Rivals of Ixalan Promos
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield. Whenever this creature attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.
At the beginning of each upkeep, if you lost life last turn, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its toughness.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Each opponent can't cast instant or sorcery spells during that player's next turn.
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
Enrage — Whenever this creature is dealt damage, exile target creature an opponent controls until this creature leaves the battlefield.
Flying, double strike, vigilance, trample, indestructible
Raid — If you attacked this turn, you may pay {U} rather than pay this spell's mana cost. Counter target spell.
Flash When this creature enters, each token that would be created under an opponent's control this turn is created under your control instead.
When this enchantment enters, target player exiles all cards from their hand face down, then draws that many cards. When this enchantment is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.
This spell can't be countered. You have no maximum hand size. Whenever an opponent casts a noncreature spell, draw a card. Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Exile target nonland permanent. For as long as that card remains exiled, its owner may cast it without paying its mana cost.
Whenever a Merfolk you control deals combat damage to a player, draw a card.
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}. When this creature enters, draw a card.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {2}{U}{U}, {T}, Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
Flying Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
Flash Deathtouch When this creature enters, target attacking Pirate you control gets +1/+1 and gains deathtouch until end of turn.
Choose one — • Search your library for a card, put it into your hand, then shuffle. • Put a card you own from outside the game into your hand.
Deathtouch {B}, Reveal this card from your hand: Put a prey counter on target creature. Activate only during your turn. When Tetzimoc enters, destroy each creature your opponents control with a prey counter on it.
Menace {1}, Discard a card: This creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Each opponent sacrifices a creature of their choice. If you have the city's blessing, instead each opponent sacrifices half the creatures they control of their choice, rounded up.
When this enchantment enters, draw a card. All lands lose all abilities except mana abilities.
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
First strike When this creature enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
When this enchantment enters, your life total becomes 15. At the beginning of your upkeep, this enchantment deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.
Flying When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
Enrage — Whenever this creature is dealt damage, each opponent sacrifices a permanent of their choice.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever this creature attacks, you may pay {X}{R}. If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing.
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
This spell costs {X} less to cast, where X is the total power of creatures you control. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This spell costs {X} less to cast, where X is the total power of creatures you control. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.
Whenever this creature attacks, you may mill three cards. When this creature dies, return all land cards from your graveyard to the battlefield tapped.
[+1]: Each opponent discards a card and loses 2 life. [−3]: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less. [−8]: Each opponent loses life equal to the number of cards in their graveyard.
Flying When Azor enters, each opponent can't cast instant or sorcery spells during that player's next turn. Whenever Azor attacks, you may pay {X}{W}{U}{U}. If you do, you gain X life and draw X cards.
Lifelink Whenever another creature dies, put a +1/+1 counter on Elenda. When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.
[+1]: Put a loyalty counter on Huatli for each creature you control. [−1]: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. [−8]: You get an emblem with "Whenever a creature you control enters, you may draw a card."
Tap another untapped Merfolk you control: Kumena can't be blocked this turn. Tap three untapped Merfolk you control: Draw a card. Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
Raid — If you attacked this turn, you may have this creature enter as a copy of any creature on the battlefield.
Enrage — Whenever this creature is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
Vigilance, reach, trample When Zacama enters, if you cast it, untap all lands you control. {2}{R}: Zacama deals 3 damage to target creature. {2}{G}: Destroy target artifact or enchantment. {2}{W}: You gain 3 life.
Awakened Amalgam's power and toughness are each equal to the number of differently named lands you control.
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever this Equipment becomes unattached from a permanent, destroy that permanent. Equip {1}
Players can't activate planeswalkers' loyalty abilities. At the beginning of your draw step, draw an additional card. Spells you cast cost {1} less to cast. Creatures you control get +1/+1.
Cards in graveyards can't be the targets of spells or abilities. {4}, {T}: Exile this artifact and all cards from all graveyards. Draw a card.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {5}, {T}: Draw a card. Activate only if you have the city's blessing.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
| Card | Number | Rarity | Price |
|---|---|---|---|
Bishop of Binding | 2 | Rare | $0.80 |
Paladin of Atonement | 16 | Rare | $1.24 |
Radiant Destiny | 18 | Rare | $0.85 |
Slaughter the Strong | 22 | Rare | $1.68 |
Sphinx's Decree | 24 | Rare | $0.45 |
Temple Altisaur | 28 | Rare | $6.93 |
Trapjaw Tyrant | 29 | Mythic | $10.92 |
Zetalpa, Primal Dawn | 30 | Rare | $2.74 |
Admiral's Order | 31 | Rare | $0.95 |
Crafty Cutpurse | 33 | Rare | $1.64 |
Induced Amnesia | 40 | Rare | $0.67 |
Kumena's Awakening | 42 | Rare | $0.74 |
Nezahal, Primal Tide | 45 | Rare | $11.86 |
Release to the Wind | 46 | Rare | $2.79 |
Seafloor Oracle | 51 | Rare | $1.62 |
Silvergill Adept | 53 | Uncommon | $1.06 |
Timestream Navigator | 59 | Mythic | $10.20 |
Warkite Marauder | 60 | Rare | $1.49 |
Champion of Dusk | 64 | Rare | $5.08 |
Dead Man's Chest | 66 | Rare | $2.51 |
Dire Fleet Poisoner | 68 | Rare | $2.70 |
Mastermind's Acquisition | 77 | Rare | $3.99 |
Tetzimoc, Primal Death | 86 | Rare | $5.58 |
Tomb Robber | 87 | Rare | $1.05 |
Twilight Prophet | 88 | Mythic | $8.37 |
Vona's Hunger | 90 | Rare | $14.18 |
Blood Sun | 92 | Rare | $1.29 |
Brass's Bounty | 94 | Rare | $1.13 |
Brass's Bounty | 94 | Rare | $0.50 |
Dire Fleet Daredevil | 99 | Rare | $3.62 |
Etali, Primal Storm | 100 | Rare | $3.39 |
Form of the Dinosaur | 103 | Rare | $0.68 |
Rekindling Phoenix | 111 | Mythic | $1.01 |
Silverclad Ferocidons | 115 | Rare | $13.66 |
Tilonalli's Summoner | 121 | Rare | $5.15 |
Deeproot Elite | 127 | Rare | $1.06 |
Ghalta, Primal Hunger | 130 | Rare | $4.21 |
Ghalta, Primal Hunger | 130 | Rare | $6.00 |
Jadelight Ranger | 136 | Rare | $2.03 |
Path of Discovery | 142 | Rare | $0.87 |
Polyraptor | 144 | Mythic | $18.76 |
Tendershoot Dryad | 147 | Rare | $7.57 |
Wayward Swordtooth | 150 | Rare | $3.13 |
World Shaper | 151 | Rare | $7.76 |
Angrath, the Flame-Chained | 152 | Mythic | $6.17 |
Azor, the Lawbringer | 154 | Mythic | $4.28 |
Elenda, the Dusk Rose | 157 | Mythic | $17.61 |
Hadana's Climb // Winged Temple of Orazca | 158 | Rare | $5.10 |
Huatli, Radiant Champion | 159 | Mythic | $5.87 |
Journey to Eternity // Atzal, Cave of Eternity | 160 | Rare | $11.25 |
Kumena, Tyrant of Orazca | 162 | Mythic | $8.90 |
Path of Mettle // Metzali, Tower of Triumph | 165 | Rare | $1.33 |
Profane Procession // Tomb of the Dusk Rose | 166 | Rare | $3.20 |
Protean Raider | 167 | Rare | $1.31 |
Siegehorn Ceratops | 171 | Rare | $2.40 |
Storm the Vault // Vault of Catlacan | 173 | Rare | $17.20 |
Zacama, Primal Calamity | 174 | Mythic | $5.99 |
Awakened Amalgam | 175 | Rare | $0.59 |
Azor's Gateway // Sanctum of the Sun | 176 | Mythic | $7.33 |
Captain's Hook | 177 | Rare | $0.24 |
Golden Guardian // Gold-Forge Garrison | 179 | Rare | $2.73 |
The Immortal Sun | 180 | Mythic | $13.87 |
Silent Gravestone | 182 | Rare | $0.99 |
Arch of Orazca | 185 | Rare | $1.01 |
Evolving Wilds | 186 | Common | $0.52 |