The Secret Across the Sea

By Ragnaror, Luke, MornSecTesting

The Secret Across the Sea card list (275 cards)

  1. Asarael, the Undying{10}

    Legendary Enchantment Creature — God

    Impending 8 — {W}{W}{W} (If you cast this spell for its impending cost, it enters with eight time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Flying, indestructible

    Whenever Asarael enters or attacks, return up to one target permanent card with mana value 4 or less from your graveyard to the battlefield.

    Whenever you cast an enchantment spell, you gain 1 life and quicken 1.

    10/10

    #1 · mythic · Art by Julie Dillon

  2. Atmos, the Destroyer{10}

    Legendary Enchantment Creature — God

    Impending 8 — {B}{B}{B} (If you cast this spell for its impending cost, it enters with eight time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Flying, indestructible

    Whenever Atmos enters or attacks, each opponent sacrifices a nonland permanent with the highest mana value among permanents they control.

    Whenever you cast an enchantment spell, each opponent loses 1 life and you quicken 1.

    10/10

    #2 · mythic · Art by Justin Gerard

  3. Battle for Incarna{2}

    Battle — Siege

    (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

    When Battle for Incarna enters, search your library for a basic land card, reveal it, then put it into your hand. Shuffle after.

    Defense: 3

    Back face: Gift of the Otherworld

    Sorcery

    Put a +1/+1 counter on each creature you control. Untap those creatures.

    Most beings of Incarna were blissfully unaware of the conflict orchestrated by their kind in the world below.

    #3 · common · Art by Max Prodanov

  4. The Eternal Conflict{4}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When The Eternal Conflict enters, each player may draw a card. For each player who does, create a 1/1 white Spirit creature token with flying.

    Defense: 5

    Back face: Gift of Divinity

    Sorcery

    Put an indestructible counter on up to one target nonland permanent. That permanent is a 5/5 enchantment creature in addition to its other types and has “When this permanent leaves the battlefield, return a card named “The Eternal Conflict” from your graveyard to your hand.”

    #4 · uncommon · Art by Peter Lee

  5. Amarinth, the Fallen Star{3}{W}{W}{W}

    Legendary Creature Enchantment — Avatar

    Impending 5 — {1}{W} (If you cast this spell for its impending cost, it enters with five time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Vigilance

    Whenever an opponent casts their first nonenchantment spell each turn, you gain 1 life and draw a card unless that player pays {1}.

    Whenever Amarinth enters or attacks, put a shield counter on target permanent.

    5/6

    #5 · rare · Art by Jack Huang

  6. Amarinth's Authority{W}

    Instant

    As long as you control a historic permanent, you may choose two. (Artifacts, legendaries, and Sagas are historic.)

    Choose one —

    Target permanent gains hexproof and indestructible until end of turn.

    Quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    Create a Shard token.

    #6 · uncommon · Art by Jack Huang

  7. Ancient Watcher{4}{W}{W}

    Creature Enchantment — Spirit Noble

    Ancient Watcher and other enchantments you control have ward {2}. (Whenever they become the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

    Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand, then shuffle.)

    4/6

    #7 · common · Art by nino vecia

  8. Aurelia’s Swiftblade{1}{W}

    Creature — Human Knight

    Whenever a historic permanent or battle enters under your control, target creature gains first strike until end of turn.

    Sacrifice Aurelia’s Swiftblade: Target historic permanent you control gains indestructible until end of turn.

    Aurelia was gifted the third legion after her royal engagement and she wasted no time in earning their loyalty and respect.

    3/1

    #8 · uncommon · Art by articoluminos

  9. Banish the Darkness{2}{W}

    Instant

    Exile target artifact, enchantment or creature with power 4 or greater.

    Cycling {W} ({W}, Discard this card: Draw a card.)

    When you discard this card, exile up to two target cards from a player’s graveyard.

    #9 · common · Art by Dominik Mayer

  10. Battle for Rosetti{3}{W}{W}

    Battle — Siege

    (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

    When Battle for Rosetti enters, reveal the top seven cards of your library. Put up to two historic cards from among them into your hand. For each one that had mana value 3 or less, you may put it onto the battlefield instead. Put the rest on the bottom of your library in a random order.

    Defense: 4

    Back face: Aegis of Incarna

    Enchantment

    Historic permanents you control have hexproof. (Artifacts, legendaries, and Sagas are historic.)

    If a source would deal damage to you or a historic permanent you control, prevent half of that damage, rounded down.

    #10 · rare · Art by by stonemason

  11. Blazing Dawn Scout{3}{W}

    Creature — Dragon Knight

    Flying

    Whenever Blazing Dawn Scout becomes tapped, create a 1/1 white Human Soldier creature token.

    It took many months of perilous training before the knights were comfortable with their new mounts.

    3/2

    #11 · common · Art by Darek Zabrocki

  12. Celestial Gatekeeper{1}{W}

    Creature Enchantment — Spirit Knight

    First strike

    When Celestial Gatekeeper enters, you may quicken 2. If you don’t, scry 2. (Choose up to two target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    2/2

    #12 · common · Art by Brucalord

  13. Cruiser, Paladin Class{W}

    Artifact — Vehicle

    Flying

    Whenever Cruiser, Paladin Class attacks, untap up to one target creature.

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

    2/2

    #13 · common · Art by mrainbowwj

  14. Descendant’s Judgement{2}{W}{W}{W}

    Sorcery

    Choose 1 or more —

    Destroy all creatures.

    Destroy all artifacts.

    Destroy all enchantments.

    “This needless cycle of destruction must be stopped, by whatever means. Or else the world as you know it will be lost forever”

    — Sepronith, to Rian and Woadraid.

    #14 · rare · Art by AddictiveSynthesis

  15. Disciple of the Old Gods{1}{W}

    Creature — Human Cleric

    Whenever an enchantment enters under your control, you gain 1 life.

    Whenever the final chapter ability of a Saga you control triggers, draw a card.

    Few remain who believe in the power of the Otherworld; many don’t even believe it exists at all.

    1/3

    #15 · common · Art by Alex Petruk (APe)

  16. Dreadnaught, Sovereign Class{5}{W}

    Artifact — Vehicle

    Flying

    Tap two other untapped historic permanents you control: Dreadnaught, Sovereign Class becomes an artifact creature until end of turn. (Artifacts, legendaries, and Sagas are historic.)

    Crew 4 (Tap any number of creatures you control with total power 4 or greater: This Vehicle becomes an artifact creature until end of turn.)

    7/7

    #16 · uncommon · Art by Art by Min Nguen

  17. Dreams of Incarna{4}{W}

    Enchantment

    Dreams of Incarna costs {1} less to cast for each enchantment you control.

    Flash

    When Dreams of Incarna enters, exile target nonland permanent for as long as you control Dreams of Incarna.

    The otherworld is not the paradise you might think it to be.

    #17 · common · Art by Dominik Mayer

  18. Etchings of the Otherworld{1}{W}{W}

    Enchantment — Saga

    I — For each player, exile up to one target non-Saga, nonland permanent that player controls for as long as you control this Saga.

    II — You gain life equal to the total mana value of cards exiled with this Saga.

    III — Whenever an enchantment enters under your control this turn, draw a card.

    #18 · rare · Art by Unknown

  19. Fate of Shadows{1}{W}

    Instant

    Choose 1 —

    Destroy target enchantment.

    Fate of Shadows deals 3 damage to target tapped creature, plus 1 for each historic permanent and battle you control. (Artifacts, legendaries, and Sagas are historic.)

    “You have everything you’ve ever wanted. You’re free. You’re human. You’re mortal...”

    — Amarinth, to Ragnaror.

    #19 · common · Art by aketash

  20. Galleon, Aether Class{1}{W}

    Artifact — Vehicle

    Flying

    When Galleon, Aether Class enters, look at target opponent’s hand. You may 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.

    Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Vehicle becomes an artifact creature until end of turn.)

    3/3

    #20 · rare · Art by Javier-LLuesma

  21. Galleon, Haven Class{2}{W}

    Artifact — Vehicle

    Flying

    When Galleon, Haven Class enters, you scry 3 and gain 3 life.

    Crew 3 (Tap any number of creatures you control with total power 4 or greater: This Vehicle becomes an artifact creature until end of turn.)

    4/4

    #21 · common · Art by SpotDream

  22. Glorious Exemplar{2}{W}

    Creature — Human Knight

    Vigilance

    Whenever another creature enters under your control, scry 1.

    Whenever a historic permanent or battle enters under your control, draw a card. This ability only triggers once each turn. (Artifacts, legendaries, and Sagas are historic.)

    3/3

    #22 · rare · Art by AnatoFinnstark

  23. Legend of the Eternal Blade{1}{W}

    Enchantment — Saga

    I — For as long as you control this Saga, you may look at the top card of your library and you may play historic cards from the top of your library.

    II — Surveil 2. You gain 2 life.

    III — As long as you control a legendary creature, exile this Saga then return it to the battlefield transformed under its owner’s control. Otherwise, remove all lore counters from it.

    Back face: The Blade of Eternity

    Legendary Artifact — Equipment

    When The Blade of Eternity enters, you become the monarch.

    Creatures your opponents control attack the player who is the monarch each turn if able.

    Equipped creature gets +2/+1 and can’t be blocked by non-legendary creatures.

    Equip {2}

    #23 · mythic · Art by AnastasiaSalmina

  24. Mobilise the Legion{2}{W}

    Enchantment

    Whenever Mobilise the Legion or another enchantment enters under your control, create a 1/1 white Human Soldier creature token.

    Whenever the final chapter ability of a Saga you control triggers, creatures you control get +1/+1 until end of turn.

    The more supernatural occurrences that befell Falkrath, the more Xerxes tightened his grip on the city.

    #24 · uncommon · Art by CrazyGamerDragon64

  25. Nathaniel, Steadfast Youth{1}{W}

    Legendary Creature — Human Advisor

    Whenever Nathaniel or another historic permanent or battle enters under your control, create a Shard token. (Artifacts, legendaries, and Sagas are historic. A Shard token is an enchantment with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”)

    When Nathaniel dies, sacrifice any number of noncreature tokens. You scry X, gain X life and draw X cards where X is the number of tokens sacrificed this way.

    1/2

    #25 · uncommon · Art by Acrassan

  26. Palace Royal Guard{2}{W}

    Creature — Human Soldier

    Vigilance

    Whenever a historic permanent or battle enters under your control, you may tap target creature. If that creature is already tapped, put a stun counter on it. (Artifacts, legendaries, and Sagas are historic.)

    3/2

    #26 · common · Art by Nikolay Moskvin

  27. Paragon of the Old Ways{W}

    Creature — Human Soldier

    Lifelink

    Whenever a historic permanent or battle enters under your control, put a +1/+1 counter on Paragon of the Old Ways. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.)

    Our Emperor believes that we must condemn all other faith to have utter devotion to him, but their is strength and clarity in balance.

    1/1

    #27 · common · Art by LeeshaHannigan

  28. Persecution of Magic{2}{W}

    Enchantment — Saga

    I — Noncreature spells your opponents cast cost {2} more to cast for as long as you control Persecution of Magic.

    II,III — Create a 1/1 white Human Soldier creature token.

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

    #28 · uncommon · Art by anatofinnstark

  29. Pitiless Adjudicators{4}{W}

    Creature Enchantment — Spirit

    Impending 4 — {2}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    When Pitiless Adjudicators enters, exile up to one other target nontoken creature or enchantment. For as long as that card remains exiled, its owner may cast it.

    4/3

    #29 · common · Art by theDURRRRIAN

  30. Remnant of the Undying{5}{W}{W}

    Enchantment Creature — Angel Spirit

    Impending 6 — {W} (If you cast this spell for its impending cost, it enters with six time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Flying

    Whenever Remnant of the Undying enters or attacks, create a 1/1 white Spirit creature token with flying.

    3/4

    #30 · uncommon · Art by Evi-gilatio

  31. Rescue from the Tower{1}{W}

    Battle — Skirmish

    (Your opponents can attack this Skirmish. When it’s defeated, sacrifice it.)

    When Rescue from the Tower enters, exile up to one target nonland permanent until Rescue from the Tower leaves the battlefield.

    Defense: 5

    #31 · uncommon · Art by Nozomi Matsuoka

  32. Rian, Light of Hope{1}{W}

    Legendary Creature — Human

    Whenever an enchantment enters under your control, put a shield counter on up to one target permanent.

    Whenever the final chapter ability of a Saga you control triggers, creatures you control get +2/+0 and gain your choice of vigilance or lifelink until end of turn.

    2/3

    #32 · rare · Art by AnastasiaSalmina

  33. Skyship Formation{2}{W}

    Enchantment

    Historic creatures you control get +1/+1 and have vigilance. (Artifacts, legendaries, and Sagas are historic.)

    At the beginning of combat on your turn, you may have target Vehicle you control become an artifact creature until end of turn.

    #33 · uncommon · Art by Art of jarosław jaśnikowski

  34. Solomon, Lord of Rossetti{2}{W}{W}

    Legendary Creature — Human Wizard

    When you cast Solomon, create a 0/1 colorless Mirage creature token with “Sacrifice this creature: Target permanent you control phases out.”

    Vanishing 4

    If Solomon would leave the battlefield and he has no time counters on him, instead exile him then return him to the battlefield transformed under his owner’s control.

    4/5

    Back face: Xaiah, the Usurper

    Legendary Enchantment Planeswalker — Xaiah

    At the beginning of combat on your turn, you may have Xaiah become a copy of a creature card a player owns in exile until end of turn except it’s an enchantment in addition to its other types and has flying and hexproof.

    +2: Each opponent exiles the top three cards of their library and loses 3 life. You gain 3 life.

    -3: Exile target creature.

    -10: Exile all nonenchantment, nonland permanents.

    Loyalty: 7

    #34 · mythic · Art by by AnatoFinnstark

  35. Swiftblade Captain{2}{W}{W}

    Creature — Human Knight

    First strike

    Whenever Swiftblade Captain or a historic permanent or battle enters under your control, creatures you control get +1/+1 until end of turn. (Artifacts, legendaries, and Sagas are historic.)

    2/2

    #35 · uncommon · Art by Christopher Cant

  36. The Usurper Unmasked{3}{W}

    Enchantment — Saga

    I — Exile up to one target artifact, enchantment or tapped creature.

    II — Search your library for a legendary card, reveal it, put it into your hand. Shuffle after.

    III — Until your next turn, creatures can’t attack you and can’t block creatures you control unless their controller pays {1} for each of those creatures.

    #36 · uncommon · Art by Claire Natice

  37. To the Front{1}{W}

    Instant

    Create two 1/1 white Human Soldier creature tokens. If you control two or more historic permanents and/or battles, create three of those tokens instead. (Artifacts, legendaries, and Sagas are historic.)

    Aurelia’s legion became know as the swiftblades due to their dynamic coordination and lightning fast blade-work.

    #37 · common · Art by Billy Christian

  38. Usurp Form{1}{W}

    Instant

    Destroy target creature or enchantment. Its controller creates a Shard token. (It’s an enchantment with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”)

    In order to affect the fate of the world below, the descendants needed suitable bodies to supplant.

    #38 · uncommon · Art by AnastasiaSalmina

  39. Visions of Incarna{1}{W}

    Enchantment — Saga

    I — Create a 1/1 white Spirit creature token with flying.

    II — Create a Shard token.

    III — Target creature gets +1/+1 for each enchantment you control until end of turn.

    #39 · common · Art by anatofinnstark

  40. Voyage of the Last Descendant{W}

    Enchantment — Saga

    I — Surveil 2.

    II — Look at the top card of your library. You may reveal it. If it’s a land card, put it into your hand.

    III — Exile Voyage of the Last Descendant then return it to the battlefield transformed under its owner’s control.

    Back face: Woadraid, Keeper of Faith

    Legendary Enchantment Creature — Avatar

    Whenever Woadraid, Keeper of Faith or another enchantment enters under your control for the first time each turn, quicken 1. (Choose up to one card with counters on it, then add or remove a counter of a kind already there.)

    My strength comes from my belief. The belief that I will be able to end this conflict. The belief that this world will finally know true peace.

    3/3

    #40 · rare · Art by AnastasiaSalmina

  41. Whispering Prophet{2}{W}

    Creature Enchantment — Spirit

    Impending 3 — {W} (If you cast this spell for its impending cost, it enters with three time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    When Whispering Prophet enters, create a Shard token. (It’s an enchantment with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”)

    2/3

    #41 · common · Art by SANDARA

  42. Wings of Incarna{1}{W}{W}

    Enchantment — Aura

    Enchant creature

    Enchanted creature gets +1/+1 and has flying and lifelink.

    Whenever the final chapter ability of a Saga you control triggers, return Wings of Incarna from your graveyard to your hand.

    #42 · uncommon · Art by Evi-gilatio

  43. A Moment to Savour{1}{U}

    Instant

    Draw a card.

    Create a Shard token. (It’s an enchantment with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”)

    Almera gazed in wonder as the water took shape; it was beautiful magic, a delight to behold.

    #43 · common · Art by sshedoww

  44. Alexi Brings the Storm{3}{U}{U}

    Enchantment — Saga

    I — Choose up to one target creature. Return all other creatures to their owner’s hands.

    II — Whenever a creature you control deals combat damage to a player this turn, draw that many cards.

    III — Until end of turn, whenever you cast a spell, quicken 1.

    #44 · rare · Art by Kevin Keele

  45. Alexi, Prodigy of Etria{2}{U}

    Legendary Creature — Human Wizard

    Whenever Alexi deals damage to a creature, tap it and put a stun counter on it.

    Whenever Alexi deals damage to a player, tap all permanents that player controls. Exile Alexi, then return him to the battlefield transformed under his owner’s control.

    1/4

    Back face: Alexi of the Cascade

    Legendary Planeswalker — Alexi

    Whenever one or more counters are removed from a permanent an opponent controls for the first time each turn, draw a card unless that player pays {2}.

    +2: For each opponent, put a stun counter on target permanent that player controls.

    -2: Quicken 3.

    -8: Gain control of target opponent during that player’s next turn. After that turn, that player takes an extra turn.

    Loyalty: 5

    #45 · mythic · Art by viktor-fetsch

  46. Alexi’s Authority{U}

    Instant

    As long as you control a historic permanent, you may choose two. (Artifacts, legendaries, and Sagas are historic.)

    Choose one —

    Tap target nonland permanent and put a stun counter on it.

    Quicken 1 (Choose up to one card with counters on it, then add or remove a counter of a kind already there.)

    Draw a card.

    #46 · uncommon · Art by Vedtom D

  47. Ascension of Galyaka{2}{U}

    Enchantment — Saga

    I — Scry 1, then draw a card.

    II — Add {C}{C}. This mana cannot be spent to cast non-historic spells.

    III — Whenever you cast a noncreature spell this turn, put a flying counter on up to one target creature.

    #47 · uncommon · Art by Mickaël Forrett

  48. Battle for Galyaka{2}{U}{U}

    Battle — Siege

    (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

    When Battle for Galyaka enters, reveal the top six cards of your library. For each card type, you may put one card of that type into your hand. Put the rest on the bottom of your library in a random order.

    Defense: 4

    Back face: The Heart of Lucrecia

    Legendary Artifact

    Ward {3}

    Historic spells you cast have cascade. (Whenever you cast an historic spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

    {T}: Add X mana of any one color where X is the number of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)

    #48 · rare · Art by Arctinos

  49. Battleship, Sovereign Class{6}{U}

    Artifact — Vehicle

    Battleship, Sovereign Class costs {1} less to cast for each historic permanent you control.

    Flying

    Crew 3 (Tap any number of creatures you control with total power 4 or greater: This Vehicle becomes an artifact creature until end of turn.)

    Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, and put it into your hand, then shuffle.)

    5/6

    #49 · common · Art by TitaniumDragon

  50. Clawing Phantom{1}{U}

    Creature — Shade

    {1}: Clawing Phantom gets +1/-1 until end of turn.

    Delirium — As long as there are four or more card types among cards in your graveyard, Clawing Phantom has flying.

    1/3

    #50 · common · Art by Jerry Padilla

  51. Confident Rebuttal{1}{U}

    Instant

    Put a +1/+1 counter on up to one target creature you control. Then counter up to one target spell unless its controller pays {X} where X is equal to the greatest power among creatures you control.

    As infuriating as it was, Alexi’s confidence was matched only by his skill.

    #51 · common · Art by zoebadini

  52. Cruiser, Tempest Class{3}{U}

    Artifact — Vehicle

    Flying

    Whenever Cruiser, Tempest Class enters or attacks, you may tap target nonland permanent. If that permanent is already tapped, put a stun counter on it.

    Crew 2 (Tap any number of creatures you control with total power 3 or greater: This Vehicle becomes an artifact creature until end of turn.)

    4/3

    #52 · uncommon · Art by by Mocha Cotton

  53. Emphatic Intervention{1}{U}{U}

    Instant

    Counter target spell.

    Create a Shard token. (It’s an enchantment with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”)

    “Too long have I remained in the shadows. Waiting, planning, calculating. No longer. The time to act is now.”

    — Pharos

    #53 · uncommon · Art by celia tang

  54. Etria Initiate{2}{U}

    Creature — Human Wizard

    Etria Initiate enters with a +1/+1 counter on it.

    {1}{U}, {T}: Draw a card, then discard a card unless you remove a counter from a creature you control.

    Etria houses one of the last schools of mages, training those with the ‘gift’ to unlock their true potential.

    0/3

    #54 · common · Art by Lalita Wip

  55. Frigate, Tempest Class{1}{U}

    Artifact — Vehicle

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

    Flying

    Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Vehicle becomes an artifact creature until end of turn.)

    3/1

    #55 · common · Art by by Seerlight

  56. Hunt for the Last Descendant{U}

    Battle — Skirmish

    (Your opponents can attack this Skirmish. When it’s defeated, sacrifice it.)

    At the beginning of your upkeep, surveil 1.

    Delirium — Whenever one or more creatures you control deal combat damage to a player or battle, as long as there are four or more card types among cards in your graveyard, draw a card.

    Defense: 5

    #56 · uncommon · Art by Anato Finnstark

  57. Iridescent Sky-Drake{5}{U}

    Creature — Drake

    Flying

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

    Whenever Iridescent Sky-Drake enters or attacks, put a flying counter on up to one target creature.

    4/4

    #57 · uncommon · Art by veronica-o-neill

  58. Kruin Sea Ravager{4}{U}

    Creature — Serpent

    Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)

    Whenever you draw a card, tap target nonland permanent. If it was the second card you drew in a turn, put a stun counter on that permanent.

    4/4

    #58 · common · Art by Istrandar

  59. Linnia, Grand Architect{1}{U}{U}

    Legendary Creature — Human Artificer

    Whenever you cast a noncreature spell, create a Shard token. (It’s an enchantment with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”)

    Whenever you draw your second card in a turn, put two +1/+1 counters on target artifact or non-aura enchantment you control with mana value 3 or less. You may have it become a creature with haste, vigilance and base power and toughness 0/0 until your next turn.

    2/3

    #59 · rare · Art by Sandara

  60. Linnia's Innovation{3}{U}

    Instant

    Surveil 2, then draw two cards. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

    Quicken 2. (Choose up to two target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    #60 · uncommon · Art by sandara

  61. Lucrecia, High Sovereign{U}{U}

    Legendary Creature — Avatar Noble

    Non-historic, non-basic permanents enter the battlefield tapped. (Artifacts, legendaries, and Sagas are historic.)

    Tap two untapped historic permanents you control: Draw a card.

    I was humbled as I looked upon her, and I could feel my mind urging me to bow.

    0/4

    #61 · rare · Art by Yolve Evigilatio

  62. Memories of Lavinore{3}{U}

    Instant

    Mill four cards, then return up to two target noncreature, nonland cards from your graveyard to your hand.

    {1}{U}, Exile Memories of Lavinore from your graveyard: Create two Shard tokens. (They’re enchantments with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”)

    #62 · rare · Art by Winterkeep

  63. Mina Adago{U}

    Legendary Creature — Human Advisor

    {T}: Draw a card, then discard a card unless you control three or more historic permanents. (Artifacts, legendaries, and Sagas are historic.)

    A rose can bloom from even the most humble of origins.

    0/3

    #63 · uncommon · Art by sandara

  64. Mistral Glider{1}{U}

    Creature — Drake

    Flying

    Whenever Mistral Glider deals combat damage to a player or battle, quicken 2. (Choose up to two target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    1/2

    #64 · common · Art by GryAdventures

  65. Nibelis, Lonely Wanderer{4}{U}{U}{U}

    Legendary Creature — Dragon

    Flying, vigilance

    When Nibelis enters, draw cards until you have seven cards in your hand.

    {1}{U}{U}: Exile Nibelis from your hand with X journey counters on it where X is equal to the number of cards in your hand. At the beginning of your upkeep, scry 1 and remove a journey counter from it. When the last is removed, cast it without paying its mana cost.

    6/6

    #65 · mythic · Art by SpaceWeaver

  66. Prey on the Innocent{1}{U}

    Instant

    Choose target spell. Surveil 1, then counter the chosen spell unless its controller pays {2} for each card type among cards in your graveyard.

    The murders were unlike anything the judges had seen; people eviscerated of both body and soul.

    #66 · uncommon · Art by MianKong_面孔

  67. Revenant’s Grasp{1}{U}

    Enchantment — Aura

    Flash

    Enchant creature, enchantment or vehicle

    When Revenant’s Grasp enters, tap enchanted permanent, then put three stun counters on it.

    {1}{U}, Sacrifice Revenant’s Grasp: Quicken 3. Activate only as a sorcery. (Choose up to three target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    #67 · uncommon · Art by Dave Melvin

  68. Serene Songstress{3}{U}

    Creature — Merfolk

    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

    Whenever Serene Songstress becomes tapped, you may draw a card. If you do, discard a card.

    3/3

    #68 · common · Art by F3LC4T

  69. Silent Stalker{3}{U}

    Creature — Bird Horror

    Flying

    Delirium — As long as there are four or more card types among cards in your graveyard, Silent Stalker gets +1/+0 and has vigilance.

    A fallen feather. A flash of yellow.Warning signs that your time is short.

    2/4

    #69 · common · Art by GalihCrot

  70. Spectral Mist{2}{U}

    Instant

    Tap up to two target nonland permanents. Put a stun counter on each of them.

    Delirium — As long as there are four or more card types among cards in your graveyard, create two 1/1 black Shade creature tokens with flying.

    #70 · common · Art by Dominik Mayer

  71. Spectre of Lavinore{2}{U}{U}

    Creature — Spirit

    Flying

    Whenever you attack, tap up to one target nonland permanent, then put X stun counters on it where X is equal to the number of attacking Shades, Spirits and/or Horrors you control.

    Whenever you draw a card, quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    3/3

    #71 · rare · Art by Pavel Kolomeyets

  72. Sundering Gale{U}

    Instant

    As an additional cost to cast this spell, you may pay {2}.

    Return target creature with mana value one or greater to its owner’s hand. If this card’s additional cost was paid, instead return target nonland permanent with mana value one or greater to its owner’s hand and this spell can’t be countered.

    #72 · common · Art by ThemeFinland

  73. Swift Mobilisation{1}{U}

    Instant

    Target creature or artifact becomes a 4/4 artifact creature until end of turn.

    Draw a card.

    Whether in trade or war, Galyaka prides itself on speed.

    #73 · common

  74. Take Stock{U}

    Sorcery

    Distribute up to one stun counter, one shield counter and one +1/+1 counter among one, two or three target nonland permanents.

    Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.)

    When you discard this card, quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    #74 · common · Art by sandara

  75. Terror of the Kruin Sea{7}{U}{U}

    Creature — Serpent

    Terror of the Kruin Sea costs {1} less to cast for each card type among cards in your graveyard.

    Whenever Terror of the Kruin Sea enters or attacks, tap target permanent, then put a stun counter on it.

    Discard two cards: Exile Terror of the Kruin Sea. Return it to the battlefield tapped under its owner’s control at the beginning of the next end step.

    7/7

    #75 · rare · Art by sarahmiller

  76. Tree Skulker{1}{U}

    Creature — Horror

    Flash

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

    Whenever you draw your second card in a turn, put a +1/+1 counter on Tree Skulker.

    2/1

    #76 · uncommon · Art by Istrandar

  77. Wanderer's Progeny{2}{U}

    Creature — Dragon

    Flying, vigilance

    Wanderer’s Progeny gets +1/+0 for each card you’ve drawn this turn.

    Whenever you draw your second card in a turn, Wanderer’s Progeny gains hexproof until end of turn.

    1/3

    #77 · uncommon · Art by veronica o’neil

  78. Wearer of Many Faces{3}{U}{U}

    Creature — Shapeshifter

    Wearer of Many Faces enters the battlefield as a copy of any permanent card in your graveyard.

    Delirium — {3}{U}: Return Wearer of Many Faces from your graveyard to the battlefield tapped with a finality counter on it. Activate this ability only if there are four or more card types among cards in your graveyard.

    0/0

    #78 · rare · Art by Felipe Castro

  79. Youthful Sea Drake{2}{U}

    Creature — Drake

    Flash

    Flying

    When Youthful Sea Drake dies, you may return target instant or sorcery card from your graveyard to your hand.

    2/2

    #79 · uncommon · Art by Istrandar

  80. Afflicted Horde{1}{B}{B}

    Creature — Human Horror

    Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    {3}{BP}{BP}, exile Afflicted Horde from your graveyard: Target creature gets -4/-4 until end of turn. Activate only as a sorcery.

    For those with no home to call their own, no friends or family to turn to, incarnum was the only answer.

    4/4

    #80 · uncommon · Art by Erskine Designs

  81. Alice, Defiled{3}{B}{B}

    Legendary Creature Enchantment — Avatar

    Impending 3 — {2}{B}{B} (If you cast this spell for its impending cost, it enters with 3 time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    When Alice enters, other creatures get -X/-X until end of turn where X is equal to the number of enchantments you control.

    Whenever one or more counters are removed from another permanent you control, each opponent loses 1 life.

    3/3

    #81 · rare · Art by Chris Cold

  82. Battle for Serpent’s Fall{1}{B}

    Battle — Siege

    (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

    When Battle for Serpent’s Fall enters, each opponent sacrifices the creature they control with the greatest mana value among creatures they control. Each opponent who can’t, discards a card.

    Defense: 4

    Back face: Rise of the Serpent Queen

    Sorcery

    Return target creature card from a graveyard to the battlefield under your control.

    “Beneath the black abyss, Lies a heart of glistening gold, I await my longed for freedom, With the dragon’s call of old.”

    — Children’s nursery rhyme, verse 2.

    #82 · rare · Art by Xidrium

  83. Battle for the World’s End{4}{B}{B}

    Battle — Siege

    (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

    Amass Horrors X where X is equal to the number of creatures on the battlefield, then the army you amassed deals damage equal to half its power to each other creature rounded down.

    Defense: 8

    Back face: Sunder the Otherworld

    Sorcery

    Choose Incarna or Terra —

    Incarna — Look at the top seven cards of your library. You may cast any number of instant, sorcery or enchantment cards from among them without paying their mana costs. Put the rest on the bottom of your library in a random order.

    Terra — Look at the top seven cards of your library. You may put any number of nonenchantment permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

    #83 · mythic · Art by NateKeith

  84. Bonds Broken{2}{B}

    Enchantment

    At the beginning of your end step, each opponent loses 1 life and you gain 1 life.

    {3}{B}, {T}: Each opponent loses X life and you gain X life where X is the number of enchantments you control, then sacrifice Bonds Broken.

    #84 · common · Art by AnastasiaSalmina

  85. Crescent Moon Cultist{1}{B}

    Creature — Human Horror

    Vanishing 4 (This creature enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    {4}{BP}, exile Crescent Moon Cultist from your graveyard: Return target creature card from your graveyard to your hand.

    3/2

    #85 · common · Art by NanFe

  86. Descendant’s Authority{X}{B}

    Sorcery

    As long as you control a historic permanent, you may choose two. (Artifacts, legendaries, and Sagas are historic.)

    Choose one —

    Descendant’s Authority deals X damage to target creature, planeswalker or battle and you gain X life.

    Quicken X (Choose up to X cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    Amass Horrors X.

    #86 · uncommon · Art by Chris Cold

  87. Echo of the Old Gods{5}{B}

    Creature Enchantment — Spirit

    Impending 6 — {1}{B} (If you cast this spell for its impending cost, it enters with six time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Menace

    When Echo of the Old Gods enters, each opponent sacrifices a creature.

    4/4

    #87 · common · Art by Jorge Jacinto

  88. Fall from Grace{1}{B}{B}

    Instant

    Destroy target creature or enchantment. If a noncreature enchantment was destroyed in this way, you lose life equal to its mana value.

    As punishment for his hubris, Amarinth suffered an eternity of exile and the contempt of all his kin.

    #88 · common · Art by AnastasiaSalmina

  89. Fell Rider{4}{B}{B}

    Creature — Horror Knight

    Flying

    When Fell Rider enters, Amass Horrors 2. (To amass Horrors 2 put 2 +1/+1 counters on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand, then shuffle.)

    3/4

    #89 · common · Art by nagate-DESIGN

  90. Forsaken One{B}

    Creature Enchantment — Horror

    Deathtouch

    When Forsaken One dies, quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    “I’ve been trapped here for a century, All hope is fading fast, Oh will no one come to save me, Or will this year be my last?”

    — Children’s nursery rhyme, verse 1.

    1/1

    #90 · common · Art by Ari-Matti Toivonen

  91. Greater Shade{3}{B}{B}

    Creature — Shade

    Flying

    When Greater Shade enters, each opponent loses 3 life and you gain 3 life.

    Delirium — As long as there are four or more card types among cards in your graveyard, Greater Shade costs {2} less to cast.

    3/3

    #91 · uncommon · Art by Artemamnis

  92. In Savain’s Clutches{1}{B}

    Enchantment — Aura

    Enchant creature, enchantment or vehicle

    Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    Enchanted permanent loses all abilities. If it’s a creature, it’s a Captive creature with base power and toughness 0/1.

    When In Savain’s Clutches leaves the battlefield, if it had no counters on it, you gain 2 life and draw a card.

    #92 · common · Art by AnastasiaSalmina

  93. Knight of Shadows{B}

    Creature — Shade Knight

    Lifelink

    Delirium — {B}: Knight of Shadows gets +1/+1 until end of turn. Activate this ability only if there are four or more card types among cards in your graveyard.

    1/1

    #93 · uncommon · Art by AnatoFinnstark

  94. Knights of Hollow Breach{4}{B}

    Creature — Horror Knight

    Menace

    When Knights of Hollow Breach enters, Amass Horrors 2. (To amass Horrors 2 put 2 +1/+1 counters on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    Other Horrors you control have menace.

    3/3

    #94 · common · Art by socialgatheringstar

  95. Lengthening Shadows{1}{B}

    Sorcery

    Surveil 2. Amass Horrors 2. (To amass Horrors 2 put 2 +1/+1 counters on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    #95 · common · Art by bejebbeh

  96. Lingering Shade{B}

    Creature — Shade

    Flying

    When Lingering Shade enters, surveil 1.

    Delirium — {2}{B}: Return Lingering Shade from your graveyard to the battlefield tapped with a +1/+1 counter and a finality counter on it. Activate this ability only if there are four or more card types among cards in your graveyard.

    1/1

    #96 · common · Art by AnastasiaSalmina

  97. March of the Afflicted{2}{B}

    Enchantment

    When March of the Afflicted enters, Amass Horrors 2. (To amass Horrors 2 put 2 +1/+1 counters on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    Whenever you attack, you may pay {BP}. If you do, quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    #97 · uncommon · Art by NanFe

  98. March on the Capital{1}{B}

    Battle — Skirmish

    (Your opponents can attack this Skirmish. When it’s defeated, sacrifice it.)

    At the beginning of combat on your turn, you lose 1 life and Amass Horrors 1. (To amass Horrors 1 put a +1/+1 counter on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    Defense: 4

    #98 · uncommon · Art by socialgatheringstar

  99. Otherworld Rift{1}{B}

    Enchantment

    During your turn, Spirits, Shades and Horrors you control get +1/+0 and have lifelink.

    Delirium — At the beginning of your upkeep, as long as there are four or more card types among cards in your graveyard, you lose 2 life and create a 1/1 black Shade creature token with flying.

    #99 · rare · Art by Erskine Designs

  100. Otherworldly Visitation{2}{B}

    Instant

    Mill two cards, then return up to one target creature and/or enchantment card from your graveyard to your hand.

    Echoes of Incarna have been known to slip through the cracks between the worlds. Most witnesses have no memory of these encounters. Others are not so lucky...

    #100 · common · Art by AndrejZT

  101. Primordial Shadow{2}{B}

    Creature — Shade

    Flying, deathtouch

    At the beginning of each end step, quicken X where X is the amount of life lost by your opponents this turn. (Choose up to X target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    2/3

    #101 · rare · Art by Erskine Designs

  102. Ragnaror, Born of Sin{3}{B}{B}{B}

    Legendary Enchantment Creature — Shade

    Impending 5 — {1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Flying, lifelink

    At the beginning of your upkeep, reveal the top card of your library and put it into your hand. As long as Ragnaror is a creature, each opponent loses life equal to that card's mana value. Otherwise, you lose life equal to that card's mana value.

    6/5

    #102 · mythic · Art by Chris Cold

  103. Ramathes, Fallen Sovereign{3}{B}

    Legendary Creature — Human Noble

    When Ramathes enters, each player mills three cards.

    When Ramathes dies, each opponent loses life equal to the number of card types among cards in your graveyard.

    A once proud and noble man has become nothing but a shadow, twisted by grief.

    4/3

    #103 · uncommon · Art by Unknown

  104. Remnant of the Destroyer{5}{B}{B}

    Enchantment Creature — Angel Spirit

    Impending 6 — {B} (If you cast this spell for its impending cost, it enters with six time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Flying

    Whenever Remnant of the Destroyer enters or attacks, it deals 1 damage to any target and you gain 1 life.

    4/3

    #104 · uncommon · Art by REMA1N-NAMELESS

  105. Revenant of Kanarki{1}{B}{B}

    Creature — Spirit Horror

    Deathtouch

    When Revenant of Kanarki enters, for each player, you may exile up to one target creature that player controls on the battlefield or in their graveyard.

    Revenant of Kanarki has power equal to the greatest mana value among cards exiled with it.

    They keep their prisoners in a ruthless vigil, silently awaiting their master’s return.

    */4

    #105 · rare · Art by Unknown

  106. Rise of the Incarnum Cursed{1}{B}

    Enchantment — Saga

    I — During any turn you put a lore counter on this Saga, you may pay 2 life as an additional cost to cast black spells. Those spells cost {B} less to cast if you paid life this way.

    II — Surveil 2. You gain 2 life.

    III — Quicken 3.

    #106 · uncommon · Art by kibrn

  107. Savain, of the Crescent Moon{2}{B}{B}

    Legendary Creature — Human Advisor

    Menace

    When Savain enters, for each player, choose target creature card in that player’s graveyard. Return those creatures to the battlefield under their owner’s control with two time counters on them. They gain vanishing. (At the beginning of their owner’s upkeep, remove a time counter from those creatures. When the last is removed, sacrifice it.)

    5/4

    #107 · rare · Art by Dibujante-nocturno

  108. Savain’s Shadowblade{1}{B}

    Creature — Human Assassin

    Menace

    Whenever Savain’s Shadowblade attacks, quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    Pity, mercy, sentiment. These are the traits that weaken us. I must root them out.

    2/1

    #108 · common · Art by Art by: mistborn fanart

  109. Shadow of the Descendants{3}{B}{B}

    Enchantment — Saga

    I — Exile up to one target creature, planeswalker or non-Saga enchantment.

    II — Amass Horrors X where X is equal to the mana value of the card exiled with Shadow of the Descendants.

    III — Creatures you control gain deathtouch and lifelink until end of turn.

    #109 · rare · Art by Claire Natice

  110. Stalking Phantom{2}{B}

    Creature Enchantment — Spirit Horror

    Impending 3 — {B} (If you cast this spell for its impending cost, it enters with three time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Lifelink

    You may cast Stalking Phantom from your graveyard for its impending cost.

    3/1

    #110 · uncommon · Art by AnatoFinnstark

  111. Storm of Despair{4}{B}

    Sorcery

    Each player mills three cards, then exile a card from each opponent’s graveyard. You may copy each card with mana value X or less exiled this way where X is equal to the number of card types among cards in your graveyard. Cast the copies without paying their mana costs.

    Xaiah knew that in order for a world to die, its people’s hope must die first.

    #111 · rare · Art by AnatoFinnstark

  112. Succumb to Despair{B}

    Instant

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

    Delirium — As long as there are four or more card types among cards in your graveyard, that creature gets -10/-10 until end of turn instead.

    #112 · uncommon · Art by Dominik Mayer

  113. Summons of the Kanarki{2}{B}

    Enchantment

    Whenever a nontoken creature dies, Amass Horrors 1. (To amass Horrors 1 put a +1/+1 counter on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    As long as you control a token with power 4 or greater, attacking Horrors you control have deathtouch.

    #113 · uncommon · Art by AnastasiaSalmina

  114. Surrender to Incarnum{2}{B}

    Sorcery

    Target player draws two cards and loses 2 life. Quicken 2. (Choose up to two target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    #114 · common · Art by AnastasiaSalmina

  115. Unnatural Endurance{B}

    Instant

    Target creature gets +2/+0 until end of turn. Put a shield counter on it.

    Cycling {1}{B} ({1}{B}, Discard this card: Draw a card.)

    When you discard this card, Amass Horrors 1. (To amass Horrors 1 put a +1/+1 counter on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    #115 · common · Art by Pavel Kolomeyets

  116. Vashix Dread Knight{3}{B}

    Creature — Horror Knight

    Flying

    Whenever Vashix Dread Knight enters or deals combat damage to a player or battle, Amass Horrors 1. (To amass Horrors 1 put a +1/+1 counter on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    Horrors you control have “Ward—Pay X life where X is this creature’s power.”

    2/3

    #116 · uncommon · Art by RunecasterStudio

  117. Acolyte of Tel’Nar{R}

    Creature — Horror Knight

    Prowess

    When Acolyte of Tel’Nar dies, Amass Horrors 1. (To amass Horrors 1 put a +1/+1 counter on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    1/1

    #117 · common · Art by socialgatheringstar

  118. Almera Rises from Despair{2}{R}{R}

    Enchantment — Saga

    I — This Saga deals 3 damage to each non-legendary creature and up to one target player, planeswalker or battle.

    II — Exile the top two cards of your library. During any turn you put a lore counter on this Saga, you may play cards exiled this way.

    III — Add {R}{R}.

    #118 · uncommon · Art by Evi-gilatio

  119. Almera, Youthful Champion{R}

    Legendary Creature — Human Wizard

    Haste

    Prowess

    Whenever Almera deals combat damage, if an opponent has been dealt three or more damage this turn, exile her, then return her to the battlefield transformed under her owner’s control.

    1/1

    Back face: Almera, Phoenix Queen

    Legendary Planeswalker — Almera

    If another source would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus one instead.

    +1: Until your next turn, whenever a creature attacks Almera, she deals 1 damage to that creature’s controller.

    -2: You may cast target instant or sorcery card with mana value 2 or less from your graveyard. If that spell would be put into your graveyard this turn, exile it instead.

    -X: Almera deals X damage to target creature, planeswalker or battle. If a creature dealt damage this way would die this turn, exile it instead.

    Loyalty: 3

    #119 · mythic · Art by sakimichan

  120. Almera's Authority{1}{R}

    Instant

    As long as you control a historic permanent, you may choose two. (Artifacts, legendaries, and Sagas are historic.)

    Choose one —

    Target creature gets +2/+0 and gains first strike until end of turn.

    Almera’s Authority deals 2 damage to any target.

    Quicken 1 (Choose up to one card with counters on it, then add or remove a counter of a kind already there.)

    #120 · uncommon · Art by Derek Paxton

  121. Almera’s Wrath{3}{R}

    Instant

    Almera’s Wrath deals 6 damage to target creature. If excess damage was dealt to that creature this way, exile that many target cards from its controller’s graveyard.

    Blinded by grief and reeling from betrayal, Almera’s fury was all-consuming.

    #121 · uncommon · Art by Dallas Williams

  122. Battle for Falkrath{X}{R}{R}

    Battle — Siege

    (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

    When Battle for Falkrath enters, create X 1/1 red Soldier creature tokens with haste.

    Defense: 6

    Back face: Knight of the Burning Dawn

    Creature — Dragon Knight

    When you cast Knight of the Burning Dawn, untap all creatures you control. If it’s your turn, there’s an additional combat phase after this phase.

    Flying, first strike, haste

    Attacking creatures you control get +1/+0.

    3/4

    #122 · rare · Art by theDURRRRIAN

  123. Bite of the Serpent Queen{2}{R}

    Sorcery

    Amass Horrors 1 (To amass Horrors 1 put a +1/+1 counter on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    Bite of the Serpent Queen deals 3 damage to target creature, planeswalker or battle. If you control a creature token with power 4 or greater, it deals 6 damage to that permanent instead.

    #123 · common · Art by TimforShadeDigital

  124. Blazing Downfall{X}{R}{R}

    Sorcery

    Blazing Downfall deals X damage to any target. If a permanent was targeted this way, Blazing Downfall deals X plus 2 damage to that permanent instead.

    “You want peace? These creatures are wild beasts. They will not be reasoned with.”

    — Kain, to Sylvi.”

    #124 · common · Art by AnatoFinnstark

  125. Call to War{1}{R}

    Enchantment

    If a source you control would deal damage to a battle, it deals double that damage instead.

    Whenever a historic permanent or battle enters under your control, create a 1/1 red Soldier creature token with haste. (Artifacts, legendaries, and Sagas are historic.)

    #125 · uncommon · Art by by Anthony Catillaz

  126. Crimson Legion Zealot{1}{R}

    Creature — Human Knight

    When Crimson Legion Zealot enters, create a 1/1 red Soldier creature token with haste.

    Many were all too happy to exploit the emperor’s contempt of the arcane, denouncing others to settle old grudges and bad blood.

    2/1

    #126 · common · Art by Henrique Dld

  127. Dangerous Knowledge{1}{R}

    Instant

    As an additional cost to cast Dangerous Knowledge, discard a card.

    Draw two cards. As long as you control two or more historic permanents and/or battles, draw three cards instead. (Artifacts, legendaries, and Sagas are historic.)

    Nathaniel finally knew the truth, and it would cost him everything.

    #127 · common · Art by Bouzuki

  128. Dauthir Valley Tyrant{5}{R}{R}

    Creature — Dragon

    Flying, haste

    Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand, then shuffle.)

    “Our people are dying. Our towns and villages reduced to ash. We have lived in fear for decades yet you want us to forgive?”

    — Kain, to Sylvi

    5/4

    #128 · common · Art by sandara

  129. Dawnclad Ambush{1}{R}

    Battle — Skirmish

    (Your opponents can attack this Skirmish. When it’s defeated, sacrifice it.)

    At the beginning of combat on your turn, choose 1—

    Creatures you control gain haste until end of turn.

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

    Defense: 4

    #129 · uncommon · Art by huadong lan

  130. Echoing Dragonstorm{2}{R}{R}

    Instant

    Create a 4/4 red Dragon creature token with flying. It gains haste until end of turn. Sacrifice it at end of turn unless you have drawn two or more cards this turn.

    The legacy of the Serpent Queen has sent ripples through the world in the form of fire, ash and death.

    #130 · uncommon · Art by Floverale-Hellewen

  131. Flash of Talent{1}{R}

    Instant

    Choose 1—

    Up to two target creatures each get +2/+0 until end of turn.

    Exile up to three target cards from a player’s graveyard.

    Cycling {R} ({R}, Discard this card: Draw a card.)

    When you discard this card, it deals 1 damage to any target.

    #131 · common · Art by @catrineslibrary

  132. Full Broadside{1}{R}

    Instant

    Choose 1 —

    Destroy target artifact.

    Full Broadside deals damage to target creature, planeswalker or battle equal to the number of creatures and vehicles you control.

    #132 · common · Art by Mystic Warlords of Ka'a

  133. Heroic Charge{R}

    Instant

    Target creature gets +1/+0 and gains trample until end of turn.

    Draw a card.

    “No amount of training can prepare you to challenge the Dawnclad; your true test comes when we strike the nest.”

    —Aurelia, to Almera.

    #133 · common · Art by AnatoFinnstark

  134. Kain, Legion Warlord{R}

    Legendary Creature — Human Soldier

    Haste

    Kain, Legion Warlord can’t block.

    Whenever Kain attacks, the defending player may have you create a tapped Treasure token. If they do, remove Kain from combat.

    When greed and petty grievances find their way into power, peace is the first casualty.

    2/3

    #134 · uncommon · Art by gacktmoon

  135. Legion Aspirant{1}{R}

    Creature — Human Soldier

    Legion Aspirant has first strike during your turn.

    Whenever a historic permanent or battle enters under your control, Legion Aspirant gets +1/+0 until end of turn. (Artifacts, legendaries, and Sagas are historic.)

    It takes years of training to even be considered for the emperor’s Crimson Legion.

    2/1

    #135 · common · Art by YamaOrce

  136. Living Inferno{3}{R}

    Creature — Elemental

    Menace

    Whenever you draw your second card in a turn, put a +1/+1 counter on Living Inferno.

    When the enchanted glades grow weary of the ongoing conflict, sparks have been known to burst into life to take matters into their own hands...

    4/3

    #136 · common · Art by ChrisCold

  137. Majesty of Flame{1}{R}{R}

    Creature — Phoenix

    Flying, haste

    Whenever you draw your second card in a turn, you may return Majesty of Flame from your graveyard to the battlefield.

    {2}{R}: Creatures you control get +1/+0 until end of turn.

    A symbol of Almera’s power in its purest form, of blazing retribution, beauty and rebirth.

    2/2

    #137 · rare · Art by AnastasiaSalmina

  138. Persecuted Sylvan{1}{R}

    Creature — Dryad

    Trample

    When Persecuted Sylvan dies, create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    3/1

    #138 · common · Art by KueshkaArt

  139. Prince's Devotee{R}

    Creature — Human Knight

    Whenever you draw your second card in a turn, create a 1/1 red Soldier creature token with haste.

    {3}{R}: Discard a card, then draw a card.

    Those closest to Vincent joined him in exile, seeking to spread the word of the encroaching dark.

    2/1

    #139 · uncommon · Art by Anato Finnstark

  140. Rimefire Fox{2}{R}

    Creature — Elemental Fox

    Whenever you draw a card, Rimefire Fox gets +1/+0 until end of turn. If it was the second card you drew in a turn, Rimefire Fox deals 2 damage to target opponent or battle.

    Almera smiled as she noticed the similarities between herself and the cunning little creature.

    2/3

    #140 · common · Art by Brian Valeza

  141. Ruthless Inquisitors{3}{R}{R}

    Creature — Human Knight

    At the beginning of each opponent’s upkeep, if that player controls an enchantment, Ruthless Inquisitors deals 2 damage to that player unless they sacrifice an enchantment.

    Any who were seen to be practising magic within the walls of Falkrath faced a lifetime of exile as punishment.

    5/5

    #141 · uncommon · Art by Chaehyeon Ra

  142. Scourge of Falkrath{4}{R}{R}

    Creature — Dragon

    Flying, trample

    Whenever mana is added to your mana pool, that much mana plus an additional {R} is added instead.

    Whenever a player taps a land for mana, Scourge of Falkrath deals 1 damage to that player.

    A symbol of the true essence of nature; survival at any cost.

    6/6

    #142 · mythic · Art by BenWootten

  143. Seize Control{2}{R}

    Sorcery

    Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.

    As long as you control a token with power 4 or greater, creatures you control get +1/+0 and gain menace until end of turn.

    The Dawnclad had no choice but to listen to the call of their one, true Queen.

    #143 · uncommon · Art by theDURRRRIAN

  144. Sundering Skywarden{3}{R}{R}{R}

    Creature — Dragon

    Flying

    When Sundering Skywarden enters, choose up to one target creature, target planeswalker and/or target battle. Sundering Skywarden deals 3 damage to each of those targets.

    {2}{R}, Discard Sundering Skywarden: It deals 3 damage to target creature, planeswalker or battle.

    6/5

    #144 · uncommon · Art by AnatoFinnstark

  145. Surge of Chaos{3}{R}{R}

    Sorcery

    Each player exiles cards from the top of their library until they exile a nonland card. Choose a nonland card exiled with Surge of Chaos at random and cast it without paying its mana cost.

    Whenever a token you control with power 4 or greater attacks, you may cast a copy of this spell from your graveyard without paying its mana cost.

    #145 · rare · Art by Irina Nordsol Kuzmina

  146. The Shadow of Serpent’s Fall{3}{R}

    Enchantment — Saga

    I — Gain control of target creature for as long as you control The Shadow of Serpent’s Fall. Untap it.

    II — Create a 4/4 red Dragon creature token with flying.

    III — Up to one target creature an opponent owns must attack you during its controller’s next turn if able.

    #146 · rare · Art by Evan Lee

  147. Tide of Darkness{4}{R}

    Sorcery

    Amass Horrors X where X is equal to the number of noncreature, nonland cards in your graveyard. As long as you control a creature token with power 4 or greater, creatures you control gain trample and haste until end of turn. (To amass Horrors X put X +1/+1 counters on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    #147 · uncommon · Art by socialgatheringstar

  148. To Ashes{R}

    Instant

    To Ashes deals 2 damage to any target. If a creature or planeswalker dealt damage this way would die this turn, exile it instead.

    The people of Falkrath know all too well the wrack and ruin wrought by dragon fire.

    #148 · common · Art by Dominik Mayer

  149. Tyren, Evinsul's Vengeance{2}{R}

    Legendary Creature — Dryad Warrior

    Whenever a creature you control becomes tapped, Tyren deals 1 damage to target opponent or battle.

    Whenever a nontoken creature you control dies, create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    3/3

    #149 · rare · Art by Marishka Kleyman

  150. Vashix Dreadnaught{2}{R}

    Artifact — Vehicle

    Menace

    Tap an untapped Army you control: Vashix Dreadnaught becomes an artifact creature until end of turn.

    Crew 4 (Tap any number of creatures you control with total power 4 or greater: This Vehicle becomes an artifact creature until end of turn.)

    5/5

    #150 · uncommon · Art by 1oshuart

  151. Vashix War Beast{3}{R}

    Creature — Skeleton Beast Horror

    When Vashix War Beast enters, Amass Horrors 2. (To amass Horrors 2 put 2 +1/+1 counters on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    As long as you control a token with power 4 or greater, Vashix War Beast has double strike.

    2/2

    #151 · common · Art by Abner Cheah Hao Jie

  152. Vashix Warlord{R}{R}

    Creature — Horror

    Double strike

    Whenever a creature you control deals combat damage to a player or battle, Amass Horrors 1.

    As long as you control a token with power 4 or greater, Horrors you control get +1/+0 and have trample.

    1/1

    #152 · rare · Art by Dominik Mayer

  153. Voice of the Dawnclad{2}{R}

    Creature — Human Shaman

    When Voice of the Dawnclad enters, search your library for a basic Mountain card, reveal it, then put it into your hand. Shuffle afterwards.

    {5}{R}{R}, {T}, sacrifice Voice of the Dawnclad: Create a 4/4 red Dragon creature token with flying.

    2/2

    #153 · common · Art by wmikaelart

  154. Xerxes, Ruthless Sovereign{1}{R}{R}

    Legendary Creature — Human Noble

    First strike

    Other creatures attack each combat if able.

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

    As long as three or more creatures are attacking, if a source would deal damage to an opponent, a permanent an opponent controls or a battle, it deals that much damage plus 1 instead.

    2/3

    #154 · rare · Art by by Brown Power Designs

  155. Aelia, Guided by Light{2}{G}

    Legendary Creature — Human Noble

    Whenever an enchantment enters under your control, draw a card.

    Whenever the final chapter ability of a Saga you control triggers, you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield.

    2/4

    #155 · rare · Art by lukart

  156. Aelia’s Cleansing{5}{G}

    Sorcery

    Choose one or both —

    Choose a player. Remove all counters from any number of cards that player controls.

    Choose a player. Double the number of counters on any number of cards that player controls.

    If the gods are two sides of the same coin, then surely the blood of the Undying should purify what the Destroyer has ravaged.

    #156 · rare · Art by Evi-gilatio

  157. Afflicted Mourner{G}

    Creature — Human Horror

    Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    {T}: Add {G}.

    {GP}, exile Afflicted Mourner from your graveyard: Add one mana of any color.

    2/2

    #157 · common · Art by AnastasiaSalmina

  158. Afflicted Sylvan{2}{G}{G}

    Creature — Dryad Horror

    Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    When Afflicted Sylvan enters, put a +1/+1 counter on each creature you control.

    {1}{GP}, exile Afflicted Sylvan from your graveyard: Quicken 3. Activate only as a sorcery.

    4/4

    #158 · uncommon · Art by KueshkaArt

  159. Assault on Serpent's Fall{1}{G}

    Battle — Skirmish

    (Your opponents can attack this Skirmish. When it’s defeated, sacrifice it.)

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

    Defense: 4

    #159 · uncommon · Art by ManthosLappas

  160. Battle for the Lost Blade{1}{G}

    Battle — Siege

    (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

    When Battle for the Lost Blade enters, mill three cards, then return target permanent card from your graveyard to your hand. If a land card was returned this way, you may put it onto the battlefield tapped.

    Defense: 5

    Back face: Vastwood Unleashed

    Sorcery

    Create X 1/1 green Dryad land creature tokens with “{T}, Sacrifice this creature: Add {G}.” where X is equal to the number of lands you control.

    The destruction of Evinsul was a tragedy, though Sepronith couldn’t help a faint smile. It all but guaranteed Irena’s support in the coming conflict.

    #160 · rare · Art by Daarken

  161. Blooming Hope{2}{G}

    Instant

    Return target permanent card from your graveyard to your hand. If it had mana value 2 or less, you may return it to the battlefield tapped instead.

    Quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    #161 · common · Art by AnastasiaSalmina

  162. Burning of the Spirit Tree{2}{G}{G}

    Enchantment — Saga

    I — Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield. Shuffle afterward.

    II — Mill four cards.

    III — You may put up to two target creature cards from your graveyard into your hand.

    IV — You may put a creature card from your hand onto the battlefield.

    #162 · rare · Art by Jorge Jacinto

  163. Challenge to the Dawnclad{5}{G}

    Enchantment — Saga

    I — Distribute three +1/+1 counters among one, two or three target creatures. Those creatures gain indestructible for as long as you control this Saga.

    II — Target creature you control fights target creature an opponent controls.

    III — Double the number of counters on up to one target permanent.

    #163 · uncommon · Art by Coliandre

  164. Dawnclad Perfect{2}{G}

    Creature — Dragon

    Whenever a land or another Dragon enters under your control, you gain 1 life.

    As long as you control seven or more lands, Dawnclad Perfect gets +1/+1 and has flying.

    “There is beauty to be found in all life. These creatures deserve their place in the world just as much as you or me.”

    — Sylvi, to Kain.

    3/3

    #164 · common · Art by sandara

  165. Dawnclad Sovereign{5}{G}{G}{G}

    Creature — Dragon

    Flying

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

    Whenever Dawnclad Sovereign or another Dragon you control enters, as long as you control seven or more lands, that creature fights up to one target creature an opponent controls. Otherwise, search your library for a land card, put it onto the battlefield tapped, then shuffle.

    7/6

    #165 · rare · Art by Anato Finnstark

  166. Emily, Tormented Innocent{G}

    Legendary Creature — Human

    Whenever another creature you control enters, you gain 1 life. If that creature entered with counters on it, you gain 2 life instead.

    {X}{BP}{BP}: Exile Emily, then return her to the battlefield transformed under her owner’s control with X time counters on her. Activate only as a sorcery. X can’t be 0.

    0/1

    Back face: Emily, Incarnum Cursed

    Legendary Creature — Human Horror

    Whenever a creature you control dies, each opponent loses 1 life. If that creature had vanishing, each opponent loses 2 life instead.

    Vanishing X (This creature enters the battlefield with X time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    No more pain. No more despair. Emily was finally free.

    3/3

    #166 · uncommon · Art by NanFe

  167. Farhaven Spirit Guide{3}{G}

    Creature — Dryad

    Reach

    When Farhaven Spirit Guide enters, create two 1/1 green Dryad land creature tokens with “{T}, Sacrifice this creature: Add {G}.”

    The winding paths of the Vastwood are treacherous; you won't find the sacred glades without our aid.

    2/2

    #167 · common · Art by Joanna Wolska

  168. Flight of the Dawnclad{2}{G}

    Enchantment

    Landfall — Whenever a land enters under your control, put a +1/+1 counter on up to one target creature. Then if you control a creature with power 4 or greater, draw a card. Then if you control a creature with power 8 or greater, create a 4/4 red Dragon creature token with flying.

    #168 · uncommon · Art by AnatoFinnstark

  169. Flourishing Skywarden{3}{G}{G}{G}

    Creature — Dragon

    Flying

    When Flourishing Skywarden enters, you gain 5 life.

    {2}{G}, Discard Flourishing Skywarden: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

    6/5

    #169 · uncommon · Art by AlectorFencer

  170. Grave Whisperer{1}{G}

    Creature — Spirit

    You may play land cards from your graveyard.

    Landfall — Whenever a land enters under your control, quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    2/2

    #170 · rare · Art by Alexander Jansson

  171. Guardians of the Grove{G}

    Creature — Dryad Cleric

    Whenever an enchantment enters under your control, surveil 1.

    Whenever the final chapter ability of a Saga you control triggers, create two 1/1 Dryad land creature tokens with “{T}, Sacrifice this creature: Add {G}.”

    1/1

    #171 · uncommon · Art by AnastasiaSalmina

  172. Irena, Vastwood Matriarch{3}{G}{G}

    Legendary Creature — Dryad Noble

    Reach

    Irena gets +1/+1 for each land you control.

    As long as you control seven or more lands, creatures you control have trample and vigilance and other Dryads you control get +2/+2.

    Sacrifice a land: Irena gains hexproof until end of turn. Tap her. Activate this ability only once each turn.

    0/0

    #172 · rare · Art by Blunell

  173. Nature's Mercy{2}{G}

    Instant

    Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature, planeswalker or battle.

    Life, death. Hunter, hunted. Nature is anything if not fair.

    #173 · common · Art by Evi-gilatio

  174. Numbing Euphoria{G}

    Enchantment — Aura

    Enchant creature

    Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    Enchanted creature gets +2/+0 and has trample.

    When Numbing Euphoria leaves the battlefield, if it had no counters on it, you gain 2 life and draw a card.

    #174 · common · Art by NanFe

  175. One with the Forest{2}{G}

    Enchantment — Aura

    Enchant nonland permanent

    Enchanted permanent loses all abilities and is a colorless Forest land creature with base power and toughness 1/1 and “{T}: Sacrifice this permanent: Add {G}.”

    “The sylvans do not suffer trespassers in their hallowed glades. I dread to think how many travellers rest within these branches.”

    —Vincent.

    #175 · uncommon · Art by Oghmu

  176. Sapling of the Spirit Tree{4}{G}{G}

    Creature — Elemental

    Reach, trample

    Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand, then shuffle.)

    Even the youngest sprouts of Evinsul tower high above the rest of the Vastwood’s great canopy.

    6/5

    #176 · common · Art by Brian Valeza

  177. Seed of Fading Light{G}

    Creature — Dryad

    Deathtouch

    {2}, {T}: Exile target card from a player’s graveyard.

    The more the seedlings were drawn into the conflict, the more their hair turned to hues of gold and dropped from their heads.

    1/1

    #177 · common · Art by Wildweasel339

  178. Seedlings' Scorn{2}{G}

    Instant

    Destroy target artifact, enchantment or creature with flying.

    Cycling {1}{G} ({1}{G}, Discard this card: Draw a card.)

    When you discard Seedlings’ Scorn, put a +1/+1 counter on up to one target creature.

    #178 · common · Art by Mihail Gard

  179. Stonebark Sylvan{1}{G}

    Creature — Dryad

    Flash

    When Stonebark Sylvan enters, put a shield counter on up to one target permanent. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)

    3/2

    #179 · uncommon · Art by Roberto Andreas

  180. Sylvan Huntcaller{2}{G}

    Creature — Dryad Warrior

    Whenever Sylvan Huntcaller attacks, create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    As long as you control seven or more lands, lands you control have “{T}: Add one mana of any color.”

    2/4

    #180 · uncommon · Art by G-Redon

  181. Sylvi Unites the Clans{2}{G}

    Enchantment — Saga

    I — Create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    II — Create a 1/1 red Soldier creature token with haste.

    III — You draw cards and gain life equal to the number of colors among other permanents you control.

    #181 · uncommon · Art by sandara

  182. The Secret Across the Sea{1}{G}

    Enchantment — Saga

    I — Search your library for a basic land card, reveal it, then put it into your hand. Shuffle after.

    II — You may play an additional land card this turn.

    III — You gain life equal to half the number of lands you control, rounded up.

    #182 · common · Art by Thomas Rey

  183. Throng of the Wretched{4}{G}

    Creature — Human Horror

    Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    {2}{GP}, exile Throng of the Wretched from your graveyard: Put two +1/+1 counters on target creature. That creature gains trample until end of turn. Activate only as a sorcery.

    6/6

    #183 · common · Art by Darkcloud013

  184. Toramus, Stalwart General{2}{G}

    Legendary Creature — Human Wizard

    Whenever Toramus attacks an opponent or battle, untap target land you control and put two +1/+1 counters on it. You may have it become a 0/0 Elemental creature with hexproof and vigilance attacking that player or battle until end of turn.

    Whenever a non-legendary creature you control dies, exile Toramus, then return him to the battlefield transformed under his owner’s control.

    2/4

    Back face: Toramus, Shield of Justice

    Legendary Planeswalker — Toramus

    Creatures you control with counters on them have trample and vigilance.

    +2: Put a shield counter on up to one other target permanent.

    -1: Untap target land you control and put two +1/+1 counters on it. You may have it become a 0/0 Elemental creature with hexproof and haste until the beginning of your next upkeep.

    0: Toramus deals damage to target creature equal to the number of loyalty counters on him. That creature deals damage equal to its power to Toramus.

    Loyalty: 5

    #184 · mythic · Art by Kekai Kotaki

  185. Toramus’ Authority{1}{G}

    Sorcery

    As long as you control a historic permanent, you may choose two. (Artifacts, legendaries, and Sagas are historic.)

    Choose one —

    Target creature you control deals damage equal to its power to another target creature or battle.

    Destroy target artifact or enchantment.

    Quicken 2. (Choose up to two cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    #185 · uncommon · Art by Kekai Kotaki

  186. Traverse the Vastlands{G}

    Sorcery

    Choose 1 —

    Search your library for a basic land card, reveal it then put it into your hand. Shuffle afterwards.

    Quicken 3. (Choose up to three target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    #186 · common · Art by FrankAtt

  187. Vastwood Guide{1}{G}

    Creature — Elemental Cat

    Vastwood Guide enters with two +1/+1 counters on it

    When Vastwood Guide dies, you may put it’s counters on up to one other target creature.

    “This world is a miracle and I will protect her beauty to whatever end.”

    — Sylvi.

    0/0

    #187 · common · Art by NateKeith

  188. Vengeful Ancient{X}{G}{G}

    Creature — Dryad

    Vengeful Ancient enters with twice X+1/+1 counters on it.

    Permanents you control with counters on them have ward {X} where X is equal to half the number of counters on them, rounded up.

    After the destruction of Evinsul, many ancient, forgotten creatures emerged from the deep, seeking out those responsible.

    0/0

    #188 · rare · Art by Created by 2D Art Team Lead Ihor Sapehyn

  189. Verge Wolves{3}{G}

    Creature — Elemental Wolf

    Whenever an enchantment enters under your control, put a +1/+1 counter on up to one target creature.

    Whenever the final chapter ability of a Saga you control triggers, you may have Verge Wolves fight target creature an opponent controls.

    3/3

    #189 · common · Art by Brian Valeza

  190. Voiceless Guardian{1}{G}

    Creature Enchantment — Spirit

    Sacrifice Voiceless Guardian: Choose 1—

    Destroy target artifact.

    Destroy target enchantment.

    Quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    Sepronith was not alone in his empathy for the beings of the world below.

    2/2

    #190 · common · Art by sandara

  191. Duel of Knowledge and Power{X}{W}{U}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Knowledge and Power enters, put target creature or enchantment an opponent controls just beneath the top X cards of its owner’s library.

    Defense: 3

    Back face: Cruiser, Aether Class

    Artifact — Vehicle

    Flying, vigilance

    You may cast historic spells and battles as though they have flash. (Artifacts, legendaries, and Sagas are historic.)

    Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Vehicle becomes an artifact creature until end of turn.)

    3/3

    #191 · uncommon · Art by TitaniumDragon

  192. Erion, Noble Regent{W}{U}

    Legendary Creature — Human Advisor

    Historic permanents you cast cost {1} less to cast. (Artifacts, legendaries, and Sagas are historic.)

    At the beginning of each end step, untap Erion.

    His family has guided the people of Galyaka for centuries, awaiting the return of the empress they know will never come.

    3/2

    #192 · uncommon · Art by oanarinaldi

  193. Paladin Class, Mina’s Pride{2}{W}{U}

    Legendary Artifact — Vehicle

    Flying

    Paladin Class, Mina’s Pride gets +1/+0 for each historic permanent you control. (Artifacts, legendaries, and Sagas are historic.)

    Whenever a historic permanent you control deals combat damage to a player or battle, draw a card.

    Crew 3 (Tap any number of creatures you control with total power 3 or greater: This Vehicle becomes an artifact creature until end of turn.)

    0/4

    #193 · rare · Art by Luches

  194. Born of Incarna{3}{W}{B}

    Enchantment Creature — Angel Spirit

    Impending 4 — {1}{W}{B} (If you cast this spell for its impending cost, it enters with four time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)

    Flying

    Whenever another enchantment enters under your control, you gain 1 life and draw a card.

    4/4

    #194 · uncommon · Art by F3LC4T

  195. Duel of Family and Fate{2}{W}{B}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Family and Fate enters, return target creature and/or enchantment card from your graveyard to your hand. For each one that had mana value 2 or less, you may return it to the battlefield instead.

    Defense: 4

    Back face: Incarna Unleashed

    Sorcery

    Exile target nonland permanent. If you controlled that permanent, return it to the battlefield under your control at the beginning of the next end step.

    No matter what actions he took or how many centuries passed, Sepronith knew he could not escape his fate.

    #195 · uncommon · Art by Chris Cold

  196. Aurelia, Crimson Prodigy{1}{R}{R}{W}

    Legendary Creature — Human Knight

    First strike, vigilance

    Whenever a creature you control deals combat damage to a player or battle, exile the top card of your library. During any turn you attacked, you may play cards exiled this way.

    Loyalty, courage, honor. I can ask no more than that.

    3/4

    #196 · rare · Art by dleoblack

  197. Duel of Vengeance and Despair{R}{W}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Vengeance and Despair enters, it deals 3 damage to any other target and you gain 3 life.

    Defense: 4

    Back face: Almera's Catharsis

    Sorcery

    Exile target instant or sorcery card with mana value 6 or less from your graveyard and copy it three times. You may cast the copies without paying their mana costs.

    In a final blaze of fire and fury, Almera was free at last.

    #197 · uncommon · Art by Kir Malov

  198. Vincent, Crimson Exile{R}{W}

    Legendary Creature — Human Soldier Noble

    Double strike

    Non-legendary creatures you control get +1/+1.

    I promise I will set you free, then at last we can be a family again.

    1/2

    #198 · uncommon · Art by sheppardarts

  199. Duel of Friendship and Betrayal{1}{G}{W}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Friendship and Betrayal enters, put a +1/+1 counter on each creature you control and a lore counter on each Saga you control.

    Defense: 5

    Back face: Call of Fate

    Sorcery

    Search your library and/or graveyard for an enchantment card, reveal it, then put it into your hand. If that card has mana value equal to or less than the number of nonland permanents you control, you may put it onto the battlefield. If you searched your library this way, shuffle.

    #199 · uncommon · Art by Aliya Chen

  200. Sepronith, the Wanderer{2}{W}{W}{G}

    Legendary Enchantment Creature — Avatar

    Trample, vigilance

    Whenever Sepronith enters or attacks, quicken 2 (Choose up to two cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    Whenever the final chapter ability of a Saga you control triggers, reveal cards from the top of your library until you reveal an enchantment card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.

    5/5

    #200 · mythic · Art by Joshua Cairos

  201. Transcendent Reunion{G}{W}

    Enchantment — Saga

    I — Enchantment spells you cast cost {1} less to cast during any turn you put a lore counter on this Saga.

    II — Mill three cards. You gain 3 life.

    III — Exile Transcendent Reunion then return it to the battlefield transformed under its owner’s control.

    Back face: Merilia, Redeemed

    Legendary Enchantment Creature — Avatar

    Flying

    Merilia, Redeemed gets +1/+1 for each enchantment you control.

    Whenever Merilia attacks, return up to one target enchantment card from your graveyard to your hand.

    I have heard tales of Incarna. I only hope one day we might share in this paradise.

    0/0

    #201 · uncommon · Art by AnastasiaSalmina

  202. Duel of Death and Desire{1}{U}{B}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Death and Desire enters, each player mills three cards, then each opponent loses 3 life and you gain 3 life.

    Defense: 3

    Back face: Born Anew

    Sorcery

    Put any number of target creature cards from your graveyard on top of your library.

    Draw two cards.

    To Xaiah, every death was simply an opportunity. A chance to find a new host, and new power.

    #202 · uncommon · Art by ChrisNazgul

  203. Thomas, Obsessive Schemer{U}{B}

    Legendary Creature — Human Noble

    {T}: Draw a card, then discard a card.

    Delirium — At the beginning of your end step, as long as there are four or more card types among cards in your graveyard, transform Thomas, Obsessive Schemer.

    He would take his place as judge by any means necessary.

    1/3

    Back face: Thomas, Enlightened

    Legendary Enchantment Creature — Avatar

    When this transforms into Thomas, Enlightened, choose target noncreature, nonland card with mana value 3 or less in your graveyard. Copy it, then you may cast the copy without paying its mana cost.

    Promotion meant nothing to him now. He would pursue those boys to the end of the earth if he had to.

    4/4

    #203 · uncommon · Art by chazillah

  204. Xaiah, Lord of Despair{1}{U}{B}

    Legendary Enchantment Creature — Avatar

    Flash

    Flying

    {U}{U}{B}{B}, Exile Xaiah: Gain control of target nonland permanent with mana value X or less where X is the number of card types among cards in your graveyard. It gains “When this permanent leaves the battlefield, shuffle Xaiah from exile into its owner’s library.” Activate only as a sorcery.

    3/1

    #204 · mythic · Art by Raymond Swanland

  205. Duel of Rage and Serenity{U}{R}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Rage and Serenity enters, draw two cards, then discard a card.

    Defense: 4

    Back face: Serpent’s Fall

    Sorcery

    Serpent’s Fall can’t be countered.

    Serpent’s Fall deals X damage to any target where X is equal to the number of cards in your hand.

    “You are nothing. Nothing but a bird, far too close to the sun.”

    -- Pharos, to Sethis.

    #205 · uncommon · Art by Dominik Mayer

  206. Esther, Scholar of Stars{2}{U}{R}

    Legendary Creature — Human Artificer

    Haste

    When Esther enters, draw up to two cards, then discard that many cards.

    Whenever you draw your second card in a turn, up to one target creature phases out. (Treat it and anything attached to it as though they don’t exist until its controller’s next turn.)

    3/3

    #206 · uncommon · Art by juliedillon

  207. Pharos, Flashing Brilliance{1}{U}{R}

    Legendary Creature — Human Wizard

    Flash

    First strike

    When Pharos enters, he deals damage to any target equal to the number of spells you have cast this turn.

    When you draw your third card in a turn, exile Pharos, then return him to the battlefield transformed under his owner’s control.

    2/2

    Back face: Pharos, Blade of Rossetti

    Legendary Planeswalker — Pharos

    You may activate Pharos’s loyalty abilities any time you could cast an instant. Whenever you activate one of his loyalty abilities, you cannot activate another of his abilities until the beginning of your next upkeep.

    +1: Untap target permanent. If it was a creature, it gets +1/+1 and gains your choice of flying, first strike or haste until end of turn.

    +1: Draw a card, then discard a card unless a player, planeswalker or battle has been dealt damage this turn.

    -2: Pharos deals damage to target planeswalker, battle or tapped creature equal to the number of cards in your hand.

    Loyalty: 3

    #207 · mythic · Art by AnastasiaSalmina

  208. Pharos’ Authority{2}{U}{R}

    Instant

    As long as you control a historic permanent, you may choose two. (Artifacts, legendaries, and Sagas are historic.)

    Choose one —

    Counter target noncreature spell.

    Pharos’ Authority deals 4 damage to any target.

    Draw three cards, then discard a card.

    #208 · uncommon · Art by Sava Ivkov

  209. Duel of Dreams and Prejudice{2}{G}{U}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Dreams and Prejudice enters, put a +1/+1 counter on up to two target creatures. Whenever either of those creatures deal combat damage this turn, draw a card.

    Defense: 3

    Back face: Liberation of the Dawnclad

    Sorcery

    You gain X life and quicken X where X is equal to the number of permanents you control with counters on them. (Choose up to X target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    #209 · uncommon · Art by by-tatiilange

  210. Ystaros, Surging Majesty{3}{G}{U}

    Legendary Creature — Dragon

    Flying

    At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control.

    Whenever a creature you control deals combat damage to a player or battle, quicken 1. (Choose up to one target card with counters on it, then add or remove a counter of a kind already there.)

    3/4

    #210 · uncommon · Art by ramzapsyru

  211. Duel of Sin and Regret{1}{B}{R}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Sin and Regret enters, each opponent discards a card and loses 2 life.

    Defense: 5

    Back face: Torment of Hubris

    Sorcery

    For each permanent type, your opponents may sacrifice a permanent of that type. For each permanent type not sacrificed this way, each opponent loses 1 life and you Amass Horrors 1. (Artifact, Battle, Creature, Enchantment, Land and Planeswalker are permanent types.)

    #211 · uncommon · Art by Chris Cold

  212. Oroz, Vashix Commander{1}{B}{R}

    Legendary Creature — Horror Knight

    Menace

    Whenever Oroz enters or attacks, Amass Horrors 1. (To amass Horrors 1 put a +1/+1 counter on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    “Your walls have crumbled. Your soldiers have failed. Our time has come at last!”

    3/2

    #212 · uncommon · Art by Jason Engle

  213. Sethis, Queen of Incarna{1}{R}{B}{B}

    Legendary Enchantment Creature — Avatar

    First strike, haste

    Whenever Sethis, Queen of Incarna attacks, each player discards a card.

    Whenever Sethis deals combat damage to a player or battle, if a player has one or fewer cards in hand, exile Sethis, then return her to the battlefield transformed under her owner’s control.

    3/3

    Back face: Sethis, Soul of Serpent’s Fall

    Legendary Enchantment Creature — Dragon

    Flying

    Ward—Discard a card (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)

    Whenever Sethis enters or attacks, choose target instant or sorcery card from a graveyard and cast it without paying its mana cost. You lose life equal to its mana value. Exile it once it resolves.

    At the beginning of your upkeep, discard a card. If you can’t, tap Sethis and transform her.

    8/8

    #213 · mythic · Art by noctem-tenebris

  214. Duel of Kin and Cruelty{1}{B}{G}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When Duel of Kin and Cruelty enters, creatures get -2/-2 until end of turn. You gain 1 life for each creature that entered a graveyard this way.

    Defense: 5

    Back face: Reign of Incarnum

    Sorcery

    Return any number of target creature cards with total mana value equal to or less than 8 from your graveyard to the battlefield with two time counters on them. If they don’t have vanishing, they gain vanishing.

    #214 · uncommon · Art by Tiago Sousa

  215. Merilia, the Reaper{1}{B}{G}

    Legendary Enchantment Creature — Avatar

    Deathtouch, lifelink

    Whenever Merilia deals combat damage to a player or battle, quicken 2. (Choose up to two cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    She follows Savain’s will without a whisper or a thought.

    2/3

    #215 · uncommon · Art by AnatoFinnstark

  216. Ashka, the Burning Dawn{4}{R}{R}{G}{G}

    Legendary Creature — Dragon

    Flying, trample

    Protection from Dragons (This creature can’t be blocked, targeted or dealt damage by Dragons.)

    When Ashka enters, destroy up to three other target permanents. For each of those permanents, its controller creates a 4/4 red Dragon creature token with flying.

    8/6

    #216 · mythic · Art by Olivier Bernard

  217. Dragon of the Dawnclad{2}{R}{G}

    Creature — Dragon

    Flying

    As long as you control seven or more lands, Dragon of the Dawnclad gets +2/+1 and creatures you control have haste.

    The Dawnclad are growing bolder and are now roosting at foot of the mountains. Why is this and what could this mean for Falkrath?

    — Vincent, Journal entry 23.

    3/3

    #217 · uncommon · Art by Dragolisco

  218. Duel of Might and Majesty{X}{R}{G}

    Battle — Duel

    (As a Duel enters, choose an opponent to protect it. You and that player can attack it. If it’s defeated by a source you control, exile it, then cast it transformed. Otherwise sacrifice it.)

    When this battle enters, choose a player. It deals X damage divided among any number of target creatures that player controls. Those creatures each deal damage equal to their power to this battle.

    Defense: 9

    Back face: Dawnclad Skylord

    Creature — Dragon

    Flying

    Whenever Dawnclad Skylord deals damage to a player or battle, add {R}{R}{R}{G}{G}{G}.

    Mana doesn’t empty from your mana pool as steps and phases end.

    6/6

    #218 · uncommon · Art by Manweri

  219. Sylvi, Errant Seed{1}{R}{G}

    Legendary Creature — Dryad

    Haste, reach

    Whenever one or more creatures you control deal combat damage to a player or battle, create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    {5}{R}{G}: Look at the top five cards of your library. You may put a creature or land card from among them onto the battlefield and the rest on the bottom of your library in a random order.

    3/3

    #219 · rare · Art by ramzapsyru

  220. Banner of Unity{3}

    Artifact

    Whenever Banner of Unity or another historic permanent or battle enters under your control, put a +1/+1 counter on up to one target creature. (Artifacts, legendaries, and Sagas are historic.)

    {3}, Sacrifice Banner of Unity: Creatures you control gain indestructible until end of turn.

    #220 · uncommon · Art by sisko1701

  221. Dropship, Haven Class{3}

    Artifact — Vehicle

    Flying

    Whenever Dropship, Haven Class enters or deals combat damage to a player or battle, create a 1/1 white Human Soldier creature token.

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

    2/4

    #221 · common · Art by BlueSkyBestfriend

  222. Frigate, Haven Class{2}

    Artifact — Vehicle

    Flying

    Whenever Frigate, Haven Class attacks, another target attacking creature gains flying until end of turn.

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

    2/3

    #222 · common · Art by SnowSkadi

  223. Gate of Antiquity{2}

    Artifact Creature — Wall Gate

    Defender

    Gate of Antiquity can crew Vehicles as though its power were 3 greater.

    Galyaka was surrounded by these walls in the years before Lucrecia’s reign and the great ascension.

    0/4

    #223 · common · Art by najtkriss

  224. Gem of One Thousand Souls{1}

    Legendary Artifact

    {T}, exile target card from a graveyard: Put a soul counter on Gem of One Thousand Souls, then add one mana of any color.

    {5}, {T}, remove X soul counters from Gem of One Thousand Souls and sacrifice it: Create a token that’s a copy of each creature card exiled with Gem of One Thousand Souls with mana value X or less except they have base power and toughness 1/1.

    #224 · rare · Art by Sandara

  225. Grand Astrolabe{3}

    Artifact

    {T}: Add one mana of any color.

    Sacrifice Grand Astrolabe: Quicken 3. Activate only as a sorcery. (Choose up to three target cards with counters on them, then add or remove up to one counter of a kind already there from among those permanents.)

    One of Linnia’s first designs; from a young age she had always held a deep fascination for the stars and their movements.

    #225 · common · Art by Jason Stokes

  226. Purifying Axe{1}

    Artifact — Equipment

    Equipped creature gets +2/+0.

    Whenever a creature dealt damage by equipped creature dies this turn, exile it instead.

    Whenever equipped creature deals combat damage to a player or battle, exile up to one target card from a player’s graveyard.

    Equip {2}

    #226 · common · Art by Antti Hakosaari

  227. Sentinel Golem{2}

    Artifact Creature — Golem

    Vigilance

    When Sentinel Golem dies, each player draws a card.

    Even when discarded, Linnea’s creations fulfilled their duties to the very end.

    3/1

    #227 · common · Art by Veli Nyström

  228. Sinister Mask{3}

    Artifact — Equipment

    Equipped creature has lifelink and gets +X/+0 where X is equal to the number of card types among cards in your graveyard.

    Equip {3}

    Some artefacts are best left forgotten...

    #228 · uncommon · Art by Ari Ibarra

  229. Soul Blade{3}

    Artifact — Equipment

    Equipped creature has trample and gets +1/+0 for each enchantment you control.

    Equip {2}

    Equip Wizard {0}

    “The soul blade is a true extension of yourself. Physically yes, but also in spirit. It allows you to channel your power. To control it and release it.”

    — Alexi, to Almera.

    #229 · uncommon · Art by carrington-moore

  230. Sylvan Longbow{2}

    Artifact — Equipment

    When Sylvan Warbow enters, create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    Equipped creature gets +1/+1 and has reach.

    Equip {2}

    #230 · uncommon · Art by Dat Phan

  231. Tel’Nar War Banner{3}

    Artifact — Equipment

    When Tel’Nar War Banner enters, Amass Horrors 2. (To amass Horrors 2 put 2 +1/+1 counters on an Army you control. It’s also a Horror. If you don’t control an Army, create a 0/0 black Horror Army creature token first.)

    Equipped creature gets +1/+0 for each counter on it.

    Equip {3}

    #231 · uncommon · Art by Unknown

  232. Temple of Lucrecia{1}

    Artifact

    {2}, {T}: Draw a card, then discard a card.

    It has been so long since Lucrecia descended to the core of Galyaka that her name has ascended into myth.

    #232 · uncommon · Art by Matchack

  233. The Corrupted Throne{4}

    Legendary Artifact

    At the beginning of your end step, you may sacrifice a permanent. If you do, each opponent may sacrifice a permanent that shares a card type with it. For each opponent who doesn’t, that player loses 2 life and you draw a card.

    A seat shrouded in loss and twisted by grief.

    #233 · uncommon · Art by ArtofRagnar

  234. The Crimson Throne{4}

    Legendary Artifact

    Whenever you attack, create a 1/1 red Soldier creature token with haste tapped and attacking. If you attacked with a legendary creature, create an additional one of those tokens tapped and attacking.

    It rests at the heart of Xerxes’ palace. A symbol of his power and his right to rule.

    #234 · uncommon · Art by yefumm

  235. The Empty Throne{4}

    Legendary Artifact

    At the beginning of each player’s upkeep, untap each historic permanent you control. (Artifacts, legendaries, and Sagas are historic.)

    {T}: Add {C}{C}.

    Lucrecia’s throne has lain vacant for over 100 years, though her spirit still remains as the heart of all life on Galyaka.

    #235 · uncommon · Art by pbario

  236. Trading Galley{2}

    Artifact — Vehicle

    Whenever Trading Galley attacks, draw a card, then discard a card.

    Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Vehicle becomes an artifact creature until end of turn.)

    3/2

    #236 · common · Art by Jorge Jacinto

  237. Vestige of Incarna{1}

    Artifact Enchantment — Shard

    When Vestige of Incarna enters, you gain 3 life.

    {2}, Sacrifice Vestige of Incarna, {T}: Scry 1, then draw a card.

    Better to bury the past than let it linger.

    #237 · common · Art by Noé Despréaux

  238. Vial of Incarnum{2}

    Artifact

    Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

    If one or more counters would be put on another permanent you control, you may have that many counters put on it plus one instead.

    #238 · uncommon · Art by AnastasiaSalmina

  239. Cloister of the Great Library

    Land

    {T}: Add {C} to your mana pool.

    {1}, Sacrifice Cloister of the Great Library, {T}: Search your library for a basic land card, reveal it, then put it onto the battlefield tapped. Shuffle afterwards.

    “To truly learn about the world, you need to experience it firsthand, but this is a good start.”

    — Solomon, to Nathaniel.

    #239 · common · Art by jungpark

  240. Fields of Ilysia

    Land

    When Fields of Ilysia enters, exile up to one target card from a player’s graveyard.

    {T}: Add {C} to your mana pool.

    {3}, Sacrifice Fields of Ilysia, {T}: Exile all cards from target player’s graveyard.

    It was an ocean of gold as far as the eye could see, with water cascading from a blissful vanilla sky beyond the horizon.

    #240 · common · Art by t1na

  241. Fields of Ilysia

    Land

    When Fields of Ilysia enters, exile up to one target card from a player’s graveyard.

    {T}: Add {C} to your mana pool.

    {3}, Sacrifice Fields of Ilysia, {T}: Exile all cards from target player’s graveyard.

    It was an ocean of gold as far as the eye could see, with water cascading from a blissful vanilla sky beyond the horizon.

    #241 · common · Art by t1na

  242. Incarna’s Core

    Enchantment Land

    Indestructible

    {T}: Add {C} to your mana pool.

    {4}, Sacrifice Incarna’s Core, {T}: Search your library for a historic permanent, reveal it, then put it into your hand. Shuffle afterwards. (Artifacts, legendaries, and Sagas are historic.)

    The hollow world rippled and flowed as if it were submerged in a dark ocean.

    #242 · uncommon · Art by jbrown67

  243. Lucrecia’s Sanctum

    Artifact Land

    {T}: Add {C} to your mana pool.

    {2}, Sacrifice Lucrecia’s Sanctum, {T}: Return another target artifact card from your graveyard to your hand.

    Lucrecia’s presence must remain a secret to all those on the surface lest her life, and the life of all Galyakan’s, be threatened.

    #243 · uncommon · Art by najtkriss

  244. Lucrecia’s Sanctum

    Artifact Land

    {T}: Add {C} to your mana pool.

    {2}, Sacrifice Lucrecia’s Sanctum, {T}: Return another target artifact card from your graveyard to your hand.

    Lucrecia’s presence must remain a secret to all those on the surface lest her life, and the life of all Galyakan’s, be threatened.

    #244 · uncommon · Art by najtkriss

  245. Rossetti Reborn

    Land

    {T}: Add {C}.

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

    Cycling {2} ({2}, Discard this card: Draw a card.)

    Its construction began the next great alliance between the three cities.

    #245 · common · Art by flaviobolla

  246. Ruins of Serpent’s Fall

    Land

    Ruins of Serpent’s Fall enters tapped.

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

    Cycling {1}{BR} ({1}{BR}, Discard this card: Draw a card.)

    If only they had known what rested within the stones of that crumbling vestige...

    #246 · common · Art by draken4o

  247. Rossetti, City of the Arcane

    Legendary Land

    {T}: Add {W}.

    Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

    When you discard this card, creatures you control get +1/+1 until end of turn.

    As the sunrise crept over the horizon, the resplendent crimsons and golds set alight the high towers of Rossetti in all their splendor.

    #247 · uncommon · Art by *jcbarquet

  248. Galyaka, City of the Sky

    Legendary Land

    {T}: Add {U}.

    Cycling {U} ({U}, Discard this card: Draw a card.)

    When you discard this card, up to one target creature gains flying until end of turn.

    It was like nothing I had ever seen before. A city floating in the clouds, teeming with hundreds of boats and vessels all sweeping through the sky.

    #248 · uncommon · Art by Lionel23

  249. Tel'Nar, Shrouded Citadel

    Legendary Land

    {T}: Add {B}.

    Cycling {2}{B} ({2}{B}, Discard this card: Draw a card.)

    When you discard this card, return up to one target creature or enchantment card from your graveyard to your hand.

    #249 · uncommon · Art by Regnar@Deviantart.com

  250. Falkrath, Fortress of the Legion

    Legendary Land

    {T}: Add {R}.

    Cycling {3}{R} ({3}{R}, Discard this card: Draw a card.)

    When you discard this card, create two 1/1 red Soldier creature tokens with haste.

    #250 · uncommon · Art by by Flavio Bolla

  251. Evinsul, the Spirit Tree

    Legendary Land — Forest

    {T}: Add {G}.

    {2}{G}, {T}: Create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    {3}{G}{G}, {T}, Tap any number of untapped creatures you control with total power 10 or greater: Exile Evinsul then return it to the battlefield transformed under its owner’s control. Activate only as a sorcery.

    Back face: Evinsul Reborn

    Legendary Creature Land — Forest Elemental

    Trample, reach

    Ward X where X is equal to half the number of lands you control rounded down. (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {X}.)

    You cannot lose life.

    Whenever a source an opponent controls deals damage to you, sacrifice a land.

    9/9

    #251 · mythic · Art by SY-37

  252. Farhaven, Forgotten Village

    Legendary Land

    {T}: Add {G}.

    Cycling {1}{G} ({1}{G}, Discard this card: Draw a card.)

    When you discard this card, create a 1/1 green Dryad land creature token with “{T}, Sacrifice this creature: Add {G}.”

    #252 · uncommon · Art by Acrassan

  253. Galyakan Skyport

    Land

    Galyakan Skyport enters tapped.

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

    Cycling {1}{WU} ({1}{WU}, Discard this card: Draw a card.)

    The various ports along the Skyroad ensure the economic stability of Galyaka through swift trade.

    #253 · common · Art by boosoohoo

  254. Rossetti Reborn

    Land

    {T}: Add {C}.

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

    Cycling {2} ({2}, Discard this card: Draw a card.)

    Its construction began the next great alliance between the three cities.

    Defense: 5

    #254 · uncommon · Art by flaviobolla

  255. Dragon

    Token Token Creature — Dragon

    Flying

    4/4

    #1 · common · Art by Olivier Bernard

  256. Horror Army

    Token Token Creature — Horror Army

    0/0

    #2 · common · Art by Nino Vecia

  257. Human Soldier

    Token Token Creature — Human Soldier

    1/1

    #3 · common · Art by Dominik Mayer

  258. Mirage

    Token Token Creature — Mirage

    “Sacrifice this creature: Target permanent you control phases out.

    0/1

    #4 · common · Art by LAS-T

  259. Shade

    Token Token Creature — Shade

    Flying

    1/1

    #5 · common · Art by Darkcloud013

  260. Shard

    Token Token Enchantment — Shard

    {2}, Sacrifice this enchantment, {T}: Scry 1, then draw a card.

    #6 · common · Art by ESPj-o

  261. Soldier

    Token Token Creature — Soldier

    Haste

    1/1

    #7 · common · Art by Dominik Mayer

  262. Spirit

    Token Token Creature — Spirit

    Flying

    1/1

    #8 · common · Art by Evi-gilatio

  263. Dryad

    Token Token Land Creature — Dryad

    {T}, Sacrifice this creature: Add {G}.

    1/1

    #9 · common · Art by Okha

  264. Plains

    Basic Land — Plains

    {T}: Add {W}.

    #1 · common · Art by korbox

  265. Plains

    Basic Land — Plains

    {T}: Add {W}.

    #2 · common · Art by korbox

  266. Island

    Basic Land — Island

    {T}: Add {U}.

    #3 · common · Art by Jorge Jacinto

  267. Island

    Basic Land — Island

    {T}: Add {U}.

    #4 · common · Art by nkabuto

  268. Swamp

    Basic Land — Swamp

    {T}: Add {B}.

    #5 · common · Art by JJcanvas

  269. Swamp

    Basic Land — Swamp

    {T}: Add {B}.

    #6 · common · Art by Jorge Jacinto

  270. Mountain

    Basic Land — Mountain

    {T}: Add {R}.

    #7 · common · Art by Jorge Jacinto

  271. Mountain

    Basic Land — Mountain

    {T}: Add {R}.

    #8 · common · Art by Ferdinand Ladera

  272. Forest

    Basic Land — Forest

    {T}: Add {G}.

    #9 · common · Art by JJcanvas

  273. Forest

    Basic Land — Forest

    {T}: Add {G}.

    #10 · common · Art by Unknown

  274. Wastes

    Basic Land — Wastes

    {T}: Add {C}.

    #11 · common · Art by Unknown

  275. Wastes

    Basic Land — Wastes

    {T}: Add {C}.

    #12 · common · Art by AWPerator_