Conquest Text Spoiler
White (22)
001. Angelic Choir, 5WW,
RAR
Instant
Put X 4/4 white Angel creature tokens with flying into play, where X equals the
amount of damage dealt to you this turn by sources an opponent controls.
That murmur you hear is not your
impending death. It is the sound of your impending victory.
002. Avenging Shepherd, 2W, COM
Creature – Human Mystic, 2/2
First strike
Whenever Avenging Shepherd is the target of a spell, you may put a 1/1 white
Spirit creature token with flying into play.
Her flock long gone, she has found new
purpose in the collection of wayward souls.
003. Bensaka, 3WW, UNC
Creature – Human Nomad, 3/3
When Bensaka comes into play, you may reveal an Aura or Equipment card from your
hand. If you do, put it into play attached to a permanent or player if able.
2: Bensaka has first strike until end of turn.
004. Bewitching Widow, W, COM
Creature – Human Townsfolk, 1/1
Haste
Spellshape – 2W, Discard a card, T: Target attacking unblocked creature
becomes blocked. Draw a card.
She only ever came out from her homestead
to watch the army as it marched into battle.
005. Catatonic Titan, 3W, RAR
Creature – Giant Guardian, 4/4
Catatonic Titan can’t attack unless it’s enchanted.
Catatonic Titan gets +1/+1 for each Aura attached to it.
Perhaps the power was now out of their
control. Or maybe they never controlled it at all. Whatever the cause, the
Giant's sudden appearance from the gates boded ill for Twingates and its
inhabitants.
006. Decoy Station, 2W, COM
Enchantment
Whenever one or more creatures attack, you may pay W. If you do, return Decoy
Station to its owner’s hand and until end of turn, target creature can block any
number of creatures if it blocks alone.
No death is more honored than that of the
single soldier devoted to the protection of many.
007. Defender of Charms, 1W, COM
Creature – Human Knight, 2/1
Auras attached to Defender of Charms are indestructible.
"If you would advocate the perfection of
the mind and body; if you would fight for purity and the eradication of desires;
if you would stand, stand with us!"
- Order Proclamation
008. Defensive Cocoon, 2WW, UNC
Instant
Put X 1/5 white Spirit creature tokens with defender into play, where X equals
the amount of damage dealt to you this turn by sources an opponent controls.
"The melancholy of those amassed souls is
like ice water running through my veins."
- Swain, first mate
009a. Dustform Boon, 1WW, COM
Enchantment – Aura
Enchant creature
If you control enchanted creature, prevent all damage that would be dealt to it.
Otherwise, prevent all damage that would be dealt by enchanted creature.
As a sudden storm, I strike unrelenting.
009b. Dustform Boon, 1WW, COM
Enchantment – Aura
Enchant creature
If you control enchanted creature, prevent all damage that would be dealt to it.
Otherwise, prevent all damage that would be dealt by enchanted creature.
As an impotent breeze, you strike
insignificantly.
010. Endless Armies, 1W, UNC
Basic Creature – Soldier, 2/2
T: Put a 1/1 white Soldier creature token into play and put a gate counter on
Endless Army. Endless Army loses this ability.
"Before battle, the gates between the
towers close. As they open again, extraplanar forces from every 'when' and
'where' pour out, ready to fight."
- Bemin Forecastle, historian of planar maagic
011. Life Bubble, W, COM
Enchantment - Aura
Enchant player
Creatures you control get +1/+1.
When damage is dealt to enchanted player, sacrifice Life Bubble.
“The more worthless it appears, the
better.”
- Bemin Forecastle, historian of planar maagic
012. Magical Kiln, 1WW, UNC
Sorcery - Arcane
Return target enchantment card from your graveyard to play. If it's a Seal, you
gain 3 life.
"Someone discovered that burning the sod
surrounding Twingates provides not only heat, but near-limitless magical power."
- Bemin Forecastle, historian of planar maagic
013. Nexus of All Realities, 4W, RAR
Enchantment
When Nexus of All Realities comes into play, Auras you control lose their Aura
subtype. (This effect doesn't end at end of turn.)
All enchantments are 3/3 Reflection creatures and Node lands in addition to
their other types. (Nodes have "T: Add 1 to your mana pool.")
When everything is the same control
becomes very easy to maintain.
014. Particulatog, W, UNC
Creature – Atog, 1/2
Sacrifice an Aura or Equipment: Particulatog gets +1/+2 until end of turn.
"Step up and witness the most
unimaginable, unique, rare and exotic beast any eye has ever seen. Truly it is a
marvel unlike anything across the Planes! Only two coins."
- Hoveltown barker
015. Prosperity of Faith, 1W, RAR
Enchantment – Seal
Wake (When you play this spell, search your library for a Seal card and
reveal it. You may play it. If you don't, put the card on top of your library.
Shuffle your library.)
3W, Sacrifice Prosperity of Faith: Put up to two Seal cards in target player's
graveyard into his or her hand.
016. Reinforce, WW, COM
Instant
Put X 1/1 white Soldier creature tokens into play, where X equals the amount of
damage dealt to you this turn by sources an opponent controls.
It doesn't matter from where they hail,
once they come thru the gates, all loyalty is to the plains.
017. Seal of Retribution, 1W, COM
Enchantment – Seal
Sacrifice Seal of Retribution: The next time target creature would deal combat
damage this turn, redirect that damage to a creature or player of your choice.
"The guilty soul seeks punishment as
certainly as the thirsty man seeks water."
- Elder Rabban
018. Simple Pleasures, W, RAR
Enchantment
Creatures you control with no abilities get +1/+2.
"There are many spices that make life
worth living, but vanilla has always been my favorite."
- Loreen Stanron
019. Spectral Retainer, 1W, UNC
Basic Enchantment – Aura
Enchant creature
Wake (When you play this spell, search your library for an Aura card and
reveal it. You may play it. If you don't, put the card on top of your library.
Shuffle your library.)
Enchanted creature gets +1/+1 and has flying.
020. Storytelling, W, UNC
Enchantment – Aura
Enchant creature
Enchanted creature has haste and “W, T: Tap target creature. It doesn’t untap
during its controller’s next untap step.”
The quick bard will wrap your imagination
around a tale before you can wrap a mitt around your weapon's handle.
021. Sympathetic Link, 1W, UNC
Enchantment – Aura
Enchant permanent
Whenever enchanted permanent deals damage to a player, you gain that much life.
Channel — 1W, Discard Sympathetic Link: Until end of turn, whenever
target permanent or spell deals damage to a player, you gain that much life.
"There is much suffering here. Let me
take some of it."
022. Tower Ward, 3W, RAR
Enchantment – Aura
Enchant permanent
When Tower Ward comes into play, choose a card type or subtype.
Tower Ward and enchanted permanent have protection from the chosen type or
subtype. This effect doesn’t remove Tower Ward.
023. Backtrack, 4UU, RAR
Sorcery
Return any number of permanents that do not share a type to their owner's hand. For each permanent returned in this way, draw a card.
The alchemical practices of the Chronal Observatory were founded on the principle of time's secret mutable properties.
024. Dissolving Spell, UU, COM
Instant – Arcane
As an additional cost to play Dissolving Spell, phase out all artifacts, creatures and lands you control.
Counter up to one other target spell if able. If no spell is countered this way, the next time a player plays a spell this turn, counter that spell.
025. Drop the Veil, 2U, RAR
Instant
Phase in any number of phased out permanents.
Flashback 4UU
"The subjects of our experiments do not disappear. They are still there for anyone who possesses Secret Sight to see."
- Dr. Fantelli, A.O.C.
026. Forgotten Observer, 2U, UNC
Creature – Human Wizard, 1/3
As Forgotten Observer comes into play, you may choose a creature in play with converted mana cost 2 or less. If you do, Forgotten Observer comes into play as a copy of that creature.
They don’t call themselves “sleeper agents” for they believe that it is everyone else whom sleeps.
027. Gull Glider, 5U, COM
Creature – Bird, 4/4
Flying, phasing
When Gull Glider comes into play or phases in, look at the top three cards in target player’s library. Put them back in any order.
028. Limitless One, 2UUUU, RAR
Creature – Avatar, 4/4
When Limitless One comes into play, you draw cards equal to the number of cards in your hand.
You have no maximum hand size.
"I've seen the A.O.C. confer with the monoliths during his retreats. They must be the source of his wisdom."
- Parcival, Rom commodore
029a. Mentalist’s Boon, 2U, COM
Enchantment – Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, if you control it, draw a card. Otherwise, its controller removes the top two cards of his or her library from the game.
The Timeshards are an easy replacement for decades of study.
029b. Mentalist’s Boon, 2U, COM
Enchantment – Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, if you control it, draw a card. Otherwise, its controller removes the top two cards of his or her library from the game.
Rom mentalists have abilities that will blow your mind.
030. Mer Rippler, 4U, COM
Creature – Mutant Merfolk Advisor, 3/3
Spellshape – U, Discard a card, T: Target artifact, creature or land phases out.
Something from above caused his entire species to change. And with his new ability to "shimmer strike" he searches for the source of such power.
031. Mudskipper, 1UU, UNC
Creature – Fish, 2/2
Islandwalk
Whenever Mudskipper phases in, you may return target artifact or enchantment to its owner's hand.
Using a mudskipper as a familiar comes easily enough, but mastering their use can take years.
032. Net Caster, 1U, COM
Creature – Merfolk Soldier, 0/5
Defender, phasing
When Net Caster phases out, phase out target creature.
There's a real satisfaction found in throwing the net back at the fisher.
033. Phantasmal Eel, 1U, UNC
Creature – Snake Fish, 2/2
Phasing
Whenever Phantasmal Eel comes into play or phases in, target player removes the top three cards of his or her library from the game.
034. Phantasmal Warrior, 1U, COM
Creature – Warrior Illusion, 3/3
Phasing
Phantasmal Warrior is unblockable.
"How a thing hardly there to begin with can have fists that hurt so bad, never I'll know."
- Swain, first mate
035. Psychic Fog, 1U, UNC
Enchantment – Seal
Whenever a permanent comes into play, its controller removes the top two cards of his or her library from the game.
3U, Sacrifice Psychic Fog: Put target card that's removed from the game into its owner's hand.
036. Razorwing Manta, 3U, RAR
Creature – Fish, 5/1
Whenever Razorwing Manta deals combat damage to a creature, that creature's controller removes the top ten cards of his or her library from the game.
2: Untap Razorwing Manta.
037. Salty Swab, 2UU, COM
Creature – Human Pirate, 2/4
When Salty Swab comes into play, gain control of target enchantment. If it is an Aura, attach it to Salty Swab if able.
"Pirates have adopted the methods of the Chronal Observatory. And the results are discouraging."
- Parcival, Rom commodore
038. Shimmering Accord, 1UU, RAR
Enchantment – Aura
Enchant player
Phasing
When enchanted player has five or more permanents in play, sacrifice Shimmering Accord.
Players can’t play permanent spells.
039. Subordinate, 2UU, RAR
Sorcery
Gain control of a creature target player controls. That creature has phasing.
"A small taste of our research is enough to quell most objections."
- Trell, observer
040. Unmake, 1UU, UNC
Sorcery – Arcane
If you control fewer permanents than any other player, put target permanent on top of its owner’s library. Otherwise, draw a card.
041. Unravel, 1U, COM
Sorcery – Arcane
If you control fewer permanents than any other player, return target permanent to its owner’s hand. Otherwise, draw a card.
"I prefer to see yesterday's unrest over tomorrow's bloodshed."
- Trell, observer
042. Unsubstantiate, 2U, UNC
Enchantment – Aura
Enchant permanent
Enchanted permanent has phasing.
While building the observatory, workers found the project moved much quicker once they stopped clearing the site and began phasing out things that got in the way. Things like mountains or streams.
043. Vortex Shards, 2U, UNC
Instant – Arcane
Wake (When you play this spell, search your library for an Arcane card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Counter target spell unless its controller pays 2.
044. Wealth of Ideas, X1U, UNC
Sorcery – Arcane
Wake (When you play this spell, search your library for an Arcane card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Each player draws X cards.
Rom's harbor used to be home to the wealthiest ships on the sea. But now wealth of plots, betrayals and lies is all it could boast.
045. Army of Kings, XB, COM
Creature – Mummy, 0/0
When Army of Kings comes into play, return X target creature cards from your graveyard to your hand, and put X +1/+1 counters on Army of Kings. Spend only black mana on X.
We broke open the tomb in the morning and lost twenty slaves before we were able to seal it again."
- Bab Venture, Spinery crew boss
046. Brutish Werewolf, 2BB, COM
Creature – Human Wolf Rogue, 5/5
When Brutish Werewolf comes into play, sacrifice it unless you discard an artifact card or creature card.
Brutish Werewolf can't block.
"Never trust a werewolf. The human aspect will try to steal your things and the lupine aspect will try to eat your livestock."
- Pitto Henz, Spinery slayer
047. Demon’s Moon, 2B, UNC
Sorcery – Arcane
Each player removes a creature card in his or her graveyard from the game, then sacrifices a target creature he or she controls, then puts into play the card he or she removed this way. Put Demon's Moon on top of your library.
"When the moon looks like a grin, devilishness is afoot."
- Swain, first mate
048. Doom Harvester, 3B, UNC
Creature – Skeleton, 4/1
Spellshape — B, Discard a card: Sacrifice a creature or land. Draw a card.
These voiceless minions of the crew bosses patrol the harbor of Rom, culling the weak and taking them away to unknown areas of the colony.
049. Grave Trolling, 3BB, UNC
Sorcery
Put the top four cards of your library into your graveyard. Then put a creature card from your graveyard into play.
"Gravedigging is an imp's job, but raising an army should be left to necromancers."
- Sim Freely, Rom slayer
050. Graverobber Imp, 3B, COM
Creature – Imp Rogue, 2/2
Flying
Spite – When Graverobber Imp is sacrificed or destroyed, remove half the cards in target graveyard from the game, rounded up. You gain 1 life for each card removed this way. (Lethal damage destroys a creature.)
Imps find work everywhere - from crows nests to mine work. But there favorite job is desecration.
051. Greater of Two Evils, 1B, COM
Sorcery – Arcane
Target player reveals his or her hand. Choose a permanent card from it. The player discards that card unless he or she sacrifices a permanent of the same type.
"The greatest evil is forcing the helpless to choose."
- Fir, oracle of the Thicket Commune
052. Grimoire Study, 2BB, RAR
Sorcery – Arcane
Wake
Until end of turn spells you play have wake. (When you play a spell, search your library for a card that shares a subtype with that spell and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
053. Hateful Wight, B, RAR
Creature – Zombie, 3/0
Wake (When you play this spell, search your library for a Zombie card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
054. Heartstop, 1BB, COM
Instant – Arcane
Destroy target nonartifact creature.
"Close your eyes. Feel each pinprick of life around you. Reach out to the tiny feelings until you find the one you seek. And then squeeze that life until it disappears."
- Sim Freely, Rom slayer
055. Lording Bloodsucker, 5BB, UNC
Creature – Vampire Lord, 2/2
Flying
Lording Bloodsucker gets +1/+1 for each creature card in your graveyard.
3B, T: Creatures get -1/-1 until end of turn.
The slayers of Rom and Spinery demand tribute and supplication. And thus far, no one has had the strength to deny them.
056. Make into a Memory, 2B, COM
Sorcery
Sacrifice a creature or land. Then, each other player sacrifices a permanent that shares a type with that permanent.
The hidden power station of Iratch was a closely guarded secret. While the slayers concentrated their attention on Spinery and Rom, the Academy Relicas grew fat with success.
057. Morbedeur, 2B, UNC
Creature – Human Wizard, 1/1
Wake (When you play this spell, search your library for a Human or Wizard card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Damage dealt by Morbedeur is lethal.
058. Oppressive Regime, 1B, UNC
Enchantment – Seal
Whenever an opponent plays a creature spell, he or she loses 1 life and you gain 1 life.
3B, Sacrifice Oppressive Regime: Each player loses 1 life for each creature he or she controls.
Look ahead, see the whipmaster and despair. Or, look up, see the seal and curse your existence.
059. Plantigor the Fury, 5B, RAR
Legendary Creature – Demon, 5/5
Flying, trample
Damage dealt by Plantigor the Fury is lethal.
At the beginning of your upkeep, sacrifice Plantigor unless you discard a card.
Whenever a player discards a card, you may destroy target creature if it shares a subtype with the discarded card.
060. Rom Outcast, B, UNC
Creature – Human Leper, 1/1
Spite – When Rom Outcast is sacrificed or destroyed, you may discard a card. If you do, target creature gets -X/-X until end of turn. X equals the discarded card's converted mana cost. (Lethal damage destroys a creature.)
Rom is a diseased harbor where society's outcasts seek asylum. Merchants no longer come here.
061. Scheming Cohorts, 1B, COM
Creature – Gorgon Advisor, 1/2
Spite – When Scheming Cohorts is sacrificed or destroyed, each player puts the top three cards on his or her library into his or her graveyard. (Lethal damage destroys a creature.)
B, Sacrifice a creature: Until end of turn, damage dealt by Scheming Cohorts is lethal.
062. Slaying Cycle, 3BB, RAR
Enchantment - Aura
Enchant player
At the end of enchanted player's turn, he or she sacrifices a creature unless he or she discards a card.
At the end of your turn, you lose 1 life.
Those who join the circle learn that everyone suffers at Plantigor's whim.
063. Spontaneous Last Rites, BB, RAR
Sorcery
Target player discards a card at random. If the discarded card is a creature card, you may pay its converted mana cost and return it from its owner’s graveyard to play under your control.
"Okay, now let's dig him back up!"
- Snarly-Fang, slayer groveling
064. Twisted Succubus, 4B, COM
Creature – Spirit, 3/3
Spite – When Twisted Succubus is sacrificed or destroyed, Twisted Succubus deals 2 damage to target creature or player. You gain 2 life. (Lethal damage destroys a creature.)
"Many of the dregclass spend their last few coins on revenge magic. It's a final way to punish those around them, and a commodity I am happy to supply."
- Pitto Henz, Spinery slayer
065. Vampiric Strike, 3B, UNC
Sorcery – Arcane
Creatures get -1/-1 until end of turn. Choose a player. Target creature has “This creature gets +1/+0 for each creature card in the chosen player’s graveyard” until end of turn.
The mine's taskmasters have learned to mimic the terrible powers of slayers to motivate their slaves.
066. Voodoo Master, 1B, RAR
Creature – Human Wizard, 1/1
Swampwalk
B, Untap two target tapped lands you control, Sacrifice a creature: Return target creature card in your graveyard to your hand. Play this ability whenever you could play a sorcery.
They are often found at the mouths of collapsed tunnels along with the rats.
067. Accidental Discovery, 2R, UNC
Sorcery - Arcane
Reveal a card in your hand at random. If it shares a type or subtype with target card that came into play this turn, draw two cards. Put Accidental Discovery on top of your library.
"Unfortunately, the best designs are often made after the plant nearly burns down."
- Kiffite, Toma constable
068. Alk, Academy Armory, 3R, UNC
Legendary Enchantment
When Alk, Academy Armory comes into play, remove any number of Equipment cards from your graveyard or hand from the game.
X: Put a card removed from the game by Alk into play attached to a creature you control that it could equip. X is that card's equip cost. Use only red mana to play this ability.
069. Claim Artifact, 3R, COM
Instant
Untap target artifact. You gain control of it until end of turn and it has haste. At end of turn, you may sacrifice the artifact.
"To get ahead, many apprentice artificers will steal the design work of rivals. After they are made masters all that's left is to destroy the evidence."
- Kiffite, Toma constable
070. Defender of Hearths, 1R, COM
Creature – Human Knight, 2/1
Equipment attached to Defender of Hearths are indestructible.
"If you would advocate the expression of ideas; if you would fight to unshackle the oppressed and free their minds; if you would stand, stand with us!"
- Order Proclamation
071. Extinction Event, 4RR, RAR
Sorcery
Remove from the game all permanents that are more than one type or subtype. (Basic and Legendary are not types or subtypes.)
"How many times has bedrock recorded our passing?"
- Poet of the Grand Mind, Petel Fortunan
072. Factory Assembly, R, RAR
Enchantment
Creature cards you own that aren't in play have mechanize X, where X equals half the creature card's converted mana cost, rounded up. (You may pay X instead of paying the card's mana cost. If you do, it comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
073. Flash Weld, 2R, UNC
Instant
Flash Weld deals 3 damage to target creature or player.
Mechanize R (You may pay R instead of paying this card's mana cost. Use only mana from an artifact source to pay this cost.)
Just don't read any priceless tomes afterwards.
074. Forge Weapons, 2R, COM
Sorcery
Destroy target artifact. If you do, put three +1/+1 counters on target creature.
"Unlike the Academy, the Grand Mind has no need for weapons. Our ideas are more deadly."
- Poet of the Grand Mind, Petel Fortunan
075. Implosion Wave, R, UNC
Sorcery
Destroy any number of artifacts you control. Implosion Wave deals X plus 1 damage to target creature or player, where X is the number of artifacts destroyed this way.
The steamworks stretch like veins of magma through every nook and cranny of Toma. If there were an accident, the city might not survive it.
076. Iron Scald, 1R, COM
Sorcery
Choose one — Iron Scald deals 2 damage to target creature; or Iron Scald deals 4 damage to each player.
"People who can work through the occasional maiming or dismemberment would be of great use here. I will speak to the foreman of Toma."
- Bab Venture, Spinery crew boss
077. Marshal of Thieves, R, COM
Creature – Human Rogue, 1/1
Equipped creatures get +1/+0.
3: Gain control of target Equipment until end of turn.
Rom has its pirates and Toma has its gangs of thieves. In both cases they are nearly impossible to capture and their stolen loot has never been found.
078. Overloader, 2RR, UNC
Creature – Gnome Artificer, 3/3
Whenever an artifact comes into play, you may pay R. If you do, Overloader deals 2 damage to each creature in play and the artifact has "At the end of turn, sacrifice this artifact."
"Just a few... uh, enhancements to aid me in my research. It's perfectly safe."
079. Piston Fire, 1R, UNC
Sorcery
Add RRR to your mana pool.
Mechanize R (You may pay R instead of paying this card's mana cost. Use only mana from an artifact source to pay this cost.)
"Magic makes the machine's parts. Whole, it makes magic. Wonder is all around us."
-- Poet of the Grand Mind, Petel Fortunan
080. Recreate, 1R, RAR
Instant
If target spell is a permanent spell, Recreate deals 5 damage to you and put a token into play that is a copy of the permanent. Otherwise, Recreate deals 3 damage to you and copy the spell. You may choose new targets for the copy.
081. Scrapmade Lookout, 1R, COM
Creature – Human Scout Construct, 1/2
Haste
Mechanize 1 (You may pay 1 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from an artifact source to pay this cost.)
Kiffite didn't trust them to patrol the streets, but his men were usually busy searching for thieves.
082. Shrapnel Bomber, 3RR, RAR
Creature – Human Mercenary Rogue, 1/1
Haste
Spellshape — 1R, Discard a card, Sacrifice an artifact, T: Shrapnel Bomber deals 5 damage to target creature or player.
Toma's thieves stood to make big money from the relics they had stolen. But a few task mages sought to put the constructs to less orthodox use.
083. Static Barrier, 1R, UNC
Enchantment – Seal
Whenever an enchantment comes into play, Static Barrier deals 2 damage to that enchantment's controller.
3R, Sacrifice Static Barrier: Static Barrier deals 4 damage to target enchanted creature or enchanted player.
084. Toma Smasher, 2R, COM
Creature – Human Warrior Construct, 1/3
2: Toma Smasher gets +2/+0 until end of turn.
Mechanize 2 (You may pay 2 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
085. Toma Trinket Collector, 1RR, RAR
Creature – Elder Human Artificer, 2/2
Protection from artifacts
Whenever a player plays an artifact spell, choose a creature at random. The artifact spell deals 3 damage divided as you choose among the chosen creature and/or its controller.
Retired artificers pay huge sums to re-acquire their greatest creations.
086. Untamed Manticore, 4R, UNC
Creature – Chimera, 3/4
Haste
T: Untamed Manticore deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice.
2: Untamed Manticore has flying until end of turn..
Angered by mineblasts that rock their homes, manticores have begun devouring miners as they leave the late night shift.
087. Weaponized Thug, 2RR, COM
Creature – Human Berserker Construct, 3/1
First strike
Mechanize 3 (You may pay 3 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
“It’s not bad. It sort of hurts on cold nights.”
088. Welding Apprentice, 2R, RAR
Creature – Gnome Artificer, 1/1
2R: Choose target artifact you control and target artifact card in your graveyard. If both targets are still legal as this ability resolves, sacrifice the artifact in play, then put the other artifact from your graveyard into play. Welding Apprentice deals 3 damage to you.
089. Ascetic Band, 1GGG, RAR
Creature – Human Shaman, 4/4
Ascetic Band can't be the target of spells or abilities your opponents control.
1G: Regenerate target green creature.
Bands of penitents roam the outskirts of Toma, all seeking to purify their bodies, and clear their minds.
090. Crushing Boughs, 2GGGG, COM
Sorcery
Choose two lands controlled by a single player. That player puts one of the lands on top of his or her library. Destroy the other land.
Iratchy magic is so powerful it can send shockwaves through more fragile ecosystems.
091. Cutter Behemoth, 4G, RAR
Creature – Beast, 10/10
Trample
At the beginning of your upkeep, target opponent gains 3 life.
Unseen hands kept the Cutters constrained within central Iratch. If they had tried to defend the forest from its unnatural destruction the mine could have been easily destroyed.
092. Equinox Mammoth, 3G, UNC
Creature – Elephant Warrior Shaman, 3/4
Spellshape — 2G, Discard a card: Target land becomes a 3/3 creature until end of turn. It’s still a land. Draw a card.
While it appears to slumber, life will remerge if given the slightest of nudges.
093. Forest Keeper, G, RAR
Creature – Human Keeper, 2/3
Forestwalk
When you do not control an untapped Forest, sacrifice Forest Keeper.
"Some say elves still live in this forest. But if they do, we have never seen them."
094. Forest Runner, 1G, COM
Creature – Centaur Berserker, 3/3
Trample
When you do not control an untapped Forest, sacrifice Forest Runner.
"For over a hundred years they have not entered the woods. But Plantigor threatens to corrupt it, and they must return to defend its sacred places."
- Fir, oracle of the Thicket Commune
095. Forest Spinner, 2G, UNC
Creature – Spider, 2/4
When you do not control an untapped Forest, sacrifice Forest Spinner.
Forest Spinner can block as though it has flying.
Whenever a creature with flying attacks, you may untap Forest Spinner.
096. Herd Magic, G, COM
Enchantment – Aura
Enchant Forest
Enchanted forest is a 1/1 green Beast creature with trample. It's still a land.
Each land you control gets +1/+1 as long as it's a creature.
If you can capture one and spelltie it, it will bring its herd back next week and the town can feast.
097. Hermit Elder, 2G, COM
Creature – Elder Human Hermit, 3/2
Tap an untapped permanent you control, T: Put a land card from your hand into play.
"Humans were not meant to thrive in the wild. The effort we take in drawing the simplest of existences is proof of it. Where have all the elves gone?"
- Elder Rabban
098. Hydra Heads, 3G, UNC
Enchantment – Aura
Enchant land
Enchanted land gets +5/+5 as long as it’s a creature.
X, Reveal Hydra Heads from you hand: If you control no creatures, target land you control becomes an X/X green Chimera creature. It's still a land. Play this ability only any time you could play a sorcery.
099. Inevitable Renewal, G, RAR
Enchantment
At the beginning of your upkeep, put a card from your graveyard on the bottom of your library.
Only the Ageless can see Iratch's slow return to glory. They can feel the power lost to it slowly and painfully building.
100. Ironroot Protector, 1G, COM
Creature – Treefolk Spirit Guardian, 0/5
2G: Ironroot Protector becomes a Forest land. It is no longer a creature. (This effect doesn't end at end of turn.)
The mills of Iratch were also abattoirs, unknown to all but the treefolk.
101. Leaf Cutter Ants, 4G, COM
Creature – Insect Swarm, 5/1
Leaf Cutter Ants can't be the target of spells or abilities your opponents control.
T: Tap or untap target land.
"Like locusts in their consuming ferocity, they are also mobile mana batteries for the resourceful wizard."
- Bemin Forecastle, historian of planar magic
102. Ley Hydra, 2GG, RAR
Creature – Chimera, */*
Trample
Ley Hydra's power and toughness are each equal to the number of untapped lands you control.
2G, T: Until end of turn, target creature has trample and its power and toughness are each equal to the number of untapped lands you control.
"It is Twingates personified - One being with many minds."
- Loreen Stanron
103. Natural Convergence, X, COM
Instant
(Natural Convergence is a green spell.)
Spend only green mana on X.
Search your library for X basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.
104. Nursing Boar, 4G, UNC
Creature – Beast, 5/3
When a creature with converted mana cost 1 or less is put into a graveyard from play, Nursing Boar gets provoke and trample. (This effect doesn't end at end of turn.)
1G: Target land becomes a 1/1 green Beast creature until end of turn. It's still a land. Use this ability no more than twice each turn.
“It’s a piglet, Run!!!”
105. Nut Brain, 1GG, RAR
Creature – Elf Hermit, 2/2
When Nut Brain comes into play, choose a land subtype.
Whenever Nut Brain or a land of the chosen subtype comes into play, put a 1/1 green Squirrel creature token into play.
Most wouldn't know he was an elf if they saw him.
106. Overtake, 2GG, COM
Instant
Discard any number of land cards. Until end of turn, creatures you control have trample and get +1/+1, plus an additional +1/+1 for each land card discarded this way.
At first the Fury thought it was a swarm of wurms and snakes, but the onslaught was nothing more than vines and branches.
107. Recollection Chant, G, UNC
Enchantment – Aura
Enchant creature
When Recollection Chant is put into a graveyard from play, return target card from your graveyard to your hand.
"Writing down the Ageless's history would weaken any claim they have of being a living testament."
- Fir, oracle of the Thicket Commune
108. Titan of Trees, 2G, UNC
Sorcery - Arcane
Until end of turn, target Forest becomes a 5/3 Giant Hermit creature with protection from Humans. It is still a land. Put Titan of Trees on top of your library.
There's a lot undiscovered in the lands north of Twingates. No one seems to object.
109. Vow of Serenity, 1G, UNC
Enchantment – Seal
Whenever an opponent plays an artifact or enchantment spell, you gain 3 life.
3G, Sacrifice Vow of Serenity: Destroy target artifact or enchantment.
In life or death, this forest will stand as a sign of Nature's peace.
110. Wild Wanderer, 1G, UNC
Creature – Human Gypsy, 2/2
Whenever a land comes into play, you may pay 2. If you do, draw a card.
"Wanderlust is not always a terrible thing. Often it leads to discoveries of inner strength and deeper consciousness."
- Elder Rabban
111. Explore the Uncharted, 1RGG, UNC
Enchantment
RG, Sacrifice a creature: Search your library for a card that shares a type or subtype with the sacrificed creature, reveal that card and put it into your hand. Shuffle your library.
"Gypsies say the Wilderness gained its power by stealing it from another realm. But who could believe such an idea?"
- Elder Rabban
112. Field-Scout Intelligence, 1GWW, UNC
Enchantment
When Field-Scout Intelligence comes into play, two target lands become 1/2 white Bird creatures that have flying. They are still lands. (This effect doesn't end at end of turn.)
G: Until end of turn, target creature you control has "Whenever this creature deals combat damage to a player, draw a card." Use this ability no more than twice each turn.
113. Rom Bensaka, 1WBB, UNC
Creature – Human Nomad Assassin
When Rom Bensaka comes into play, choose a creature. You may move any Auras and/or Equipment attached to that creature onto Rom Bensaka. Then, destroy that creature. (You don't control the Auras or Equipment.)
2: Rom Bensaka has first strike until end of turn.
114. Sacrificial Ceremony, 1BRR, UNC
Sorcery
Destroy target artifact, creature or land. That permanent's controller loses 2 life and draws 2 cards.
Plantigor was exacting in her worship rituals, though less so in whom she invited to them.
115. Bed of Coals, 3, RAR
Artifact
If a player has six or more cards in hand, sacrifice Bed of Coals.
At the beginning of each player's upkeep, Bed of Coals deals damage to that player equal to the number of cards in his or her hand.
116. Blood Runner, 7, RAR
Artifact Creature – Engine, 5/5
Trample
You may sacrifice three black creatures rather than pay Blood Runner's mana cost.
"We found a way to speed the ore to the surface and incentivize the slaves to work."
- Bab Venture, Spinery crew boss
117. Coal Porter, 1, COM
Artifact Creature – Myr, 1/1
Sacrifice Coal Porter: Add R to your mana pool.
"All you eat, you eat for me. Half I get, I give to thee."
- Poet of the Grand Mind, Petel Fortunan
118. Ghost Ring, 0, COM
Artifact - Equipment
Equipped creature has vigilance and has "Whenever this creature deals damage, you gain that much life."
Equip 3
The first of these rings was collected from an ape who had come through Twingates.
119. Iratchy Tablet, 4, UNC
Artifact
Iratchy Tablet comes into play tapped.
T: Add to your mana pool two mana of any one color that a land an opponent controls could produce.
Most people think Iratch is just a brand. Few know why the paper is so soft and well equipped for magical tomes.
120. Keystone, 4, UNC
Basic Artifact
Activated abilities with mana costs cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs.
7, T: Choose one — Draw a card, You gain 1 life, Tap target permanent, reveal the top card of your library, or Keystone deals 1 damage to target player.
121. Kinetic Armor, 3, RAR
Artifact – Equipment
Equipped creature gets +1/+1 for each artifact you control and +1/+1 for each artifact card in your graveyard.
Equip 2
Leave it to a gnome to design armor that dresses you itself.
122. Oak Staff, 1, COM
Artifact – Equipment
Relic – If Oak Staff is untapped, equipped creature gets +2/+1.
Equip 2
T: Add 2 to your mana pool. Play this ability only if Oak Staff is equipped.
Oak Staves are sought in the Wilderness and those who find them are jealous to hide their true origin.
123. Primal Toy, 2, RAR
Artifact
1: Primal Toy becomes a 1/6 Chimera artifact creature until end of turn.
2: Primal Toy becomes a 2/2 Chimera artifact creature with flying until end of turn.
3: Primal Toy becomes a 3/3 Chimera artifact creature with haste until end of turn.
124. Shield of Wild Ways, 2, COM
Artifact - Equipment
Equipped creature gets +1/+2.
Whenever one or more creatures attack, you may pay R. If you do, switch target creature's power and toughness until end of turn.
Equip 1
125. Threat Matrix, 5, RAR
Artifact
Threat Matrix doesn't untap during an untap step.
X2R, T: Untap X target creatures and gain control of them until end of turn. They gain haste until end of turn.
4, Sacrifice a creature: Threat Matrix deals damage equal to the sacrificed creature's power or toughness to target creature. Untap Threat Matrix.
126. Toma Pain Magnet, 1, COM
Artifact
T: Add 1 to your mana pool. Play this ability only if a player has been dealt damage this turn.
Artificers who wear them for luck seem to find it. Luck and trouble.
127. Wonder Boots, 3, COM
Artifact – Equipment
Wake (When you play this spell, search your library for an Equipment card and reveal it. You may play it. If you don't, put it on top of your library. Shuffle your library.)
Equipped creature has flying.
Equip 1
128. Battery Ridge, COM
Artifact Land –Node
(Battery Ridge isn't a spell. T: Add 1 mana to your mana pool.)
When Battery Ridge comes into play, you may pay 2. If you do, red spells cost 1 less to play until end of turn. Otherwise, sacrifice Battery Ridge.
Though it appears pristine and wild, the mountain range is a hollowed out shell of power chambers.
129. Centaur Thicket, RAR
Land – Forest
(T: Add G to your mana pool.)
Whenever Centaur Thicket becomes tapped, it deals 1 damage to you.
1G: Until end of turn, Centaur Thicket becomes a 3/4 Centaur creature and can’t be the target of spells or abilities.
130. Dark Light Castle, UNC
Land – Stronghold
B: Target creature you control gets +1/+1 until end of turn. Sacrifice that creature at end of turn.
B: Add one mana of any color to your mana pool.
Some of the power collected in the mines could not be brought to the surface world.
131. Hoveltown, COM
Land – Node
(T: Add 1 to your mana pool.)
T: Black creatures you control have "T: Add B to your mana pool. You lose 1 life." until end of turn.
"Nothing is more of an affront to the wonders of the Planes, then that infection that has formed on Rom. Destroying it would do the world a favor."
- Loreen Stanron
132. Iratch, Secret Site, RAR
Legendary Land – Forest Power-Plant
(T: Add G to your mana pool.)
As Iratch, Secret Site comes into play, you may choose an artifact in play. If you do, destroy that artifact and Iratch.
133. Lost Archipelago, COM
Land - Node
(T: Add 1 to your mana pool.)
Lost Archipelago comes into play tapped.
Whenever a permanent phases in or out, you may add U to your mana pool.
Each is a world of its own, and the chain an entire galaxy of knowledge and forbidden arts.
134. Potent Meadow, COM
Land – Node
(T: Add 1 to your mana pool.)
Return X enchantments you control to hand: Add X white mana to your mana pool. Sacrifice Potent Meadow.
Twingates is tall to allow its wizards an unspoiled view of the plains that surround it. As a result the tower is a very powerful magical foci.
135. Rom, Forsaken Harbor, RAR
Legendary Land – Island Port
(T: Add U to your mana pool.)
3U, T: Each player draws cards equal to the number of cards he or she has drawn this turn. If a player hasn't drawn a card this turn, he or she draws one card instead.
136. Spinery, Haunted Mine, RAR
Legendary Land – Swamp Mine
(T: Add B to your mana pool.)
Spite – When Spinery, Haunted Mine is sacrificed or destroyed, you may pay 2 life. If you do, destroy target land.
137. Summer Palisade, UNC
Land – Stronghold
G: Target blocking land gets +1/+1 as long as it’s a creature.
G: Add one mana of any color to your mana pool.
The place is a living thing, each plank a vein, and flowing throughout is power unimagined.
138. Tempered Fortress, UNC
Land – Stronghold
R: Target artifact creature is indestructible until end of turn.
R: Add one mana of any color to your mana pool.
The myr crafted within are worked even after they leave its forge.
139. Toma, Academy Relicas, RAR
Legendary Artifact Land – Mountain Factory
(Toma, Academy Relicas isn’t a spell. T: Add R to your mana pool.)
Artifact spells cost 1 less to play.
"Behind all this world's degradations lies Toma. Who spawned the observatories? Who opened the mines? Who dreamt of the planar gates? At the start of every disaster you will find the Academy Relicas."
- Fir, oracle of the Thicket Commune
140. Twingates, Wellspring of Hope, RAR
Legendary Land – Plains Tower
(T: Add W to your mana pool.)
When Twingates, Wellspring of Hope comes into play, you may search your graveyard and library for an enchantment card. If you do, reveal that card, shuffle your library and put it on top.
141. Unexplored Wilderness, COM
Basic Land – Node
(T: Add 1 to your mana pool.)
Whenever Unexplored Wilderness becomes tapped, add G to your mana pool and Unexplored Wilderness doesn’t untap during your next untap step.
The Academy Relicas saw endless resources; the Chronal Observatory saw secrets to be harvested; Twingates, an unwelcoming wild; and the slayers, future subjects.
142. Vital Monestary, UNC
Land – Stronghold
W: Prevent the next 1 damage that would be dealt this turn to target enchanted creature or enchanted player by a source of your choice.
W: Add one mana of any color to your mana pool.
Who could die in a place with such an abundance of life?
143. Waterspout Observatory, UNC
Land - Stronghold
U: Each player looks at the top card of his or her library. He or she may put that card on the bottom of his or her library.
U: Add one mana of any color to your mana pool.
From this vantage point, a powerful destiny is assured.