[QUOTE=PsyOp;/comments/8146841]Emergence, the second expansion in the Rammburg block.
The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Pipeworks Portalcrawler :4mana::symu:
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool. "Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G Creature - Elf Artificier (C) T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool. The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn. "The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt." - Yurbald the Bold, Resistance Leader
1/1
Smog ScuttlerB
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith2R Creature - Goblin Artificer(C) T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments. 2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip. The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek AssistanceW
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
Automated Assembler4
Artifact C
When Automated Assembler enters the battlefield, assemble a Contraption. 2, Sacrifice Automated Assember: Return target artifact from your graveyard to your hand. "Identity unknown. State your name and designation." —Hommburg 0001
Nectarfluid Beast 2GG
Creature - Beast (U)
Ecosystem (When this creature enters the battlefield, the next creature that enters the battlefield under your control enters the battlefield as a copy of this creature without ecosystem.)
When Nectarfluid Beast enters the battlefield, draw a card.
3/2
Toxic Smog (Uncommon 2/3) 2BB
Instant
Target creature gets -3/-3 until end of turn.
Sacrifice two lands: Return ~ from your graveyard to your hand. Use this ability only once each turn.
Metallurgist (Uncommon) 2U
Creature - Human Artificer
2/2 2U: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
Emergence, the second expansion in the Rammburg block.
The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Pipeworks Portalcrawler :4mana::symu:
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool. "Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G Creature - Elf Artificier (C) T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool. The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn. "The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt." - Yurbald the Bold, Resistance Leader
1/1
Smog ScuttlerB
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith2R Creature - Goblin Artificer(C) T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments. 2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip. The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek AssistanceW
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
Automated Assembler4
Artifact C
When Automated Assembler enters the battlefield, assemble a Contraption. 2, Sacrifice Automated Assember: Return target artifact from your graveyard to your hand. "Identity unknown. State your name and designation." —Hommburg 0001
Nectarfluid Beast 2GG
Creature - Beast (U)
Ecosystem (When this creature enters the battlefield, the next creature that enters the battlefield under your control enters the battlefield as a copy of this creature without ecosystem.)
When Nectarfluid Beast enters the battlefield, draw a card.
3/2
Toxic Smog (Uncommon 2/3) 2BB
Instant
Target creature gets -3/-3 until end of turn.
Sacrifice two lands: Return ~ from your graveyard to your hand. Use this ability only once each turn. Metallurgist (Uncommon) 2U
Creature - Human Artificer 2U: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
2/2
Rare: Scream of the Machines4UB
Enchantment
Each nonartifact or noncreature permanent you control becomes an artifact creature with power and toughness each equal to its converted mana cost.
Artifact creature lands you control get +0/+1 and are indestructible.
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Wisdom of the Ages
:2mana::symu:
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu GG
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Just note Gaea is a goddess/Spirit of the Earth kind of thing....and Urza is dead.
Anyway.... Ebonwing Feeder 3BB Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor2R
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn. The ages have not been kind to this once noble race.
2/2
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor2R
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn. The ages have not been kind to this once noble race.
2/2
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Scryb Emissaries2G
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card. Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Scryb Emissaries 2G
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card. Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Common 8/10
DementiaB
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Common 9/10
ShadetapB
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Scryb Emissaries
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Dementia
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Shadetap
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
Uncommon 1/3
Kavu Rampager4G
Creature- Kavu
Trample
Kavu Rampager has haste as long as you control a red permanent.
4/4
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Scryb Emissaries
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Dementia
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Shadetap
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
Uncommon 1/3
Kavu Rampager4G
Creature- Kavu
Trample
Kavu Rampager has haste as long as you control a red permanent.
4/4
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Scryb Emissaries
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Dementia
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Shadetap
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
Uncommon 1/3
Kavu Rampager4G
Creature- Kavu
Trample
Kavu Rampager has haste as long as you control a red permanent.
4/4
Returning Spark - 3BB Sorcery (U)
Choose one -- Return target creature card from your graveyard to the battlefield, or return target Planeswalker card from your graveyard to your hand.
Mythic 1/1
The Sylex of Golgothia3
Legendary Artifact X,t,, Sacrifice ~: Each player sacrifices all but X nonland permanents.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (UWB). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes (URG) in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the plane's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Mount [cost]” means “[Cost]: Attach this creature to target creature you control. Play this ability only any time you could play a sorcery."
When two creatures attached through Mount are damaged, their controller assigns damage.
Cards so Far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Common 2/10
Windwing TraineeG
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Windwing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1
Snowfall: Whenever a snow permanent enters the battlefield under your control (Something happens)
Common 3/10
Wind Cult WarriorUBW
Snow Creature- Human Cleric Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Windwing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1 Snowfall: Whenever a snow permanent enters the battlefield under your control (Something happens)
Common 3/10
Wind Cult WarriorUBW
Snow Creature- Human Cleric Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU Creature - Elemental Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Common 5/10
Jungle Springs GG
Sorcery
Gain 5 life. Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1
Snowfall: Whenever a snow permanent enters the battlefield under your control (Something happens)
Common 3/10
Wind Cult Warrior
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental -
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Common 5/10
Jungle Springs
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Common 6/10
Preempt
Instant
Destroy target untapped creature.
Bright Sunlight -
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat1G
Creature - Bat
Flying
1/1
Commons: 9/10 (you miscounted pstmdrn)
Manabound BeastRG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat1G
Creature - Bat
Flying
1/1
Manabound BeastRG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2 Frost-Bound Drake2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward ExpeditionUW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat1G
Creature - Bat
Flying
1/1
Manabound BeastRG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Frost-Bound Drake2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward ExpeditionUW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Uncommon 2/3:
Well of FlamesXR
Sorcery U
Well of Flames deals X damage to target creature. Snowfall— If you had a snow permanent enter the battlefield under your control this turn, Well of Flames deals X damage to each of two target creatures instead. Landfall— If you had a land enter the battlefield under your control this turn, Well of Flames can't be countered and the damage can't be prevented.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade2B Snow Creature - Shade(C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1. 2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat1G
Creature - Bat
Flying
1/1
Manabound BeastRG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Frost-Bound Drake2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward ExpeditionUW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Well of FlamesXR
Sorcery U
Well of Flames deals X damage to target creature. Snowfall— If you had a snow permanent enter the battlefield under your control this turn, Well of Flames deals X damage to each of two target creatures instead. Landfall— If you had a land enter the battlefield under your control this turn, Well of Flames can't be countered and the damage can't be prevented.
Mana Garden2G
Enchantment R
At the beginning of your upkeep, first main phase, and combat phase, add one mana of any color to your mana pool. "Gaze at the splendor before you, child, and know what Ithaqua would destroy." —Miaren, Tloacan shaman
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Common 1/10
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Common 2/10
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Common 3/10
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg: Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather ShieldW
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Private Mod Note
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The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool.
"Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer 1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G
Creature - Elf Artificier (C)
T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool.
The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn.
"The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt."
- Yurbald the Bold, Resistance Leader
1/1
Smog Scuttler B
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith 2R
Creature - Goblin Artificer (C)
T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments.
2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip.
The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek Assistance W
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
Automated Assembler 4
Artifact C
When Automated Assembler enters the battlefield, assemble a Contraption.
2, Sacrifice Automated Assember: Return target artifact from your graveyard to your hand.
"Identity unknown. State your name and designation." —Hommburg 0001
Nectarfluid Beast 2GG
Creature - Beast (U)
Ecosystem (When this creature enters the battlefield, the next creature that enters the battlefield under your control enters the battlefield as a copy of this creature without ecosystem.)
When Nectarfluid Beast enters the battlefield, draw a card.
3/2
Toxic Smog (Uncommon 2/3)
2BB
Instant
Target creature gets -3/-3 until end of turn.
Sacrifice two lands: Return ~ from your graveyard to your hand. Use this ability only once each turn.
Metallurgist (Uncommon)
2U
Creature - Human Artificer
2/2
2U: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool.
"Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer 1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G
Creature - Elf Artificier (C)
T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool.
The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn.
"The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt."
- Yurbald the Bold, Resistance Leader
1/1
Smog Scuttler B
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith 2R
Creature - Goblin Artificer (C)
T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments.
2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip.
The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek Assistance W
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
Automated Assembler 4
Artifact C
When Automated Assembler enters the battlefield, assemble a Contraption.
2, Sacrifice Automated Assember: Return target artifact from your graveyard to your hand.
"Identity unknown. State your name and designation." —Hommburg 0001
Nectarfluid Beast 2GG
Creature - Beast (U)
Ecosystem (When this creature enters the battlefield, the next creature that enters the battlefield under your control enters the battlefield as a copy of this creature without ecosystem.)
When Nectarfluid Beast enters the battlefield, draw a card.
3/2
Toxic Smog (Uncommon 2/3)
2BB
Instant
Target creature gets -3/-3 until end of turn.
Sacrifice two lands: Return ~ from your graveyard to your hand. Use this ability only once each turn.
Metallurgist (Uncommon)
2U
Creature - Human Artificer
2U: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
2/2
Rare:
Scream of the Machines 4UB
Enchantment
Each nonartifact or noncreature permanent you control becomes an artifact creature with power and toughness each equal to its converted mana cost.
Artifact creature lands you control get +0/+1 and are indestructible.
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
I'm a child playing an adult's card game.
Esper CONTROL: http://forums.mtgsalvation.com/showpost.php?p=10441008&postcount=239
I'm a Rules Advisor. Woo-hoo.
Gamer's Armory in Raleigh, NC. Best bad store ever.
2U
Sorcery
Draw a card for each color of mana spent to cast Wisdom of the Ages.
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Hybrid Kavu GG
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Wisdom of the Ages
:2mana::symu:
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu GG
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Just note Gaea is a goddess/Spirit of the Earth kind of thing....and Urza is dead.
Anyway....
Ebonwing Feeder 3BB
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor 2R
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
[Clan Flamingo]
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor 2R
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Common 6/10
Urborg Remnant 1UB
Creature - Metathran Zombie
Haste, flying
3/1
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Urborg Remnant
Creature - Metathran Zombie
Haste, flying
3/1
Common 7/10
Scryb Emissaries 2G
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
[Clan Flamingo]
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Urborg Remnant
Creature - Metathran Zombie
Haste, flying
3/1
Scryb Emissaries 2G
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Common 8/10
Dementia B
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Common 9/10
Shadetap B
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Urborg Remnant
Creature - Metathran Zombie
Haste, flying
3/1
Scryb Emissaries
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Dementia
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Shadetap
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
Uncommon 1/3
Kavu Rampager 4G
Creature- Kavu
Trample
Kavu Rampager has haste as long as you control a red permanent.
4/4
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Urborg Remnant
Creature - Metathran Zombie
Haste, flying
3/1
Scryb Emissaries
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Dementia
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Shadetap
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
Uncommon 1/3
Kavu Rampager 4G
Creature- Kavu
Trample
Kavu Rampager has haste as long as you control a red permanent.
4/4
Uncommon 2/3
Rogue Metathran R
Creature - Metathran Rebel
Haste
Echo 2BB
2/2
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Urborg Remnant
Creature - Metathran Zombie
Haste, flying
3/1
Scryb Emissaries
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
Dementia
Instant (C)
Target creature gets -1/-1 and lose all abilities until end of turn.
Shadetap
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+1 and has deathtouch.
When Shadetap is put into a graveyard from the battlefield, return Shadetap to its owner's hand.
Uncommon 1/3
Kavu Rampager 4G
Creature- Kavu
Trample
Kavu Rampager has haste as long as you control a red permanent.
4/4
Uncommon 2/3
Rogue Metathran R
Creature - Metathran Rebel
Haste
Echo 2BB
2/2
uncommon 3/3
Returning Spark - 3BB
Sorcery (U)
Choose one -- Return target creature card from your graveyard to the battlefield, or return target Planeswalker card from your graveyard to your hand.
Mythic 1/1
The Sylex of Golgothia 3
Legendary Artifact
X,t,, Sacrifice ~: Each player sacrifices all but X nonland permanents.
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (UWB). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes (URG) in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
[Clan Flamingo]
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the plane's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Mount [cost]” means “[Cost]: Attach this creature to target creature you control. Play this ability only any time you could play a sorcery."
When two creatures attached through Mount are damaged, their controller assigns damage.
Cards so Far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Common 2/10
Windwing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
[Clan Flamingo]
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Windwing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1
Common 3/10
Wind Cult Warrior UBW
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Windwing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1
Snowfall: Whenever a snow permanent enters the battlefield under your control (Something happens)
Common 3/10
Wind Cult Warrior UBW
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Common 5/10
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Common 6/10
Preempt 1B
Instant
Destroy target untapped creature.
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1
Snowfall: Whenever a snow permanent enters the battlefield under your control (Something happens)
Common 3/10
Wind Cult Warrior
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental -
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Common 5/10
Jungle Springs
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Common 6/10
Preempt
Instant
Destroy target untapped creature.
Bright Sunlight -
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
[Clan Flamingo]
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Preempt 1B
Instant
Destroy target untapped creature.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
Commons: 9/10 (you miscounted pstmdrn)
Manabound Beast RG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Preempt 1B
Instant
Destroy target untapped creature.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
Manabound Beast RG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Frost-Bound Drake 2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward Expedition UW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
I'm a child playing an adult's card game.
Esper CONTROL: http://forums.mtgsalvation.com/showpost.php?p=10441008&postcount=239
I'm a Rules Advisor. Woo-hoo.
Gamer's Armory in Raleigh, NC. Best bad store ever.
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Preempt 1B
Instant
Destroy target untapped creature.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
Manabound Beast RG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Frost-Bound Drake 2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward Expedition UW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Well of Flames XR
Sorcery U
Well of Flames deals X damage to target creature.
Snowfall — If you had a snow permanent enter the battlefield under your control this turn, Well of Flames deals X damage to each of two target creatures instead.
Landfall — If you had a land enter the battlefield under your control this turn, Well of Flames can't be countered and the damage can't be prevented.
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Preempt 1B
Instant
Destroy target untapped creature.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
Manabound Beast RG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Frost-Bound Drake 2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward Expedition UW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Well of Flames XR
Sorcery U
Well of Flames deals X damage to target creature.
Snowfall — If you had a snow permanent enter the battlefield under your control this turn, Well of Flames deals X damage to each of two target creatures instead.
Landfall — If you had a land enter the battlefield under your control this turn, Well of Flames can't be countered and the damage can't be prevented.
Overheat 3R
Sorcery (U)
Destory target snow permanent.
Enchantment R
At the beginning of your upkeep, first main phase, and combat phase, add one mana of any color to your mana pool.
"Gaze at the splendor before you, child, and know what Ithaqua would destroy." —Miaren, Tloacan shaman
Common 1/10
Camarindrik Stomper 3(B/G)
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Common 2/10
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Common 3/10
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg:
Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Razorfeather Shield W
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.