38 Card Non-Pack Supplemental Set
Release Date: Nov 19th 2021
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Showing cards 145 - 188 of 188.

Crimson Honor Guard

Crimson Honor Guard
Crimson Honor Guard
Creature — Vampire Knight

Trample

At the beginning of each player's end step, Crimson Honor Guard deals 4 damage to that player unless they control a commander.

The finest soldiers aren't worth a whit without a set of hands to lead them and a set of eyes to guide them.

4/5

Falkenrath Gorger

Falkenrath Gorger
Falkenrath Gorger
Creature — Vampire Berserker

Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

2/1

Mob Rule

Mob Rule
Mob Rule
Sorcery

Choose one —

• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.

• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.

Molten Echoes

Molten Echoes
Molten Echoes
Enchantment

As Molten Echoes enters the battlefield, choose a creature type.

Whenever a nontoken creature of the chosen type enters the battlefield under your control, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.

Rakish Heir

Rakish Heir
Rakish Heir
Creature — Vampire

Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.

"If you're not having fun, what's the point of living forever?"

2/2

Stensia Masquerade

Stensia Masquerade
Stensia Masquerade
Enchantment

Attacking creatures you control have first strike.

Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.

Madness {2}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

Stromkirk Occultist

Stromkirk Occultist
Stromkirk Occultist
Creature — Vampire Horror

Trample

Whenever Stromkirk Occultist deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.

Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

3/2

Vandalblast

Vandalblast
Vandalblast
Sorcery

Destroy target artifact you don't control.

Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Beauty is in the eye of the exploder.

Dovin, Grand Arbiter

Dovin, Grand Arbiter
Dovin, Grand Arbiter
Legendary Planeswalker — Dovin

+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin, Grand Arbiter.

−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.

−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.

Loyalty: 3

Drogskol Captain

Drogskol Captain
Drogskol Captain
Creature — Spirit Soldier

Flying

Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)

Dead or alive, true leaders can inspire an entire army.

2/2

Geist of Saint Traft

Geist of Saint Traft
Geist of Saint Traft
Legendary Creature — Spirit Cleric

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.

2/2

Rakdos Charm

Rakdos Charm
Rakdos Charm
Instant

Choose one —

• Exile target player's graveyard.

• Destroy target artifact.

• Each creature deals 1 damage to its controller.

Stromkirk Captain

Stromkirk Captain
Stromkirk Captain
Creature — Vampire Soldier

First strike

Other Vampire creatures you control get +1/+1 and have first strike.

"No longer can we allow our human populations to be mindlessly slaughtered by ghouls. Slay all who trespass."

—Runo Stromkirk

2/2

Vampiric Dragon

Vampiric Dragon
Vampiric Dragon
Creature — Vampire Dragon

Flying

Whenever a creature dealt damage by Vampiric Dragon this turn dies, put a +1/+1 counter on Vampiric Dragon.

{1}{R}: Vampiric Dragon deals 1 damage to target creature.

5/5

Arcane Signet

Arcane Signet
Arcane Signet
Artifact

{T}: Add one mana of any color in your commander's color identity.

It started as a mere drop of water. The Magic Mirror crystallized it into much more.

Azorius Locket

Azorius Locket
Azorius Locket
Artifact

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

{W/U}{W/U}{W/U}{W/U}, {T}, Sacrifice Azorius Locket: Draw two cards.

"Mandatory lockets enable the tracking of all Senate personnel for improved security and efficiency."

—Dovin Baan

Azorius Signet

Azorius Signet
Azorius Signet
Artifact

{1}, {T}: Add {W}{U}.

The maze-like design embodies the core of Azorius law—strict structure designed to test wills and stall change.

Charcoal Diamond

Charcoal Diamond
Charcoal Diamond
Artifact

Charcoal Diamond enters the battlefield tapped.

{T}: Add {B}.

The essence of night to harden the soul.

Commander's Sphere

Commander's Sphere
Commander's Sphere
Artifact

{T}: Add one mana of any color in your commander's color identity.

Sacrifice Commander's Sphere: Draw a card.

It harmonizes with the essence of its master.

Fire Diamond

Fire Diamond
Fire Diamond
Artifact

Fire Diamond enters the battlefield tapped.

{T}: Add {R}.

The essence of flame to stoke the spirit.

Marble Diamond

Marble Diamond
Marble Diamond
Artifact

Marble Diamond enters the battlefield tapped.

{T}: Add {W}.

The essence of sunlight to brighten the way.

Rakdos Signet

Rakdos Signet
Rakdos Signet
Artifact

{1}, {T}: Add {B}{R}.

Made of bone and boiled in blood, a Rakdos signet is not considered finished until it has been used as a murder weapon.

Sky Diamond

Sky Diamond
Sky Diamond
Artifact

Sky Diamond enters the battlefield tapped.

{T}: Add {U}.

The essence of wind to lift up the weary.

Sol Ring

Sol Ring
Sol Ring
Artifact

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

Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.

Swiftfoot Boots

Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip {1}

"There is great wisdom in rushing headlong into combat . . . if you're prepared."

—Kenjek, captain of the Thousand Swords

Unstable Obelisk

Unstable Obelisk
Unstable Obelisk
Artifact

{T}: Add {C}.

{7}, {T}, Sacrifice Unstable Obelisk: Destroy target permanent.

Its collapse is like the lashing out of a long-dead civilization that resents being forgotten.

Azorius Chancery

Azorius Chancery
Azorius Chancery
Land

Azorius Chancery enters the battlefield tapped.

When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.

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

Command Tower

Command Tower
Command Tower
Land

{T}: Add one mana of any color in your commander's color identity.

When defeat is near and guidance is scarce, all eyes look in one direction.

Exotic Orchard

Exotic Orchard
Exotic Orchard
Land

{T}: Add one mana of any color that a land an opponent controls could produce.

"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."

—Pulan, Bant orchardist

Foreboding Ruins

Foreboding Ruins
Foreboding Ruins
Land

As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.

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

Moorland Haunt

Moorland Haunt
Moorland Haunt
Land

{T}: Add {C}.

{W}{U}, {T}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.

Myriad Landscape

Myriad Landscape
Myriad Landscape
Land

Myriad Landscape enters the battlefield tapped.

{T}: Add {C}.

{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Path of Ancestry

Path of Ancestry
Path of Ancestry
Land

Path of Ancestry enters the battlefield tapped.

{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Port Town

Port Town
Port Town
Land

As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.

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

A haunted fog known as the Nebelgast shrouds the cities along Nephalia's coast.

Prairie Stream

Prairie Stream
Prairie Stream
Land — Plains Island

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

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.

The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.

Rakdos Carnarium

Rakdos Carnarium
Rakdos Carnarium
Land

Rakdos Carnarium enters the battlefield tapped.

When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand.

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

Shadowblood Ridge

Shadowblood Ridge
Shadowblood Ridge
Land

{1}, {T}: Add {B}{R}.

Gnolls make offerings to sinister forces in the shadow-drenched chasms.

Skycloud Expanse

Skycloud Expanse
Skycloud Expanse
Land

{1}, {T}: Add {W}{U}.

Legend says a mighty angel appears to pilgrims in need who reach this lofty height.

Smoldering Marsh

Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain

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

Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.

The continent of Guul Draz is a geothermal swampland reeking of heat and decay.

Tainted Peak

Tainted Peak
Tainted Peak
Land

{T}: Add {C}.

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

Temple of Enlightenment

Temple of Enlightenment
Temple of Enlightenment
Land

Temple of Enlightenment enters the battlefield tapped.

When Temple of Enlightenment enters the battlefield, scry 1.

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

Temple of Malice

Temple of Malice
Temple of Malice
Land

Temple of Malice enters the battlefield tapped.

When Temple of Malice enters the battlefield, scry 1.

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

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

Unclaimed Territory

Unclaimed Territory
Unclaimed Territory
Land

As Unclaimed Territory enters the battlefield, choose a creature type.

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.

Showing cards 145 - 188 of 188.
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