenever a nontoken creature you control dies, create a 1/1 black and red Elemental creature token with haste.

    2/3

    #211 · uncommon · Art by Temmaru

  212. Merciless Wildfire{1}{B/R}

    Instant

    If {B} was spent to cast Merciless Wildfire, creatures get -1/-1 until end of turn.

    If {R} was spent to cast Merciless Wildfire, it deals 1 damage to each creature. If a creature an opponent controls dealt damage in this way would die this turn, exile it instead.

    #212 · uncommon · Art by Oksana Kerro

  213. Pledge to Chaos{B}{R}

    Instant

    Escalate {2} (Pay this cost for each mode chosen beyond the first.)

    Choose 1 or more —

    • Choose target creature you control. When that creature dies this turn, return it to the battlefield under your control.

    • Pledge to Chaos deals 2 damage to any target.

    • Creatures you control get +1/+0 and gain menace until end of turn.

    #213 · uncommon · Art by Fesbra

  214. Ravager Demon{4}{B}{R}

    Creature — Elemental Demon

    As long as a creature you control has died this turn, Ravager Demon costs {2} less to cast.

    Flying

    Volatile 2 (When this creature dies, it deals 2 damage to any target.)

    4/3

    #214 · uncommon · Art by Sandara Tang

  215. Ravager of Hope{3}{B}{R}{R}

    Creature — Nightmare Dragon

    Flying

    Volatile 3 (When this creature dies, it deals 3 damage to any target.)

    If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage instead.

    6/5

    #215 · rare · Art by Sandara

  216. Ravenous Firefiend{B}{R}

    Creature — Elemental Beast

    Haste

    Volatile 2 (When this creature dies, it deals 2 damage to any target.)

    “The forces of the Calamity are ready. We now only need to wait for our master’s return.”

    — Ignis, Caller of Destruction.

    2/1

    #216 · common · Art by Brent Hollowell

  217. Ruthless Cinderwitch{B/R}{B/R}

    Creature — Elemental Warlock

    {1}{B}, Sacrifice a creature: Draw a card.

    {2}{R}: Target creature gains volatile 1 until end of turn. (When that creature dies, it deals 1 damage to any target.)

    She speaks for the inferno, of chaos, passion and destruction.

    2/2

    #217 · uncommon · Art by Bryan Sola

  218. Sovereign of Ash{2}{B}{R}

    Creature — Elemental Devil

    Flying, haste

    Sacrifice two creatures: Return Sovereign of Ash from your graveyard to the battlefield. Activate this ability only at anytime you could cast a sorcery.

    Destruction begets death, and so the cycle continues.

    4/1

    #218 · mythic · Art by Johannes Voss

  219. The Great Calamity{6}{B}{B}{R}{R}

    Legendary Creature — Elemental Demon

    As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs {2} less to cast for each creature sacrificed this way.

    Trample

    At the beginning of each player’s end step, The Great Calamity deals damage to each player equal to the amount of life that player lost this turn.

    9/9

    #219 · mythic · Art by Magali Villneuve

  220. Adaptive Ragebeast{2}{R}{G}

    Creature — Dinosaur Beast

    At the beginning of combat on your turn, choose one counter that hasn’t already been chosen from among +1/+1, haste, first strike, trample, vigilance, reach and shield put it on Adaptive Ragebeast.

    And Booren thought it would be such a good idea to take that shortcut.

    3/3

    #220 · common · Art by samburley

  221. Azaroth, Nature’s Apex{2}{R}{R}{G}{G}

    Legendary Creature — Dragon

    Flying, trample

    At the beginning of your end step, choose 1 —

    • Destroy up to one target nonland permanent with mana value X or less where X is equal to the damage dealt to your opponents this turn.

    • Return target nonland permanent card with mana value X or less from your graveyard to the battlefield where X is equal to the damage dealt to your opponents this turn.

    6/6

    #221 · mythic · Art by Gaétan WELTZER

  222. Battle Mastery{R}{G}

    Instant

    Choose three counters from among +1/+1, first strike, trample, vigilance, reach and shield and distribute them among one, two or three target creatures.

    #222 · common · Art by Huang Guangjian

  223. Magma Seeker{2}{RG}

    Creature Enchantment — Saga Avatar

    I, II, III — Choose one counter from among +1/+1, trample, reach and shield put it on this creature.

    IV — Magma Seeker fights up to one other target creature.

    Creature —

    When this creature dies, if it had any non-lore counters on it, you may distribute them among one, two or three target creatures.

    2/2

    #223 · uncommon · Art by Peter-mohrbacher

  224. Pledge to Ferocity{R}{G}

    Instant

    Escalate {2} (Pay this cost for each mode chosen beyond the first.)

    Choose 1 or more —

    • Pledge to Ferocity deals 3 damage to each opponent.

    • Put a +1/+1 counter and a shield counter on target creature.

    • Target creature you control fights target creature an opponent controls.

    #224 · uncommon · Art by Raymond Swanland

  225. Predatory Instinct{3}{R}{R}{G}

    Sorcery

    This spell costs {1} less to cast for each creature that attacked this turn.

    Untap all permanents you control. There is an additional main phase followed by an additional combat phase this turn. Whenever a creature enters under your control this turn, it gains haste until end of turn.

    #225 · mythic · Art by Mac Smith

  226. Prowling Sarchosaur{1}{R/G}

    Creature — Dinosaur Beast

    Rampage 1

    Creatures you control with counters on them have trample.

    2/1

    #226 · common · Art by Brent Hollowell

  227. Ravenous Hatchling{2}{R}{G}

    Creature — Dragon

    Rampage 1 (This creature enters with a +1/+1 counter on it if a creature attacked this turn.)

    Flying

    When Ravenous Hatchling dies, create a 1/1 red and green Dragon creature token with flying and rampage 2.

    2/2

    #227 · common · Art by ahmed-teilab

  228. Raya, Matriarch of Autumn{1}{R}{G}

    Legendary Creature — Dryad

    Flash (You may cast this spell any time you could cast an instant.)

    Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

    You may cast creature spells as though they have flash.

    3/3

    #228 · rare · Art by Nozomi Matsuoka

  229. Runic Reverberation{R/G}{R/G}

    Instant

    If {R} was spent to cast Runic Reverberation, destroy up to one target artifact. Runic Reverberation deals 2 damage to each opponent.

    If {G} was spent to cast Runic Reverberation, destroy up to one target enchantment. You gain 2 life.

    #229 · uncommon · Art by Howard Lyon

  230. Stampeding Gorehorn{3}{R}{G}

    Creature — Beast

    Trample

    Rampage 1

    Whenever Stampeding Gorehorn attacks, put a +1/+1 counter on each creature you control with a counter on it.

    5/5

    #230 · uncommon · Art by unicorn chase by lockjaw

  231. Terris Rupture{X}{R}{G}

    Sorcery

    Choose 1 —

    • Terris Rupture deals X damage to each opponent.

    • Destroy each nonland permanent with mana value equal to X.

    “I will tear this world apart if it serves to drive these renegades from my home.”

    — Aliya.

    #231 · rare · Art by samburley

  232. Tyrant of Mount Arda{3}{R}{R}{G}

    Creature — Dragon

    Flying

    Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.)

    At the beginning of each end step, create a 1/1 red and green Dragon creature token with flying and rampage 2. (This creature enters with two +1/+1 counters on it if a creature attacked this turn.)

    5/5

    #232 · rare · Art by Anna Christienson

  233. Vastwood Firedancer{R}{G}

    Creature — Satyr

    Whenever Vastwood Firedancer becomes blocked, draw a card.

    All are welcome to his blazing revels, though few leave them.

    3/2

    #233 · common · Art by Vasilyna Holod

  234. Vastwood Mystic{R/G}{R/G}

    Creature — Human Shaman

    {2}{G}: Put a +1/+1 counter on another target creature.

    {R}: Target creature gains trample until end of turn.

    He speaks for the forgotten, of solitude, anger and forgiveness.

    2/2

    #234 · uncommon · Art by Filipe Pagliuso

  235. Wildblood Jotun{2}{R/G}{R/G}

    Creature — Giant

    Rampage 2

    At least one creature must attack each turn if able.

    Whenever you attack, put a +1/+1 counter on each attacking creature you control.

    4/3

    #235 · rare · Art by Pete Mohrbacher michalivan

  236. Arch of the Sunspire{3}

    Artifact

    When Arch of the Sunspire enters, choose 1 —

    • Up to one target creature gains flying until end of turn.

    • Draw a card, then discard a card.

    {T}: Add {W} or {U}.

    #236 · uncommon · Art by Sam Burley

  237. Forgotten Memorial{3}

    Artifact

    When Forgotten Memorial enters, choose 1 —

    • Add {R}.

    • Put a shield counter on up to one target creature.

    {T}: Add {R} or {G}.

    #237 · uncommon · Art by anato-finnstark

  238. Glyph of Grounding{1}

    Artifact

    {1}, {T}: Add one of any colour.

    {2}, {T}, Exile Glyph of Grounding: Target player shuffles up to five target cards from their graveyard and/or from exile into their library.

    #238 · common · Art by Nele Diel

  239. Haven of the Worldsoul{3}

    Artifact

    When Haven of the Worldsoul enters, choose 1 —

    • Put a 1/+1 counter on up to one target creature. Untap that creature.

    • Create a 0/1 green Plant creature token with “{2}, Sacrifice this creature: You gain 2 life.”

    {T}: Add {G} or {W}.

    #239 · uncommon · Art by Sarvenaz Shaban Lee b

  240. Heart of Arcadia{2}

    Legendary Artifact

    {T}: Add {C}.

    {2}, {T}: Exile Heart of Arcadia with five time counters on it. It gains suspend. When the last counter is removed, take an extra turn after this one.

    “No one knows for how long it has stood and for what purpose, yet throughout all of history, it has remained as the single constant.”

    — Wyn, journal entry 743.

    #240 · rare · Art by Asur-Misoa

  241. Mount Arda Coliseum{3}

    Artifact

    When Mount Arda Coliseum enters, choose 1 —

    • Create a 1/1 black and red Elemental creature token with haste.

    • Creatures you control get +1/+0 until end of turn.

    {T}: Add {B} or {R}.

    #241 · uncommon · Art by James Paick

  242. Profane Monument{3}

    Artifact

    When Profane Monument enters, choose 1 —

    • Target creature gains unblockable until end of turn.

    • Exile up to three target cards from an opponent’s graveyard.

    {T}: Add {U} or {B}.

    #242 · uncommon · Art by ArtStation - Irina Nordsol Kuzmina

  243. Spire Sentinel{2}

    Artifact Creature — Knight Construct

    Vigilance

    {1}: Add one mana of any color. Activate this ability only once each turn.

    1/3

    #243 · common · Art by Oksana Kerro

  244. Sword of the Crusader{2}

    Artifact — Equipment

    Equipped creature gets +2/+1.

    Equip {3}

    Equip token {1}

    The blade calls out to the meek and downtrodden, urging them to take up arms.

    #244 · common · Art by Cloudminedesign

  245. Arcadian Harbor

    Land

    Arcadian Harbor enters tapped unless you pay {1}.

    {T}: Add {W} or {U} to your mana pool.

    Leylines beneath the harbors of the capital flow into the sea, granting them control over the tides.

    #245 · common · Art by NURO-art

  246. Hell’s Chalice

    Land

    Hell’s Chalice enters tapped unless you pay {1}.

    {T}: Add {B} or {R} to your mana pool.

    Within Mount Arda, directly between the Luxian and Arcadian forces, lie the forces of the Great Calamity, waiting with bated breath to join the oncoming storm.

    #246 · common · Art by Jorge Jacinto

  247. Mount Arda Fortress

    Land

    Mount Arda Fortress enters tapped unless you pay {1}.

    {T}: Add {R} or {G} to your mana pool.

    The sympathizers of Luxia used the natural protection of the Great Mountain to protect their citadel from the sphinx’s control.

    #247 · common · Art by noahbradley

  248. Polluted River

    Land

    Polluted River enters tapped unless you pay {1}.

    {T}: Add {U} or {B} to your mana pool.

    Some tributaries of the Veras river flow far from their source, merging with the mire of the Farbog.

    #248 · common · Art by noahbradley

  249. Spire Convergence

    Land

    Add {C}.

    {1}, {T}: Add mana of any color.

    Only the most successful residents of the capital can afford property in the convergence districts where they can take advantage of the mana over-spill from each spire.

    #249 · common · Art by Unknown

  250. Vastwood Colony

    Land

    Vastwood Colony enters tapped unless you pay {1}.

    Add {W} or {G} to your mana pool.

    The capital’s reach has even extended to various points along the outskirts of the great forests.

    #250 · common · Art by merl1ncz

  251. Avatar

    Token Enchantment Creature — Avatar

    1/1

    #1 · common · Art by Elena Lam

  252. Cat

    Token Creature — Cat

    Lifelink

    1/1

    #2 · common · Art by Blunell

  253. Soldier

    Token Creature — Soldier

    1/1

    #3 · common · Art by Billy ChristianPRO

  254. Nightmare

    Token Creature — Nightmare

    */1

    #4 · common · Art by Vera Velichko

  255. Plant

    Token Creature — Plant

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

    0/1

    #5 · common · Art by Levelten

  256. Spirit Avatar

    Token Enchantment Creature — Spirit Avatar

    Flying

    2/2

    #6 · common · Art by Neboveria

  257. Elemental

    Token Creature — Elemental

    1/1

    #7 · common · Art by Creditian Istani

  258. Dragon

    Token Creature — Dragon

    Flying

    Rampage 2 (This creature enters with two +1/+1 counters on it if a creature attacked this turn.)

    1/1

    #8 · common · Art by Fesbra

  259. Plains

    Basic Land — Plains

    {T}: Add {W}.

    #1 · common · Art by korbox

  260. Island

    Basic Land — Island

    {T}: Add {U}.

    #2 · common · Art by nkabuto

  261. Swamp

    Basic Land — Swamp

    {T}: Add {B}.

    #3 · common · Art by JJcanvas

  262. Swamp

    Basic Land — Swamp

    {T}: Add {B}.

    #4 · common · Art by brent-hollowell

  263. Mountain

    Basic Land — Mountain

    {T}: Add {R}.

    #5 · common · Art by FerdinandLadera

  264. Mountain

    Basic Land — Mountain

    {T}: Add {R}.

    #6 · common · Art by zhangc

  265. Forest

    Basic Land — Forest

    {T}: Add {G}.

    #7 · common · Art by Edli