38 Card Non-Pack Supplemental Set
Release Date: Feb 18th 2022
«»
Showing cards 145 - 180 of 180.

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.

Blackblade Reforged

Blackblade Reforged
Blackblade Reforged
Legendary Artifact — Equipment

Equipped creature gets +1/+1 for each land you control.

Equip legendary creature {3}

Equip {7}

It spilled the blood of one elder dragon. In Gideon's hands, it may yet taste another's.

Bonehoard

Bonehoard
Bonehoard
Artifact — Equipment

Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)

Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards.

Equip {2}

Colossal Plow

Colossal Plow
Colossal Plow
Artifact — Vehicle

Whenever Colossal Plow attacks, add {W}{W}{W} and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end.

Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)

6/3

Cultivator's Caravan

Cultivator's Caravan
Cultivator's Caravan
Artifact — Vehicle

{T}: Add one mana of any color.

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

5/5

Fellwar Stone

Fellwar Stone
Fellwar Stone
Artifact

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

"What do you have that I cannot obtain?"

—Mairsil, the Pretender

Fireshrieker

Fireshrieker
Fireshrieker
Artifact — Equipment

Equipped creature has double strike. (It deals both first-strike and regular combat damage.)

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Foundry Inspector

Foundry Inspector
Foundry Inspector
Artifact Creature — Construct

Artifact spells you cast cost {1} less to cast.

Automaton inspectors ensure that the Consulate's stringent standards for mass production are upheld.

3/2

Gold Myr

Gold Myr
Gold Myr
Artifact Creature — Myr

{T}: Add {W}.

The leonin thought of the myr as omens, never imagining the sinister fate they foretold.

1/1

Mirage Mirror

Mirage Mirror
Mirage Mirror
Artifact

{2}: Mirage Mirror becomes a copy of target artifact, creature, enchantment, or land until end of turn.

Most mirrors show your reflection. Others show your potential.

Peacewalker Colossus

Peacewalker Colossus
Peacewalker Colossus
Artifact — Vehicle

{1}{W}: Another target Vehicle you control becomes an artifact creature until end of turn.

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

"Peace? Its sole purpose is fear."

—Saheeli Rai

6/6

Raiders' Karve

Raiders' Karve
Raiders' Karve
Artifact — Vehicle

Whenever Raiders' Karve attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.

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

4/4

Shimmer Myr

Shimmer Myr
Shimmer Myr
Artifact Creature — Myr

Flash

You may cast artifact spells as though they had flash.

It evades Phyrexians by hiding in the spaces between seconds.

2/2

Silver Myr

Silver Myr
Silver Myr
Artifact Creature — Myr

{T}: Add {U}.

The vedalken saw the myr as toys, unaware of the intelligence lurking behind their empty eyes.

1/1

Skysovereign, Consul Flagship

Skysovereign, Consul Flagship
Skysovereign, Consul Flagship
Legendary Artifact — Vehicle

Flying

Whenever Skysovereign, Consul Flagship enters the battlefield or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.

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

6/5

Smuggler's Copter

Smuggler's Copter
Smuggler's Copter
Artifact — Vehicle

Flying

Whenever Smuggler's Copter attacks or blocks, you may draw a card. If you do, discard a card.

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

3/3

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.

Solemn Simulacrum

Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem

When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

When Solemn Simulacrum dies, you may draw a card.

2/2

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

Sword of Vengeance

Sword of Vengeance
Sword of Vengeance
Artifact — Equipment

Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.

Equip {3}

When wielded by a true believer, it matters little whether the sword is a relic or a replica.

Weatherlight

Weatherlight
Weatherlight
Legendary Artifact — Vehicle

Flying

Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)

Crew 3

4/5

Cinder Glade

Cinder Glade
Cinder Glade
Land — Mountain Forest

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

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.

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

Game Trail

Game Trail
Game Trail
Land

As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped.

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

Gruul Turf

Gruul Turf
Gruul Turf
Land

Gruul Turf enters the battlefield tapped.

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

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

Mossfire Valley

Mossfire Valley
Mossfire Valley
Land

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

The battle at Ganzan Pass left the land so saturated with blood and twisted kami magic that it was a century before a single blade of grass could take root.

Opal Palace

Opal Palace
Opal Palace
Land

{T}: Add {C}.

{1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.

Oran-Rief, the Vastwood

Oran-Rief, the Vastwood
Oran-Rief, the Vastwood
Land

Oran-Rief, the Vastwood enters the battlefield tapped.

{T}: Add {G}.

{T}: Put a +1/+1 counter on each green creature that entered the battlefield this turn.

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.

Raging Ravine

Raging Ravine
Raging Ravine
Land

Raging Ravine enters the battlefield tapped.

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

{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.

Skycloud Expanse

Skycloud Expanse
Skycloud Expanse
Land

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

Remote but always watching, the soaring city of Otawara moves over Kamigawa with a purpose that few understand.

Spire of Industry

Spire of Industry
Spire of Industry
Land

{T}: Add {C}.

{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.

A beacon of prosperity to some, a shadow of oppression to others.

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 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}.

Showing cards 145 - 180 of 180.
«»