249 Card Reprint Set
Release Date: Jun 10th 2016
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Showing cards 1 - 48 of 249.

Aven Riftwatcher

Aven Riftwatcher
Aven Riftwatcher
Creature — Bird Rebel Soldier

Flying

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.)

When Aven Riftwatcher enters or leaves the battlefield, you gain 2 life.

2/3

Balance

Balance
Balance
Sorcery

Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

Ballynock Cohort

Ballynock Cohort
Ballynock Cohort
Creature — Kithkin Soldier

First strike

Ballynock Cohort gets +1/+1 as long as you control another white creature.

A kithkin's worst enemy is solitude.

2/2

Benevolent Bodyguard

Benevolent Bodyguard
Benevolent Bodyguard
Creature — Human Cleric

Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.

"My destiny is to save others so their destinies may be achieved."

1/1

Calciderm

Calciderm
Calciderm
Creature — Beast

Shroud (This creature can't be the target of spells or abilities.)

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.)

5/5

Coalition Honor Guard

Coalition Honor Guard
Coalition Honor Guard
Creature — Human Flagbearer

While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.

Giving little thought to their own defense, they carried the flag that united their army.

2/4

Eight-and-a-Half-Tails

Eight-and-a-Half-Tails
Eight-and-a-Half-Tails
Legendary Creature — Fox Cleric

{1}{W}: Target permanent you control gains protection from white until end of turn.

{1}: Target spell or permanent becomes white until end of turn.

"Virtue is an inner light that can prevail in every soul."

2/2

Elite Vanguard

Elite Vanguard
Elite Vanguard
Creature — Human Soldier

The vanguard is skilled at waging war alone. The enemy is often defeated before its reinforcements reach the front.

2/1

Enlightened Tutor

Enlightened Tutor
Enlightened Tutor
Instant

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

"Organization is often undervalued but rarely unjustified."

—Frasio, royal archivist

Faith's Fetters

Faith's Fetters
Faith's Fetters
Enchantment — Aura

Enchant permanent

When Faith's Fetters enters the battlefield, you gain 4 life.

Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.

Field of Souls

Field of Souls
Field of Souls
Enchantment

Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.

Glimmerpoint Stag

Glimmerpoint Stag
Glimmerpoint Stag
Creature — Elk

Vigilance

When Glimmerpoint Stag enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.

3/3

Honden of Cleansing Fire

Honden of Cleansing Fire
Honden of Cleansing Fire
Legendary Enchantment — Shrine

At the beginning of your upkeep, you gain 2 life for each Shrine you control.

To the sorrow of all, its fire was turned toward those who worshipped it.

Humble

Humble
Humble
Instant

Until end of turn, target creature loses all abilities and has base power and toughness 0/1.

Through failure we learn our finest lessons in humility.

Intangible Virtue

Intangible Virtue
Intangible Virtue
Enchantment

Creature tokens you control get +1/+1 and have vigilance.

In life, they were a motley crew: farmers, lords, cutpurses, priests. In death, they are united in singular, benevolent purpose.

Jareth, Leonine Titan

Jareth, Leonine Titan
Jareth, Leonine Titan
Legendary Creature — Cat Giant

Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn.

{W}: Jareth gains protection from the color of your choice until end of turn.

Light's champion in the stronghold of darkness.

4/7

Karmic Guide

Karmic Guide
Karmic Guide
Creature — Angel Spirit

Flying, protection from black

Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.

2/2

Kor Hookmaster

Kor Hookmaster
Kor Hookmaster
Creature — Kor Soldier

When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.

"For us, a rope represents the ties that bind the kor. For you, it's more literal."

2/2

Mesa Enchantress

Mesa Enchantress
Mesa Enchantress
Creature — Human Druid

Whenever you cast an enchantment spell, you may draw a card.

"Scholars seek to understand the way the world is. I wish to shape the world into what it should be."

0/2

Mistral Charger

Mistral Charger
Mistral Charger
Creature — Pegasus

Flying

Some sky steeds break from the thundering herd to ride free on the open winds.

2/1

Monk Idealist

Monk Idealist
Monk Idealist
Creature — Human Monk Cleric

When Monk Idealist enters the battlefield, return target enchantment card from your graveyard to your hand.

"Belief is the strongest mortar."

2/2

Mother of Runes

Mother of Runes
Mother of Runes
Creature — Human Cleric

{T}: Target creature you control gains protection from the color of your choice until end of turn.

She will not touch a weapon, yet she is the greatest protector her people have ever known.

1/1

Pacifism

Pacifism
Pacifism
Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

For the first time in his life, Grakk felt a little warm and fuzzy inside.

Raise the Alarm

Raise the Alarm
Raise the Alarm
Instant

Create two 1/1 white Soldier creature tokens.

Like blinking or breathing, responding to an alarm is an involuntary reflex.

Rally the Peasants

Rally the Peasants
Rally the Peasants
Instant

Creatures you control get +2/+0 until end of turn.

Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"If you must go out at night, bring a mob."

—Master of the Elgaud Cathars

Seal of Cleansing

Seal of Cleansing
Seal of Cleansing
Enchantment

Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.

"Find the dens of evil and flood them with light."

—Hulo, the Penitent Wanderer

Second Thoughts

Second Thoughts
Second Thoughts
Instant

Exile target attacking creature.

Draw a card.

It suddenly dawned on Jorin that farming was quite a noble profession.

Serra Angel

Serra Angel
Serra Angel
Creature — Angel

Flying, vigilance

Follow the light. In its absence, follow her.

4/4

Shelter

Shelter
Shelter
Instant

Target creature you control gains protection from the color of your choice until end of turn.

Draw a card.

Good strategists seize opportunities. Great strategists make their own.

Soulcatcher

Soulcatcher
Soulcatcher
Creature — Bird Soldier

Flying

Whenever a creature with flying dies, put a +1/+1 counter on Soulcatcher.

"Their spirits walk the winds and fill my soul."

1/1

Squadron Hawk

Squadron Hawk
Squadron Hawk
Creature — Bird

Flying

When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.

1/1

Swords to Plowshares

Swords to Plowshares
Swords to Plowshares
Instant

Exile target creature. Its controller gains life equal to its power.

The smallest seed of regret can bloom into redemption.

Unexpectedly Absent

Unexpectedly Absent
Unexpectedly Absent
Instant

Put target nonland permanent into its owner's library just beneath the top X cards of that library.

Once you've been dragged down the currents of time, you'll never quite trust your own permanence again.

Wall of Omens

Wall of Omens
Wall of Omens
Creature — Wall

Defender

When Wall of Omens enters the battlefield, draw a card.

"I search for a vision of Zendikar that does not include the Eldrazi."

—Expedition journal entry

0/4

War Priest of Thune

War Priest of Thune
War Priest of Thune
Creature — Human Cleric

When War Priest of Thune enters the battlefield, you may destroy target enchantment.

"Let nothing take away from the purity of swords clashing or of arrows taking flight toward the breast of evil."

2/2

Welkin Guide

Welkin Guide
Welkin Guide
Creature — Bird Cleric

Flying

When Welkin Guide enters the battlefield, target creature gets +2/+2 and gains flying until end of turn.

"Those talons really dig into your skin, but it's better than being dropped."

—Rafiq of the Many

2/2

Whitemane Lion

Whitemane Lion
Whitemane Lion
Creature — Cat

Flash

When Whitemane Lion enters the battlefield, return a creature you control to its owner's hand.

Saltfield nomads call a sudden storm a "whitemane."

2/2

Wrath of God

Wrath of God
Wrath of God
Sorcery

Destroy all creatures. They can't be regenerated.

Arcanis the Omnipotent

Arcanis the Omnipotent
Arcanis the Omnipotent
Legendary Creature — Wizard

{T}: Draw three cards.

{2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand.

He has journeyed where none have been before. Now he returns to ensure that none follow.

3/4

Brainstorm

Brainstorm
Brainstorm
Instant

Draw three cards, then put two cards from your hand on top of your library in any order.

The mizzium-sphere array drove her mind deep into the thought field, where only the rarest motes of genius may be plucked.

Cephalid Sage

Cephalid Sage
Cephalid Sage
Creature — Cephalid

Threshold — As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage enters the battlefield, draw three cards, then discard two cards."

2/3

Control Magic

Control Magic
Control Magic
Enchantment — Aura

Enchant creature

You control enchanted creature.

If you don't have the best toys, find the one who does.

Counterspell

Counterspell
Counterspell
Instant

Counter target spell.

Daze

Daze
Daze
Instant

You may return an Island you control to its owner's hand rather than pay this spell's mana cost.

Counter target spell unless its controller pays {1}.

Deep Analysis

Deep Analysis
Deep Analysis
Sorcery

Target player draws two cards.

Flashback—{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"No fact escapes me. Why do you think you can?"

Diminishing Returns

Diminishing Returns
Diminishing Returns
Sorcery

Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.

Dream Twist

Dream Twist
Dream Twist
Instant

Target player mills three cards.

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Fact or Fiction

Fact or Fiction
Fact or Fiction
Instant

Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.

Showing cards 1 - 48 of 249.
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