3 |
Architects of Will
|
When Architects of Will enters the battlefield, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.)
When Architects of Will enters the battlefield, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.)
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{2}{U}{B}
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Artifact Creature
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3/3
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|
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main
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3 |
Bloodfell Caves
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Bloodfell Caves enters the battlefield tapped. When Bloodfell Caves enters the battlefield, you gain 1 life. {T}: Add {B} or {R}.
Bloodfell Caves enters the battlefield tapped. When Bloodfell Caves enters the battlefield, you gain 1 life. {T}: Add {B} or {R}.
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|
Land
|
|
|
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main
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4 |
Deadshot Minotaur
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When Deadshot Minotaur enters the battlefield, it deals 3 damage to target creature with flying. Cycling {R/G} ({R/G}, Discard this card: Draw a card.)
When Deadshot Minotaur enters the battlefield, it deals 3 damage to target creature with flying. Cycling {R/G} ({R/G}, Discard this card: Draw a card.)
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{3}{R}{G}
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Creature
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3/4
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|
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main
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2 |
Demonic Dread
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Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Target creature can't block this turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Target creature can't block this turn.
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{1}{B}{R}
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Sorcery
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|
|
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main
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4 |
Desert Cerodon
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Cycling {R} ({R}, Discard this card: Draw a card.)
Cycling {R} ({R}, Discard this card: Draw a card.)
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{5}{R}
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Creature
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6/4
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|
|
main
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3 |
Forest
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|
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Land
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|
|
|
main
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4 |
Greater Sandwurm
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Greater Sandwurm can't be blocked by creatures with power 2 or less. Cycling {2} ({2}, Discard this card: Draw a card.)
Greater Sandwurm can't be blocked by creatures with power 2 or less. Cycling {2} ({2}, Discard this card: Draw a card.)
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{5}{G}{G}
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Creature
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7/7
|
|
|
main
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4 |
Horror of the Broken Lands
|
Whenever you cycle or discard another card, Horror of the Broken Lands gets +2/+1 until end of turn. Cycling {B} ({B}, Discard this card: Draw a card.)
Whenever you cycle or discard another card, Horror of the Broken Lands gets +2/+1 until end of turn. Cycling {B} ({B}, Discard this card: Draw a card.)
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{4}{B}
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Creature
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4/4
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|
|
main
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3 |
Jungle Hollow
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Jungle Hollow enters the battlefield tapped. When Jungle Hollow enters the battlefield, you gain 1 life. {T}: Add {B} or {G}.
Jungle Hollow enters the battlefield tapped. When Jungle Hollow enters the battlefield, you gain 1 life. {T}: Add {B} or {G}.
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|
Land
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|
|
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main
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2 |
Living Death
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Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
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{3}{B}{B}
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Sorcery
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|
|
|
main
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3 |
Living End
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Suspend 3—{2}{B}{B} Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
Suspend 3—{2}{B}{B} Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
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|
Sorcery
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|
|
|
main
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4 |
Lurching Rotbeast
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Cycling {B} ({B}, Discard this card: Draw a card.)
Cycling {B} ({B}, Discard this card: Draw a card.)
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{3}{B}
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Creature
|
4/2
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|
|
main
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4 |
Monstrous Carabid
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Monstrous Carabid attacks each combat if able. Cycling {B/R} ({B/R}, Discard this card: Draw a card.)
Monstrous Carabid attacks each combat if able. Cycling {B/R} ({B/R}, Discard this card: Draw a card.)
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{3}{B}{R}
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Creature
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4/4
|
|
|
main
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3 |
Mountain
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|
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Land
|
|
|
|
main
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3 |
Rugged Highlands
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Rugged Highlands enters the battlefield tapped. When Rugged Highlands enters the battlefield, you gain 1 life. {T}: Add {R} or {G}.
Rugged Highlands enters the battlefield tapped. When Rugged Highlands enters the battlefield, you gain 1 life. {T}: Add {R} or {G}.
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|
Land
|
|
|
|
main
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4 |
Street Wraith
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Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
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{3}{B}{B}
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Creature
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3/4
|
|
|
main
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5 |
Swamp
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|
|
Land
|
|
|
|
main
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2 |
Violent Outburst
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Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Creatures you control get +1/+0 until end of turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Creatures you control get +1/+0 until end of turn.
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{1}{R}{G}
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Instant
|
|
|
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main
|