The second stop on our tour of the five demi-places of Fracture (Israfiel being the first) is the tropical URG paradise of Wujal [woo-juh-l]. A vast world of volcanic islands, crystal clear lagoons, expansive jungles and breathtaking scenery, Wujal is a world where civilization is an awestruck spectator to nature's wild glory.
Discovery is the name of the game on Wujal. Whether it be by exploring the countless uncharted wilds, understanding the various ecologies and natural inhabitants, or harnessing exhilarating new breeds of magic; everyone on Wujal is out to see something new. And it has plenty to offer.
In the centuries since Wujal split from its brother and sister planes, nature has progressed unrestrained. The primal force of red and green mana took the natural form of the plane and ran with it. Deep jungles grew thick and knotted. Volcanoes stood taller and became more unstable. Natural mana ties burst with new life and the living inhabitants became emboldened for it. Blue mana became the wild card on Wujal, its tenets of control and progress at war. Ultimately, control has taken a backseat for everything on Wujal is getting bigger and better.
The holdouts have been the Vedalken, whose natural state has always been of observation, understanding and control. Led by a cold and stern Highsage named Dewain, the Vedalken have consolidated their efforts in a campaign to fully bring Wujal under their thumb. They want to know its every corner, understand its every creature, harness its every power. They're making great strides, but they still have so much ground to cover, literally; Wujal's unmapped areas are large and numerous despite decades of exploration. As a result, the Vedalken know there's still so much they don't know, a frightening and frustrating concept to a race devoted to omniscience.
Of course, it's not their lack of prowess that's the issue here. Nature is just too big of a slippery fish on Wujal for the Vedalken to handle. Lands that have been cut back and explored to their fullest are overgrown and reborn with just a passing season. Green's regenerative and evolving nature combined with red's chaos and instability have proven a potent combination both with the world itself and with the lifeforms within. Animals develop new defenses against Vedalken herders and their cages, plants evolve to defend themselves to explorers' blades. It's one step forward and two steps back for the Vedalken, every species they think they've fully studied and understood will rapidly evolve in reaction to Vedalken study.
In a world where discovery and understanding are fleeting, the consistent response has been more aggressive discovery and study. And that's reflected in the demi-plane's mechanic.
Revelate N (When this card is put into the battlefield, exile the top N cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
With the appropriately-worded spell version:
Revelate N (When this spell resolves, exile the top N cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Playing with Wujal involves peeling back the unknown and seeing what you find. The mechanic is simple, but perfectly embodies what the world is all about: diving headfirst into the unknown and showing off what exciting new thing you've found.
Seeker of the Garnet Horizon1U
Creature — Human Wizard (C)
Revelate 2 (When this card is put into the battlefield, exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) Inspired by Wujal’s many natural wonders, wandering scholars migrate back to Aloomba to share their discoveries.
1/3
Brainchurn2RR
Enchantment (U)
Whenever you play a spell, put the cards from your hand on the bottom of your library in any order and draw two cards. The goblin mind races with each new sensation, every feeling washing through like a violent eddy ripping through the sea.
Outgrow Cages3G
Instant (C)
Put two +1/+1 counters on target creature.
Revelate 2 (When this spell resolves, exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Aljira, Wujal Sovereign2URG
Legendary Creature — Elemental (M)
Whenever a card in your library is put anywhere other than your hand, creatures you control get +1/+1 and gain flying until end of turn.
Revelate 3 (When this card is put into the battlefield, exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/5
Cleanse the Mind8UU
Sorcery (R)
Shuffle your hand, graveyard and all permanents you own into your library and draw seven cards.
Revelate 6 (When this spell resolves, exile the top six cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Wujal CharmURG
Instant (U)
Choose one — Gain control of target creature with power 3 or less; or Wujal Charm deals 2 damage to each creature; or each creature gets +2/+2 until end of turn. Wujal is a world where morality and greed have given way for discovery and control.
Reach Through Eternity4UURG
Sorcery (M)
Search your library for any number of cards, then shuffle your library and put those cards on top in any order. As Vedalken researchers quantify more and more of Wujal, for some time itself has become the true undiscovered frontier.
Join me next time when I'll explore just how Wujal takes advantage of all these discoveries and a closer look at the tension between wild freedom and academic scrutiny.
I instinctively want revelate to be a keyword action on the order of scry and fateseal. Of course, this would mean sacrificing a bit in terms of concision by having to write "When this creature enters the battlefield, revelate X", but it would open up design space for activated and triggered revelate abilities.
I also feel like Wujal Charm's first mode might be too powerful, purely because it's instant-speed, permanent control-gaining.
Reach Through Eternity is impossible to evaluate - how does one cost "reorder your library as you choose"? - but I love it still. Especially for the flavor text.
I instinctively want revelate to be a keyword action on the order of scry and fateseal. Of course, this would mean sacrificing a bit in terms of concision by having to write "When this creature enters the battlefield, revelate X", but it would open up design space for activated and triggered revelate abilities.
That is a ridiculously fantastic idea!
I also feel like Wujal Charm's first mode might be too powerful, purely because it's instant-speed, permanent control-gaining.
3 or less?
Reach Through Eternity is impossible to evaluate - how does one cost "reorder your library as you choose"? - but I love it still. Especially for the flavor text.
The card is interesting in that the effect seems incredibly powerful at first glance, but I'm not so sure it is in practical terms. Stacking your deck is, I think, an effect deserving of a high cost and mythic status, but I don't think it's overly powerful on its own. It's slow, and doesn't effect board position in the least. Is improved quality of draws worth it? Still a crazy Johnny card worth slipping in the set, though.
The card is interesting in that the effect seems incredibly powerful at first glance, but I'm not so sure it is in practical terms. Stacking your deck is, I think, an effect deserving of a high cost and mythic status, but I don't think it's overly powerful on its own. It's slow, and doesn't effect board position in the least. Is improved quality of draws worth it? Still a crazy Johnny card worth slipping in the set, though.
Are you not concerned with the word templating not being up to date? If you'd like, I can fix it for you.
Thank you, but it's not overly necessary. I know it makes everything look odd when I mix old and new templating and terminology (my cards: only place you can see 'exile' and 'comes into play' in the same box), but I've never been concerned about it. I mostly do this for me and I'm happy as long as I understand the card, precise templating has never been my forte. But if you want to clean stuff up, be my guest.
The key thing about revelate as an ability is that it gives you immediate access to more cards. It essentially grants you a larger, if fleeting, hand. But if you don't seize the opportunity when you discover something great, the moment is lost. Luckily, Wujal is a world of not just discovery, but also bountiful resources. Green likes steady growth, red likes bombastic leaps and blue favors calculated progress. The three together provide a Wujal mage with a vast array of options for taking advantages of momentary revelations.
The blue side of Wujal is focused on controlling what you have, and using opposing resources to your advantage.
Duplicate Results1UU
Sorcery (U)
Reveal your hand and put into play from it all artifact, creature and land cards that share a name with a permanent in play.
Revelate 3 (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Parcel and Conquer3UU
Enchantment (R)
Whenever a nonland permanent you don’t control is tapped for mana, gain control of it unless its controller pays 1. The Vedalken paid special interest in wildlife and relics that exhibited a connection to Wujal’s natural mana cycles, believing them to be the key to understanding the demi-plane itself.
Scout the Unknown1U
Sorcery (C)
Search target opponent’s library for a land card and put it into play tapped under your control. Shuffle that library afterward. “The greatest worlds left to discover lie in the minds of our enemies.” -Audrid Tigan
Red is still its usual tempestuous self.
Firesong Leech1R
Creature — Leech (U)
Whenever an opponent adds R to his or her mana pool, add R to your mana pool. As Seisia’s many volcanic crevasses purge themselves in rhythmic fire and stone, the leeches respond with similar bursts of light and mana, a rumbling song in concert with nature itself.
1/1
Swelling Spout2R
Instant (U)
Add URR or RRG to your mana pool.
Draw a card.
And Wujal's green relies on its usual tricks to force the growth of your mana ties, including two apt reprints.
ExplorationG
Enchantment (R)
You may play an additional land each of your turns. Malandan youth that choose the nomadic path and set out to traverse Wujal’s untouched wilds return with a deeper connection to nature. If they return at all.
Grand Discovery1G
Sorcery (U)
Put up to two basic lands cards in your hand into play. “I followed the river through dense groves until I found it, the mythical Napra’Nun of the fae. There lies secrets and power beyond imagining.” -Gautra, Garnet voyager
Leafmaster Apprentice1G
Creature — Human Druid (U)
T: Add U, R or G to your mana pool. “Through flood and fire the forest has survived and grown stronger. And that resilience is not something Aloomba can study and quantify in even a century of observation. For all their intelligence, they lack the perception to truly understand nature.”
1/1
Scouting Trek1G
Sorcery (R)
Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it.
The denizens of Wujal have developed and perfected many different ways to harness what the demi-plane has to offer. If there's a way to access more mana, Wujal has toyed with it. The Vedalken use experimentation and control to augment their available resources. The human explorers scout the vast wilds for new lands to connect to. The centaurs and fae of the deep jungles commune with nature itself. Even the simple-minded goblins and non-sentient life of Wujal amplify the natural flow of mana on the plane. But one sect of centaurs have broken off from the patient and understanding mainstream of centaur society. This splinter group has taken a hardline approach to those they consider defiling Gaea's paradise and they have adopted extreme measures to strongarm their message to Wujal's other societies. Instigated by the protective frustration of one shaman, these centaurs have become a rampaging danger to any who cross their path. And if you take one step into Wujal's unmapped regions, you've crossed in to the territory of Nature's Fangs.
Secrets of Galyod1URG
Enchantment (R)
If you control an Island, a Mountain and a Forest, you may discard two cards rather than pay the mana costs of blue spells, red spells and/or green spells you cast.
The territory held by the Gaelydon terrorists encompasses a great deal of the great Malandan jungle including towering inland volcanoes as well as a great swell of coastal shallows and archipelagos. As their message to outsiders becomes more and more aggressively delivered, the Gaelydons have become a priority target for the Vedalken overseers in Aloomba. The terrain advantage the Gaelydons have has thus far kept hostilities brief, but the tension is always simmering and neither group is going to be able to further their agenda until the other is out of the picture so a full scale conflict is inevitable.
Next time we'll look closer at everyone else in Wujal. From the goblin toadies of the Vedalken, to the reclusive and mystical fae, to the peaceful and sage centaurs to the radical humans who have gone to extreme lengths to outdo the Vedalken at their own game.
Æther Razer :3mana::symu:
Creature — Vedalken Wizard (U)
:2mana::symr:, :symtap:: Reveal a noncreature card from your hand. You may play that card until end of turn without paying its mana cost. If you do, discard your hand at end of turn.
2/2
Aloomban Stormshaper :4mana::symu:
Creature — Vedalken Wizard (U)
Cycling :2mana::symu::symu: (:2mana::symu::symu:, Discard this card: Draw a card.)
Whenever you cycle Aloomban Stormshaper, tap all lands target player controls.
2/3
Audrid Tigan :2mana::symu::symu:
Planeswalker — Audrid (M)
+0: Draw a card for each loyalty counter on Audrid Tigan.
+1: Permanents you control gain hexproof until the beginning of your next upkeep.
-2: Put a permanent card from your hand into play if it shares a name with another permanent.
-6: You get an emblem with “Play with the top card of your library revealed. You may play the top card of your library without paying its mana cost.”
[2]
Augur of the Air :2mana::symu:
Creature — Human Elemental Wizard (U)
When Augur of the Air enters the battlefield, revelate 4. (Exile the top four cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Spells cost you less to play.
1/2
Bellenden Tides :1mana::symu:
Enchantment (U)
Tap two untapped lands you control: Untap target land. “The sea reveals almost as many mysteries as it conceals. Learn the language of the tides and its counsel will be yours.” -Bellenden elementalists’ creed
Biochromatic Argonaut :3mana::symu:
Creature — Octopus (U)
:0mana:: Biochromatic Argonaut becomes the color of your choice until end of turn. The argonaut flashes in hues unseen across the rest of Wujal, a primal memory of things lost to time and memory.
3/3
Biomantic Control :4mana::symu::symu:
Sorcery (C)
Biomantic Control costs 1 less to play for each spell you played this turn.
Gain control of target creature. “With each breakthrough, we come one step closer to finally bringing the wilds of Wujal under our control.” -Highsage Dewain
Cleanse the Mind :8mana::symu::symu:
Sorcery (R)
Shuffle your hand, graveyard and all permanents you own into your library and draw seven cards.
Revelate 6. (Exile the top six cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Curiosity
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card. The Vedalken mind is always analyzing and observing the world around it, Vedalken magic merely enhances their natural state.
Duplicate Results :1mana::symu::symu:
Sorcery (U)
Reveal your hand and put into play from it all artifact, creature and land cards that share a name with a permanent in play.
Revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Eternity’s Herald
Creature — Vedalken Wizard (C)
:2mana::symu:, :symtap:, Sacrifice a blue creature, a red creature, and a green creature: Search your library for a card named Reach Through Eternity and cast it without paying its mana cost. Then shuffle your library.
1/1
Highsage Dewain :2mana::symu::symu::symu:
Legendary Creature — Vedalken Wizard (M)
:symu::symr::symg:: Scry 2 then reveal the top card of your library. If it’s a creature card, you may put it into play. Otherwise, put it into your hand. (To scry :2mana:, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
2/5
Imperial Cormorant :4mana::symu:
Creature — Bird (U)
Flying
Imperial Cormorant gets +2/+2 as long as the total converted mana cost of spells you played this turn is eight or more.
3/3
Lose Interest :2mana::symu:
Instant (C)
Counter target spell unless its controller pays 2.
Cycling (:symu:, Discard this card: Draw a card.)
Man-o’-War :2mana::symu:
Creature — Jellyfish (C)
When Man-o’-War comes into play, return target creature to its owner’s hand. On any other world; a passive irritation. On Wujal; a deadly threat.
2/2
Optimize :3mana::symu:
Enchantment (R)
Cards in each player’s hand have “Cycling :1mana::symu: (:1mana::symu:, Discard this card: Draw a card.)”. “No experiment is ever a failure when it lights the passage to true understanding.” -Highsage Dewain
Parcel and Conquer :3mana::symu::symu:
Enchantment (R)
Whenever a nonland permanent you don’t control is tapped for mana, gain control of it unless its controller pays 1. The Vedalken paid special interest in wildlife and relics that exhibited a connection to Wujal’s natural mana cycles, believing them to be the key to understanding the demi-plane itself.
Resounding Success :3mana::symu::symu::symu:
Instant (R)
Draw three cards.
Cycling :5mana::symu::symr::symg: (:5mana::symu::symr::symg:, Discard this card: Draw a card.)
When you cycle Resounding Success, scry 6 and then draw three cards. (To scry :6mana:, look at the top six cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Rorqual Behemoth :6mana::symu::symu:
Creature — Whale (R)
When Rorqual Behemoth comes into play, until end of turn whenever an Island is tapped for mana, add to your mana pool.
:3mana::symu::symu:: Return Rorqual Behemoth to its owner’s hand.
7/5
Scattersheen Wyvern :2mana::symu:
Creature — Drake (C)
Flying
Whenever you cast a spell, you may return Scattersheen Wyvern to its owner’s hand. It’s gleaming scales refract both light and mana, stunning predator and mage alike and allowing the drake its escape.
1/3
Scholarly Retainer :2mana::symu:
Instant (C)
Return target creature you control to its owner’s hand.
Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Scout the Unknown :1mana::symu:
Sorcery (C)
Search target opponent’s library for a land card and put it into play tapped under your control. Shuffle that library afterward. “The greatest worlds left to discover lie in the minds of our enemies.” -Audrid Tigan
Seeker of the Garnet Horizon :1mana::symu:
Creature — Human Wizard (C)
When Seeker of the Garnet Horizon enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) Inspired by Wujal’s many natural wonders, wandering scholars migrate back to Aloomba to share their discoveries.
1/3
Tidepool Gazer :symu::symu:
Creature — Human Elemental Wizard (R)
Flash
As you cast Tidepool Gazer, counter target spell. Add that spell’s mana cost to your mana pool.
2/1
Tigress Shark :3mana::symu:
Creature — Fish (C)
Islandwalk
Cycling (:symu:, Discard this card: Draw a card.)
3/2
Vedalken Beastwalker :4mana::symu:
Creature — Vedalken Warrior (C)
:1mana::symg:: Vedalken Beastwalker gets +3/+3 until end of turn. Play this ability only once each turn. Tasked with tending Aloomba’s many wildlife preserves, the beastwalkers’ diminished contact with civilization caused them to adapt to a more primal state of being.
3/3
Vision of Possibility
Instant (U)
Target land’s type becomes the basic land type of your choice until end of turn.
Draw a card.
Warder of Garnet Horizon :1mana::symu::symu:
Creature — Vedalken Wizard (R)
:3mana::symu::symu:, :symtap:: Reveal the top five cards of your library and put any number of creature cards revealed this way into your hand. Put the rest on the bottom of your library in any order.
1/3
Wujal Archmage :2mana::symu:
Creature — Human Wizard (U)
:2mana::symr:, :symtap:: Spells you play can’t be countered by spells or abilities this turn.
:2mana::symg:, :symtap:: You may play any number of land cards this turn. “No world left undiscovered, no emotion left unexpressed.”
2/2
Brainchurn :2mana::symr::symr:
Enchantment (U)
Whenever you cast a spell, put the cards from your hand on the bottom of your library in any order and draw two cards. The goblin mind races with each new sensation, every feeling washing through like a violent eddy ripping through the sea.
Bufotoxic Visions
Sorcery (R)
Draw two cards.
At end of turn, discard three cards at random. “The goblins partake in a sacred rite they call ‘The Sublime Tasting’. The obvious loss of control it brings is undesirable, but the potential for mental revelation is appealing.” -research notes
Clever Ætherscout :2mana::symr::symr:
Creature — Goblin Warrior (C)
Whenever you cast a spell, Clever Ætherscout gets +2/+0 until end of turn. “The mana ties of Wujal have interesting properties. As they’re utilized to cast spells, they create aetheric ripples that intrepid goblins have begun using to propel surprise attacks.” -research notes
2/2
Command the Skies :5mana::symr:
Sorcery (C)
Command the Skies costs 1 less to play for each spell you cast this turn.
Command the Skies deals 4 damage divided as you choose amongst any number of target creatures and/or players.
Feral Capra :2mana::symr::symr:
Creature — Goat (C)
Mountainwalk
Cycling (:symr:, Discard this card: Draw a card.)
3/3
Firesong Leech :1mana::symr:
Creature — Leech (U)
Whenever an opponent adds to his or her mana pool, add to your mana pool. As Seisia’s many volcanic crevasses purge themselves in rhythmic fire and stone, the leeches respond with similar bursts of light and mana, a rumbling song in concert with nature itself.
1/1
Follow Predominance :1mana::symr:
Sorcery (U)
Creatures you control can’t be blocked until end of turn if you cast three or more spells this turn.
Hard Tidings :1mana::symr:
Sorcery (C)
Hard Tidings deals 2 damage to target creature or player.
Revelate 1. (Exile the top one card of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Mad Stormcaller :symr::symr:
Creature — Goblin Shaman (R)
Flash
When Mad Stormcaller comes into play, it deals damage to target opponent equal to the number of spells cast this turn.
2/1
Pyromage Mentor :1mana::symr::symr:
Creature — Human Shaman (R)
Whenever you cast a spell, Pyromage Mentor deals 1 damage to target creature.
:1mana:, :symtap:: Add to your mana pool.
2/2
Reclusive Cassowary :3mana::symr:
Creature — Bird (U)
Whenever you cast a spell, return Reclusive Cassowary to its owner’s hand. “Its talons are capable of shredding any hunter and yet it retreats at the faintest sign of pursuit. That must be why it’s one of the few species to escape the Vedalken’s dangerous grasp.” -Harthrid, Gaelydon outrider
5/3
Ringed Goanna
Creature — Lizard (C)
Cycling (:symr:, Discard this card: Draw a card.)
1/1
Seisian Runner :3mana::symr:
Creature — Goblin Rogue (C)
Haste
Cycling 2 (:2mana:, Discard this card: Draw a card.) “Of course they can run, the constant volcanic upheaval in Seisia consumes the slow and unwary.” -Vetris, Vedalken analyst
3/2
Slumbering Dreadwing :1mana::symr::symr:
Enchantment (R)
Whenever you cast four or more spells in a turn, Slumbering Dreadwing becomes an 8/8 Dragon creature with flying and trample until end of turn.
Swelling Spout :2mana::symr:
Instant (U)
Add :symu::symr::symr: or :symr::symr::symg: to your mana pool.
Draw a card.
Transcend Flesh
Enchantment — Aura (C)
Enchant creature
Enchanted creature is a 3/1 Elemental with first strike. “There are senses beyond what our bodies can perceive. If we must cast off these soft shells to experience the world beyond this mortal coil, then so be it.” -Arburest, volcanic elder
Unbridled Beholder :2mana::symr:
Creature — Human Elemental Shaman (U)
Whenever you cast a spell, you may put a +1/+1 counter on Unbridled Beholder.
:2mana::symr:, Remove all +1/+1 counters from Unbridled Beholder: Add :symr:, or to your mana pool for each counter removed this way.
1/1
Volcanic Elder :2mana::symr::symr:
Creature — Elemental (R)
At end of turn, if you cast three or more spells this turn, Volcanic Elder deals 3 damage to target creature or player.
When Volcanic Elder enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/2
Anthracotherium :4mana::symg:
Creature — Hippo (C)
Islandwalk
Cycling (:symg:, Discard this card: Draw a card.)
3/3
Barkreader Proctor :1mana::symg:
Creature — Human Druid (C)
:symtap:: Add to your mana pool.
Whenever you cast a spell, untap Barkreader Proctor. “I once taught students in Aloomba to understand our world, now I teach those same lessons in a vibrant new context.”
1/1
Beastmiter Teachings :2mana::symg::symg:
Enchantment (U)
Whenever you cast a creature spell, you may put a 3/3 green Beast creature token into play. The call of the wild rarely goes unanswered.
Cycadic Storyteller :5mana::symg::symg::symg:
Creature — Elemental (R)
Whenever you cast a spell, you may put a +1/+1 counter on target creature.
When Cycadic Storyteller enters the battlefield, revelate 5. (Exile the top five cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
6/5
Dreams of Napra'Nun
Enchantment — Aura (C)
Enchant land
Whenever enchanted land is tapped for mana, you may add or to your mana pool.
Exploration
Enchantment (R)
You may play an additional land each of your turns. Malandan youth that choose the nomadic path and set out to traverse Wujal’s untouched wilds return with a deeper connection to nature. If they return at all.
Forcemage Mentor :1mana::symg::symg:
Creature — Centaur Shaman (R)
Whenever you cast a spell, target creature gets +2/+2 until end of turn.
:1mana:, :symtap:: Add :1mana::symg: to your mana pool.
2/2
Grand Discovery :1mana::symg:
Sorcery (U)
Put up to two basic lands cards in your hand into play. “I followed the river through dense groves until I found it, the mythical Napra’Nun of the fae. There lies secrets and power beyond imagining.” -Gautra, Garnet voyager
Harbinger of the Wilds :3mana::symg::symg::symg:
Creature — Elemental (R)
Any player may cast creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash.
4/5
Invocation to Gaea
Sorcery (U)
If you cast a creature spell this turn, put a 3/3 green Beast creature token into play.
Cycling 2 (:2mana:, Discard this card: Draw a card.)
Leafmaster Apprentice :1mana::symg:
Creature — Human Druid (U)
:symtap:: Add :symu:, or to your mana pool. “Through flood and fire the forest has survived and grown stronger. And that resilience is not something Aloomba can study and quantify in even a century of observation. For all their intelligence, they lack the perception to truly understand nature.”
1/1
Lowland Dodger :1mana::symg:
Creature — Mongoose (C)
Flash; shroud “Malandan lore indicates the dodgers are immune to the various toxins and poisons found in the wilds of Wujal. Dewain is interested in further study, but our parties have been unable to capture a single specimen.” -Sydrallus, Aloomba procurer
2/1
Outgrow Cages :3mana::symg:
Instant (C)
Put two +1/+1 counters on target creature.
Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Revered Earthseeder :2mana::symg::symg:
Creature — Centaur Monk (U)
At end of turn, draw a card if the total converted mana cost of spells you cast this turn is eight or more. “The earth nourishes us, supplies us with life’s blessings, and one day when our blessings end, we will return to the earth and nourish it in repayment.”
2/4
Ridgeback Elseya :2mana::symg:
Creature — Turtle (U)
Defender
Whenever you cast a spell with a converted mana cost of five or more, Ridgeback Elseya loses defender until end of turn.
2/4
Rootrunner Wurm :7mana::symg:
Creature — Wurm (C)
Trample
Rootrunner Wurm costs 1 less to play for each spell you cast this turn. The Vedalken beastwarders thought their numbers enabled them to draw the wurm out and capture it, the wurm thought only of its four light snacks.
6/5
Scouting Trek :1mana::symg:
Sorcery (R)
Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it.
Tame the Wilds :3mana::symg:
Sorcery (C)
Search your library for a card with a basic land type, reveal it and put it into your hand. Shuffle your library afterward.
Draw a card.
Gaelydon Outrider :2mana::symr::symg:
Creature — Centaur Warrior (U)
Whenever Gaelydon Outrider attacks, it gets +3/+3 until end of turn.
When Gaelydon Outrider enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/3
Garnet Toady :symr::symg:
Creature — Goblin Shaman (C)
When Garnet Toady enters the battlefield, destroy target artifact or enchantment. “‘Fetch the thrombic cannula, Greep’, ‘Pass the diaphanic dermatone, Greep’. Let’s see how he likes his shinies in pieces.”
2/2
Master of Beasts :3mana::symr::symg:
Creature — Elemental (R)
Trample
At end of turn, if you cast three or more spells with a converted mana cost of five or more, put three 6/6 red and green Beast tokens onto the battlefield.
5/4
Echo Into Infinity :symx::symu::symr:
Instant (R)
Put X copies of target sorcery or instant spell onto the stack. You may choose new targets for the copies. “I used to find the goblins’ propensity toward repeating the same thing ad nauseum an annoyance. But now I see their fixation on repetition has its uses.” --Taraneille of Blencoe
Guardian of Scornful Winds :2mana::symu::symr:
Creature — Goblin Elemental Wizard (C)
Whenever you cast a spell, tap target creature. Storms are like the goblins themselves: wild, unpredictable and unthinkingly devastating.
3/1
Protemporeon :symu::symr:
Creature — Human Elemental Wizard (U)
Haste
At end of turn, return Protemporeon to its owner’s hand.
When Protemporeon enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
2/1
Endocerid Lasher :3mana::symg::symu:
Creature — Nautilus (U)
Flash
:2mana:: Target creature blocking or blocked by Endocerid Lasher this turn gets -2/-0 until end of turn and Endocerid Lasher gets -1/+1 until end of turn.
2/4
Fortune's Fading :3mana::symg::symu:
Sorcery (R)
Put a target artifact, creature, land and enchantment on top of their owners’ libraries in any order. “A single breach of security and we lost all of our test subjects from group F along with the facility itself. Dewain will not look favorably on our failure.”
Herald of Tomorrow :symg::symu:
Creature — Faerie Rogue (C)
Flying
Return a creature you control to its owner’s hand: Untap target land.
1/1
Timebaste Savant :1mana::symg::symu:
Creature — Centaur Wizard (C)
Whenever you cast a spell with a converted mana cost of five or more, you may untap target creature or land. Time is an obstacle moved by force like any other.
1/3
Aljira, Wujal Sovereign :2mana::symu::symr::symg:
Legendary Creature — Elemental (M)
Whenever a card in your library is put anywhere other than your hand, creatures you control get +1/+1 and gain flying until end of turn.
When Aljira, Wujal Sovereign becomes tapped, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/5
Learner of the Winds :symu::symr::symg:
Creature — Human Elemental Wizard (C)
Whenever you cast a spell, you may untap up to two basic lands you control. Some students grew impatient with the scholarly path and sought bold new ways to educate themselves about their chosen element. The boldest of all was bonding with the elements and experiencing firsthand the sensations of nature.
2/3
Malandan Protector :1mana::symu::symr::symg:
Creature — Centaur Rogue (U)
Flash; first strike “Aloomba sends wave upon wave of its emissaries to study Malanda and our way of life. When they began, they were sent back home in one piece. We’re no longer inclined to treat them so gently.”
4/4
Reach Through Eternity :4mana::symu::symu::symr::symg:
Sorcery (M)
Search your library for any number of cards, then shuffle your library and put those cards on top in any order. As Vedalken researchers quantify more and more of Wujal, for some time itself has become the true undiscovered frontier.
Reefworm of Bellenden :1mana::symu::symr::symg:
Creature — Worm (R)
Flash
At the beginning of your upkeep, sacrifice a land or sacrifice Reefworm of Bellenden.
Whenever a land dies, put two +1/+1 counters on Reefworm of Bellenden.
3/3
Secrets of Galyod :1mana::symu::symr::symg:
Enchantment (R)
If you control an Island, a Mountain and a Forest, you may discard two cards rather than pay the mana costs of blue spells, red spells and/or green spells you cast.
Wujal Charm :symu::symr::symg:
Instant (U)
Choose one — Gain control of target creature with power 3 or less; or Wujal Charm deals 2 damage to each creature; or each creature gets +2/+2 until end of turn. Wujal is a world where morality and greed have given way for discovery and control.
Coruscate Wings
Artifact — Equipment (U)
Whenever you cast a spell, equipped creature gets +2/+0 and gains flying, first strike and shroud until end of turn.
Equip 2
Garnet Treasury
Artifact (R)
Whenever a card you own is exiled, you may pay URG. If you do, shuffle that card into your library at end of turn if it’s still exiled.
Horn of Greed
Artifact (R)
Whenever a player plays a land, that player draws a card. “All across Malanda, we hear them. Parties of Aloomban explorers calling out to each other as they trample the delicate balance of the forest. They seek to know the unknown, but all they will learn is that Gaia suffers no unwanted visitors.” -Megaera, nature’s fang
Lapis Crucifer
Artifact (C)
:1mana:, :symtap:: Add one mana of any color to your mana pool. Though they lack any formal spiritual organization, the radical elementalists of Blencoe do not lack for articles of worship.
Obelisk of Wujal
Artifact (U)
:symtap:: Add :symu:, or to your mana pool. Though overcome by nature’s strangling grip, the obelisks of Wujal thrum with the promise of power that existed long before the world was reclaimed by Gaia.
Pyxis of Inspiration
Artifact (U)
Spells cost 1 less to cast. The Vedalken allow few objects of purely aesthetic worth, preferring to conserve space in Garnet Academy’s halls only for works of academic utility. But they make special exceptions for the pyxides, whose ornate patterns are believed to be sources of mythical exaltation.
Aloomba, the Garnet Horizon
Legendary Land (R)
:symtap:: Add 1 to your mana pool.
:symu::symr::symg:, Reveal Aloomba, the Garnet Horizon from your hand: Put an artifact, creature or land card from your hand onto the battlefield.
Elementalist's Paradise
Land (R)
:2mana:, :symtap:: Add :symu:, or to your mana pool equal to the number of spells you cast this turn.
When Elementalist’s Paradise enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Forgotten Depths
Land (U)
:symtap:: Add to your mana pool.
During your turn, if Forgotten Depths is in your hand or exiled, you may pay 1. If you do, put it onto the battlefield tapped.
Lost Caverns
Land (U)
:symtap:: Add to your mana pool.
During your turn, if Lost Caverns is in your hand or exiled, you may pay 1. If you do, put it onto the battlefield tapped.
Remote College
Land (U)
Remote College enters the battlefield tapped.
:symtap:: Add :symu:, or to your mana pool. “We must seek our own paths to understanding, not be held tight to the confining doctrine of Aloomba and cold, dispassionate views of the Vedalken.” -Taraneille of Blencoe
Untouched Rainforest
Land (U)
:symtap:: Add to your mana pool.
During your turn, if Untouched Rainforest is in your hand or exiled, you may pay 1. If you do, put it onto the battlefield tapped.
Wujal Panorama
Land (C)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:, Sacrifice Wujal Panorama: Search your library for a basic Island, Mountain or Forest card and put it onto the battlefield tapped. Then shuffle your library. Wujal is a cartographer’s greatest challenge: explored for centuries with no end in sight to its skyscraping peaks, lush rainforests or vast oceans.
I may have to come back after work to clean up some html, but the set is here.
Discovery is the name of the game on Wujal. Whether it be by exploring the countless uncharted wilds, understanding the various ecologies and natural inhabitants, or harnessing exhilarating new breeds of magic; everyone on Wujal is out to see something new. And it has plenty to offer.
In the centuries since Wujal split from its brother and sister planes, nature has progressed unrestrained. The primal force of red and green mana took the natural form of the plane and ran with it. Deep jungles grew thick and knotted. Volcanoes stood taller and became more unstable. Natural mana ties burst with new life and the living inhabitants became emboldened for it. Blue mana became the wild card on Wujal, its tenets of control and progress at war. Ultimately, control has taken a backseat for everything on Wujal is getting bigger and better.
The holdouts have been the Vedalken, whose natural state has always been of observation, understanding and control. Led by a cold and stern Highsage named Dewain, the Vedalken have consolidated their efforts in a campaign to fully bring Wujal under their thumb. They want to know its every corner, understand its every creature, harness its every power. They're making great strides, but they still have so much ground to cover, literally; Wujal's unmapped areas are large and numerous despite decades of exploration. As a result, the Vedalken know there's still so much they don't know, a frightening and frustrating concept to a race devoted to omniscience.
Of course, it's not their lack of prowess that's the issue here. Nature is just too big of a slippery fish on Wujal for the Vedalken to handle. Lands that have been cut back and explored to their fullest are overgrown and reborn with just a passing season. Green's regenerative and evolving nature combined with red's chaos and instability have proven a potent combination both with the world itself and with the lifeforms within. Animals develop new defenses against Vedalken herders and their cages, plants evolve to defend themselves to explorers' blades. It's one step forward and two steps back for the Vedalken, every species they think they've fully studied and understood will rapidly evolve in reaction to Vedalken study.
In a world where discovery and understanding are fleeting, the consistent response has been more aggressive discovery and study. And that's reflected in the demi-plane's mechanic.
Revelate N (When this card is put into the battlefield, exile the top N cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
With the appropriately-worded spell version:
Revelate N (When this spell resolves, exile the top N cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Playing with Wujal involves peeling back the unknown and seeing what you find. The mechanic is simple, but perfectly embodies what the world is all about: diving headfirst into the unknown and showing off what exciting new thing you've found.
Seeker of the Garnet Horizon 1U
Creature — Human Wizard (C)
Revelate 2 (When this card is put into the battlefield, exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Inspired by Wujal’s many natural wonders, wandering scholars migrate back to Aloomba to share their discoveries.
1/3
Brainchurn 2RR
Enchantment (U)
Whenever you play a spell, put the cards from your hand on the bottom of your library in any order and draw two cards.
The goblin mind races with each new sensation, every feeling washing through like a violent eddy ripping through the sea.
Outgrow Cages 3G
Instant (C)
Put two +1/+1 counters on target creature.
Revelate 2 (When this spell resolves, exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Aljira, Wujal Sovereign 2URG
Legendary Creature — Elemental (M)
Whenever a card in your library is put anywhere other than your hand, creatures you control get +1/+1 and gain flying until end of turn.
Revelate 3 (When this card is put into the battlefield, exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/5
Cleanse the Mind 8UU
Sorcery (R)
Shuffle your hand, graveyard and all permanents you own into your library and draw seven cards.
Revelate 6 (When this spell resolves, exile the top six cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Wujal Charm URG
Instant (U)
Choose one — Gain control of target creature with power 3 or less; or Wujal Charm deals 2 damage to each creature; or each creature gets +2/+2 until end of turn.
Wujal is a world where morality and greed have given way for discovery and control.
Reach Through Eternity 4UURG
Sorcery (M)
Search your library for any number of cards, then shuffle your library and put those cards on top in any order.
As Vedalken researchers quantify more and more of Wujal, for some time itself has become the true undiscovered frontier.
Join me next time when I'll explore just how Wujal takes advantage of all these discoveries and a closer look at the tension between wild freedom and academic scrutiny.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
I also feel like Wujal Charm's first mode might be too powerful, purely because it's instant-speed, permanent control-gaining.
Reach Through Eternity is impossible to evaluate - how does one cost "reorder your library as you choose"? - but I love it still. Especially for the flavor text.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That is a ridiculously fantastic idea!
3 or less?
The card is interesting in that the effect seems incredibly powerful at first glance, but I'm not so sure it is in practical terms. Stacking your deck is, I think, an effect deserving of a high cost and mythic status, but I don't think it's overly powerful on its own. It's slow, and doesn't effect board position in the least. Is improved quality of draws worth it? Still a crazy Johnny card worth slipping in the set, though.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Thank you!
That would make me feel much better about it.
All of that is absolutely true.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
Can't wait for the BWG Shard...
Thank you, but it's not overly necessary. I know it makes everything look odd when I mix old and new templating and terminology (my cards: only place you can see 'exile' and 'comes into play' in the same box), but I've never been concerned about it. I mostly do this for me and I'm happy as long as I understand the card, precise templating has never been my forte. But if you want to clean stuff up, be my guest.
The key thing about revelate as an ability is that it gives you immediate access to more cards. It essentially grants you a larger, if fleeting, hand. But if you don't seize the opportunity when you discover something great, the moment is lost. Luckily, Wujal is a world of not just discovery, but also bountiful resources. Green likes steady growth, red likes bombastic leaps and blue favors calculated progress. The three together provide a Wujal mage with a vast array of options for taking advantages of momentary revelations.
The blue side of Wujal is focused on controlling what you have, and using opposing resources to your advantage.
Duplicate Results 1UU
Sorcery (U)
Reveal your hand and put into play from it all artifact, creature and land cards that share a name with a permanent in play.
Revelate 3 (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Parcel and Conquer 3UU
Enchantment (R)
Whenever a nonland permanent you don’t control is tapped for mana, gain control of it unless its controller pays 1.
The Vedalken paid special interest in wildlife and relics that exhibited a connection to Wujal’s natural mana cycles, believing them to be the key to understanding the demi-plane itself.
Scout the Unknown 1U
Sorcery (C)
Search target opponent’s library for a land card and put it into play tapped under your control. Shuffle that library afterward.
“The greatest worlds left to discover lie in the minds of our enemies.” -Audrid Tigan
Red is still its usual tempestuous self.
Firesong Leech 1R
Creature — Leech (U)
Whenever an opponent adds R to his or her mana pool, add R to your mana pool.
As Seisia’s many volcanic crevasses purge themselves in rhythmic fire and stone, the leeches respond with similar bursts of light and mana, a rumbling song in concert with nature itself.
1/1
Swelling Spout 2R
Instant (U)
Add URR or RRG to your mana pool.
Draw a card.
And Wujal's green relies on its usual tricks to force the growth of your mana ties, including two apt reprints.
Exploration G
Enchantment (R)
You may play an additional land each of your turns.
Malandan youth that choose the nomadic path and set out to traverse Wujal’s untouched wilds return with a deeper connection to nature. If they return at all.
Grand Discovery 1G
Sorcery (U)
Put up to two basic lands cards in your hand into play.
“I followed the river through dense groves until I found it, the mythical Napra’Nun of the fae. There lies secrets and power beyond imagining.” -Gautra, Garnet voyager
Leafmaster Apprentice 1G
Creature — Human Druid (U)
T: Add U, R or G to your mana pool.
“Through flood and fire the forest has survived and grown stronger. And that resilience is not something Aloomba can study and quantify in even a century of observation. For all their intelligence, they lack the perception to truly understand nature.”
1/1
Scouting Trek 1G
Sorcery (R)
Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it.
The denizens of Wujal have developed and perfected many different ways to harness what the demi-plane has to offer. If there's a way to access more mana, Wujal has toyed with it. The Vedalken use experimentation and control to augment their available resources. The human explorers scout the vast wilds for new lands to connect to. The centaurs and fae of the deep jungles commune with nature itself. Even the simple-minded goblins and non-sentient life of Wujal amplify the natural flow of mana on the plane. But one sect of centaurs have broken off from the patient and understanding mainstream of centaur society. This splinter group has taken a hardline approach to those they consider defiling Gaea's paradise and they have adopted extreme measures to strongarm their message to Wujal's other societies. Instigated by the protective frustration of one shaman, these centaurs have become a rampaging danger to any who cross their path. And if you take one step into Wujal's unmapped regions, you've crossed in to the territory of Nature's Fangs.
Secrets of Galyod 1URG
Enchantment (R)
If you control an Island, a Mountain and a Forest, you may discard two cards rather than pay the mana costs of blue spells, red spells and/or green spells you cast.
The territory held by the Gaelydon terrorists encompasses a great deal of the great Malandan jungle including towering inland volcanoes as well as a great swell of coastal shallows and archipelagos. As their message to outsiders becomes more and more aggressively delivered, the Gaelydons have become a priority target for the Vedalken overseers in Aloomba. The terrain advantage the Gaelydons have has thus far kept hostilities brief, but the tension is always simmering and neither group is going to be able to further their agenda until the other is out of the picture so a full scale conflict is inevitable.
Next time we'll look closer at everyone else in Wujal. From the goblin toadies of the Vedalken, to the reclusive and mystical fae, to the peaceful and sage centaurs to the radical humans who have gone to extreme lengths to outdo the Vedalken at their own game.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Creature — Vedalken Wizard (U)
:2mana::symr:, :symtap:: Reveal a noncreature card from your hand. You may play that card until end of turn without paying its mana cost. If you do, discard your hand at end of turn.
2/2
Aloomban Stormshaper :4mana::symu:
Creature — Vedalken Wizard (U)
Cycling :2mana::symu::symu: (:2mana::symu::symu:, Discard this card: Draw a card.)
Whenever you cycle Aloomban Stormshaper, tap all lands target player controls.
2/3
Audrid Tigan :2mana::symu::symu:
Planeswalker — Audrid (M)
+0: Draw a card for each loyalty counter on Audrid Tigan.
+1: Permanents you control gain hexproof until the beginning of your next upkeep.
-2: Put a permanent card from your hand into play if it shares a name with another permanent.
-6: You get an emblem with “Play with the top card of your library revealed. You may play the top card of your library without paying its mana cost.”
[2]
Augur of the Air :2mana::symu:
Creature — Human Elemental Wizard (U)
When Augur of the Air enters the battlefield, revelate 4. (Exile the top four cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Spells cost you less to play.
1/2
Bellenden Tides :1mana::symu:
Enchantment (U)
Tap two untapped lands you control: Untap target land.
“The sea reveals almost as many mysteries as it conceals. Learn the language of the tides and its counsel will be yours.” -Bellenden elementalists’ creed
Biochromatic Argonaut :3mana::symu:
Creature — Octopus (U)
:0mana:: Biochromatic Argonaut becomes the color of your choice until end of turn.
The argonaut flashes in hues unseen across the rest of Wujal, a primal memory of things lost to time and memory.
3/3
Biomantic Control :4mana::symu::symu:
Sorcery (C)
Biomantic Control costs 1 less to play for each spell you played this turn.
Gain control of target creature.
“With each breakthrough, we come one step closer to finally bringing the wilds of Wujal under our control.” -Highsage Dewain
Cleanse the Mind :8mana::symu::symu:
Sorcery (R)
Shuffle your hand, graveyard and all permanents you own into your library and draw seven cards.
Revelate 6. (Exile the top six cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Curiosity
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
The Vedalken mind is always analyzing and observing the world around it, Vedalken magic merely enhances their natural state.
Duplicate Results :1mana::symu::symu:
Sorcery (U)
Reveal your hand and put into play from it all artifact, creature and land cards that share a name with a permanent in play.
Revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Eternity’s Herald
Creature — Vedalken Wizard (C)
:2mana::symu:, :symtap:, Sacrifice a blue creature, a red creature, and a green creature: Search your library for a card named Reach Through Eternity and cast it without paying its mana cost. Then shuffle your library.
1/1
Highsage Dewain :2mana::symu::symu::symu:
Legendary Creature — Vedalken Wizard (M)
:symu::symr::symg:: Scry 2 then reveal the top card of your library. If it’s a creature card, you may put it into play. Otherwise, put it into your hand. (To scry :2mana:, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
2/5
Imperial Cormorant :4mana::symu:
Creature — Bird (U)
Flying
Imperial Cormorant gets +2/+2 as long as the total converted mana cost of spells you played this turn is eight or more.
3/3
Lose Interest :2mana::symu:
Instant (C)
Counter target spell unless its controller pays 2.
Cycling (:symu:, Discard this card: Draw a card.)
Man-o’-War :2mana::symu:
Creature — Jellyfish (C)
When Man-o’-War comes into play, return target creature to its owner’s hand.
On any other world; a passive irritation. On Wujal; a deadly threat.
2/2
Optimize :3mana::symu:
Enchantment (R)
Cards in each player’s hand have “Cycling :1mana::symu: (:1mana::symu:, Discard this card: Draw a card.)”.
“No experiment is ever a failure when it lights the passage to true understanding.” -Highsage Dewain
Parcel and Conquer :3mana::symu::symu:
Enchantment (R)
Whenever a nonland permanent you don’t control is tapped for mana, gain control of it unless its controller pays 1.
The Vedalken paid special interest in wildlife and relics that exhibited a connection to Wujal’s natural mana cycles, believing them to be the key to understanding the demi-plane itself.
Resounding Success :3mana::symu::symu::symu:
Instant (R)
Draw three cards.
Cycling :5mana::symu::symr::symg: (:5mana::symu::symr::symg:, Discard this card: Draw a card.)
When you cycle Resounding Success, scry 6 and then draw three cards. (To scry :6mana:, look at the top six cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Rorqual Behemoth :6mana::symu::symu:
Creature — Whale (R)
When Rorqual Behemoth comes into play, until end of turn whenever an Island is tapped for mana, add to your mana pool.
:3mana::symu::symu:: Return Rorqual Behemoth to its owner’s hand.
7/5
Scattersheen Wyvern :2mana::symu:
Creature — Drake (C)
Flying
Whenever you cast a spell, you may return Scattersheen Wyvern to its owner’s hand.
It’s gleaming scales refract both light and mana, stunning predator and mage alike and allowing the drake its escape.
1/3
Scholarly Retainer :2mana::symu:
Instant (C)
Return target creature you control to its owner’s hand.
Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Scout the Unknown :1mana::symu:
Sorcery (C)
Search target opponent’s library for a land card and put it into play tapped under your control. Shuffle that library afterward.
“The greatest worlds left to discover lie in the minds of our enemies.” -Audrid Tigan
Seeker of the Garnet Horizon :1mana::symu:
Creature — Human Wizard (C)
When Seeker of the Garnet Horizon enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Inspired by Wujal’s many natural wonders, wandering scholars migrate back to Aloomba to share their discoveries.
1/3
Tidepool Gazer :symu::symu:
Creature — Human Elemental Wizard (R)
Flash
As you cast Tidepool Gazer, counter target spell. Add that spell’s mana cost to your mana pool.
2/1
Tigress Shark :3mana::symu:
Creature — Fish (C)
Islandwalk
Cycling (:symu:, Discard this card: Draw a card.)
3/2
Vedalken Beastwalker :4mana::symu:
Creature — Vedalken Warrior (C)
:1mana::symg:: Vedalken Beastwalker gets +3/+3 until end of turn. Play this ability only once each turn.
Tasked with tending Aloomba’s many wildlife preserves, the beastwalkers’ diminished contact with civilization caused them to adapt to a more primal state of being.
3/3
Vision of Possibility
Instant (U)
Target land’s type becomes the basic land type of your choice until end of turn.
Draw a card.
Warder of Garnet Horizon :1mana::symu::symu:
Creature — Vedalken Wizard (R)
:3mana::symu::symu:, :symtap:: Reveal the top five cards of your library and put any number of creature cards revealed this way into your hand. Put the rest on the bottom of your library in any order.
1/3
Wujal Archmage :2mana::symu:
Creature — Human Wizard (U)
:2mana::symr:, :symtap:: Spells you play can’t be countered by spells or abilities this turn.
:2mana::symg:, :symtap:: You may play any number of land cards this turn.
“No world left undiscovered, no emotion left unexpressed.”
2/2
Enchantment (U)
Whenever you cast a spell, put the cards from your hand on the bottom of your library in any order and draw two cards.
The goblin mind races with each new sensation, every feeling washing through like a violent eddy ripping through the sea.
Bufotoxic Visions
Sorcery (R)
Draw two cards.
At end of turn, discard three cards at random.
“The goblins partake in a sacred rite they call ‘The Sublime Tasting’. The obvious loss of control it brings is undesirable, but the potential for mental revelation is appealing.” -research notes
Clever Ætherscout :2mana::symr::symr:
Creature — Goblin Warrior (C)
Whenever you cast a spell, Clever Ætherscout gets +2/+0 until end of turn.
“The mana ties of Wujal have interesting properties. As they’re utilized to cast spells, they create aetheric ripples that intrepid goblins have begun using to propel surprise attacks.” -research notes
2/2
Command the Skies :5mana::symr:
Sorcery (C)
Command the Skies costs 1 less to play for each spell you cast this turn.
Command the Skies deals 4 damage divided as you choose amongst any number of target creatures and/or players.
Feral Capra :2mana::symr::symr:
Creature — Goat (C)
Mountainwalk
Cycling (:symr:, Discard this card: Draw a card.)
3/3
Firesong Leech :1mana::symr:
Creature — Leech (U)
Whenever an opponent adds to his or her mana pool, add to your mana pool.
As Seisia’s many volcanic crevasses purge themselves in rhythmic fire and stone, the leeches respond with similar bursts of light and mana, a rumbling song in concert with nature itself.
1/1
Follow Predominance :1mana::symr:
Sorcery (U)
Creatures you control can’t be blocked until end of turn if you cast three or more spells this turn.
Hard Tidings :1mana::symr:
Sorcery (C)
Hard Tidings deals 2 damage to target creature or player.
Revelate 1. (Exile the top one card of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Mad Stormcaller :symr::symr:
Creature — Goblin Shaman (R)
Flash
When Mad Stormcaller comes into play, it deals damage to target opponent equal to the number of spells cast this turn.
2/1
Pyromage Mentor :1mana::symr::symr:
Creature — Human Shaman (R)
Whenever you cast a spell, Pyromage Mentor deals 1 damage to target creature.
:1mana:, :symtap:: Add to your mana pool.
2/2
Reclusive Cassowary :3mana::symr:
Creature — Bird (U)
Whenever you cast a spell, return Reclusive Cassowary to its owner’s hand.
“Its talons are capable of shredding any hunter and yet it retreats at the faintest sign of pursuit. That must be why it’s one of the few species to escape the Vedalken’s dangerous grasp.” -Harthrid, Gaelydon outrider
5/3
Ringed Goanna
Creature — Lizard (C)
Cycling (:symr:, Discard this card: Draw a card.)
1/1
Seisian Runner :3mana::symr:
Creature — Goblin Rogue (C)
Haste
Cycling 2 (:2mana:, Discard this card: Draw a card.)
“Of course they can run, the constant volcanic upheaval in Seisia consumes the slow and unwary.” -Vetris, Vedalken analyst
3/2
Slumbering Dreadwing :1mana::symr::symr:
Enchantment (R)
Whenever you cast four or more spells in a turn, Slumbering Dreadwing becomes an 8/8 Dragon creature with flying and trample until end of turn.
Swelling Spout :2mana::symr:
Instant (U)
Add :symu::symr::symr: or :symr::symr::symg: to your mana pool.
Draw a card.
Transcend Flesh
Enchantment — Aura (C)
Enchant creature
Enchanted creature is a 3/1 Elemental with first strike.
“There are senses beyond what our bodies can perceive. If we must cast off these soft shells to experience the world beyond this mortal coil, then so be it.” -Arburest, volcanic elder
Unbridled Beholder :2mana::symr:
Creature — Human Elemental Shaman (U)
Whenever you cast a spell, you may put a +1/+1 counter on Unbridled Beholder.
:2mana::symr:, Remove all +1/+1 counters from Unbridled Beholder: Add :symr:, or to your mana pool for each counter removed this way.
1/1
Volcanic Elder :2mana::symr::symr:
Creature — Elemental (R)
At end of turn, if you cast three or more spells this turn, Volcanic Elder deals 3 damage to target creature or player.
When Volcanic Elder enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/2
Creature — Hippo (C)
Islandwalk
Cycling (:symg:, Discard this card: Draw a card.)
3/3
Barkreader Proctor :1mana::symg:
Creature — Human Druid (C)
:symtap:: Add to your mana pool.
Whenever you cast a spell, untap Barkreader Proctor.
“I once taught students in Aloomba to understand our world, now I teach those same lessons in a vibrant new context.”
1/1
Beastmiter Teachings :2mana::symg::symg:
Enchantment (U)
Whenever you cast a creature spell, you may put a 3/3 green Beast creature token into play.
The call of the wild rarely goes unanswered.
Cycadic Storyteller :5mana::symg::symg::symg:
Creature — Elemental (R)
Whenever you cast a spell, you may put a +1/+1 counter on target creature.
When Cycadic Storyteller enters the battlefield, revelate 5. (Exile the top five cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
6/5
Dreams of Napra'Nun
Enchantment — Aura (C)
Enchant land
Whenever enchanted land is tapped for mana, you may add or to your mana pool.
Exploration
Enchantment (R)
You may play an additional land each of your turns.
Malandan youth that choose the nomadic path and set out to traverse Wujal’s untouched wilds return with a deeper connection to nature. If they return at all.
Forcemage Mentor :1mana::symg::symg:
Creature — Centaur Shaman (R)
Whenever you cast a spell, target creature gets +2/+2 until end of turn.
:1mana:, :symtap:: Add :1mana::symg: to your mana pool.
2/2
Grand Discovery :1mana::symg:
Sorcery (U)
Put up to two basic lands cards in your hand into play.
“I followed the river through dense groves until I found it, the mythical Napra’Nun of the fae. There lies secrets and power beyond imagining.” -Gautra, Garnet voyager
Harbinger of the Wilds :3mana::symg::symg::symg:
Creature — Elemental (R)
Any player may cast creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash.
4/5
Invocation to Gaea
Sorcery (U)
If you cast a creature spell this turn, put a 3/3 green Beast creature token into play.
Cycling 2 (:2mana:, Discard this card: Draw a card.)
Leafmaster Apprentice :1mana::symg:
Creature — Human Druid (U)
:symtap:: Add :symu:, or to your mana pool.
“Through flood and fire the forest has survived and grown stronger. And that resilience is not something Aloomba can study and quantify in even a century of observation. For all their intelligence, they lack the perception to truly understand nature.”
1/1
Lowland Dodger :1mana::symg:
Creature — Mongoose (C)
Flash; shroud
“Malandan lore indicates the dodgers are immune to the various toxins and poisons found in the wilds of Wujal. Dewain is interested in further study, but our parties have been unable to capture a single specimen.” -Sydrallus, Aloomba procurer
2/1
Outgrow Cages :3mana::symg:
Instant (C)
Put two +1/+1 counters on target creature.
Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Revered Earthseeder :2mana::symg::symg:
Creature — Centaur Monk (U)
At end of turn, draw a card if the total converted mana cost of spells you cast this turn is eight or more.
“The earth nourishes us, supplies us with life’s blessings, and one day when our blessings end, we will return to the earth and nourish it in repayment.”
2/4
Ridgeback Elseya :2mana::symg:
Creature — Turtle (U)
Defender
Whenever you cast a spell with a converted mana cost of five or more, Ridgeback Elseya loses defender until end of turn.
2/4
Rootrunner Wurm :7mana::symg:
Creature — Wurm (C)
Trample
Rootrunner Wurm costs 1 less to play for each spell you cast this turn.
The Vedalken beastwarders thought their numbers enabled them to draw the wurm out and capture it, the wurm thought only of its four light snacks.
6/5
Scouting Trek :1mana::symg:
Sorcery (R)
Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it.
Tame the Wilds :3mana::symg:
Sorcery (C)
Search your library for a card with a basic land type, reveal it and put it into your hand. Shuffle your library afterward.
Draw a card.
Creature — Centaur Warrior (U)
Whenever Gaelydon Outrider attacks, it gets +3/+3 until end of turn.
When Gaelydon Outrider enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/3
Garnet Toady :symr::symg:
Creature — Goblin Shaman (C)
When Garnet Toady enters the battlefield, destroy target artifact or enchantment.
“‘Fetch the thrombic cannula, Greep’, ‘Pass the diaphanic dermatone, Greep’. Let’s see how he likes his shinies in pieces.”
2/2
Master of Beasts :3mana::symr::symg:
Creature — Elemental (R)
Trample
At end of turn, if you cast three or more spells with a converted mana cost of five or more, put three 6/6 red and green Beast tokens onto the battlefield.
5/4
Echo Into Infinity :symx::symu::symr:
Instant (R)
Put X copies of target sorcery or instant spell onto the stack. You may choose new targets for the copies.
“I used to find the goblins’ propensity toward repeating the same thing ad nauseum an annoyance. But now I see their fixation on repetition has its uses.” --Taraneille of Blencoe
Guardian of Scornful Winds :2mana::symu::symr:
Creature — Goblin Elemental Wizard (C)
Whenever you cast a spell, tap target creature.
Storms are like the goblins themselves: wild, unpredictable and unthinkingly devastating.
3/1
Pistol Crab :symu::symr:
Creature — Crab (C)
Defender; haste
:symtap:: Pistol Crab deals 1 damage to target creature.
1/3
Protemporeon :symu::symr:
Creature — Human Elemental Wizard (U)
Haste
At end of turn, return Protemporeon to its owner’s hand.
When Protemporeon enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
2/1
Endocerid Lasher :3mana::symg::symu:
Creature — Nautilus (U)
Flash
:2mana:: Target creature blocking or blocked by Endocerid Lasher this turn gets -2/-0 until end of turn and Endocerid Lasher gets -1/+1 until end of turn.
2/4
Fortune's Fading :3mana::symg::symu:
Sorcery (R)
Put a target artifact, creature, land and enchantment on top of their owners’ libraries in any order.
“A single breach of security and we lost all of our test subjects from group F along with the facility itself. Dewain will not look favorably on our failure.”
Herald of Tomorrow :symg::symu:
Creature — Faerie Rogue (C)
Flying
Return a creature you control to its owner’s hand: Untap target land.
1/1
Timebaste Savant :1mana::symg::symu:
Creature — Centaur Wizard (C)
Whenever you cast a spell with a converted mana cost of five or more, you may untap target creature or land.
Time is an obstacle moved by force like any other.
1/3
Aljira, Wujal Sovereign :2mana::symu::symr::symg:
Legendary Creature — Elemental (M)
Whenever a card in your library is put anywhere other than your hand, creatures you control get +1/+1 and gain flying until end of turn.
When Aljira, Wujal Sovereign becomes tapped, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/5
Learner of the Winds :symu::symr::symg:
Creature — Human Elemental Wizard (C)
Whenever you cast a spell, you may untap up to two basic lands you control.
Some students grew impatient with the scholarly path and sought bold new ways to educate themselves about their chosen element. The boldest of all was bonding with the elements and experiencing firsthand the sensations of nature.
2/3
Malandan Protector :1mana::symu::symr::symg:
Creature — Centaur Rogue (U)
Flash; first strike
“Aloomba sends wave upon wave of its emissaries to study Malanda and our way of life. When they began, they were sent back home in one piece. We’re no longer inclined to treat them so gently.”
4/4
Reach Through Eternity :4mana::symu::symu::symr::symg:
Sorcery (M)
Search your library for any number of cards, then shuffle your library and put those cards on top in any order.
As Vedalken researchers quantify more and more of Wujal, for some time itself has become the true undiscovered frontier.
Reefworm of Bellenden :1mana::symu::symr::symg:
Creature — Worm (R)
Flash
At the beginning of your upkeep, sacrifice a land or sacrifice Reefworm of Bellenden.
Whenever a land dies, put two +1/+1 counters on Reefworm of Bellenden.
3/3
Secrets of Galyod :1mana::symu::symr::symg:
Enchantment (R)
If you control an Island, a Mountain and a Forest, you may discard two cards rather than pay the mana costs of blue spells, red spells and/or green spells you cast.
Wujal Charm :symu::symr::symg:
Instant (U)
Choose one — Gain control of target creature with power 3 or less; or Wujal Charm deals 2 damage to each creature; or each creature gets +2/+2 until end of turn.
Wujal is a world where morality and greed have given way for discovery and control.
Artifact — Equipment (U)
Whenever you cast a spell, equipped creature gets +2/+0 and gains flying, first strike and shroud until end of turn.
Equip 2
Garnet Treasury
Artifact (R)
Whenever a card you own is exiled, you may pay URG. If you do, shuffle that card into your library at end of turn if it’s still exiled.
Horn of Greed
Artifact (R)
Whenever a player plays a land, that player draws a card.
“All across Malanda, we hear them. Parties of Aloomban explorers calling out to each other as they trample the delicate balance of the forest. They seek to know the unknown, but all they will learn is that Gaia suffers no unwanted visitors.” -Megaera, nature’s fang
Lapis Crucifer
Artifact (C)
:1mana:, :symtap:: Add one mana of any color to your mana pool.
Though they lack any formal spiritual organization, the radical elementalists of Blencoe do not lack for articles of worship.
Obelisk of Wujal
Artifact (U)
:symtap:: Add :symu:, or to your mana pool.
Though overcome by nature’s strangling grip, the obelisks of Wujal thrum with the promise of power that existed long before the world was reclaimed by Gaia.
Pyxis of Inspiration
Artifact (U)
Spells cost 1 less to cast.
The Vedalken allow few objects of purely aesthetic worth, preferring to conserve space in Garnet Academy’s halls only for works of academic utility. But they make special exceptions for the pyxides, whose ornate patterns are believed to be sources of mythical exaltation.
Aloomba, the Garnet Horizon
Legendary Land (R)
:symtap:: Add 1 to your mana pool.
:symu::symr::symg:, Reveal Aloomba, the Garnet Horizon from your hand: Put an artifact, creature or land card from your hand onto the battlefield.
Elementalist's Paradise
Land (R)
:2mana:, :symtap:: Add :symu:, or to your mana pool equal to the number of spells you cast this turn.
When Elementalist’s Paradise enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Forgotten Depths
Land (U)
:symtap:: Add to your mana pool.
During your turn, if Forgotten Depths is in your hand or exiled, you may pay 1. If you do, put it onto the battlefield tapped.
Lost Caverns
Land (U)
:symtap:: Add to your mana pool.
During your turn, if Lost Caverns is in your hand or exiled, you may pay 1. If you do, put it onto the battlefield tapped.
Remote College
Land (U)
Remote College enters the battlefield tapped.
:symtap:: Add :symu:, or to your mana pool.
“We must seek our own paths to understanding, not be held tight to the confining doctrine of Aloomba and cold, dispassionate views of the Vedalken.” -Taraneille of Blencoe
Untouched Rainforest
Land (U)
:symtap:: Add to your mana pool.
During your turn, if Untouched Rainforest is in your hand or exiled, you may pay 1. If you do, put it onto the battlefield tapped.
Wujal Panorama
Land (C)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:, Sacrifice Wujal Panorama: Search your library for a basic Island, Mountain or Forest card and put it onto the battlefield tapped. Then shuffle your library.
Wujal is a cartographer’s greatest challenge: explored for centuries with no end in sight to its skyscraping peaks, lush rainforests or vast oceans.
I may have to come back after work to clean up some html, but the set is here.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains