361 Card Supplemental Pack Set
Release Date: Jun 10th 2022
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Showing cards 913 - 936 of 936.

Rogue's Passage

Rogue's Passage
Rogue's Passage
Land

{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.

Rumors quickly spread among thieves about a labyrinth without walls and a prize beyond all measures of worth.

Shambling Vent

Shambling Vent
Shambling Vent
Land

Shambling Vent enters the battlefield tapped.

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

{1}{W}{B}: Shambling Vent becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land.

Snowfield Sinkhole

Snowfield Sinkhole
Snowfield Sinkhole
Snow Land — Plains Swamp

({T}: Add {W} or {B}.)

Snowfield Sinkhole enters the battlefield tapped.

"Young Vitima bellowed to the Cosmos, daring the gods to punish her hubris! Well, she got their attention, as you can see."

—Iskene, Kannah storyteller

Spinerock Knoll

Spinerock Knoll
Spinerock Knoll
Land

Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)

Spinerock Knoll enters the battlefield tapped.

{T}: Add {R}.

{R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

Starlit Sanctum

Starlit Sanctum
Starlit Sanctum
Land

{T}: Add {C}.

{W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.

{B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.

Sunken Hollow

Sunken Hollow
Sunken Hollow
Land — Island Swamp

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

Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.

On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.

Tainted Field

Tainted Field
Tainted Field
Land

{T}: Add {C}.

{T}: Add {W} or {B}. Activate only if you control a Swamp.

Tainted Isle

Tainted Isle
Tainted Isle
Land

{T}: Add {C}.

{T}: Add {U} or {B}. Activate only if you control a Swamp.

Temple of Abandon

Temple of Abandon
Temple of Abandon
Land

Temple of Abandon enters the battlefield tapped.

When Temple of Abandon enters the battlefield, scry 1.

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

Temple of Deceit

Temple of Deceit
Temple of Deceit
Land

Temple of Deceit enters the battlefield tapped.

When Temple of Deceit enters the battlefield, scry 1.

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

Temple of Epiphany

Temple of Epiphany
Temple of Epiphany
Land

Temple of Epiphany enters the battlefield tapped.

When Temple of Epiphany enters the battlefield, scry 1.

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

Temple of Silence

Temple of Silence
Temple of Silence
Land

Temple of Silence enters the battlefield tapped.

When Temple of Silence enters the battlefield, scry 1.

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

Temple of the False God

Temple of the False God
Temple of the False God
Land

{T}: Add {C}{C}. Activate only if you control five or more lands.

"When gods become apathetic, the people will worship anyone who answers their pleas."

—Kiora

Terrain Generator

Terrain Generator
Terrain Generator
Land

{T}: Add {C}.

{2}, {T}: You may put a basic land card from your hand onto the battlefield tapped.

Vault of the Archangel

Vault of the Archangel
Vault of the Archangel
Land

{T}: Add {C}.

{2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn.

"For centuries my creation kept this world in balance. Now only her shadow remains."

—Sorin Markov

Wandering Fumarole

Wandering Fumarole
Wandering Fumarole
Land

Wandering Fumarole enters the battlefield tapped.

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

{2}{U}{R}: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.

War Room

War Room
War Room
Land

{T}: Add {C}.

{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

A figure is moved on a map, and the tide of war changes.

Windbrisk Heights

Windbrisk Heights
Windbrisk Heights
Land

Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)

Windbrisk Heights enters the battlefield tapped.

{T}: Add {W}.

{W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Captain N'ghathrod

Captain N'ghathrod
Captain N'ghathrod
Legendary Creature — Horror Pirate

Horrors you control have menace.

Whenever a Horror you control deals combat damage to a player, that player mills that many cards.

At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.

3/6

Faldorn, Dread Wolf Herald

Faldorn, Dread Wolf Herald
Faldorn, Dread Wolf Herald
Legendary Creature — Human Druid

Whenever you cast a spell from exile or a land enters the battlefield under your control from exile, create a 2/2 green Wolf creature token.

{1}, {T}, Discard a card: Exile the top card of your library. You may play it this turn.

"Cities are a blight on the beauty of nature."

3/3

Firkraag, Cunning Instigator

Firkraag, Cunning Instigator
Firkraag, Cunning Instigator
Legendary Creature — Dragon

Flying, haste

Whenever one or more Dragons you control attack an opponent, goad target creature that player controls.

Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag, Cunning Instigator and you draw a card.

3/3

Nalia de'Arnise

Nalia de'Arnise
Nalia de'Arnise
Legendary Creature — Human Rogue

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

You may cast Cleric, Rogue, Warrior, and Wizard spells from the top of your library.

At the beginning of combat on your turn, if you have a full party, put a +1/+1 counter on each creature you control and those creatures gain deathtouch until end of turn.

3/3

Wand of Wonder

Wand of Wonder
Wand of Wonder
Artifact

{4}, {T}: Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.

1—9 | X is one.

10—19 | X is two.

20 | X is three.

Elder Brain

Elder Brain
Elder Brain
Creature — Horror

Menace

Whenever Elder Brain attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.

6/6
Showing cards 913 - 936 of 936.
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