Rivals of Ixalan
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less. When this enchantment leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
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.
Exile target creature with power greater than or equal to your life total.
Choose one — • Destroy target Vampire. • Destroy target enchantment.
Destroy target attacking or blocking creature.
Prevent all combat damage that would be dealt to this creature.
Flying
This creature doesn't untap during your untap step. Whenever you gain life, untap this creature.
When this creature enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top. Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
Enrage — Whenever this creature is dealt damage, you gain 2 life.
When this creature enters, you may search your library for any number of cards named Legion Conquistador, reveal them, put them into your hand, then shuffle.
Enchant creature Enchanted creature can't attack or block.
Flying Whenever this creature attacks, another target Dinosaur you control gains flying until end of turn.
When this creature dies, create a 1/1 white Vampire creature token with lifelink.
Target creature gets +2/+2 until end of turn. You gain 2 life.
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.) Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead.
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.
When this creature enters, put a +1/+1 counter on another target Vampire you control.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature has flying as long as you have the city's blessing.
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature gets +3/+0 as long as you have the city's blessing.
Each opponent can't cast instant or sorcery spells during that player's next turn.
Enchant creature Enchanted creature gets +1/+1 and has lifelink. When this Aura enters, create a 1/1 white Vampire creature token with lifelink.
Vigilance (Attacking doesn't cause this creature to tap.)
Flying This creature has vigilance as long as you control another Dinosaur.
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.
When this enchantment enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) {3}{U}: Target Merfolk can't be blocked this turn.
Flash When this creature enters, each token that would be created under an opponent's control this turn is created under your control instead.
This spell has flash as long as you control a Merfolk. Return target creature to its owner's hand. Draw a card.
Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card." At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Raid — When this creature enters, if you attacked this turn, you may return target creature to its owner's hand.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Counter target creature spell. You create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
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.
This creature has flying as long as it's attacking.
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 creature can't be blocked.
Counter target noncreature spell.
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.
This creature can't be blocked by Dinosaurs.
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
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.
Raid — This spell costs {1} less to cast if you attacked this turn. Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, this creature has hexproof and can't be blocked.
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature gets +1/+1 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.) {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.
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
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.
Whenever this creature deals damage to a Dinosaur, destroy that creature.
Flash Deathtouch When this creature enters, target attacking Pirate you control gets +1/+1 and gains deathtouch until end of turn.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature gets +2/+2 as long as you have the city's blessing.
When this creature enters, you draw a card and you lose 1 life.
When this creature enters, you lose 2 life unless you control another Pirate.
When this creature enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.
This creature gets +1/+0 as long as it's attacking.
Each opponent loses 1 life for each creature you control.
Destroy target creature.
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.
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever another creature you control dies, if you have the city's blessing, put a +1/+1 counter on this creature.
Target creature gets -2/-2 until end of turn. You gain 2 life.
This creature enters tapped. You may cast this card from your graveyard if you gained life this turn.
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
When this creature enters, destroy target creature an opponent controls.
Exile target creature with power 3 or less.
Return target creature card from your graveyard to your hand. Draw a card.
As an additional cost to cast this spell, reveal a Vampire card from your hand or pay {1}. Flying, lifelink
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.
Flying
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.
Menace When this creature enters, target Vampire you control gets +1/+1 and gains menace until end of turn.
When this enchantment enters, draw a card. All lands lose all abilities except mana abilities.
Bombard deals 4 damage to target creature.
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Choose one — • Target creature gets +1/+1 and gains first strike until end of turn. • Target Pirate gets +1/+1 and gains double strike until end of turn.
Trample If this creature would deal combat damage to a player, it deals double that damage to that player instead.
As an additional cost to cast this spell, reveal a Pirate card from your hand or pay {2}.
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.
Haste (This creature can attack and {T} as soon as it comes under your control.) {T}, Sacrifice this creature: It deals 1 damage to any target.
When this creature enters, you may search your library for a Dinosaur card, reveal it, then shuffle and put that card on top. Whenever a Dinosaur you control enters, you may have this creature deal 1 damage to each creature.
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.
Enrage — Whenever this creature is dealt damage, it deals 2 damage to target opponent or planeswalker.
Menace (This creature can't be blocked except by two or more creatures.)
Target creature an opponent controls deals damage equal to its power to another target creature that player controls.
Enrage — Whenever this creature is dealt damage, it deals 5 damage to target creature an opponent controls.
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Reckless Rage deals 4 damage to target creature you don't control and 2 damage to target creature you control.
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."
Enchant creature Enchanted creature gets +2/+1 and has first strike. At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Shake the Foundations deals 1 damage to each creature without flying. Draw a card.
Destroy target artifact.
Enrage — Whenever this creature is dealt damage, each opponent sacrifices a permanent of their choice.
This creature has haste as long as you control another Dinosaur.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature has double strike as long as you have the city's blessing.
Trample {2}{R}: This creature gets +3/+0 until end of turn.
Raid — This creature enters with a +1/+1 counter on it if you attacked this turn.
Enchant creature When this Aura enters, it deals 1 damage to enchanted creature. Enchanted creature gets +3/+0 and has trample.
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.
Target creature gets +1/+1 until end of turn. Draw a card.
Enrage — Whenever this creature is dealt damage, untap target permanent.
When this creature dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters, you may have it fight another target creature."
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Trample When this creature enters, create a 3/3 green Dinosaur creature token with trample.
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
Target creature you control 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.) You may play an additional land this turn.
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
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 creature can't be blocked by creatures with power 2 or less.
During your turn, this creature gets +0/+2.
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.)
When this creature enters, put a +1/+1 counter on another target Merfolk you control.
When this creature enters, target creature gets +2/+2 until end of turn.
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.)
When this creature enters, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.)
Dinosaur spells you cast cost {2} less to cast.
Destroy target artifact or enchantment.
Enrage — Whenever this creature is dealt damage, create a 1/1 green Saproling creature token.
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.)
Destroy target creature with flying.
Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.
Put two +1/+1 counters on each creature you control.
Flash When this creature enters, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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.
{1}, Sacrifice this creature: Destroy target artifact or enchantment.
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay {1}. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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.
{T}: Add one mana of any color. Sacrifice this creature: Return target Dinosaur card from your graveyard to your hand.
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.
Deathtouch Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever this creature deals combat damage to a player, if you have the city's blessing, draw a card.
Attacking Pirates you control get +2/+0.
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."
{3}{B}{G}: Return this card from your graveyard to your hand.
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.
Other Vampires you control get +1/+1.
Other Merfolk you control get +1/+1.
Raid — If you attacked this turn, you may have this creature enter as a copy of any creature on the battlefield.
Whenever this creature attacks, it deals 1 damage to any target.
Vigilance This creature attacks or blocks each combat if able.
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever this creature attacks, if you have the city's blessing, put a +1/+1 counter on it.
Enrage — Whenever this creature is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
Haste This creature can't be blocked.
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}
Defender When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
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.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {T}, Sacrifice this artifact: You gain 3 life and draw a card. Activate only if you have the city's blessing.
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.
Equipped creature gets +1/+1 and has haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{1}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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.
This land enters tapped. {T}: Add {W} or {B}.
This land enters tapped. {T}: Add {B} or {G}.
This land enters tapped. {T}: Add {U} or {R}.
This land enters tapped. {T}: Add {R} or {W}.
This land enters tapped. {T}: Add {G} or {U}.
({T}: Add {W}.)
({T}: Add {U}.)
({T}: Add {B}.)
({T}: Add {R}.)
({T}: Add {G}.)
[+2]: Creatures you control get +1/+0 until end of turn. [−3]: Destroy target creature. [−10]: Until end of turn, creatures you control gain deathtouch and "Whenever this creature deals damage to an opponent, that player loses the game."
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever this creature attacks or blocks, if you control a Vraska planeswalker, target opponent loses 2 life and you gain 2 life.
Target opponent loses 4 life. You may search your library and/or graveyard for a card named Vraska, Scheming Gorgon, reveal it, and put it into your hand. If you search your library this way, shuffle.
[+2]: Angrath deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. [−3]: Return target Pirate card from your graveyard to the battlefield. [−11]: Destroy all creatures target opponent controls. Angrath deals damage to that player equal to their total power.
This creature gets +2/+0 as long as you control an Angrath planeswalker.
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
This land enters tapped. {T}: Add {B} or {R}.
At the beginning of your upkeep, sacrifice this creature and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn.
(You can mark this card to represent a double-faced card in your library or hand.) ☐ Hadana's Climb {1}{G}{U} ☐ Journey to Eternity {1}{B}{G} ☐ Path of Mettle {R}{W} ☐ Profane Procession {1}{W}{B} ☐ Storm the Vault {2}{U}{R} ☐ Azor's Gateway {2} ☐ Golden Guardian {4}
Whenever a creature enters the battlefield under your control, you may draw a card.
| Card | Number | Rarity | Price |
|---|---|---|---|
Baffling End | 1 | Uncommon | $0.13 |
Bishop of Binding | 2 | Rare | $0.22 |
Blazing Hope | 3 | Uncommon | $0.09 |
Cleansing Ray | 4 | Common | $0.06 |
Divine Verdict | 5 | Common | $0.04 |
Everdawn Champion | 6 | Uncommon | $0.10 |
Exultant Skymarcher | 7 | Common | $0.10 |
Famished Paladin | 8 | Uncommon | $0.22 |
Forerunner of the Legion | 9 | Uncommon | $2.76 |
Imperial Ceratops | 10 | Uncommon | $0.15 |
Legion Conquistador | 11 | Common | $0.03 |
Luminous Bonds | 12 | Common | $0.06 |
Majestic Heliopterus | 13 | Uncommon | $0.20 |
Martyr of Dusk | 14 | Common | $0.08 |
Moment of Triumph | 15 | Common | $0.12 |
Paladin of Atonement | 16 | Rare | $0.20 |
Pride of Conquerors | 17 | Uncommon | $0.07 |
Radiant Destiny | 18 | Rare | $0.36 |
Raptor Companion | 19 | Common | $0.09 |
Sanguine Glorifier | 20 | Common | $0.07 |
Skymarcher Aspirant | 21 | Uncommon | $0.09 |
Slaughter the Strong | 22 | Rare | $0.24 |
Snubhorn Sentry | 23 | Common | $0.04 |
Sphinx's Decree | 24 | Rare | $0.14 |
Squire's Devotion | 25 | Common | $0.13 |
Sun Sentinel | 26 | Common | $0.05 |
Sun-Crested Pterodon | 27 | Common | $0.10 |
Temple Altisaur | 28 | Rare | $0.63 |
Trapjaw Tyrant | 29 | Mythic | $8.28 |
Zetalpa, Primal Dawn | 30 | Rare | $0.38 |
Admiral's Order | 31 | Rare | $0.31 |
Aquatic Incursion | 32 | Uncommon | $0.21 |
Crafty Cutpurse | 33 | Rare | $0.29 |
Crashing Tide | 34 | Common | $0.04 |
Curious Obsession | 35 | Uncommon | $0.32 |
Deadeye Rig-Hauler | 36 | Common | $0.12 |
Expel from Orazca | 37 | Uncommon | $0.17 |
Flood of Recollection | 38 | Uncommon | $0.11 |
Hornswoggle | 39 | Uncommon | $0.16 |
Induced Amnesia | 40 | Rare | $0.25 |
Kitesail Corsair | 41 | Common | $0.08 |
Kumena's Awakening | 42 | Rare | $0.33 |
Mist-Cloaked Herald | 43 | Common | $0.35 |
Negate | 44 | Common | $0.26 |
Nezahal, Primal Tide | 45 | Rare | $8.80 |
Release to the Wind | 46 | Rare | $0.57 |
River Darter | 47 | Common | $0.07 |
Riverwise Augur | 48 | Uncommon | $0.17 |
Sailor of Means | 49 | Common | $0.05 |
Sea Legs | 50 | Common | $0.06 |
Seafloor Oracle | 51 | Rare | $0.31 |
Secrets of the Golden City | 52 | Common | $0.09 |
Silvergill Adept | 53 | Uncommon | $0.27 |
Siren Reaver | 54 | Uncommon | $0.10 |
Slippery Scoundrel | 55 | Uncommon | $0.15 |
Soul of the Rapids | 56 | Common | $0.07 |
Spire Winder | 57 | Common | $0.05 |
Sworn Guardian | 58 | Common | $0.04 |
Timestream Navigator | 59 | Mythic | $1.44 |
Warkite Marauder | 60 | Rare | $0.24 |
Waterknot | 61 | Common | $0.06 |
Arterial Flow | 62 | Uncommon | $0.42 |
Canal Monitor | 63 | Common | $0.05 |
Champion of Dusk | 64 | Rare | $0.30 |
Dark Inquiry | 65 | Common | $0.07 |
Dead Man's Chest | 66 | Rare | $0.32 |
Dinosaur Hunter | 67 | Common | $0.06 |
Dire Fleet Poisoner | 68 | Rare | $0.58 |
Dusk Charger | 69 | Common | $0.04 |
Dusk Legion Zealot | 70 | Common | $0.16 |
Fathom Fleet Boarder | 71 | Common | $0.06 |
Forerunner of the Coalition | 72 | Uncommon | $0.54 |
Golden Demise | 73 | Uncommon | $0.11 |
Grasping Scoundrel | 74 | Common | $0.07 |
Gruesome Fate | 75 | Common | $0.15 |
Impale | 76 | Common | $0.08 |
Mastermind's Acquisition | 77 | Rare | $1.61 |
Mausoleum Harpy | 78 | Uncommon | $0.08 |
Moment of Craving | 79 | Common | $0.06 |
Oathsworn Vampire | 80 | Uncommon | $0.16 |
Pitiless Plunderer | 81 | Uncommon | $6.31 |
Ravenous Chupacabra | 82 | Uncommon | $0.45 |
Reaver Ambush | 83 | Uncommon | $0.06 |
Recover | 84 | Common | $0.10 |
Sadistic Skymarcher | 85 | Uncommon | $0.10 |
Tetzimoc, Primal Death | 86 | Rare | $0.55 |
Tomb Robber | 87 | Rare | $0.16 |
Twilight Prophet | 88 | Mythic | $1.00 |
Vampire Revenant | 89 | Common | $0.06 |
Vona's Hunger | 90 | Rare | $5.09 |
Voracious Vampire | 91 | Common | $0.09 |
Blood Sun | 92 | Rare | $0.39 |
Bombard | 93 | Common | $0.03 |
Brass's Bounty | 94 | Rare | $0.40 |
Brazen Freebooter | 95 | Common | $0.05 |
Buccaneer's Bravado | 96 | Common | $0.10 |
Charging Tuskodon | 97 | Uncommon | $0.19 |
Daring Buccaneer | 98 | Uncommon | $0.13 |
Dire Fleet Daredevil | 99 | Rare | $0.28 |
Etali, Primal Storm | 100 | Rare | $0.65 |
Fanatical Firebrand | 101 | Common | $0.08 |
Forerunner of the Empire | 102 | Uncommon | $0.84 |
Form of the Dinosaur | 103 | Rare | $0.19 |
Frilled Deathspitter | 104 | Common | $0.14 |
Goblin Trailblazer | 105 | Common | $0.06 |
Mutiny | 106 | Common | $0.05 |
Needletooth Raptor | 107 | Uncommon | $0.24 |
Orazca Raptor | 108 | Common | $0.06 |
Pirate's Pillage | 109 | Uncommon | $0.73 |
Reckless Rage | 110 | Uncommon | $0.48 |
Rekindling Phoenix | 111 | Mythic | $0.52 |
See Red | 112 | Uncommon | $0.09 |
Shake the Foundations | 113 | Uncommon | $0.22 |
Shatter | 114 | Common | $0.09 |
Silverclad Ferocidons | 115 | Rare | $4.60 |
Stampeding Horncrest | 116 | Common | $0.06 |
Storm Fleet Swashbuckler | 117 | Uncommon | $0.10 |
Sun-Collared Raptor | 118 | Common | $0.06 |
Swaggering Corsair | 119 | Common | $0.07 |
Tilonalli's Crown | 120 | Common | $0.12 |
Tilonalli's Summoner | 121 | Rare | $0.46 |
Aggressive Urge | 122 | Common | $0.05 |
Cacophodon | 123 | Uncommon | $0.23 |
Cherished Hatchling | 124 | Uncommon | $0.15 |
Colossal Dreadmaw | 125 | Common | $0.06 |
Crested Herdcaller | 126 | Uncommon | $0.20 |
Deeproot Elite | 127 | Rare | $0.26 |
Enter the Unknown | 128 | Uncommon | $0.37 |
Forerunner of the Heralds | 129 | Uncommon | $0.38 |
Ghalta, Primal Hunger | 130 | Rare | $1.01 |
Giltgrove Stalker | 131 | Common | $0.06 |
Hardy Veteran | 132 | Common | $0.06 |
Hunt the Weak | 133 | Common | $0.05 |
Jade Bearer | 134 | Common | $0.12 |
Jadecraft Artisan | 135 | Common | $0.05 |
Jadelight Ranger | 136 | Rare | $0.41 |
Jungleborn Pioneer | 137 | Common | $0.13 |
Knight of the Stampede | 138 | Common | $0.18 |
Naturalize | 139 | Common | $0.06 |
Orazca Frillback | 140 | Common | $0.06 |
Overgrown Armasaur | 141 | Common | $0.09 |
Path of Discovery | 142 | Rare | $0.37 |
Plummet | 143 | Common | $0.07 |
Polyraptor | 144 | Mythic | $15.92 |
Strength of the Pack | 145 | Uncommon | $0.08 |
Swift Warden | 146 | Uncommon | $0.17 |
Tendershoot Dryad | 147 | Rare | $2.38 |
Thrashing Brontodon | 148 | Uncommon | $0.11 |
Thunderherd Migration | 149 | Uncommon | $0.17 |
Wayward Swordtooth | 150 | Rare | $2.62 |
World Shaper | 151 | Rare | $5.08 |
Angrath, the Flame-Chained | 152 | Mythic | $5.24 |
Atzocan Seer | 153 | Uncommon | $0.19 |
Azor, the Lawbringer | 154 | Mythic | $1.45 |
Deadeye Brawler | 155 | Uncommon | $0.12 |
Dire Fleet Neckbreaker | 156 | Uncommon | $0.29 |
Elenda, the Dusk Rose | 157 | Mythic | $5.16 |
Hadana's Climb // Winged Temple of Orazca | 158 | Rare | $2.84 |
Huatli, Radiant Champion | 159 | Mythic | $2.87 |
Journey to Eternity // Atzal, Cave of Eternity | 160 | Rare | $5.66 |
Jungle Creeper | 161 | Uncommon | $0.09 |
Kumena, Tyrant of Orazca | 162 | Mythic | $0.49 |
Legion Lieutenant | 163 | Uncommon | $0.37 |
Merfolk Mistbinder | 164 | Uncommon | $0.29 |
Path of Mettle // Metzali, Tower of Triumph | 165 | Rare | $0.36 |
Profane Procession // Tomb of the Dusk Rose | 166 | Rare | $0.49 |
Protean Raider | 167 | Rare | $0.41 |
Raging Regisaur | 168 | Uncommon | $0.17 |
Relentless Raptor | 169 | Uncommon | $0.15 |
Resplendent Griffin | 170 | Uncommon | $0.06 |
Siegehorn Ceratops | 171 | Rare | $0.46 |
Storm Fleet Sprinter | 172 | Uncommon | $0.26 |
Storm the Vault // Vault of Catlacan | 173 | Rare | $5.59 |
Zacama, Primal Calamity | 174 | Mythic | $1.32 |
Awakened Amalgam | 175 | Rare | $0.25 |
Azor's Gateway // Sanctum of the Sun | 176 | Mythic | $2.29 |
Captain's Hook | 177 | Rare | $0.23 |
Gleaming Barrier | 178 | Common | $0.06 |
Golden Guardian // Gold-Forge Garrison | 179 | Rare | $1.60 |
The Immortal Sun | 180 | Mythic | $11.37 |
Orazca Relic | 181 | Common | $0.06 |
Silent Gravestone | 182 | Rare | $0.39 |
Strider Harness | 183 | Common | $0.11 |
Traveler's Amulet | 184 | Common | $0.06 |
Arch of Orazca | 185 | Rare | $0.44 |
Evolving Wilds | 186 | Common | $0.13 |
Forsaken Sanctuary | 187 | Uncommon | $0.14 |
Foul Orchard | 188 | Uncommon | $0.17 |
Highland Lake | 189 | Uncommon | $0.15 |
Stone Quarry | 190 | Uncommon | $0.06 |
Woodland Stream | 191 | Uncommon | $0.11 |
Plains | 192 | Common | $0.35 |
Island | 193 | Common | $0.60 |
Swamp | 194 | Common | $0.92 |
Mountain | 195 | Common | $1.36 |
Forest | 196 | Common | $0.82 |
Vraska, Scheming Gorgon | 197 | Mythic | $2.48 |
Vampire Champion | 198 | Common | $0.19 |
Vraska's Conquistador | 199 | Uncommon | $0.12 |
Vraska's Scorn | 200 | Rare | $0.18 |
Angrath, Minotaur Pirate | 201 | Mythic | $1.91 |
Angrath's Ambusher | 202 | Uncommon | $0.16 |
Swab Goblin | 203 | Common | $0.11 |
Angrath's Fury | 204 | Rare | $0.22 |
Cinder Barrens | 205 | Common | $0.10 |
Elemental | 1 | $0.16 | |
Rivals of Ixalan Checklist | CH1 | $0.05 | |
Elemental | 2 | $0.21 | |
Saproling | 3 | $0.10 | |
Golem | 4 | $0.19 | |
Huatli, Radiant Champion Emblem | 5 | $0.24 | |
City's Blessing | 6 | $0.32 |