Visions
Flying, vigilance
Flying Sacrifice this creature: Destroy target black creature.
At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land that player controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.)
When this enchantment enters, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land enters, destroy all other permanents with that name. They can't be regenerated.
Flying, protection from red
Return this enchantment to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.
The next time a source of your choice would deal damage to any target this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.
Choose one — • Target creature gains first strike until end of turn. • Target player gains 2 life. • Destroy target Aura.
{T}: Target attacking creature gets +1/+1 until end of turn.
{W}, {T}: Target creature can't block this turn.
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}: Each creature without flanking blocking this creature gets -1/-1 until end of turn. Activate only once each turn.
First strike; reach (This creature can block creatures with flying.)
Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Creatures you control get +0/+1.
This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities.
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant artifact Enchanted artifact has shroud. (It can't be the target of spells or abilities.)
Prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
Sacrifice this creature: Prevent all combat damage target creature would deal this turn.
Destroy all creatures with power 4 or greater. They can't be regenerated.
{W}, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.
Enchant creature Enchanted creature gets +1/+3. {W}: Return enchanted creature to its owner's hand.
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {U}{U}: This creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
Search your library for a Plains card. If target opponent controls more lands than you, you may search your library for an additional Plains card. Reveal those cards, put them into your hand, then shuffle.
Creatures you control get +1/+1 until end of turn.
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}: The next 1 damage that would be dealt to this creature this turn is dealt to any target instead.
Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card.
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
{0}: This creature gets +3/+3 until end of turn. You skip your next turn. Activate only once each turn.
Flying This creature can block only creatures with flying.
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay {2} for each creature chosen this way. If the player does, untap those creatures.
{U}{U}, Return two Islands you control to their owner's hand: Return target creature to its owner's hand.
Choose a card name, then target opponent mills a card. If a card with the chosen name was milled this way, you draw a card. Draw a card at the beginning of the next turn's upkeep.
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Target player draws two cards.
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When this creature enters, you may pay {U}. If you don't, destroy target Knight and it can't be regenerated.
When this creature enters, return target creature to its owner's hand.
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.)
When Ovinomancer enters, sacrifice it unless you return three basic lands you control to their owner's hand. {T}, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller creates a 0/1 green Sheep creature token.
Each player draws X cards.
Flying {U}{U}: This creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever this creature phases in, target creature phases out. (It phases in before its controller untaps during their next untap step.)
Flying When this creature enters, return a creature you control to its owner's hand.
At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Exile the top three cards of your library face down. You may look at those cards for as long as they remain exiled. Until your next turn, you may play those cards. At the beginning of your next upkeep, put any of those cards you didn't play into your graveyard.
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
Return two target creatures to their owners' hands.
Enchant creature {U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Choose one — • Target player mills four cards. • Choose a land type and a basic land type. Each land of the first chosen type becomes the second chosen type until end of turn. • Target artifact phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Flying At the beginning of your upkeep, sacrifice this creature unless you return an untapped Island you control to its owner's hand.
Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.
Each land is a Swamp in addition to its other land types.
When this creature is put into your graveyard from the battlefield, at the beginning of the next end step, you lose 1 life and return this card to your hand.
Target opponent reveals their hand. You choose a card from it. That player discards that card.
{X}: This creature deals X damage to each creature and each player. Spend only black mana on X.
Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
Enchant creature When enchanted creature dies, its controller loses life equal to its power and you gain life equal to its toughness.
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land of their choice. This enchantment deals 2 damage to each player who sacrificed a Plains this way.
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) This creature can't block.
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless that player sacrifices a permanent of their choice or discards a card. You may repeat this process any number of times.
Choose one — • Target player discards a card. • Target creature gets +2/-1 until end of turn. • Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
As an additional cost to cast this spell, return X Swamps you control to their owner's hand. Infernal Harvest deals X damage divided as you choose among any number of target creatures.
As an additional cost to cast this spell, sacrifice all permanents you control and discard your hand. Target player loses 5 life.
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
{3}{B}{B}, Sacrifice a creature: Return this card from your graveyard to the battlefield. Activate only during your upkeep.
First strike When this creature enters, destroy target nonartifact, nonblack creature. That creature can't be regenerated.
At the beginning of each player's upkeep, that player may sacrifice a creature of their choice. If that player doesn't, they lose 5 life and you sacrifice this enchantment.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)
When this creature becomes the target of a spell or ability, sacrifice it.
{B}, Sacrifice this creature: Target opponent discards a card at random. Activate only as a sorcery.
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Enchant creature When this Aura enters, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1.
Flying {1}{B}, Sacrifice a creature: Regenerate this creature.
As an additional cost to cast this spell, sacrifice a creature. Target creature gets +4/+2 until end of turn.
Flying When this creature dies, exile it if it had a death counter on it. Otherwise, return it to the battlefield under your control and put a death counter on it.
Whenever this creature attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, this creature assigns no combat damage this turn.
At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, they put it into their graveyard.
You may sacrifice two Mountains rather than pay this spell's mana cost. Fireblast deals 4 damage to any target.
When this creature enters, search your library for any number of Goblin cards, reveal them, then shuffle and put those cards on top in any order.
Whenever this creature becomes blocked, it deals 2 damage to each attacking creature and each blocking creature.
Choose one — • Destroy target artifact creature. • Attacking creatures get +1/+0 until end of turn. • Target creature with power 2 or less can't be blocked this turn.
Cumulative upkeep {R} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Blue creatures can't block creatures you control. Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature they control.
This creature can't block.
{R}: This creature gains protection from red until end of turn.
Trample At the beginning of your upkeep, if you don't control a creature named Keeper of Kookus, this creature deals 3 damage to you and attacks this turn if able. {R}: This creature gets +1/+0 until end of turn.
Whenever a player casts a red spell, you may pay {R}. If you do, this enchantment deals 1 damage to any target.
Enchant creature Enchanted creature has trample. Whenever all non-Wall creatures you control attack, enchanted creature gets +X/+0 until end of turn, where X is the number of attacking creatures.
This creature can't be destroyed by lethal damage unless lethal damage dealt by a single source is marked on it.
Whenever this creature blocks or becomes blocked, it gets +2/-2 until end of turn.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Rock Slide deals X damage divided as you choose among any number of target attacking or blocking creatures without flying.
Target player can't play lands this turn. Draw a card at the beginning of the next turn's upkeep.
Mill four cards. Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.
Flying {R}: This creature gets +1/+0 until end of turn. Activate only once each turn.
Haste Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
First strike Whenever this creature blocks or becomes blocked by a creature, that creature loses first strike until end of turn.
All creatures with flying able to block this creature do so.
Tremor deals 1 damage to each creature without flying.
Haste (This creature can attack and {T} as soon as it comes under your control.) At the beginning of the end step, return this creature to its owner's hand. (Return it only if it's on the battlefield.)
When this creature enters, sacrifice it unless you return two Forests you control to their owner's hand.
Players can cast spells and activate abilities only during their own turns.
Destroy target artifact, enchantment, or land.
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Black creatures can't attack you. Nonblack creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Return target card from your graveyard to your hand.
Choose one — • Untap target permanent. • Destroy target non-Aura enchantment. • Target creature loses flying until end of turn.
Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
{G}, Sacrifice this creature: Create a 1/1 green Insect creature token with flying named Butterfly at the beginning of the next end step.
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Creatures with flying can't attack or block, and their activated abilities with {T} in their costs can't be activated.
Flash
Flying {G}: This creature gets +0/+1 until end of turn. Activate only once each turn. Sacrifice this creature and a creature named Spitting Drake: Search your library for a card named Viashivan Dragon, put that card onto the battlefield, then shuffle.
If damage would be dealt to this creature, put that many -1/-1 counters on it instead. At the beginning of your upkeep, remove a -1/-1 counter from this creature.
Enchant creature When enchanted creature is dealt damage, destroy it.
As an additional cost to cast this spell, sacrifice a green creature. Search your library for a green creature card, put it onto the battlefield, then shuffle.
{G}, {T}: Target land becomes a 2/2 green creature that's still a land. (This effect lasts indefinitely.)
Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {G}: Regenerate this creature.
Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of your upkeep, return a green creature you control to its owner's hand.
You may play up to three additional lands this turn.
When this creature enters, destroy target artifact.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
{T}, Sacrifice a land: Destroy target land.
If a player would draw a card, instead they draw a card and reveal it. If it's a creature card, that player discards it unless they pay 3 life.
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with mana value less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated. When this enchantment leaves the battlefield, remove all rust counters from all permanents.
Whenever an enchantment is put into a graveyard from the battlefield, draw a card.
Flying, trample Cumulative upkeep {U}{R} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Flying {T}: If the top card of target player's graveyard is a creature card, put that card on top of that player's library.
{T}: Counter target spell unless its controller pays {1} and 1 life.
Whenever this creature attacks and isn't blocked, you may have defending player activate a mana ability of each land they control and lose all unspent mana. If you do, this creature assigns no combat damage this turn and at the beginning of your next main phase this turn, you add an amount of {C} equal to the amount of mana that player lost this way.
White creatures you control have protection from black. Black creatures you control have protection from white.
Protection from black
Simoon deals 1 damage to each creature target opponent controls.
Sacrifice a land: Add one mana of any type the sacrificed land could produce.
When this enchantment enters, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet enters, destroy it. It can't be regenerated.
Flying, vigilance
Flying {R}: This creature gets +1/+0 until end of turn. {G}: This creature gets +0/+1 until end of turn.
Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card.
First strike Sacrifice this creature: Put a +2/+2 counter on target Chimera creature. It gains first strike. (This effect lasts indefinitely.)
{3}, {T}: Create a 0/1 colorless Prism artifact creature token. Sacrifice a Prism token: Add one mana of any color.
{3}, {T}: Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at the beginning of the next end step. (Return it only if it's on the battlefield.)
Spells cost {1} less to cast.
Vigilance Sacrifice this creature: Put a +2/+2 counter on target Chimera creature. It gains vigilance. (This effect lasts indefinitely.)
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When you play a card, sacrifice this artifact. {2}: You gain 1 life.
Trample Sacrifice this creature: Put a +2/+2 counter on target Chimera creature. It gains trample. (This effect lasts indefinitely.)
{4}: Put a pressure counter on this artifact. {T}, Sacrifice this artifact: It deals damage equal to the number of pressure counters on it to any target.
{1}: Regenerate this creature. When it regenerates this way, put a -1/-1 counter on it.
This creature enters with X +1/+1 counters on it. This creature can't block. This creature can't attack unless you pay {1} for each +1/+1 counter on it.
Each player skips their untap step. At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land they control and taps each untapped artifact, creature, and land they control.
{T}: Add {C}{C}.
{X}, Sacrifice this artifact: Create X 1/1 green Snake creature tokens. Activate only as a sorcery.
At the beginning of each player's draw step, that player puts the cards in their hand on the bottom of their library in any order, then draws that many cards.
Flying Sacrifice this creature: Put a +2/+2 counter on target Chimera creature. It gains flying. (This effect lasts indefinitely.)
{2}, Sacrifice this artifact: Target creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
{T}: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.
This land enters tapped. When this land enters, sacrifice it unless you return an untapped Island you control to its owner's hand. {T}: Add {C}{U}.
This land enters tapped. When this land enters, sacrifice it unless you return an untapped Mountain you control to its owner's hand. {T}: Add {C}{R}.
This land enters tapped. When this land enters, sacrifice it unless you return an untapped Swamp you control to its owner's hand. {T}: Add {C}{B}.
{T}: Add {C}. {T}: Untap target Griffin. If it's a creature, it gets +1/+1 until end of turn.
This land enters tapped. When this land enters, sacrifice it unless you return an untapped Forest you control to its owner's hand. {T}: Add {C}{G}.
This land enters tapped. When this land enters, sacrifice it unless you return an untapped Plains you control to its owner's hand. {T}: Add {C}{W}.
{T}: Add {C}. {T}, Sacrifice this land: Target attacking creature without flying gets -1/-2 until end of turn.
{T}: Add one mana of any color. During your next untap step, as you untap your permanents, return this land to its owner's hand.
| Card | Number | Rarity | Price |
|---|---|---|---|
Archangel | 1 | Rare | $0.63 |
Daraja Griffin | 2 | Uncommon | $0.25 |
Equipoise | 3 | Rare | $3.49 |
Eye of Singularity | 4 | Rare | $1.93 |
Freewind Falcon | 5 | Common | $0.33 |
Gossamer Chains | 6 | Common | $0.14 |
Honorable Passage | 7 | Uncommon | $0.25 |
Hope Charm | 8 | Common | $0.13 |
Infantry Veteran | 9 | Common | $0.14 |
Jamuraan Lion | 10 | Common | $0.10 |
Knight of Valor | 11 | Common | $0.14 |
Longbow Archer | 12 | Uncommon | $0.25 |
Miraculous Recovery | 13 | Uncommon | $0.21 |
Parapet | 14 | Common | $0.10 |
Peace Talks | 15 | Uncommon | $0.28 |
Relic Ward | 16 | Uncommon | $0.19 |
Remedy | 17 | Common | $0.09 |
Resistance Fighter | 18 | Common | $0.09 |
Retribution of the Meek | 19 | Rare | $7.28 |
Righteous Aura | 20 | Common | $0.38 |
Sun Clasp | 21 | Common | $0.14 |
Teferi's Honor Guard | 22 | Uncommon | $0.16 |
Tithe | 23 | Rare | $25.29 |
Warrior's Honor | 24 | Common | $0.15 |
Zhalfirin Crusader | 25 | Rare | $0.59 |
Betrayal | 26 | Common | $0.31 |
Breezekeeper | 27 | Common | $0.07 |
Chronatog | 28 | Rare | $9.16 |
Cloud Elemental | 29 | Common | $0.07 |
Desertion | 30 | Rare | $2.65 |
Dream Tides | 31 | Uncommon | $0.36 |
Flooded Shoreline | 32 | Rare | $0.71 |
Foreshadow | 33 | Uncommon | $0.18 |
Impulse | 34 | Common | $1.68 |
Inspiration | 35 | Common | $0.12 |
Knight of the Mists | 36 | Common | $0.13 |
Man-o'-War | 37 | Common | $0.27 |
Mystic Veil | 38 | Common | $0.15 |
Ovinomancer | 39 | Uncommon | $0.14 |
Prosperity | 40 | Uncommon | $1.46 |
Rainbow Efreet | 41 | Rare | $0.79 |
Shimmering Efreet | 42 | Uncommon | $0.19 |
Shrieking Drake | 43 | Common | $0.37 |
Teferi's Realm | 44 | Rare | $1.89 |
Three Wishes | 45 | Rare | $3.74 |
Time and Tide | 46 | Uncommon | $0.23 |
Undo | 47 | Common | $0.11 |
Vanishing | 48 | Common | $0.58 |
Vision Charm | 49 | Common | $1.10 |
Waterspout Djinn | 50 | Uncommon | $0.23 |
Aku Djinn | 51 | Rare | $0.98 |
Blanket of Night | 52 | Uncommon | $0.97 |
Brood of Cockroaches | 53 | Uncommon | $0.35 |
Coercion | 54 | Common | $0.13 |
Crypt Rats | 55 | Common | $0.97 |
Dark Privilege | 56 | Common | $0.25 |
Death Watch | 57 | Common | $0.14 |
Desolation | 58 | Uncommon | $1.03 |
Fallen Askari | 59 | Common | $0.15 |
Forbidden Ritual | 60 | Rare | $0.93 |
Funeral Charm | 61 | Common | $0.36 |
Infernal Harvest | 62 | Common | $0.15 |
Kaervek's Spite | 63 | Rare | $2.50 |
Necromancy | 64 | Uncommon | $13.63 |
Necrosavant | 65 | Rare | $0.38 |
Nekrataal | 66 | Uncommon | $0.39 |
Pillar Tombs of Aku | 67 | Rare | $1.10 |
Python | 68 | Common | $0.12 |
Suq'Ata Assassin | 69 | Uncommon | $0.59 |
Tar Pit Warrior | 70 | Common | $0.11 |
Urborg Mindsucker | 71 | Common | $0.11 |
Vampiric Tutor | 72 | Rare | $65.85 |
Vampirism | 73 | Uncommon | $0.24 |
Wake of Vultures | 74 | Common | $0.12 |
Wicked Reward | 75 | Common | $0.15 |
Bogardan Phoenix | 76 | Rare | $1.53 |
Dwarven Vigilantes | 77 | Common | $0.12 |
Elkin Lair | 78 | Rare | $1.24 |
Fireblast | 79 | Common | $1.12 |
Goblin Recruiter | 80 | Uncommon | $7.09 |
Goblin Swine-Rider | 81 | Common | $0.17 |
Hearth Charm | 82 | Common | $0.18 |
Heat Wave | 83 | Uncommon | $0.28 |
Hulking Cyclops | 84 | Uncommon | $0.20 |
Keeper of Kookus | 85 | Common | $0.11 |
Kookus | 86 | Rare | $0.76 |
Lightning Cloud | 87 | Rare | $0.73 |
Mob Mentality | 88 | Uncommon | $0.25 |
Ogre Enforcer | 89 | Rare | $0.52 |
Raging Gorilla | 90 | Common | $0.15 |
Relentless Assault | 91 | Rare | $4.49 |
Rock Slide | 92 | Common | $0.12 |
Solfatara | 93 | Common | $0.14 |
Song of Blood | 94 | Common | $0.20 |
Spitting Drake | 95 | Uncommon | $0.20 |
Suq'Ata Lancer | 96 | Common | $0.11 |
Talruum Champion | 97 | Common | $0.17 |
Talruum Piper | 98 | Uncommon | $0.25 |
Tremor | 99 | Common | $0.11 |
Viashino Sandstalker | 100 | Uncommon | $0.24 |
Bull Elephant | 101 | Common | $0.16 |
City of Solitude | 102 | Rare | $25.10 |
Creeping Mold | 103 | Uncommon | $0.28 |
Elephant Grass | 104 | Uncommon | $2.34 |
Elven Cache | 105 | Common | $0.10 |
Emerald Charm | 106 | Common | $0.25 |
Feral Instinct | 107 | Common | $0.13 |
Giant Caterpillar | 108 | Common | $0.12 |
Katabatic Winds | 109 | Rare | $0.94 |
King Cheetah | 110 | Common | $0.15 |
Kyscu Drake | 111 | Uncommon | $0.20 |
Lichenthrope | 112 | Rare | $0.52 |
Mortal Wound | 113 | Common | $0.08 |
Natural Order | 114 | Rare | $26.90 |
Panther Warriors | 115 | Common | $0.11 |
Quirion Druid | 116 | Rare | $1.39 |
Quirion Ranger | 117 | Common | $2.14 |
River Boa | 118 | Common | $0.34 |
Rowen | 119 | Rare | $0.41 |
Spider Climb | 120 | Common | $0.08 |
Stampeding Wildebeests | 121 | Uncommon | $0.26 |
Summer Bloom | 122 | Uncommon | $1.48 |
Uktabi Orangutan | 123 | Uncommon | $1.37 |
Warthog | 124 | Common | $0.14 |
Wind Shear | 125 | Uncommon | $0.21 |
Army Ants | 126 | Uncommon | $0.35 |
Breathstealer's Crypt | 127 | Rare | $11.37 |
Corrosion | 128 | Rare | $1.08 |
Femeref Enchantress | 129 | Rare | $8.74 |
Firestorm Hellkite | 130 | Rare | $0.72 |
Guiding Spirit | 131 | Rare | $0.77 |
Mundungu | 132 | Uncommon | $0.29 |
Pygmy Hippo | 133 | Rare | $1.85 |
Righteous War | 134 | Rare | $1.48 |
Scalebane's Elite | 135 | Uncommon | $0.16 |
Simoon | 136 | Uncommon | $0.24 |
Squandered Resources | 137 | Rare | $87.25 |
Suleiman's Legacy | 138 | Rare | $1.25 |
Tempest Drake | 139 | Uncommon | $0.19 |
Viashivan Dragon | 140 | Rare | $1.11 |
Anvil of Bogardan | 141 | Rare | $37.85 |
Brass-Talon Chimera | 142 | Uncommon | $0.19 |
Diamond Kaleidoscope | 143 | Rare | $0.70 |
Dragon Mask | 144 | Uncommon | $0.22 |
Helm of Awakening | 145 | Uncommon | $2.97 |
Iron-Heart Chimera | 146 | Uncommon | $0.19 |
Juju Bubble | 147 | Uncommon | $0.26 |
Lead-Belly Chimera | 148 | Uncommon | $0.21 |
Magma Mine | 149 | Uncommon | $0.24 |
Matopi Golem | 150 | Uncommon | $0.22 |
Phyrexian Marauder | 151 | Rare | $1.24 |
Phyrexian Walker | 152 | Common | $1.34 |
Sands of Time | 153 | Rare | $2.77 |
Sisay's Ring | 154 | Common | $0.24 |
Snake Basket | 155 | Rare | $1.68 |
Teferi's Puzzle Box | 156 | Rare | $12.76 |
Tin-Wing Chimera | 157 | Uncommon | $0.19 |
Triangle of War | 158 | Rare | $1.57 |
Wand of Denial | 159 | Rare | $0.79 |
Coral Atoll | 160 | Uncommon | $0.63 |
Dormant Volcano | 161 | Uncommon | $0.59 |
Everglades | 162 | Uncommon | $1.69 |
Griffin Canyon | 163 | Rare | $5.36 |
Jungle Basin | 164 | Uncommon | $0.55 |
Karoo | 165 | Uncommon | $1.59 |
Quicksand | 166 | Uncommon | $0.39 |
Undiscovered Paradise | 167 | Rare | $25.74 |