Tal-Nazarem : Revolution
Magic design and elements © WotC 1993-2008.
Set contents:
32 white cards (13 common, 10 uncommon, 9 rare)
32 blue cards (13 common, 10 uncommon, 9 rare)
32 black cards (13 common, 10 uncommon, 9 rare)
32 red cards (13 common, 10 uncommon, 9 rare)
32 green cards (13 common, 10 uncommon, 9 rare)
15 multicolor cards (5 common, 5 uncommon, 5 rare)
5 hybrid cards (5 common)
25 artifact cards (10 common, 5 uncommon, 10 rare)
5 multicolor split cards (5 uncommons)
35 nonbasic lands (10 common, 5 uncommon, 20 rare)
20 basic lands (4 of each type)
265 total cards (95 commons, 70 uncommons, 80 rares, 20 basic lands)
White (33 cards)
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Citizen
Creature Token - Citizen
1/1
1/2
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Alazar, Supreme Councillor
Legendary Creature - Human Lord
If you control any Rebels or Rogues, sacrifice Alazar, Supreme Councillor.
Creatures you control have protection from Rebels and Rogues. (They cannot be blocked, targeted, enchanted, equipped or trapped by anything with one or more of these creature types.)
1/5
1/265
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Alert Sentries
Enchantment
Soldier and Knight creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Commander Jahan has instilled in his troops that often-dull sentry and guard duty is not an excuse to quit paying attention.
2/265
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Althorius Lieutenant
Creature - Human Rebel
, : Search your library for a white Rebel permanent card with converted mana cost 3 or less, and put it into play. Then shuffle your library.
2/1
3/265
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Althorius Sergeant
Creature - Human Rebel
, : Search your library for a Rebel permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.
His commands are part rallying cry, part sermon, and wholly undeniable.
1/1
4/265
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Althorius Tactician
Creature - Human Rebel Soldier
, : Search your library for a Rebel permanent card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
5/265
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Common Potion
Abundant Instant
Abundant 6 (Since Common Potion has the Abundant supertype, you may have up to 6 copy/copies of Common Potion in your deck.)
Gain 4 life.
"You see this stuff everywhere. Why? Because it works." - Master healer
6/265
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Councilchamber Inner Guard
Creature - Human Soldier
Members of this corps stand guard at the deepest levels of the ruling council's complexes.
1/7
7/265
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Councilmembers' Chaplain
Creature - Human Cleric Advisor
: Prevent the next X damage that would be dealt to target creature or player, where X is the number of Lords and/or Advisors you control.
"Trust in the strength of the gods, and their strength will return you to victory."
1/3
8/265
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Desperation Healer
Creature - Human Cleric
You may play Desperation Healer's activated abilities as though it had haste.
, : Regenerate target creature. Then flip a coin. If you win the flip, untap it.
: Flip a coin. If you win the flip, prevent the next 3 damage that would be dealt to target creature or player.
"This man is very near death! Rush!" - Nazaremi citizen
"Ah, my area of expertise..." - Nazaremi medic
1/1
9/265
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Field Surgeon
Creature - Cleric Soldier
: If target creature is a Soldier, Knight, Warrior, or Samurai, regenerate it.
"I'd much prefer healing a current soldier to trying to recruit and train a new one." - Karl Jahan
1/4
10/265
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Hamfolakra Aura
Enchantment - Aura
Enchant creature
Enchanted creature gains flying, vigilance, protection from black, and protection from red.
Protection abilities on the enchanted creature do not affect enchantments.
11/265
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Healing Balm
Instant
Choose one - Target player gains 4 life; or prevent the next 4 damage that would be dealt to target creature or player this turn.
Entwine (If you pay the entwine cost, you may choose both.)
12/265
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Heroes Remembered
Sorcery
You gain 20 life.
Suspend 10- (Rather than play this card from your hand, you may pay and remove it from the game with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
Past glories can lead to future ones.
13/265
-
Jane Alberdross, Jahan's Queen
Legendary Creature - Human Advisor
Protection from Soldiers controlled by an opponent
: Gain control of target Townsfolk or Citizen.
While Karl Jahan certainly has found nothing to complain about in Lady Alberdross' figure, her able mind has proved quite useful in managing the nonmilitary responsibilities of the job.
2/3
14/265
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Mesa Town
Enchantment - Aura
Enchant nonbasic Plains
All nonbasic Plains you control have ", : Put a 1/1 white Citizen creature token into play under your control."
15/265
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Militia Muster
Instant
Until end of turn, Citizens and Townsfolk you control get +1/+1 and are Soldiers in addition to their other creature types.
"Rise...in defense of the home City and the home Plains." - Paul Jones, Trevelnan leader
16/265
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Nazarem Blacksmith
Creature - Human Townsfolk
Protection from red (This cannot be blocked, targeted, enchanted, equipped or trapped by anything red.)
\3/1
17/265
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Nazarem Councilmember
Creature - Human Advisor
Nazarem Councilmember gets +0/+1 for each Lord and/or Advisor you control.
If you control any Rebels or Rogues, sacrifice Nazarem Councilmember.
"Althorius, your plot agianst the order this nation enjoys will not be tolerated."
3/3
18/265
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Nazaremi Foot Soldier
Abundant Creature - Human Soldier
Abundant 8 (Since Nazaremi Foot Soldier has the Abundant supertype, you may have up to 8 copy/copies of Nazaremi Foot Soldier in your deck.)
First strike (This creature deals combat damage before creatures that don't have first strike or doublestrike.)
"These regiments are pawns in this war, but useful pawns nonetheless."
1/2
19/265
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Order of the Guardian
Creature - Human Knight
First strike (This creature deals combat damage before creatures that don't have first strike or doublestrike.)
Protection from black (This can't be blocked, targeted, enchanted, equipped or trapped by anything black.)
Karl Jahan has many warriors at his command, but this cadre has a level of skill quite above that of the average infantryman.
2/2
20/265
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Paul Jones
Legendary Creature - Human Citizen
All Citizens and all Townsfolk you control have protection from black. (They cannot be targeted, dealt damage, equipped, trapped or enchanted by anything that is black.)
An unassuming name for a great man.
4/4
21/265
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Razorfield Guardcaptain
Creature - Human Soldier Lord
Other Soldier creatures get +1/+1.
Other Soldier creatures have plainswalk. (They can't be blocked if the defending player controls a Plains.)
Him and his cadre of troops know these fields like few others do, using that knowledge to operate at termendous advantage.
2/2
22/265
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Rebel Foot Soldier
Creature - Human Rebel Soldier
: Rebel Foot Soldier gains first strike until end of turn.
3/1
23/265
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Robin Hood
Legendary Creature - Human Archer
Reach, first strike, nonbasic forestwalk
At the beginning of your upkeep, if a player controls more artifacts than any other, choose target artifact that player controls. The player who controls the fewest artifacts gains control of that artifact. (This effect does not end at end of turn. If two players are tied for controlling the fewest artifacts, you choose one of those players.)
2/2
24/265
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Skyknight Defector
Creature - Human Rebel
Flying, first strike
Althorious' charisma has lured many of these skilled bird-riders away from Tal-Nazarem's more standard armies.
2/2
25/265
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Strange Potion
Instant
Choose one - Prevent the next X damage that would be dealt to target creature, or gain X life. X is the number of nonbasic Plains you control.
26/265
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Temple Arbiter
Creature - Human Cleric Lord
Creatures you control have absorb 1. (If a source would deal damage to a creature you control, reduce by 1 the amount of damage dealt.)
Creatures your opponents control have intensify 1. (If a source would deal damage to a creature an opponent controls, increase by 1 the amount of damage dealt.)
An embodiment of society's in-group/out-group tendencies.
1/1
27/265
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Trevelna Watchman
Creature - Human Townsfolk
Plainswalk (If the defending player controls any Plains, this creature is unblockable.)
If Trevelna Watchman is not attacking, it gets +1/+1 for each nonbasic Plains you control.
If Trevelna Watchman is attacking, it gets +1/+1 for each nonbasic Plains the defending player controls.
1/1
28/265
-
Valiant Charge
Instant
Attacking creatures gain first strike until end of turn.
29/265
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Valiant Crusader
Creature - Human Rebel Knight
First strike
When Valiant Crusader comes into play, gain 1 life for each Rebel you control.
3/2
30/265
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Wisps of Health
Instant
Wisps of Health is white.
Wisps of Health cannot be copied.
Play Wisps of Health only if one or more of the lands you control are capable of producing white mana.
Target player gains 3 life.
31/265
-
Catch
Instant
Target attacking creature is considered blocked. (This spell works on unblockable creatures.)
32/265
Blue (32 cards)
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Advanced Temporal Manipulation
Sorcery
Each player shuffles his or her graveyard and hand into his or her library. Each player then removes his or her hand from the game and draws X cards, where X is the number of cards he or she removed from the game this way.
Remove Advanced Temporal Manipulation from the game.
Albert Jahan's temporal-manipulation mages progress from short bursts of fast-forwarding and pausing time to more complex manipulation of it.
33/265
-
Albert Jahan's Familiar
Creature - Bird
Flying
, , Discard a card: Counter target spell. Play this ability only once per turn.
1/1
34/265
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Albert Jahan, the Mage Brother
Legendary Creature - Human Wizard Lord
You may play Wizard spells as though they had flash. (You may play them any time you could play instants)
Wizard spells you play during your turn cost less to play.
Wizards you control have ", : Deal 1 damage to target creature or player".
"One day , the land's greatest heroes shall be two brothers - one a man of the soldiers' command post, one a man of the wizard's laboratory" - Ancient Nazarem prophecy
3/4
35/265
-
Annex
Enchantment - Aura
Enchant land
You control enchanted land.
36/265
-
Antirebel Operation
Instant
Choose one - Counter target activated ability of a Rebel permanent, or counter target Rebel spell.
Entwine (Choose both if you pay the entwine cost.)
37/265
-
Aura Channeling
Sorcery
Draw a card for each enchantment you control.
38/265
-
Calm the Wilds
Instant
Choose one - Counter target green spell, or destroy target green permanent.
39/265
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Confiscate
Enchantment - Aura
Enchant permanent
You control enchanted permanent.
40/265
-
Delta City Blacksmith
Creature - Human Townsfolk Artificer
: Tap or untap target artifact controlled by another player.
These blacksmiths, rather than simply repairing tools, also mess with them.
1/1
41/265
-
Delta City Patroller
Creature - Human Wizard Townsfolk
Protection from Rogues (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything that is a Rogue.)
: Tap target creature.
These magically adept citizens of the Delta City patrol its streets and deal with troublemakers, large and small, with a surprising lack of brute force.
1/4
42/265
-
Delta Pirate
Creature - Human Pirate
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Whenever Delta Pirate attacks and is not blocked, put the top card of that player's library into his or her graveyard.
"I don't normally operate in this way, but brute force may be needed to stop these theives." - Albert Jahan, the Mage Brother
2/2
43/265
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Douse the Flames
Instant
Choose one - Counter target red spell, or destroy target red permanent.
44/265
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Feed on Success
Enchantment
Whenever a spell you control counters a spell an opponent controls, you may draw a card then discard a card.
45/265
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Island Fortress
Enchantment - Aura
Enchant nonbasic Island
Whenever a creature attacks you that doesn't have flying or islandwalk, that creature gets -1/-1 until end of turn.
46/265
-
Last-Ditch Battlemage
Creature - Human Wizard
You may play Last-Ditch Battlemage's activated abilities as though it had haste.
Flash
, : Flip a coin. If you win the flip, counter target spell.
1/1
47/265
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Mage's Forcefield
Enchantment
: Put a charge counter on Mage's Forcefield. Play this ability only any time you may play a sorcery.
Whenever an opponent plays a spell or ability that targets you, you may remove a charge counter from Mage's Forcefield. If you dou, counter that spell or ability.
48/265
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Manipulation of Fate
Restricted Enchantment
Restricted 1 (Since Manipulation of Fate has the Restricted supertype, you may have no more than 1 copy/copies of Manipulation of Fate in your deck.)
If you would flip a coin, instead flip two coins and ignore one.
If you would roll dice, roll twice as many dice with the appropriate number of sides, and ignore half of them.
49/265
-
Master of Recall
Creature - Wizard
: Master of Recall gains flying until end of turn.
, : Return target permanent to its owner's hand.
, : Draw a card.
1/1
50/265
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Metamorphosis Orb
Enchantment
When Metamorphosis Orb comes into play, choose a noncreature nonland permanent in play. Metamorphosis Orb becomes a copy of that card.
51/265
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Mind Tether
Enchantment - Aura
Enchant creature
You control enchanted creature.
52/265
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Mystic Decoy
Creature - Human Wizard
, : Tap target creature.
His illusions befuddle enemy forces, allowing his allies room to strike.
1/2
53/265
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Mystic Deluge
Sorcery
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Tap all lands target player controls.
"After suffering through this, I would almost like to become the target of a straightforward brute-force attack." - Enemy warrior
54/265
-
Nullification
Abundant Instant
Abundant 6 (Since Nullification has the Abundant supertype, you may have up to 6 copy/copies of Nullification in your deck.)
Counter target spell.
55/265
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Page
Instant
Search your library for a noncreature artifact card, and put that card into your hand.
"Hmm...the right spellbook has to be in here somewhere." - Befuddled mage
56/265
-
Purple Haze
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
All creatures gain shroud until end of turn.
Some apprenctice wizards take too eagerly to their masters' lessons on how to create magical diversions.
57/265
-
River Monster
Creature - Serpent
River Monster can't attack unless defending player controls a nonbasic Island.
6/6
58/265
-
Strange Vortex
Instant
Return X target nonland permanents to their owners' hands, where X is the number of nonbasic Islands you control.
59/265
-
Time-Stream Manipulation
Sorcery
Take an extra turn after this one.
You may not play Time-Stream Manipulation on your first, second or third turns of the game.
Some of Albert Jahan's mages wish to delve into temporal magic; learning to fast-forward forms the basis for temporal techniques learned later on. Even so, it is still not a spell for raw apprentices.
60/265
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Treasure Diver
Creature - Human Wizard
Islandwalk (If the defending player controls any Islands, this creature is unblockable)
If Treasure Diver is not attacking, it gets +1/+1 for each nonbasic Island you control.
If Treasure Diver is attacking, it gets +1/+1 for each nonbasic Island the defending player controls.
1/1
61/265
-
Wisps of Mist
Instant
Wisps of Mist is blue.
Wisps of Mist cannot be copied.
Play Wisps of Mist only if one or more of the lands you contorl are capable of producing blue mana.
Target permanent does not untap during its controller's next untap step.
62/265
-
Wrack the Brain
Instant
Draw three cards.
"Dormant skills and talents can be brought back to life by looking deep in your mind." - Wizardly advice
63/265
-
Air
Sorcery
X target creatures each gain flying until end of turn.
64/265
Black (32 cards)
-
Battlefield Horrors
Enchantment
All creatures gain fear. (Creatures can't be blocked, except by artifact creatures and black creatures.)
65/265
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Battlefield Looter
Creature - Rogue
Whenever Battlefield Looter deals combat damage to a player, you may pay 1 life. If you do, draw a card and then discard a card.
2/2
66/265
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Castlebar's Blackguard
Creature - Human Soldier
Swampwalk (If the defending player controls any Islands, this creature is unblockable)
If Castlebar's Blackguard is not attacking, it gets +1/+1 for each nonbasic Swamp you control.
If Castlebar's Blackguard is attacking, it gets +1/+1 for each nonbasic Swamp the defending player controls.
1/1
67/265
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Castlebari Conscript
Abundant Creature - Human Soldier
Abundant 8 (Since Castlebari Conscript has the Abundant supertype, you may have up to 8 copy/copies of Castlebari Conscript in your deck.)
First strike (This creature deals combat damage before creatures that don't have first strike or doublestrike.)
"The knife pressed to my throat was a suitable recruitment incentive." - Unnamed conscript
1/2
68/265
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Circle of Advisors
Tribal Enchantment - Advisor
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.
Castlebar's inner circle is full of men with the same kind of sharp and diabolical mind he has.
69/265
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Conscription Artist
Creature - Human Rebel
, : Search your library for a black Rebel permanent card with converted mana cost 3 or less and put it into play. Then shuffle your library.
To put it nicely, they have a commanding presence in gaining soldiers for Althorius.
2/1
70/265
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Consumed Crusader
Creature - Rebel Knight
Flanking
: Destroy target non-Rebel creature. It can't be regenerated.
"Whoever fights monsters should see to it that in the process he doesn't become a monster." - Friedrich Nietsche
2/2
71/265
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Corrupted Rebel
Creature - Human Rebel Mercenary
"It's amazing how the increasing size of his payments increases my fervor for his ideas."
4/1
72/265
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Deathwave Invoker
Creature - Zombie Wizard
: Target creature gains firefright until end of turn. (It's can't blocked except by red creatures and artifact creatures.)
: Target creature gains fear until of turn.
"It is a rare army that can mantian its sanity against my death-hordes. But that sanity will not last for long." - Cirlhann Castlebar
2/1
73/265
-
Devil's Acolyte
Creature - Human Cleric Lord
Clerics you control have ", : Deal 1 damage to target creature."
Non-Cleric creatures your opponents control have intensify 1. (If a source would deal damage to a creature an opponent controls, increase by 1 the amount of damage dealt.)
Those who are in his mind infidels are destined to face his wrath.
1/1
74/265
-
Foul Healer
Creature - Human Cleric
, Sacrifice another creature you control: Regenerate target creature.
2/1
75/265
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Freelance Necromancer
Creature - Human Mercenary Wizard
When Freelance Necromancer comes into play, choose a creature type.
, : Return a target creature card of the chosen type from your graveyard to play.
"When necromancy is expected from a small segment of society's filth, it is a challenge and horror enough...But to have to expect it everywhere is too much to bear." - Azar, Guardian
0/3
76/265
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Hateful Preacher
Creature - Human Rebel Cleric
: Target player loses 1 life.
, : Search your library for a Rebel permanent card with converted mana cost 2 or less and put it into play. Then shuffle your library.
1/1
77/265
-
Hired Hitman
Creature - Mercenary Rogue
: Destroy target nonartifact creature.
: Gain control of Hired Hitman. Any player may play this ability.
1/1
78/265
-
Marching Undead
Creature - Zombie
: Regenerate Marching Undead. (Pay your choice of or for this cost.)
Giving a new meaning to "can't be killed."
2/2
79/265
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Marla Draxos, Castlebar's Queen
Legendary Creature - Human Advisor
Fear
: Marla Draxos gets +1/+0 until end of turn.
: Gain control of target artifact or creature until end of turn. It gains haste until end of turn. Play this ability only once per turn.
The connection Castlebar shows to Lady Draxos is one of the main indicators of any remaining human normalcy he possesses.
3/2
80/265
-
Oak-land Raider
Creature - Human Pirate
Whenever Oak-land Raider atttacks and is not blocked, you may pay . If you do, destroy target Forest, and Oak-land Raider deals no combat damage this turn.
Some of Tal-Nazarem's forests grow by its rivers and coastline. These pirate bands wish to remedy that situation.
2/1
81/265
-
Order of the Barrens
Creature - Human Knight
First strike (This creature deals combat damage before creatures that don't have first strike or doublestrike.)
Protection from white (This can't be blocked, targeted, enchanted, equipped or trapped by anything white.)
Castlebar has a lot of unthinking thugs under his control, but he is most fond of the consciously malicious, and thus elevates them to special status.
2/2
82/265
-
Plentiful Nightmares
Abundant Instant
Abundant 6 (Since Plentiful Nightmares has the Abundant supertype, you may have up to 6 copy/copies of Plentiful Nightmares in your deck.)
Destroy target creature. It can't be regenerated.
83/265
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Rebel Skirmisher
Creature - Human Rebel Soldier
: Rebel Skirmisher gains deathtouch until end of turn.
3/1
84/265
-
Rebel Street Thug
Creature - Human Rebel Rogue
, : Destroy target non-Rebel creature controlled by an opponent. If it is destroyed this way, you gain control of all enchantments and Equipment that were attached to it. You may attach them to a Rogue you control.
"Funny, how Althorius derides their methods but benefits from their support." - Councilmember, in a public announcement
3/1
85/265
-
Relentless Rats
Basic Creature - Rat
(You may have any number of cards in your dekc named Relentless Rats.)
Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats.
"The creatures fit Castelbar well, I suppose: uncontrolled, dark and filthy." - Karl Jahan, the Sword Brother
2/2
86/265
-
Sadistic Machinist
Creature - Human Townsfolk Rogue
, : Search your library for an Equipment card with the Trap keyword on it, and put that card into play. Shuffle your library afterwards.
He comes up with tourture devices that he is glad to share with petty and great rogues alike. At a cost, however.
1/1
87/265
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Shadowy Assassin
Creature - Human Ninja Assassin
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Shadowy Assassin deals combat damage to a player, destroy target tapped creature that that player controls.
2/1
88/265
-
Skulking Assassin
Creature - Human Assassin
Skulking Assassin can't block.
Haste (This creature can attack and as soon as it comes under your control.)
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
Whenever Skulking Assassin deals combat damage to a player, you may destroy target creature that player controls. If you do, it deals no combat damage this turn.
3/1
89/265
-
Strange Filth
Sorcery
Target creature gets -X/-X until end of turn, where X is the number of nonbasic Swamps you control.
90/265
-
Undead Lieutenant
Creature - Zombie Lord
Other Zombie creatures get +1/+1.
Other Zombie creatures have swampwalk. (They're unblockable if the defending player controls any Swamps.)
Formerly one of Castlebar's living servants, now one of his leading nonliving servants.
2/2
91/265
-
Vile Emanations
Enchantment - Aura
Enchant nonbasic Swamp
Creatures you control have ": This creature gets +1/+1 until end of turn."
92/265
-
Wisps of Undeath
Instant
Wisps of Undeath is black.
Wisps of Undeath cannot be copied.
Play Wisps of Undeath only if one or more of the lands you contorl are capable of producing black mana.
Select a creature card from your graveyard at random. Return that card to your hand and reorder your graveyard as you choose.
93/265
-
Zombie Soldier
Creature - Zombie Soldier
: Zombie Soldier gains first strike until end of turn.
"I hear these are the latest of Castelbar's fiendish experiments. I hope there aren't more." - Jahanian scout, final report
2/2
94/265
-
Zombie Training
Tribal Enchantment - Zombie
: Put a +1/+1 counter on target Zombie creature.
: Put a training counter on target Zombie.
Creatures with training counters on them have first strike.
Zombies you control are Soldiers in addition to their other creature types.
"The bastards are dangerous enough as is, unorganizaed idiots in large numbers. I shudder to think of organized idiots in large numbers." - Nazarem Council scout
95/265
-
Rot
Instant
X target Plains and/or Forests don't untap during their controller's next untap step.
96/265
Red (32 cards)
-
Aloakfrahm Aura
Enchantment - Aura
Enchant creature
Enchanted creature has haste, first strike, and trample.
Protection abilities on the enchanted creature do not affect enchantments.
97/265
-
Ambush
Instant
Blocking creatures gain first strike until end of turn.
"My three rules of battle: surprise tactics, surprise tactics, and be smart enough to figure out what the third rule is." - Karl Jorgensen, Bandit King
98/265
-
Barrage of Taunts
Enchantment
: Flip a coin. If you win the flip, gain control of target creature. If you lose the flip, you cannot target that creature with Barrage of Taunts again this turn.
Sometimes the caustic taunts work. Sometimes they do not, and steel the enemy's resolve for awhile rather than weakening it.
99/265
-
Battlefield Haze
Enchantment
All creatures gain Firefright. (Creatures can't be blocked, except by artifact creatures and/or red creatures)
"I'd swear, only those who have lived their entire lives in this environment could see through it.."
100/265
-
Battlefield Skirmisher
Creature - Human Soldier
Reach (This creature can block creatures with flying.)
: Deal 1 damage to target creature.
: Deal 1 damage to target opponent and 1 damage to yourself.
2/1
101/265
-
Brushfire
Enchantment
When Brushfire comes into play, destroy target Plains.
At the beginning of your upkeep, if there are no Plains in play, sacrifice Brushfire. If there are any Plains in play, you may pay and destroy target Plains.
102/265
-
Brutal Suppression
Enchantment
Activated abilities of Rebels cost an additional "Sacrifice a land" to play.
"They no longer care about their own suffering. Show them something worse." - Council vigilante
103/265
-
Charwood Elemental
Creature - Elemental
Flash, trample
If you played Charwood Elemental any time you could not otherwise have played a creature spell, sacrifice Charwood Elemental at end of turn.
4/1
104/265
-
Destructive Sparks
Sorcery
Destroy target land with a basic land type. If that land is nonbasic, deal 2 damage to that land's controller.
105/265
-
Edge of Chaos
Enchantment
At the beginning of your upkeep, each player flips a coin and rolls a six-sided die - HIghest die roll wins.
Whenever a player wins a die roll or a coin flip, deal 1 damage to each of his or her opponents and 1 damage to each creature those players control.
"Nothing is predicatable in Castlebar's realm." - Karl Jahan, comment to advisors
106/265
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Erratic Sparkfield
Enchantment
At the beginning of your upkeep, reveal the top card of your library. You may pay . If you do, deal damage to target creature or player equal to that card's converted mana cost.
107/265
-
Final Exhaustion
Sorcery
Destroy all tapped lands.
108/265
-
Firebomb
Instant
Deal 4 damage to target creature or player.
" ‘If I played with fire, I was going to get burned', Mother always told me. Well, I have a correction. When I play with fire, someone else is going to get burned."
109/265
-
Flameblast
Sorcery
Destroy target Island or Plains.
110/265
-
Kamikaze Hero
Creature - Warrior
Flash
First strike
At end of turn, if you played Kamikaze Hero any time you otherwise couldn't have played a creature spell, sacrifice Kamikaze Hero.
: Kamikaze Hero can block an additional creature this turn.
"If I must die, it will be in a blaze of glory!"
4/1
111/265
-
Karl Jorgensen, Bandit King
Legendary Creature - Human Rogue Lord
Red creatures you control have first strike and haste.
Whenever a creature is dealt lethal damage, if a red creature you control dealt damage to it this turn, you gain control of all artifacts attached to that creature.
2/1
112/265
-
Lightning Barrage
Instant
Deal 3 damage divided any way you choose among any numbe rof target creatures and/or players.
Wild, chaotic mages often channel the energy of the storms that match them in spirit.
113/265
-
Passion
Instant
Flip X coins, where X is the number of Mountains you control. Call heads or tails. You win each flip that comes up as the chosen side.
For each flip you win this way, deal 1 damage to target creature or player.
114/265
-
Seasoned Hunter
Creature - Human Townsfolk
Spells and abilities opponents play that target Seasoned Hunter cost more to play.
, : Tap target non-Human creature.
, : Deal 3 damage to target non-Human creature.
1/1
115/265
-
Shift Fate
Restricted Enchantment
Restricted 1 (Since Shift Fate has the Restricted supertype, you may have no more than 1 copy/copies of Shift Fate in your deck.)
If you would flip a coin, instead flip two coins and ignore one.
If you would roll dice, roll twice as many dice with the appropriate number of sides, and ignore half of them.
116/265
-
Smoldering Fuse
Sorcery
(Spells without mana costs can't be played.)
Smoldering Fuse is red.
Deal 6 damage to target creature or player.
Suspend 3- (Rather than play this card from your hand, you may pay and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
117/265
-
Spark Barrage
Abundant Instant
Abundant 6 (Since Spark Barrage has the Abundant supertype, you may have up to 6 copy/copies of Spark Barrage in your deck.)
Deal 2 damage to target creature or player.
118/265
-
Strange Avalanche
Sorcery
Deal X damage to target creature or player, where X is the number of nonbasic Mountains you control.
119/265
-
Triple Explosion
Sorcery
Destroy three target non-enchantment permanents.
120/265
-
Volcanic Chaos
Enchantment
When Volcanic Chaos comes into play, destroy target Island.
At the beginning of your upkeep, if there are no Islands in play, sacrifice Volcanic Chaos. If there are any Islands in play, you may pay and destroy target Island.
121/265
-
Volcanic Ridge
Enchantment - Aura
Enchant nonbasic Mountain
All Mountains you control have ", : Deal 1 damage to target creature." and ", Sacrifice this land: Destroy target Plains or Forest."
The northern ridges have a danger that lies not just in their fury, but also in their unpredictability.
122/265
-
Wastelands Scavenger
Creature - Human Rogue
, : Destroy target noncreature artifact. Add to your mana pool.
"There isn't much of value to be had out here; but what there is I will find."
1/1
123/265
-
Wastelands Trapper
Creature - Human
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
Double strike (This creature deals both first-strike and regular combat damage.)
"You are amazed by my talents, you say? Well, out in the barrens of the wastelands, you have to be damn good to catch anything decent."
2/1
124/265
-
Weapon Theft
Instant
Kicker
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)
If you paid the kicker cost, that creature gets +4/+0 and haste until end of turn.
125/265
-
Wildrock Shaman
Creature - Human Shaman
Mountainwalk (If the defending player controls any Islands, this creature is unblockable)
If Wildrock Shaman is not attacking, it gets +1/+1 for each nonbasic Mountain you control.
If Wildrock Shaman is attacking, it gets +1/+1 for each nonbasic Mountain the defending player controls.
1/1
126/265
-
Wisps of Lightning
Instant
Wisps of Lightning is red.
Wisps of Lightning cannot be copied.
Play Wisps of Lightning only if one or more of the lands you control are capable of producing red mana.
Deal 1 damage to target creature or player.
127/265
-
Blood
Instant
Deal 5 damage to target nonartifact creature.
128/265
Green (33 cards)
-
Druid
Creature Token - Druid
1/1
2/2
-
Ally of the Meek
Creature - Human Cleric
Creatures you control with a power of 1 get +0/+X, where X is the number of lands you control.
"Blessed are the meek, for they shall inherit the earth." - Matthew 5:5
1/1
129/265
-
Ancient Wall
Creature - Wall
Defender (This creature can't attack.)
Whenever Ancient Wall blocks a creature, put a +1/+1 counter on Ancient Wall.
With each victory, its masters are inclined to further build up the wall. This helps ensure further victories.
0/5
130/265
-
Combat Scout
Creature - Elf Warrior Scout
Whenever Combat Scout attacks, the defending player may pay . If that player doesn't, search your library for a land card and put it into play tapped.
1/2
131/265
-
Edgewood Monster
Creature - Monster Beast
Spend only mana produced by nonbasic lands to play Edgewood Monster.
5/5
132/265
-
Elves of the Deep Caves
Creature - Elf
: Add to your mana pool. Elves of the Deep Caves deals 1 damage to you.
1/1
133/265
-
Eternal Witness
Creature - Human Shaman
When Eternal Witness comes into play, you may return target card from your graveyard to your hand.
She remembers every word spoken, from the hero's oath to the baby's cry.
2/1
134/265
-
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.
"How truly vast this nation must be, that I have explored so much and yet continue to discover new environments."
135/265
-
Fire-Tree Shaman
Creature - Human Shaman
Firefright (This creature can't be blocked, except by red creatures and artifact creatures.)
2/2
136/265
-
Flamewind Druid
Creature - Elf Druid
: Flamewind Druid gets +1/+0 until end of turn.
All of the elves of Tal-Charra are more connected to the mountains than most elves, but some of its members bear signs of an especially strong connection to that form of nature.
1/2
137/265
-
Friend of the Meek
Creature - Spellshaper Druid
, Remove a green card in your hand from the game: Put X 1/1 green Druid creature tokens into play. Spend only green mana on X.
1/1
138/265
-
Growth
Instant
Search your library for a nonbasic land card and put that card into play tapped. Then shuffle your library.
139/265
-
Invigoration
Instant
Target creature gets +5/+5 until end of turn.
140/265
-
Landspeaker Shaman
Creature - Elf Druid Shaman
, : Lands you control gain ", : Search your library for a land card that shares a subtype with this and put it into your hand. Then shuffle your library." until end of turn.
"I not only speak to the land, but get it to speak for itself."
1/1
141/265
-
Natural Bounty
Instant
Put two +1/+1 counters on target creature.
142/265
-
Natural Destruction
Instant
Choose target land.
If that land is not a Forest, destroy it.
143/265
-
Naturalist Hermit
Creature - Human Druid
Whenever a land comes into play under you control, if it's the first land that came under your control this turn, gain 1 life.
"I have discarded the unnecessary trappings of civilization, and I am liberated." - Hermit's creed
1/1
144/265
-
Nazarem's Groundskeepers
Creature - Human Druid Shaman
: Return target card with a basic land type from your graveyard to your hand.
1/1
145/265
-
Nazarem's Renewal
Sorcery
Return up to three nonbasic land cards from your graveyard to your land.
Land often ends up in ruins, whether by war or nature. However, nature rarely wishes to stay that way.
146/265
-
Oakwood Citadel
Enchantment - Aura
Enchant nonbasic Forest
Green creatures you control have reach. (They can block creatures with flying.)
Green creatures you control have first strike. (They deal combat damage before creatures without first strike.)
147/265
-
Order of the Wild
Creature - Human Druid
, : Flip a coin. If you win the flip, add two mana of any color or colors to your mana pool.
1/2
148/265
-
Plant
Instant
Kicker- Sacrifice a Farmer or Citizen.
Search your library for a land card and put it into play tapped.
If you paid the kicker cost, instead search your library for up to two land cards, and put them both into play tapped.
"The ground is rich from tender care...Repay, do not forget." - Led Zeppelin, The Battle of Evermore
149/265
-
Purelight Shaman
Creature - Human Shaman
Seekerfright (This creature can't be blocked, except by white creatures and artifact creatures.)
2/2
150/265
-
Rampant Fury
Abundant Instant
Abundant 6 (Since Rampant Fury has the Abundant supertype, you may have up to 6 copy/copies of Rampant Fury in your deck.)
Target creature gets +2/+2 and gains trample until end of turn.
151/265
-
Shielding-Tree
Creature - Treefolk Druid
Protection from black (This can't be blocked, targeted, equipped, enchanted or trapped by anything black.)
Forests you control are indestructible.
When one of Castelbar's necromages repented, his skills were not lost, but they were put to a much better end. That converted mage created a mighty guardian for the wooded areas Castlebar hated..
2/5
152/265
-
Strange Growth
Instant
Target creature gets +X/+X until end of turn, where X is the number of nonbasic Forests you control.
153/265
-
Surging Vines
Enchantment
You may play an additional nonbasic land during each of your turns. (The first land you play may be either basic or nonbasic.)
If that additional land was a nonbasic Forest, you gain 1 life.
154/265
-
Tal-Charra Altar
Legendary Enchantment - Aura
Enchant land
Tal-Charra Altar comes into play with a charge counter on it for each land you control that is a nonbasic Forest and/or Mountain.
Green Druids you control have ": Gain X life. Play this ability only once per turn.", where X is the number of charge counters on Tal-Charra Altar.
155/265
-
Tal-Charra Elves
Creature - Elf Druid
: Add to your mana pool.
1/1
156/265
-
Tal-Charra Growth
Sorcery
Search your library for a land with a basic land type and put into play tapped. Shuffle your library.
Flip a coin. If you win the flip, untap that land.
157/265
-
Tal-Charra Sentinel
Creature - Elf Warrior Shaman
Forestwalk (If the defending player controls any Islands, this creature is unblockable)
If Tal-Charra Sentinel is not attacking, it gets +1/+1 for each nonbasic Forest you control.
If Tal-Charra Sentinel is attacking, it gets +1/+1 for each nonbasic Forest the defending player controls.
1/1
158/265
-
Wisps of Growth
Instant
Wisps of Growth is green.
Wisps of Growth cannot be copied.
Play Wisps of Growth only if one or more of the lands you contorl are capable of producing green mana.
Target creature gets +1/+1 until end of turn.
159/265
-
Summer
Sorcery
You may play an extra land this turn.
160/265
Multicolor (15 cards)
-
Bernard Althorius
Legendary Creature - Human Rebel Lord
: Destroy target Citizen or Townsfolk creature controlled by an opponent. It can't be regenerated.
Rebels you control get +2/+0 when attacking.
Rebels you control get +0/+2 when blocking.
4/4
161/265
-
Blink
Instant
Remove target creature from the game, then return it to play under its owner's control.
162/265
-
Destructive Flow
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.
"It's likely Castlebar's doing."
163/265
-
Elven Naturalist
Creature - Elf Druid Shaman
, : Destroy target artifact. It can't be regenerated.
, , discard a card: Regenerate all creatures that are red and/or green.
Both destruction and healing are necessary to her goals.
2/1
164/265
-
Good Ham
Sorcery
Destroy target creature.
If the target creature is a Beast, Pig, Bird or Chicken, Humans and Giants you control get +1/+0 until end of turn.
"An army marches on its stomach." - Napoleon
165/265
-
Guerilla Fighters
Creature - Human Soldier Rebel
First strike
Shroud
If Guerilla Fighters would be dealt combat damage, instead return it to its owner's hand.
3/2
166/265
-
Invigorating Research
Instant
Gain 3 life.
Draw a card.
167/265
-
Jahan Battlemage
Creature - Wizard Soldier
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever Jahan Battlemage attacks, tap target creature.
: Deal 1 damage to target creature or player.
These come from the ranks of those who have studided with both of the Jahan brothers.
2/1
168/265
-
Jahan's Paladins
Creature - Human Knight
Double strike (This creature deals both first-strike and regular combat damage.)
Lifelink (Whenever this creature deals damage, you gain that much life.)
They aim to embody both their leader's intelligence and his combat skills.
3/3
169/265
-
Karl Jahan, the Sword Brother
Legendary Creature - Human Soldier Knight
Soldier and Knight spells you play cost less to play.
Other multicolored creatures you control get +2/+2.
Double strike (This creature deals both first-strike and regular combat damage.)
"One day , the land's greatest heroes shall be two brothers - one a man of the soldiers' command post, one a man of the wizard's laboratory" - Ancient Nazarem prophecy
3/2
170/265
-
Naturalistic Archmage
Creature - Human Druid Wizard
, : Gain control of target land.
"A contradiction, yes. The wild impulsiveness of the woods, and the cool calculation of the ivory tower. Yet, these mages present a lot to be admired." - Albert Jahan, the Mage Brother
1/1
171/265
-
Rebel Undertaker
Creature - Human Rebel Cleric
: Put target Rebel card from your graveyard on the bottom of your library.
Even via the bodies of the dead, he aims to keep the rebellion's furor alive.
2/2
172/265
-
Sundering Fury
Instant
Choose one - Destroy target artifact and it can't be regenerated, -or- destroy two target artifacts. (If you choose the second option, those artifacts could be regenerated.)
173/265
-
Tal-Charran Bounty
Enchantment
Red creatures you control get +2/+0.
Green creatures you control get +1/+1.
174/265
-
Wastelander Townsfolk
Creature - Human Townsfolk
Protection from white
2/2
175/265
Hybrids (5 cards)
-
Jahanian Will
Instant
If you spent to play Jahanian Will, remove target attacking or blocking creature from the game unless its controller pays for each Soldier in play.
If you spent to play Jahanian Will, counter target spell unless its controller pays for each Wizard in play.
The brothers, either of them, are nothing if not stong minds and sharp wits.
176/265
-
Energy Siphon
Instant
Tap target nonland permanent.
177/265
-
Castlebar's Ritual
Instant
If you used to pay the in this spell's mana cost, add to your mana pool.
If you used to pay the in this spell's mana cost, add to your mana pool.
178/265
-
Wild Hermit
Creature - Human Druid Shaman
, : Choose target land. If it is a Forest or Mountain, untap it.
"I have discarded the excess trappings of civilization, and it is liberating." - Nazarem expatriate
1/1
179/265
-
Nature's Light
Instant
Choose one - Destroy target enchantment, or target creature gains protection from black.
Entwine
180/265
Multicolor split cards (5 cards)
-
Ashes
Instant
Destroy up to two target creatures. You lose 4 life.
181/265
-
Manipulation
Instant
Tap target permanent an opponent controls.
182/265
-
Nature
Instant
Gain X life, where X is the number of nonbasic Forests you control.
183/265
-
Peace
Instant
Choose target opponent.
During that player's next turn, creatures that player controls can't attack.
During your next turn, creatures you control can't attack.
184/265
-
Rocks
Instant
Deal X damage to target creature, where X is the number of Mountains you control.
185/265
Colorless (25 cards)
-
Ancestor's Armorplate
Legendary Artifact - Equipment
Equipped creature gets +0/+4.
Whenever equipped creature blocks, creatures it's blocking lose first strike and doublestrike until end of turn.
Equip
186/265
-
Charred Swampflower
Artifact
, Sacrifice Charred Swampflower: Add three mana in any combination of red and/or black mana to your mana pool.
These foul plants are a common sight near the edges of the Wasteland swamps; as they often flood the edges of the nearby barrens with their muck.
187/265
-
Cirlhann's Castle
Artifact Creature - Wall
Defender (This creature can't attack.)
: Destroy target creature blocking Cirlhann's Castle.
5/5
188/265
-
Devil's Inverter
Artifact - Equipment
Devil's Inverter is black. (It's still an artifact.)
Flash
Trapped creature gets +1/-1.
When trapped creature is put into a graveyard, the owner of Devil's Inverter draws a card.
Trap or (Pay or : Attach to target creature an opponent controls. This card comes into play unattached and stays in play if that creature leaves play.)
189/265
-
Emerald Pendant
Artifact - Jewel
Emerald Pendant is green. (It's still an artifact.)
: Add to your mana pool.
190/265
-
Full-Body Armor
Artifact - Equipment
Equipped creature gets -1/+4.
Equip
It somewhat limits its wearer's mobility, but at the same time, makes him a far more difficult kill.
191/265
-
Halberd
Artifact - Equipment
Equipped creature has first strike and flanking.
Equip
192/265
-
Improvised Cage
Artifact - Equipment
Improvised Cage is white. (It's still an artifact.)
Flash
Trapped creature cannot attack.
Trap or (Pay or : Attach to target creature an opponent controls. This card comes into play unattached and stays in play if that creature leaves play.)
193/265
-
Jahan's Castle
Artifact Creature - Wall
Defender (This creature can't attack.)
: Jahan's Castle gains reach until end of turn.
: Jahan's Castle gains first strike until end of turn.
5/5
194/265
-
Lightning Seeker
Artifact - Equipment
Lightning Seeker is red. (It's still an artifact.)
Flash
Whenever a noncreature source deals damage, deal 1 damage to the trapped creature.
Trap or (Pay or : Attach to target creature an opponent controls. This card comes into play unattached and stays in play if that creature leaves play.)
195/265
-
Longbow
Artifact - Equipment
Equipped creature has reach and ": Deal 2 damage to target attacking or blocking creature."
Equip
"The enemy is still out of range of us."-Sentry
"Ha! Once we get out the longbows, that won't last for long!" - Commander
196/265
-
Magic Adhesive
Artifact
Magic Adhesive is gray. (It's still an artifact.)
: Regenerate target artifact.
"Truly, Albert Jahan's labs produce miraculous devices."
197/265
-
Mana Ring
Restricted Artifact - Jewel
Restricted 1 (Since Mana Ring has the Restricted supertype, you may have no more than 1 copy/copies of Mana Ring in your deck.)
: Add to your mana pool.
"Powerful, but its emanations are very dangerous in the wrong hands. Thus we must keep such objects under tight control." - Albert Jahan, the Mage Brother
198/265
-
Martyr's Staff
Legendary Artifact - Equipment
Equipped creature has ", Remove this creature from the game: Destroy target permanent."
Equip
199/265
-
Nature's Gauntlet
Artifact
Red creatures you control get +1/+0.
Green creatures you control get +0/+1.
Red and/or green creatures you control gain trample.
Armor made not of steel, but of hide and claw.
200/265
-
Net
Artifact - Equipment
Net is blue. (It's still an artifact.)
Flash
Trapped creature gains "This creature can't attack or block unless its controller pays ."
Trap or (Pay or : Attach to target creature an opponent controls. This card comes into play unattached and stays in play if that creature leaves play.)
201/265
-
Onyx Pendant
Artifact - Jewel
Onyx Pendant is black. (It's still an artifact.)
: Add to your mana pool.
202/265
-
Patriarch's Sword
Restricted Artifact - Equipment
Restricted 1 (Since Patriarch's Sword has the Restricted supertype, you may have no more than 1 copy/copies of Patriarch's Sword in your deck.)
Equipped creature gets +X/+0, where X is the number of creatures you control.
Equip
Legend has it that one of the Tal-Nazarem Confederacy's ancestors wielded this weapon.
203/265
-
Pearl Pendant
Artifact - Jewel
Pearl Pendant is white. (It's still an artifact.)
: Add to your mana pool.
204/265
-
Pirate Barge
Artifact Creature - Pirate Ship
Pirates you control get +1/+1 when attacking.
Pirates you control can block creatures with Islandwalk as though they didn't have Islandwalk.
, : Deal 1 damage to target creature or player.
2/4
205/265
-
Rebel Safe House
Tribal Artifact - Rebel Fortification
Fortified land has ": Counter target spell or ability that targets one or more Rebels you control.".
Fortify (: Attach to target land you control. Fortify only when you could play a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
206/265
-
Ruby Pendant
Artifact - Jewel
Ruby Pendant is red. (It's still an artifact.)
: Add to your mana pool.
207/265
-
Sapphire Pendant
Artifact - Jewel
Sapphire Pendant is blue. (It's still an artifact.)
: Add to your mana pool.
208/265
-
Two-Handed Sword
Artifact - Equipment
Equipped creature gets +3/-1.
Equip
It deprives its bearer of a shield-holding hand, but the brute force of the weapon's weight can easily make up for that.
209/265
-
Weight of Vines
Artifact - Equipment
Weight of Vines is green. (It's still an artifact.)
Flash
Whenever the trapped creature attacks or blocks, put a vine counter on Weight of Vines.
Remove 2 vine counters from permanents you control: Destroy target land an opponent controls.
Trap or (Pay or : Attach to target creature an opponent controls. This card comes into play unattached and stays in play if that creature leaves play.)
210/265
Non-basic lands (35 cards)
-
Ancient Tomb
Land
: Add to your mana pool. Ancient Tomb deals 2 damage to you.
Disturbing the dead is an activity fraught with risk.
211/265
-
Barren Cliffs
Land
, Sacrifice Barren Cliffs: Search your library for a Mountain card and put it into play.
212/265
-
Decrepit Castle
Land - Plains Swamp
(: Add or to your mana pool.)
At end of turn, unless you control another Plains or another Swamp, sacrifice Decrepit Castle.
213/265
-
Delta City Library
Legendary Land
: Add to your mana pool.
, : Draw a card. Play this ability only if you have seven cards in hand.
"The paper in this library has fueled not fires of heat and light, but fires of innovation." - Jahanian researcher
214/265
-
Delta Reef
Land - Island Forest
(: Add or to your mana pool.)
: Add to your mana pool.
Whenever you tap Delta Reef for blue mana, target opponent may draw a card, then discard a card.
Whenever you tap Delta Reef for green mana, target opponent gains 4 life.
215/265
-
Festering Bog
Land - Swamp Forest
(: Add or to your mana pool.)
At end of turn, unless you control another Swamp or another Forest, sacrifice Festering Bog.
216/265
-
Filthy Bog
Land
, Sacrifice Filthy Bog: Search your library for a Swamp card and put it into play.
217/265
-
Firefields
Land - Plains Mountain
(: Add or to your mana pool.)
Whenever you tap Firefields for white mana, prevent the next two damage that would be dealt to target opponent.
Whenever you tap Firefields for red mana, target opponent chooses one - Deal 2 damage to target creature of his choice, or deal 1 damage to target player of his choice.
218/265
-
Flash Forest
Land - Forest
You may play Flash Forest any time during an opponent's main phase if there is nothing on the stack. (Flash Forest is not a spell.)
When Flash Forest comes into play, return a Forest you control to its owner's hand.
Trees are not always slow-growing ancient entities.
219/265
-
Forest Clearing
Land - Plains Forest
(: Add or to your mana pool.)
Whenever Forest Clearing becomes tapped, prevent the next 2 damage that would be dealt to target opponent.
220/265
-
Fountain of Renewal
Legendary Land
: Untap target land. Play this ability only once per turn.
221/265
-
Heart of Nazarem
Legendary Land - Plains Island Swamp Mountain Forest
(: Add , , , or to your mana pool.)
Heart of Nazarem comes into play tapped.
Whenever Heart of Nazarem becomes tapped, you lose 1 life. (You do not lose 1 life due to the comes-into-play ability.)
222/265
-
Heart of Tal-Charra
Land
If Heart of Tal-Charra would come into play, you may sacrifice a Mountain or Forest. If you do, Heart of Tal-Charra comes into play. If you don't, place Heart of Tal-Charra into its owner's graveyard.
: Add to your mana pool.
, : Choose one - Deal 1 damage to target player, or 2 damage to target creature.
, : Target creature gets +2/+2 until end of turn.
223/265
-
Jahanian Field Outpost
Land
If Jahanian Field Outpost would come into play, you may sacrifice a Plains. If you do, Jahanian Field Outpost comes into play. If you don't, place Jahanian Field Outpost into its owner's graveyard.
: Add to your mana pool.
, : Put a 1/1 white Soldier creature token with first strike into play.
224/265
-
Jahanian River Outpost
Land
If Jahanian River Outpost would come into play, you may sacrifice a Island. If you do, Jahanian River Outpost comes into play. If you don't, place Jahanian River Outpost into its owner's graveyard.
: Add to your mana pool.
, : Put a 1/1 blue Wizard creature token into play.
225/265
-
Labyrinth
Land - Plains Island
(: Add or to your mana pool.)
: Add to your mana pool.
Whenver you tap Labyrinth for white mana, if you do not control another Plains, Labyrinth does not untap during your next untap step.
Whenver you tap Labyrinth for blue mana, if you do not control another Island, Labyrinth does not untap during your next untap step.
226/265
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Mountain Stream
Land - Island Mountain
(: Add or to your mana pool.)
Whenever you tap Mountain Stream for blue mana, tap a untapped permanent you control.
Whenever you tap Mountain Stream for red mana, flip a coin. If you lose the flip, Mountain Stream does not untap during your next untap step.
227/265
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Mountaintop Casino
Land - Mountain
(: Add to your mana pool.)
When Mountaintop Casino comes into play, flip a coin. If you win the flip, search your library for a card that shares a subtype with Mountaintop Casino and put it into play. If you lose the flip, sacrifice Mountaintop Casino.
More than cash is wagered here.
228/265
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Natural Clearing
Land
, Sacrifice Natural Clearing: Search your library for a Forest card and put it into play.
229/265
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Northern Volcano
Land - Mountain
(: Add to your mana pool)
There are more volcanoes up north than just the Farrum volcano.
230/265
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Placid Brook
Land
, Sacrifice Placid Brook: Search your library for a Island card and put it into play.
231/265
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River Island
Land - Island
(: Add to your mana pool)
The main rivers of Tal-Nazarem, the Lourdes River and the Nazarem River, have many islands within their large width, especially at their deltas.
232/265
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Satanic Temple
Land
Satanic Temple comes into play tapped.
: Add to your mana pool.
Clerics you control get +1/+0 and have "When this comes into play, you may have target player lose 1 life."
233/265
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Stagnant River
Land - Island Swamp
(: Add or to your mana pool)
At end of turn, unless you control another Island or another Swamp, sacrifice Stagnant River.
234/265
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Sun Temple
Land
Sun Temple comes into play tapped.
: Add to your mana pool.
Clerics you control get +0/+2 and have "When this comes into play, you may gain 2 life."
235/265
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Tal-Charra Forest
Legendary Land
: Add to your mana pool.
Mountains you control have ": Add to your mana pool. This deals 2 damage to you."
Forests you control have ": Add to your mana pool. Choose an opponent. That opponent gains 2 life."
236/265
-
Tal-Charra Woodlands
Land - Forest
(: Add to your mana pool)
As all elves do, those who live here have an immense affinity for nature. But these elves may have picked up a special wildness, from their forest being located near a major mountain range.
237/265
-
Trevelna City
Legendary Land - Plains
(: Add to your mana pool.)
Trevelna City comes into play tapped.
If you control any Forests or Islands, sacrifice Trevelna City.
White creatures you control get +1/+1 for each other nonbasic Plains you control.
238/265
-
Trevelna Mesa
Land - Plains
(: Add to your mana pool)
An arid, desolate land, but one whose inhabitants aim for a noble life.
239/265
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The Veiled Mountain
Snow Land - Forest Mountain
(: Add or to your mana pool)
When The Veiled Mountain comes into play, you may pay 3 life. If you don't, The Veiled Mountain comes into play tapped.
At the farthest northern reaches of Tal-Nazarem, this frigid mountain is rarely visited, even by the Tal-Charra elves.
240/265
-
Wasteland Citadel
Land - Swamp Mountain
(: Add or to your mana pool.)
At end of turn, unless you control another Swamp or another Mountain, sacrifice Wasteland Citadel.
241/265
-
The Wastelands
Legendary Land - Swamp
(: Add to your mana pool.)
The Wastelands comes into play tapped.
If you control any Forests or Islands, sacrifice The Wastelands.
Red monocolor creatures you control get +1/+0 for each nonbasic Swamp you control.
Black monocolor creatures you control get +1/+0 for each nonbasic Mountain you control.
242/265
-
Wastelands Muck
Land - Swamp
(: Add to your mana pool)
The inhabitants of these desolate lands propagate the filth of their ‘home', and the ideas that filth represents.
243/265
-
Wildflower Field
Land
, Sacrifice Wildflower Field: Search your library for a Plains and put it into play.
244/265
-
Wizards' Market
Land
: Draw two cards, then remove three cards in your hand from the game.
"Sometimes, you must discard trinkets that are of little consequence in order to attain the truly valuable." - Wizardly advice
245/265
Basic lands (20 cards)
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Plains
Basic Land - Plains
246, 247, 248, 249
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Island
Basic Land - Island
250, 251, 252, 253
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Swamp
Basic Land - Swamp
254, 255, 256, 257
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Mountain
Basic Land - Mountain
258, 259, 260, 261
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Forest
Basic Land - Forest
262, 263, 264, 265