Fate Reforged
[+2]: Ugin deals 3 damage to any target. [−X]: Exile each permanent with mana value X or less that's one or more colors. [−10]: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
Target player sacrifices an enchantment of their choice. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
Flying When this creature dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
When this creature enters, you gain 3 life.
Flying
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Vigilance Daghatar enters with four +1/+1 counters on it. {1}{B/G}{B/G}: Move a +1/+1 counter from target creature onto a second target creature.
Vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
At the beginning of your end step, bolster X, where X is the number of tapped creatures you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
You gain 4 life. Bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Flash (You may cast this spell any time you could cast an instant.) Defender When this creature enters, you may return another target creature you control to its owner's hand.
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and lifelink.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target enchantment card from your graveyard to your hand.
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. {3}{W}: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
Tap target creature. Draw a card.
Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
Enchant creature When this Aura enters, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Sandblast deals 5 damage to target attacking or blocking creature.
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Create a 1/1 white Spirit creature token with flying.
Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Lifelink Instant and sorcery spells you control have lifelink. {2}{U/R}{U/R}: The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater.
Whenever this creature deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
Flying As long as this creature is attacking, defending player can't cast spells.
Flying When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Return target creature to its owner's hand.
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof.
Draw three cards, then discard a card.
Choose one — • Each player draws X cards. • Each player mills X cards.
When this creature becomes the target of a spell or ability, sacrifice it.
This creature can't be blocked as long as you control no other creatures. When this creature deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has flying as long as you control a red or white permanent.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature dies, draw a card.
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
Flying Whenever this creature deals combat damage to an opponent, target player mills four cards.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, target creature gains flying until end of turn.
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost {2} more to cast.
Counter target multicolored spell.
Counter target spell unless its controller pays {1} for each card in your graveyard.
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Untap target creature. Draw a card.
{T}: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts. {U}, {T}: Search your library for a card named Heart-Piercer Bow or Vial of Dragonfire, reveal it, put it into your hand, then shuffle.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Return target nonland permanent you control and target nonland permanent you don't control to their owners' hands.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature attacks, you may return target creature to its owner's hand if its power is less than this creature's power.
Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, you may pay {R/W}{R/W}. If you do, target creature gains double strike until end of turn.
When this creature enters, mill two cards.
Return target creature to its owner's hand. You create a token that's a copy of that creature.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Take an extra turn after this one. Exile Temporal Trespass.
Flying Whenever this creature attacks, tap all creatures defending player controls. {3}{B/G}{B/G}: Put this card from exile onto the battlefield tapped. Activate only as a sorcery.
Put target attacking or blocking creature on top of its owner's library.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Dash {2}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Enchant creature When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
As long as you control a red or white permanent, this creature gets +1/+0 and has first strike.
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life. {3}{R/W}{R/W}: Creatures your opponents control block this turn if able, and you choose how those creatures block.
Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures.
Each player discards all the cards in their hand, then draws that many cards minus one.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you control a Warrior, that player loses 2 life.
Douse in Gloom deals 2 damage to target creature and you gain 2 life.
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
Exile all creature cards from target player's graveyard in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Choose target creature. Mill three cards, then put a +1/+1 counter on that creature for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Destroy target creature that was dealt damage this turn.
Whenever this creature attacks, each opponent loses 1 life. Dash {1}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Whenever this creature attacks, create a 2/1 black Warrior creature token. Dash {3}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
When this creature enters, each player sacrifices a creature of their choice.
Flying When this creature dies, you may destroy target creature with mana value 3 or less.
Whenever another creature you control enters, target creature an opponent controls gets -1/-1 until end of turn.
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, return target creature card from your graveyard to your hand. • Dragons — At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life.
{1}{B}, {T}, Sacrifice another creature: Manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Destroy target creature that's one or more colors.
When this creature enters, each player mills three cards.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) When this creature enters, return target creature card from your graveyard to your hand.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) If a creature card with flying was exiled with this creature's delve ability, this creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.
When this creature dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) {2}{G/U}{G/U}: Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Each opponent discards two cards.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
First strike Whenever Alesha attacks, you may pay {W/B}{W/B}. If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.
Bathe in Dragonfire deals 4 damage to target creature.
This creature has first strike and trample as long as an instant card and a sorcery card are in your graveyard.
{R}: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.
As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Destroy target artifact.
Add {R} for each attacking creature you control. Until end of turn, attacking creatures you control gain "{R}: This creature gets +1/+0 until end of turn."
Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever this creature attacks, create a token that's a copy of another target attacking creature and that's tapped and attacking. Exile the token at end of combat. Dash {2}{R}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Flying, haste This creature attacks each combat if able. Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay {R}. If you do, return this card from your graveyard to the battlefield.
Target creature's controller reveals a card at random from their hand. Friendly Fire deals damage to that creature and that player equal to the revealed card's mana value.
Whenever this creature attacks, target creature can't block this turn. Dash {2}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
{T}: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
As long as you control a green or blue permanent, you may cast this spell as though it had flash. (You may cast it any time you could cast an instant.)
Flying, trample, haste At the beginning of the end step, this creature's owner shuffles it into their library.
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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.
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Pyrotechnics deals 4 damage divided as you choose among any number of targets.
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
Haste Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on it. Ferocious — {2}{G/U}{G/U}: Draw a card for each creature you control with power 4 or greater.
Flying Whenever this creature deals combat damage to a player, it deals 1 damage to each creature that player controls.
When this creature dies, it deals 2 damage to you.
Target creature gains double strike until end of turn. Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Whenever this creature attacks, you may discard a card. If you do, draw a card. Dash {2}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
This creature has lifelink as long as you control a white or black permanent.
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Search your library for a basic land card, reveal it, then shuffle and put that card on top.
Trample When this creature enters, return another creature you control to its owner's hand.
Whenever this creature deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Defender Reach (This creature can block creatures with flying.)
This creature can't be blocked by more than one creature. Each creature you control with a +1/+1 counter on it can't be blocked by more than one creature.
Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.)
Flying When this creature dies, destroy target noncreature permanent.
Manifest the top card of your library, then put a +1/+1 counter on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Ferocious — This creature enters with a +1/+1 counter on it if you control a creature with power 4 or greater.
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add {G}{G}. • Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Destroy target artifact, enchantment, or creature with flying.
Choose one — • Target nonattacking creature gains reach and deathtouch until end of turn. Untap it. • Target attacking creature gets +2/+2 and gains trample until end of turn.
Reach When this creature enters, bolster 5. (Choose a creature with the least toughness among creatures you control and put five +1/+1 counters on it.)
Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Mill four cards, then return a creature card and a land card from your graveyard to your hand.
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.
{1}{G}: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
When this creature enters, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control.
{1}{W/B}: This creature becomes a Human Warrior with base power and toughness 3/3. {2}{W/B}{W/B}: If this creature is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. {3}{W/B}{W/B}{W/B}: If this creature is a Spirit, put five +1/+1 counters on it.
{T}: Add {G}. Ferocious — {T}: Add {G}{G}. Activate only if you control a creature with power 4 or greater.
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
Trample At the beginning of combat on your turn, you may pay {1}{U/R}{U/R}. If you do, gain control of target creature an opponent controls with power less than Yasova Dragonclaw's power until end of turn, untap that creature, and it gains haste until end of turn.
Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn.
Cunning Strike deals 2 damage to target creature and 2 damage to target player or planeswalker. Draw a card.
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Manifest the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other.
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash {3}{B}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Flying, vigilance Whenever a Dragon you control attacks, tap target nonland permanent an opponent controls. That permanent doesn't untap during its controller's next untap step.
Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
Creatures you control get +2/+1 until end of turn. Untap those creatures.
At the beginning of your upkeep, sacrifice this artifact. When this artifact is put into a graveyard from the battlefield, it deals 3 damage to any target.
Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Cast this spell only if you've cast another spell this turn.
First strike, trample
Whenever you cast a noncreature spell, put a lore counter on this artifact. {3}, {T}: Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
When this creature enters, sacrifice a permanent that's one or more colors.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {T}, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
({T}: Add {W}.)
({T}: Add {W}.)
({T}: Add {U}.)
({T}: Add {U}.)
({T}: Add {B}.)
({T}: Add {B}.)
({T}: Add {R}.)
({T}: Add {R}.)
({T}: Add {G}.)
({T}: Add {G}.)
Prowess
Flying
(You can cover a face-down manifested creature with this reminder card. A manifested creature card can be turned face up any time for its mana cost. A face-down card can also be turned face up for its morph cost.)
| Card | Number | Rarity | Price |
|---|---|---|---|
Ugin, the Spirit Dragon | 1 | Mythic | $14.53 |
Abzan Advantage | 2 | Common | $0.08 |
Abzan Runemark | 3 | Common | $0.08 |
Abzan Skycaptain | 4 | Common | $0.08 |
Arashin Cleric | 5 | Common | $0.08 |
Aven Skirmisher | 6 | Common | $0.07 |
Channel Harm | 7 | Uncommon | $0.09 |
Citadel Siege | 8 | Rare | $0.24 |
Daghatar the Adamant | 9 | Rare | $0.10 |
Dragon Bell Monk | 10 | Common | $0.01 |
Dragonscale General | 11 | Rare | $0.18 |
Elite Scaleguard | 12 | Uncommon | $0.05 |
Great-Horn Krushok | 13 | Common | $0.03 |
Honor's Reward | 14 | Uncommon | $0.10 |
Jeskai Barricade | 15 | Uncommon | $0.44 |
Lightform | 16 | Uncommon | $0.03 |
Lotus-Eye Mystics | 17 | Uncommon | $0.03 |
Mardu Woe-Reaper | 18 | Uncommon | $0.14 |
Mastery of the Unseen | 19 | Rare | $0.10 |
Monastery Mentor | 20 | Mythic | $2.18 |
Pressure Point | 21 | Common | $0.04 |
Rally the Ancestors | 22 | Rare | $0.35 |
Sage's Reverie | 23 | Uncommon | $0.44 |
Sandblast | 24 | Common | $0.07 |
Sandsteppe Outcast | 25 | Common | $0.04 |
Soul Summons | 26 | Common | $0.03 |
Soulfire Grand Master | 27 | Mythic | $0.98 |
Valorous Stance | 28 | Uncommon | $0.17 |
Wandering Champion | 29 | Uncommon | $0.07 |
Wardscale Dragon | 30 | Uncommon | $0.16 |
Aven Surveyor | 31 | Common | $0.04 |
Cloudform | 32 | Uncommon | $0.03 |
Enhanced Awareness | 33 | Common | $0.03 |
Fascination | 34 | Uncommon | $0.24 |
Frost Walker | 35 | Uncommon | $0.08 |
Jeskai Infiltrator | 36 | Rare | $0.12 |
Jeskai Runemark | 37 | Common | $0.05 |
Jeskai Sage | 38 | Common | $0.05 |
Lotus Path Djinn | 39 | Common | $0.04 |
Marang River Prowler | 40 | Uncommon | $0.11 |
Mindscour Dragon | 41 | Uncommon | $0.13 |
Mistfire Adept | 42 | Uncommon | $0.05 |
Monastery Siege | 43 | Rare | $0.93 |
Neutralizing Blast | 44 | Uncommon | $0.07 |
Rakshasa's Disdain | 45 | Common | $0.07 |
Reality Shift | 46 | Uncommon | $0.35 |
Refocus | 47 | Common | $0.16 |
Renowned Weaponsmith | 48 | Uncommon | $0.08 |
Rite of Undoing | 49 | Uncommon | $0.06 |
Sage-Eye Avengers | 50 | Rare | $0.11 |
Shifting Loyalties | 51 | Uncommon | $0.06 |
Shu Yun, the Silent Tempest | 52 | Rare | $0.28 |
Sultai Skullkeeper | 53 | Common | $0.06 |
Supplant Form | 54 | Rare | $0.74 |
Temporal Trespass | 55 | Mythic | $2.69 |
Torrent Elemental | 56 | Mythic | $0.41 |
Whisk Away | 57 | Common | $0.05 |
Will of the Naga | 58 | Common | $0.04 |
Write into Being | 59 | Common | $0.06 |
Alesha's Vanguard | 60 | Common | $0.03 |
Ancestral Vengeance | 61 | Common | $0.05 |
Archfiend of Depravity | 62 | Rare | $2.29 |
Battle Brawler | 63 | Uncommon | $0.07 |
Brutal Hordechief | 64 | Mythic | $2.20 |
Crux of Fate | 65 | Rare | $1.40 |
Dark Deal | 66 | Uncommon | $3.26 |
Diplomacy of the Wastes | 67 | Uncommon | $0.04 |
Douse in Gloom | 68 | Common | $0.04 |
Fearsome Awakening | 69 | Uncommon | $0.19 |
Ghastly Conscription | 70 | Mythic | $0.30 |
Grave Strength | 71 | Uncommon | $0.16 |
Gurmag Angler | 72 | Common | $0.08 |
Hooded Assassin | 73 | Common | $0.07 |
Mardu Shadowspear | 74 | Uncommon | $0.22 |
Mardu Strike Leader | 75 | Rare | $0.20 |
Merciless Executioner | 76 | Uncommon | $1.04 |
Noxious Dragon | 77 | Uncommon | $0.12 |
Orc Sureshot | 78 | Uncommon | $0.18 |
Palace Siege | 79 | Rare | $1.05 |
Qarsi High Priest | 80 | Uncommon | $0.08 |
Reach of Shadows | 81 | Common | $0.02 |
Sibsig Host | 82 | Common | $0.07 |
Sibsig Muckdraggers | 83 | Uncommon | $0.09 |
Soulflayer | 84 | Rare | $0.20 |
Sultai Emissary | 85 | Common | $0.07 |
Sultai Runemark | 86 | Common | $0.05 |
Tasigur, the Golden Fang | 87 | Rare | $0.23 |
Tasigur's Cruelty | 88 | Common | $0.07 |
Typhoid Rats | 89 | Common | $0.25 |
Alesha, Who Smiles at Death | 90 | Rare | $0.31 |
Arcbond | 91 | Rare | $1.60 |
Bathe in Dragonfire | 92 | Common | $0.06 |
Bloodfire Enforcers | 93 | Uncommon | $0.05 |
Break Through the Line | 94 | Uncommon | $0.30 |
Collateral Damage | 95 | Common | $0.04 |
Defiant Ogre | 96 | Common | $0.05 |
Dragonrage | 97 | Uncommon | $0.11 |
Fierce Invocation | 98 | Common | $0.02 |
Flamerush Rider | 99 | Rare | $0.23 |
Flamewake Phoenix | 100 | Rare | $0.28 |
Friendly Fire | 101 | Uncommon | $0.05 |
Goblin Heelcutter | 102 | Common | $0.10 |
Gore Swine | 103 | Common | $0.02 |
Humble Defector | 104 | Uncommon | $0.18 |
Hungering Yeti | 105 | Uncommon | $0.06 |
Lightning Shrieker | 106 | Common | $0.04 |
Mardu Runemark | 107 | Common | $0.04 |
Mardu Scout | 108 | Common | $0.08 |
Mob Rule | 109 | Rare | $1.18 |
Outpost Siege | 110 | Rare | $0.21 |
Pyrotechnics | 111 | Uncommon | $0.02 |
Rageform | 112 | Uncommon | $0.04 |
Shaman of the Great Hunt | 113 | Mythic | $0.84 |
Shockmaw Dragon | 114 | Uncommon | $0.27 |
Smoldering Efreet | 115 | Common | $0.03 |
Temur Battle Rage | 116 | Common | $0.26 |
Vaultbreaker | 117 | Uncommon | $0.03 |
Wild Slash | 118 | Uncommon | $0.15 |
Abzan Beastmaster | 119 | Uncommon | $0.23 |
Abzan Kin-Guard | 120 | Uncommon | $0.05 |
Ainok Guide | 121 | Common | $0.04 |
Ambush Krotiq | 122 | Common | $0.03 |
Arashin War Beast | 123 | Uncommon | $0.05 |
Archers of Qarsi | 124 | Common | $0.03 |
Battlefront Krushok | 125 | Uncommon | $0.17 |
Cached Defenses | 126 | Uncommon | $0.04 |
Destructor Dragon | 127 | Uncommon | $0.18 |
Feral Krushok | 128 | Common | $0.02 |
Formless Nurturing | 129 | Common | $0.03 |
Frontier Mastodon | 130 | Common | $0.04 |
Frontier Siege | 131 | Rare | $0.31 |
Fruit of the First Tree | 132 | Uncommon | $0.18 |
Hunt the Weak | 133 | Common | $0.04 |
Map the Wastes | 134 | Common | $0.05 |
Return to the Earth | 135 | Common | $0.05 |
Ruthless Instincts | 136 | Uncommon | $0.05 |
Sandsteppe Mastodon | 137 | Rare | $0.16 |
Shamanic Revelation | 138 | Rare | $1.09 |
Sudden Reclamation | 139 | Uncommon | $0.05 |
Temur Runemark | 140 | Common | $0.06 |
Temur Sabertooth | 141 | Uncommon | $2.56 |
Temur War Shaman | 142 | Rare | $0.15 |
Warden of the First Tree | 143 | Mythic | $0.24 |
Whisperer of the Wilds | 144 | Common | $0.25 |
Whisperwood Elemental | 145 | Mythic | $0.28 |
Wildcall | 146 | Rare | $0.14 |
Winds of Qal Sisma | 147 | Uncommon | $0.28 |
Yasova Dragonclaw | 148 | Rare | $0.17 |
Atarka, World Render | 149 | Rare | $0.61 |
Cunning Strike | 150 | Common | $0.04 |
Dromoka, the Eternal | 151 | Rare | $0.36 |
Ethereal Ambush | 152 | Common | $0.07 |
Grim Contest | 153 | Common | $0.10 |
Harsh Sustenance | 154 | Common | $0.11 |
Kolaghan, the Storm's Fury | 155 | Rare | $0.64 |
Ojutai, Soul of Winter | 156 | Rare | $0.50 |
Silumgar, the Drifting Death | 157 | Rare | $0.74 |
War Flare | 158 | Common | $0.03 |
Goblin Boom Keg | 159 | Uncommon | $0.05 |
Hero's Blade | 160 | Uncommon | $0.23 |
Hewed Stone Retainers | 161 | Uncommon | $0.05 |
Pilgrim of the Fires | 162 | Uncommon | $0.09 |
Scroll of the Masters | 163 | Rare | $0.22 |
Ugin's Construct | 164 | Uncommon | $0.06 |
Bloodfell Caves | 165 | Common | $0.10 |
Blossoming Sands | 166 | Common | $0.07 |
Crucible of the Spirit Dragon | 167 | Rare | $0.52 |
Dismal Backwater | 168 | Common | $0.11 |
Jungle Hollow | 169 | Common | $0.10 |
Rugged Highlands | 170 | Common | $0.10 |
Scoured Barrens | 171 | Common | $0.06 |
Swiftwater Cliffs | 172 | Common | $0.09 |
Thornwood Falls | 173 | Common | $0.08 |
Tranquil Cove | 174 | Common | $0.05 |
Wind-Scarred Crag | 175 | Common | $0.10 |
Plains | 176 | Common | $0.10 |
Plains | 177 | Common | $0.12 |
Island | 178 | Common | $0.15 |
Island | 179 | Common | $0.13 |
Swamp | 180 | Common | $0.10 |
Swamp | 181 | Common | $0.08 |
Mountain | 182 | Common | $0.17 |
Mountain | 183 | Common | $0.09 |
Forest | 184 | Common | $0.14 |
Forest | 185 | Common | $0.12 |
Monk | 1 | $0.47 | |
Spirit | 2 | $0.09 | |
Warrior | 3 | $0.08 | |
Manifest | 4 | $0.21 |