Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Common 1/10
Permafrost Giant3R
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if W was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Common 2/10
CounterspellUU
Instant
Counter target spell. Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant3R
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if W was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
CounterspellUU
Instant
Counter target spell. Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
common 3/10
Walking Blizzard4U
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant3R
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if W was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
CounterspellUU
Instant
Counter target spell. Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard4U
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Cage of Spikes1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life. The Sverovska witches often compete to find the most inventive methods of torture.
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.Commons 8/10
Might be a little too good for common but it's super slow so who cares!
Cage of Spikes1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life. The Sverovska witches often compete to find the most inventive methods of torture.
Commons 8/10
Might be a little too good for common but it's super slow so who cares!
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) "What mysteries lie beneath Reisia's icy facade?"
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Cage of Spikes1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life. The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) "What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr: Creature - Gnome Warrior (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Common 10/10:
Carnodon Pup1G
Creature - Beast C Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Cage of Spikes1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life. The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) "What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr: Creature - Gnome Warrior (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup1G
Creature - Beast C Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Uncommon 1/3
Merfolk Silencers3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control. "You've spilled our secrets so it's only fair we spill your blood."
3/2
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Cage of Spikes1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life. The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) "What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
[U]Creature - Gnome Warrior[/U] (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup1G
Creature - Beast C Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Merfolk Silencers3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control. "You've spilled our secrets so it's only fair we spill your blood."
3/2
2/3 uncommon slot!
ReflectedBrilliance :1mana::symw:
Instant [U]
Tap target permenant, it does not untapped during its controllers next untap step.
Scry 2 The reflector arrays that litter the city offers many opportunities to take in the richness of one's own countenance.
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Cage of Spikes1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life. The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) "What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
[U]Creature - Gnome Warrior[/U] (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup1G
Creature - Beast C Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Merfolk Silencers3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control. "You've spilled our secrets so it's only fair we spill your blood."
3/2
ReflectedBrilliance :1mana::symw:
Instant [U]
Tap target permenant, it does not untapped during its controllers next untap step.
Scry 2 The reflector arrays that litter the city offers many opportunities to take in the richness of one's own countenance.
Uncommon 3/3:
Frozen Wastes
Snow Land U T: Add 1 to your mana pool. T, Sacrifice Frozen Wastes: Destroy target snow land. "Change shall come to Reisia, and its only price is the soul of every living being that walks this land." —Vimanda, Sverovska matriarch
Welcome to Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Cage of Spikes1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life. The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) "What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
[U]Creature - Gnome Warrior[/U] (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup1G
Creature - Beast C Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Merfolk Silencers3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control. "You've spilled our secrets so it's only fair we spill your blood."
3/2
ReflectedBrilliance :1mana::symw:
Instant [U]
Tap target permenant, it does not untapped during its controllers next untap step.
Scry 2 The reflector arrays that litter the city offers many opportunities to take in the richness of one's own countenance.
Frozen Wastes
Snow Land U T: Add 1 to your mana pool. T, Sacrifice Frozen Wastes: Destroy target snow land. "Change shall come to Reisia, and its only price is the soul of every living being that walks this land." —Vimanda, Sverovska matriarch
1/1 Rare
Yerulg the Druid Lord:4mana::symr::symr::symg::symg:
Legendary Snow Creature - Yeti Warrior Druid R
Trample, haste
Whenever ~ deals damage to a player, add your mana pool for each Snow Permanent you control.
3/6
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
1/10 common
Frail Sprite1G
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add GG to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite1G
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add GG to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
2/10 common
Salvaging Knight2W
Creature - Human Knight (C)
Flying T: tap target creature you control. It gains flying until end of turn.
2/2
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Common 5/10
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Common 5/10
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
(C) 7/10
Riftkeeper2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Common 5/10
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
(C) 7/10
Riftkeeper2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Common 8/10:
Lantham Patrolmen - 2WW Creature - Human Soldier
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3[/QUOTE]
Common 9/10
Accursed Cur1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3 "Once overwhelmed, now it overwhelms."
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3 "Once overwhelmed, now it overwhelms."
10/10 (C)
Lifetheif3B
Creature - Human wizard
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage to each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3 "Once overwhelmed, now it overwhelms."
Lifetheif3B
Creature - Human wizard (C)
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
1/3 (U)
Blessing of the sky
Enchantment
Creatures you control have Protection from Land.
Power Down - 2RR Instant
Power Down deals 3 damage to target creature or player.
Power Down deals 5 damage to target creature with a +1/+1 counter on it.
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage to each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3 "Once overwhelmed, now it overwhelms."
Lifetheif3B
Creature - Human wizard (C)
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
Blessing of the sky
Enchantment
Creatures you control have Protection from Land.
Power Down - 2RR Instant
Power Down deals 3 damage to target creature or player.
Power Down deals 5 damage to target creature with a +1/+1 counter on it
3/3 Uncommon
Booming Heckler3RR
Creature-Goblin Warrior (U)
Haste
When Booming Heckler enters the battlefield creatures target opponent controls can't block this turn
3/1
This place is Kovzee, and it is a shocking sight. Vast currents of electrical, seismic, and sonic energy emanate from living beings and the very ground. So many of the beings that try to survive here are overwhelmed by such power. Can you handle it?
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent. "There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage to each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3 "Once overwhelmed, now it overwhelms."
Lifetheif3B
Creature - Human wizard (C)
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
Blessing of the sky
Enchantment
Creatures you control have Protection from Land.
Power Down - 2RR Instant
Power Down deals 3 damage to target creature or player.
Power Down deals 5 damage to target creature with a +1/+1 counter on it
Booming Heckler3RR
Creature-Goblin Warrior (U)
Haste
When Booming Heckler enters the battlefield creatures target opponent controls can't block this turn
3/1
(R) 1/1
Stormcaps
Land (R)
Stormcaps enters the battlefield with a time counter on it.
:symtap:: Add to your mana pool, if Stormcaps does not have a time counter on it it deals 1 damage to you.
:symr:, remove a time counter from storm caps, :symtap:: Stormcaps deals 2 damage to target creature or player. "Clans of the Stormcap range weather their fury so they might learn to suffer others the same fate."
Let's back to LORNADRUINA. Once, a peacuful plane inhabited by humanoid animals. But since then, many things changed.
Bird and Salamander priests have predicted huge CATACLYSM, which will bring the end of all living thing on the plane. The all-mighty Serpent God starts to move under the sea, and each move brings earthquakes and floods all over tha plane.
Armadillo Desert sank in the sea, so the war between them and Rhinos over savannas have aggravated.
Archipelago of Serpent God worhsipers is now under the ocean, and their denizens try to find a new place for themselves.
Mangrove swamps after the earthquakes are now high above the sea level and are fully dried. It's unfriendly environment to Rats and Wolves, but maybe thanks to that, they'll find the mighty artifact they're looking for.
Mountain inhabited by Viashino and Minotaurs exploded with molten lava killing almost every one of them. But they still want to live there. Until the very next volcano explosion.
And the enromous jungle, after a few huge earthquakes, is divided into small islands. Cats and Snakes try to connect them with bridges. But they're still scared of what else will happen to them.
Stinky Highland Land - Mountains (C)
~ enters the battlefield tapped.
When ~ enters the battlefield, add B to your mana pool.
(T: Add R to your mana pool.)
Let's back to LORNADRUINA. Once, a peacuful plane inhabited by humanoid animals. But since then, many things changed.
Bird and Salamander priests have predicted huge CATACLYSM, which will bring the end of all living thing on the plane. The all-mighty Serpent God starts to move under the sea, and each move brings earthquakes and floods all over tha plane.
Armadillo Desert sank in the sea, so the war between them and Rhinos over savannas have aggravated.
Archipelago of Serpent God worhsipers is now under the ocean, and their denizens try to find a new place for themselves.
Mangrove swamps after the earthquakes are now high above the sea level and are fully dried. It's unfriendly environment to Rats and Wolves, but maybe thanks to that, they'll find the mighty artifact they're looking for.
Mountain inhabited by Viashino and Minotaurs exploded with molten lava killing almost every one of them. But they still want to live there. Until the very next volcano explosion.
And the enromous jungle, after a few huge earthquakes, is divided into small islands. Cats and Snakes try to connect them with bridges. But they're still scared of what else will happen to them.
Stinky Highland Land - Mountains (C)
~ enters the battlefield tapped.
When ~ enters the battlefield, add to your mana pool.
(: Add to your mana pool.)
Common 3/10:
Scaled Cloakmage2U
Creature - Salamander Wizard C 0: Choose a creature type. Scaled Cloakmage becomes that creature type in addition to its other types. "I say that the cataclysm has put my people in their rightful place, and that is everywhere."
2/2
Let's back to LORNADRUINA. Once, a peacuful plane inhabited by humanoid animals. But since then, many things changed.
Bird and Salamander priests have predicted huge CATACLYSM, which will bring the end of all living thing on the plane. The all-mighty Serpent God starts to move under the sea, and each move brings earthquakes and floods all over tha plane.
Armadillo Desert sank in the sea, so the war between them and Rhinos over savannas have aggravated.
Archipelago of Serpent God worhsipers is now under the ocean, and their denizens try to find a new place for themselves.
Mangrove swamps after the earthquakes are now high above the sea level and are fully dried. It's unfriendly environment to Rats and Wolves, but maybe thanks to that, they'll find the mighty artifact they're looking for.
Mountain inhabited by Viashino and Minotaurs exploded with molten lava killing almost every one of them. But they still want to live there. Until the very next volcano explosion.
And the enromous jungle, after a few huge earthquakes, is divided into small islands. Cats and Snakes try to connect them with bridges. But they're still scared of what else will happen to them.
Stinky Highland Land - Mountains (C)
~ enters the battlefield tapped.
When ~ enters the battlefield, add to your mana pool.
(: Add to your mana pool.)
Scaled Cloakmage2U
Creature - Salamander Wizard C 0: Choose a creature type. Scaled Cloakmage becomes that creature type in addition to its other types. "I say that the cataclysm has put my people in their rightful place, and that is everywhere."
2/2
Permafrost Giant 3R
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if W was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Common 2/10
Counterspell UU
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Permafrost Giant 3R
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if W was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell UU
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard 4U
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Permafrost Giant 3R
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if W was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell UU
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard 4U
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
common 4/10
Snowcap Strider 1 :symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Snowcap Strider :1mana::symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.
Cage of Spikes 1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
The Sverovska witches often compete to find the most inventive methods of torture.
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Snowcap Strider :1mana::symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.Commons 8/10
Might be a little too good for common but it's super slow so who cares!
Cage of Spikes 1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
The Sverovska witches often compete to find the most inventive methods of torture.
Commons 8/10
Might be a little too good for common but it's super slow so who cares!
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
"What mysteries lie beneath Reisia's icy facade?"
Cube talk, design community and much much more!
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Snowcap Strider :1mana::symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.
Cage of Spikes 1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
"What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
Creature - Gnome Warrior (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup 1G
Creature - Beast C
Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Snowcap Strider :1mana::symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.
Cage of Spikes 1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
"What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
Creature - Gnome Warrior (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup 1G
Creature - Beast C
Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Uncommon 1/3
Merfolk Silencers 3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control.
"You've spilled our secrets so it's only fair we spill your blood."
3/2
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Snowcap Strider :1mana::symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.
Cage of Spikes 1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
"What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
[U]Creature - Gnome Warrior[/U] (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup 1G
Creature - Beast C
Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Merfolk Silencers 3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control.
"You've spilled our secrets so it's only fair we spill your blood."
3/2
2/3 uncommon slot!
Reflected Brilliance :1mana::symw:
Instant [U]
Tap target permenant, it does not untapped during its controllers next untap step.
Scry 2
The reflector arrays that litter the city offers many opportunities to take in the richness of one's own countenance.
Cube talk, design community and much much more!
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Snowcap Strider :1mana::symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.
Cage of Spikes 1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
"What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
[U]Creature - Gnome Warrior[/U] (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup 1G
Creature - Beast C
Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Merfolk Silencers 3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control.
"You've spilled our secrets so it's only fair we spill your blood."
3/2
Reflected Brilliance :1mana::symw:
Instant [U]
Tap target permenant, it does not untapped during its controllers next untap step.
Scry 2
The reflector arrays that litter the city offers many opportunities to take in the richness of one's own countenance.
Frozen Wastes
Snow Land U
T: Add 1 to your mana pool.
T, Sacrifice Frozen Wastes: Destroy target snow land.
"Change shall come to Reisia, and its only price is the soul of every living being that walks this land." —Vimanda, Sverovska matriarch
Permafrost Giant :3mana::symr:
Creature - Nomad Giant (Common)
When Permafrost Giant enters the battlefield, if was spent to cast Permafrost Giant, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
3/3
Counterspell :symu::symu:
Instant
Counter target spell.
Even the merest trace of the merfolk's dark power can stifle the most intrepid of spells.
Walking Blizzard :4mana::symu:
Snow Creature - Elemental (C)
Whenever ~ deals damage to a player, you may return target creature that player controls to its owner's hand.
3/4
Snowcap Strider :1mana::symrg::symrg:
Creature-Yeti Scout (C)
Haste, reach
2/1
Fortress Protector
Artifact Creature - Construct (C)
As an additional cost to cast ~, tap two Human creatures you control.
Defender
Tap an untapped Human creature you control: ~ loses defender and gains vigilance until end of turn.
2/4
Steam Bolt :1mana::symw:
Sorcery (C)
Destroy target snow creature.
Cage of Spikes 1B
Enchantment - Aura C
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
The Sverovska witches often compete to find the most inventive methods of torture.
Thawing Cache :2mana::symu:
Snow Enchantment (C)
Whenever a time counter is removed from Thawing Cache, draw a card.
Vanishing 3 (This permanent enters the battlefield with Three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
"What mysteries lie beneath Reisia's icy facade?"
Gnome Ambusher - :2mana::symr:
[U]Creature - Gnome Warrior[/U] (C)
Flash
When ~ enters the battlefield, if was spent to cast ~, ~ gets +3/+3 until end of turn.
2/2
Carnodon Pup 1G
Creature - Beast C
Around the time it reaches nine months of age, a young carnodon is usually capable of eating an entire human. By the time it reaches its first year, it will often have done just that.
2/2
Merfolk Silencers 3UB
Creature-Merfolk Assassin (U)
Deathtouch,flash
When Merfolk Silencers enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Merfolk you control.
"You've spilled our secrets so it's only fair we spill your blood."
3/2
Reflected Brilliance :1mana::symw:
Instant [U]
Tap target permenant, it does not untapped during its controllers next untap step.
Scry 2
The reflector arrays that litter the city offers many opportunities to take in the richness of one's own countenance.
Frozen Wastes
Snow Land U
T: Add 1 to your mana pool.
T, Sacrifice Frozen Wastes: Destroy target snow land.
"Change shall come to Reisia, and its only price is the soul of every living being that walks this land." —Vimanda, Sverovska matriarch
1/1 Rare
Yerulg the Druid Lord:4mana::symr::symr::symg::symg:
Legendary Snow Creature - Yeti Warrior Druid R
Trample, haste
Whenever ~ deals damage to a player, add your mana pool for each Snow Permanent you control.
3/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
1/10 common
Frail Sprite 1G
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add GG to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Frail Sprite 1G
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add GG to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
2/10 common
Salvaging Knight2W
Creature - Human Knight (C)
Flying
T: tap target creature you control. It gains flying until end of turn.
2/2
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Common 5/10
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR
Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
(C) 7/10
Riftkeeper 2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Cube talk, design community and much much more!
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Common 5/10
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR
Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
(C) 7/10
Riftkeeper 2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Common 8/10:
Lantham Patrolmen - 2WW
Creature - Human Soldier
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR
Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper 2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW
Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3[/QUOTE]
Common 9/10
Accursed Cur 1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3
"Once overwhelmed, now it overwhelms."
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR
Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper 2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW
Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur 1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3
"Once overwhelmed, now it overwhelms."
10/10 (C)
Lifetheif 3B
Creature - Human wizard
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
Cube talk, design community and much much more!
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR
Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage to each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper 2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW
Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur 1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3
"Once overwhelmed, now it overwhelms."
Lifetheif 3B
Creature - Human wizard (C)
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
1/3 (U)
Blessing of the sky
Enchantment
Creatures you control have Protection from Land.
Power Down - 2RR
Instant
Power Down deals 3 damage to target creature or player.
Power Down deals 5 damage to target creature with a +1/+1 counter on it.
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR
Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage to each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper 2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW
Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur 1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3
"Once overwhelmed, now it overwhelms."
Lifetheif 3B
Creature - Human wizard (C)
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
Blessing of the sky
Enchantment
Creatures you control have Protection from Land.
Power Down - 2RR
Instant
Power Down deals 3 damage to target creature or player.
Power Down deals 5 damage to target creature with a +1/+1 counter on it
3/3 Uncommon
Booming Heckler 3RR
Creature-Goblin Warrior (U)
Haste
When Booming Heckler enters the battlefield creatures target opponent controls can't block this turn
3/1
The Anabyn
Stay Hungry My Friends....
Frail Sprite :1mana::symg:
Creature - Faerie (C)
Flying
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Frail Sprite leaves the battlefield, add :symg::symg: to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
1/1
Salvaging Knight :2mana::symw:
Creature - Human Knight (C)
Flying
:symtap:: tap target creature you control. It gains flying until end of turn.
2/2
Overcharged Maniac :1mana::symr:
Creature - Goblin Shaman (C)
When ~ dies, it deals 1 damage to each creature and each player.
1/1
Razing Spinehorn :4mana::symr::symr:
Creature - Beast (C)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Razing Spinehorn enters the battlefield or leaves the battlefield, each player sacrifices a land.
4/3
Deplete 1U
Instant C
Tap target permanent. You may remove up to two time counters from that permanent.
"There are many methods of suppression, good speaker, and not all of them are of benefit to us." —Senator Arikel of Lantham
Crushing Wave - 2RR
Sorcery (U)
~ deals 2 damage to target creature. If ~ was cast from exile, it deals 2 damage to each creature instead.
Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Riftkeeper 2G
Creature - Human Shaman (C)
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
When ~ enters the battlefield you may put a time counter on a permanent you control.
2/2
Lantham Patrolmen - 2WW
Creature - Human Soldier (C)
Lantham Patrolmen enters the battlefield with a +1/+1 counter on it.
Lantham Patrolmen has vigilance as long as there is a +1/+1 counter on it.
2/3
Accursed Cur 1B
Creature - Zombie Hound (C)
When Accursed Cur enters the battlefield, sacrifice a creature.
3/3
"Once overwhelmed, now it overwhelms."
Lifetheif 3B
Creature - Human wizard (C)
When Lifethief enters the battlefield you may move a +1/+1 counter from a creature onto Lifethief.
When Lifethief enters the battlefield you may remove a time counter from a permanent on the battlefield.
2/2
Blessing of the sky
Enchantment
Creatures you control have Protection from Land.
Power Down - 2RR
Instant
Power Down deals 3 damage to target creature or player.
Power Down deals 5 damage to target creature with a +1/+1 counter on it
Booming Heckler 3RR
Creature-Goblin Warrior (U)
Haste
When Booming Heckler enters the battlefield creatures target opponent controls can't block this turn
3/1
(R) 1/1
Stormcaps
Land (R)
Stormcaps enters the battlefield with a time counter on it.
:symtap:: Add to your mana pool, if Stormcaps does not have a time counter on it it deals 1 damage to you.
:symr:, remove a time counter from storm caps, :symtap:: Stormcaps deals 2 damage to target creature or player.
"Clans of the Stormcap range weather their fury so they might learn to suffer others the same fate."
Cube talk, design community and much much more!
Bird and Salamander priests have predicted huge CATACLYSM, which will bring the end of all living thing on the plane. The all-mighty Serpent God starts to move under the sea, and each move brings earthquakes and floods all over tha plane.
Armadillo Desert sank in the sea, so the war between them and Rhinos over savannas have aggravated.
Archipelago of Serpent God worhsipers is now under the ocean, and their denizens try to find a new place for themselves.
Mangrove swamps after the earthquakes are now high above the sea level and are fully dried. It's unfriendly environment to Rats and Wolves, but maybe thanks to that, they'll find the mighty artifact they're looking for.
Mountain inhabited by Viashino and Minotaurs exploded with molten lava killing almost every one of them. But they still want to live there. Until the very next volcano explosion.
And the enromous jungle, after a few huge earthquakes, is divided into small islands. Cats and Snakes try to connect them with bridges. But they're still scared of what else will happen to them.
What else CATACLYSM will bring?
Creature - Snake Shaman (C)
Islandwalk
Annihilator 1
4/3
Common 2/10
Stinky Highland
Land - Mountains (C)
~ enters the battlefield tapped.
When ~ enters the battlefield, add B to your mana pool.
(T: Add R to your mana pool.)
Bird and Salamander priests have predicted huge CATACLYSM, which will bring the end of all living thing on the plane. The all-mighty Serpent God starts to move under the sea, and each move brings earthquakes and floods all over tha plane.
Armadillo Desert sank in the sea, so the war between them and Rhinos over savannas have aggravated.
Archipelago of Serpent God worhsipers is now under the ocean, and their denizens try to find a new place for themselves.
Mangrove swamps after the earthquakes are now high above the sea level and are fully dried. It's unfriendly environment to Rats and Wolves, but maybe thanks to that, they'll find the mighty artifact they're looking for.
Mountain inhabited by Viashino and Minotaurs exploded with molten lava killing almost every one of them. But they still want to live there. Until the very next volcano explosion.
And the enromous jungle, after a few huge earthquakes, is divided into small islands. Cats and Snakes try to connect them with bridges. But they're still scared of what else will happen to them.
What else CATACLYSM will bring?
Serpent Disclipine - 6G
Creature - Snake Shaman (C)
Islandwalk
Annihilator 1
4/3
Stinky Highland
Land - Mountains (C)
~ enters the battlefield tapped.
When ~ enters the battlefield, add to your mana pool.
(: Add to your mana pool.)
Common 3/10:
Scaled Cloakmage 2U
Creature - Salamander Wizard C
0: Choose a creature type. Scaled Cloakmage becomes that creature type in addition to its other types.
"I say that the cataclysm has put my people in their rightful place, and that is everywhere."
2/2
Bird and Salamander priests have predicted huge CATACLYSM, which will bring the end of all living thing on the plane. The all-mighty Serpent God starts to move under the sea, and each move brings earthquakes and floods all over tha plane.
Armadillo Desert sank in the sea, so the war between them and Rhinos over savannas have aggravated.
Archipelago of Serpent God worhsipers is now under the ocean, and their denizens try to find a new place for themselves.
Mangrove swamps after the earthquakes are now high above the sea level and are fully dried. It's unfriendly environment to Rats and Wolves, but maybe thanks to that, they'll find the mighty artifact they're looking for.
Mountain inhabited by Viashino and Minotaurs exploded with molten lava killing almost every one of them. But they still want to live there. Until the very next volcano explosion.
And the enromous jungle, after a few huge earthquakes, is divided into small islands. Cats and Snakes try to connect them with bridges. But they're still scared of what else will happen to them.
What else CATACLYSM will bring?
Serpent Disclipine - 6G
Creature - Snake Shaman (C)
Islandwalk
Annihilator 1
4/3
Stinky Highland
Land - Mountains (C)
~ enters the battlefield tapped.
When ~ enters the battlefield, add to your mana pool.
(: Add to your mana pool.)
Scaled Cloakmage 2U
Creature - Salamander Wizard C
0: Choose a creature type. Scaled Cloakmage becomes that creature type in addition to its other types.
"I say that the cataclysm has put my people in their rightful place, and that is everywhere."
2/2
Common 4/10
Fang-Tribe Scout 2B
Creature-Rat Scout (C)
Swampwalk
2/3