228 Card Expansion Set
Release Date: Apr 19th 2024
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Showing cards 1 - 48 of 364.

Another Round

Another Round
Another Round
Sorcery

Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.

Weary travelers trade stories of the Eversaloon, an extraplanar respite that appears at the moment it is most needed.

Archangel of Tithes

Archangel of Tithes
Archangel of Tithes
Creature — Angel

Flying

As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.

As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.

3/5

Armored Armadillo

Armored Armadillo
Armored Armadillo
Creature — Armadillo

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

{3}{W}: Armored Armadillo gets +X/+0 until end of turn, where X is its toughness.

"I always wanted to ride a slow cannonball with legs!"

—Kellan

0/4

Aven Interrupter

Aven Interrupter
Aven Interrupter
Creature — Bird Rogue

Flash

Flying

When Aven Interrupter enters the battlefield, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)

Spells your opponents cast from graveyards or from exile cost {2} more to cast.

2/2

Bounding Felidar

Bounding Felidar
Bounding Felidar
Creature — Cat Beast Mount

Whenever Bounding Felidar attacks while saddled, put a +1/+1 counter on each other creature you control. You gain 1 life for each of those creatures.

Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

4/7

Bovine Intervention

Bovine Intervention
Bovine Intervention
Instant

Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.

No one could prove the ox did it, but no one tried to harness it again either.

Bridled Bighorn

Bridled Bighorn
Bridled Bighorn
Creature — Sheep Mount

Vigilance

Whenever Bridled Bighorn attacks while saddled, create a 1/1 white Sheep creature token.

Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

3/4

Claim Jumper

Claim Jumper
Claim Jumper
Creature — Rabbit Mercenary

Vigilance

When Claim Jumper enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.

3/3

Dust Animus

Dust Animus
Dust Animus
Creature — Spirit

Flying

If you control five or more untapped lands, Dust Animus enters the battlefield with two +1/+1 counters and a lifelink counter on it.

Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

2/3

Eriette's Lullaby

Eriette's Lullaby
Eriette's Lullaby
Sorcery

Destroy target tapped creature. You gain 2 life.

When Kellan questioned her, Eriette reminded him that she'd been asked only to put the guard to sleep—the request said nothing about waking up.

Final Showdown

Final Showdown
Final Showdown
Instant

Spree (Choose one or more additional costs.)

+ {1} — All creatures lose all abilities until end of turn.

+ {1} — Choose a creature you control. It gains indestructible until end of turn.

+ {3}{W}{W} — Destroy all creatures.

Fortune, Loyal Steed

Fortune, Loyal Steed
Fortune, Loyal Steed
Legendary Creature — Beast Mount

When Fortune, Loyal Steed enters the battlefield, scry 2.

Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.

Saddle 1

2/4

Frontier Seeker

Frontier Seeker
Frontier Seeker
Creature — Human Scout

When Frontier Seeker enters the battlefield, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

2/1

Getaway Glamer

Getaway Glamer
Getaway Glamer
Instant

Spree (Choose one or more additional costs.)

+ {1} — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step.

+ {2} — Destroy target creature if no other creature has greater power.

As the vault collapsed around them, Kellan made sure Akul couldn't follow them out.

High Noon

High Noon
High Noon
Enchantment

Each player can't cast more than one spell each turn.

{4}{R}, Sacrifice High Noon: It deals 5 damage to any target.

They both knew only one of them would walk away.

Holy Cow

Holy Cow
Holy Cow
Creature — Ox Angel

Flash

Flying

When Holy Cow enters the battlefield, you gain 2 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)

After it passed by, the rancher swore she saw hope shining in the pigs' eyes.

2/2

Inventive Wingsmith

Inventive Wingsmith
Inventive Wingsmith
Creature — Dwarf Artificer

At the beginning of your end step, if you haven't cast a spell from your hand this turn and Inventive Wingsmith doesn't have a flying counter on it, put a flying counter on it.

"We must forge for ourselves the gifts that nature neglected to give us."

2/4

Lassoed by the Law

Lassoed by the Law
Lassoed by the Law
Enchantment

When Lassoed by the Law enters the battlefield, exile target nonland permanent an opponent controls until Lassoed by the Law leaves the battlefield.

When Lassoed by the Law enters the battlefield, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Mystical Tether

Mystical Tether
Mystical Tether
Enchantment

You may cast Mystical Tether as though it had flash if you pay {2} more to cast it.

When Mystical Tether enters the battlefield, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.

Kellan had no plan. He simply poured his focus into the train and willed it to stop.

Nurturing Pixie

Nurturing Pixie
Nurturing Pixie
Creature — Faerie Rogue

Flying

When Nurturing Pixie enters the battlefield, return up to one target non-Faerie, nonland permanent you control to its owner's hand. If a permanent was returned this way, put a +1/+1 counter on Nurturing Pixie.

"Count yourself lucky I came upon you. This is not a world of second chances."

1/1

Omenport Vigilante

Omenport Vigilante
Omenport Vigilante
Creature — Human Mercenary

Omenport Vigilante has double strike as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Freestriders took to patrolling near the Omenpaths, protecting new arrivals from the robbers and charlatans prowling for easy marks.

2/2

One Last Job

One Last Job
One Last Job
Sorcery

Spree (Choose one or more additional costs.)

+ {2} — Return target creature card from your graveyard to the battlefield.

+ {1} — Return target Mount or Vehicle card from your graveyard to the battlefield.

+ {1} — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.

Outlaw Medic

Outlaw Medic
Outlaw Medic
Creature — Human Rogue

Lifelink

When Outlaw Medic dies, draw a card.

"What are you gonna do, walk a hundred miles for a second opinion?"

1/3

Prairie Dog

Prairie Dog
Prairie Dog
Creature — Squirrel

Lifelink

At the beginning of your end step, if you haven't cast a spell from your hand this turn, put a +1/+1 counter on Prairie Dog.

{4}{W}: Until end of turn, if you would put one or more +1/+1 counters on a creature you control, put that many plus one +1/+1 counters on it instead.

2/2

Prosperity Tycoon

Prosperity Tycoon
Prosperity Tycoon
Creature — Human Noble

When Prosperity Tycoon enters the battlefield, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

{2}, Sacrifice a token: Prosperity Tycoon gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)

4/2

Requisition Raid

Requisition Raid
Requisition Raid
Sorcery

Spree (Choose one or more additional costs.)

+ {1} — Destroy target artifact.

+ {1} — Destroy target enchantment.

+ {1} — Put a +1/+1 counter on each creature target player controls.

The Freestriders believe in liberation, in all its many forms.

Rustler Rampage

Rustler Rampage
Rustler Rampage
Instant

Spree (Choose one or more additional costs.)

+ {1} — Untap all creatures target player controls.

+ {1} — Target creature gains double strike until end of turn.

"Release the cows!"

Shepherd of the Clouds

Shepherd of the Clouds
Shepherd of the Clouds
Creature — Pegasus

Flying, vigilance

When Shepherd of the Clouds enters the battlefield, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.

It catches those who are not ready to fall.

4/3

Sheriff of Safe Passage

Sheriff of Safe Passage
Sheriff of Safe Passage
Creature — Human Knight

Sheriff of Safe Passage enters the battlefield with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control.

Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

0/0

Stagecoach Security

Stagecoach Security
Stagecoach Security
Creature — Human Soldier

When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.

Plot {3}{W} (You may pay {3}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

4/5

Steer Clear

Steer Clear
Steer Clear
Instant

Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.

"Just because you can saddle a critter, doesn't mean it'll let you ride."

—Annie Flash

Sterling Keykeeper

Sterling Keykeeper
Sterling Keykeeper
Creature — Human Mercenary

{2}, {T}: Tap target non-Mount creature.

"If you don't want to tell me where the stash is, you'd best start getting comfy in there. You just let me know when you've changed your mind."

2/2

Sterling Supplier

Sterling Supplier
Sterling Supplier
Creature — Bird Soldier

Flying

When Sterling Supplier enters the battlefield, put a +1/+1 counter on another target creature you control.

The Sterling Company can always rely on him to bring the thunder.

3/4

Take Up the Shield

Take Up the Shield
Take Up the Shield
Instant

Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

The frontier was an anvil on which many an unlikely hero would be forged.

Thunder Lasso

Thunder Lasso
Thunder Lasso
Artifact — Equipment

When Thunder Lasso enters the battlefield, attach it to target creature you control.

Equipped creature gets +1/+1.

Whenever equipped creature attacks, tap target creature defending player controls.

Equip {2}

Trained Arynx

Trained Arynx
Trained Arynx
Creature — Cat Beast Mount

Whenever Trained Arynx attacks while saddled, it gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

3/1

Vengeful Townsfolk

Vengeful Townsfolk
Vengeful Townsfolk
Creature — Human Citizen

Whenever one or more other creatures you control die, put a +1/+1 counter on Vengeful Townsfolk.

"The Sterling Company says they protect us, but where are they when the Hellspurs burn half the town? Counting their vaults!"

3/3

Wanted Griffin

Wanted Griffin
Wanted Griffin
Creature — Griffin

Flying

When Wanted Griffin dies, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Many a would-be captor has gotten close enough to count its feathers, only to be left behind with nothing but regret and a dangling rope.

3/2

Archmage's Newt

Archmage's Newt
Archmage's Newt
Creature — Salamander Mount

Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback {0} until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Saddle 3

2/2

Canyon Crab

Canyon Crab
Canyon Crab
Creature — Crab

{1}{U}: Canyon Crab gets +2/-2 until end of turn.

At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.

They cluster near shallow river crossings, blending into the rocks, waiting for unsuspecting travelers to step within range of their claws.

0/5

Daring Thunder-Thief

Daring Thunder-Thief
Daring Thunder-Thief
Creature — Turtle Rogue

Flash

Daring Thunder-Thief enters the battlefield tapped.

It's amazing how many sticky situations you can get out of simply by being ten times faster than anyone expects.

4/4

Deepmuck Desperado

Deepmuck Desperado
Deepmuck Desperado
Creature — Homarid Mercenary

Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

"Heard you've been horning in on my turf. How about I introduce you to some surf?"

2/4

Djinn of Fool's Fall

Djinn of Fool's Fall
Djinn of Fool's Fall
Creature — Djinn

Flying

Plot {3}{U} (You may pay {3}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

No one knew if the waterfall was a natural wonder the djinn guarded or if he'd conjured it to hide something even greater.

4/3

Double Down

Double Down
Double Down
Enchantment

Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)

The best alibi is being in multiple places at the same time.

Duelist of the Mind

Duelist of the Mind
Duelist of the Mind
Creature — Human Advisor

Flying, vigilance

Duelist of the Mind's power is equal to the number of cards you've drawn this turn.

Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.

Nathan Steuer, World Champion XXVIII

*/3

Emergent Haunting

Emergent Haunting
Emergent Haunting
Enchantment

At the beginning of your end step, if you haven't cast a spell from your hand this turn and Emergent Haunting isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types.

{2}{U}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Failed Fording

Failed Fording
Failed Fording
Instant

Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

"We should have taken the blasted ferry!"

—Hope Hagan, prospector

Fblthp, Lost on the Range

Fblthp, Lost on the Range
Fblthp, Lost on the Range
Legendary Creature — Homunculus

Ward {2}

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

The top card of your library has plot. The plot cost is equal to its mana cost.

You may plot nonland cards from the top of your library.

1/1
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