Alabaster Warden W (Common)
Creature - Cleric
: Gain 2 life. Play this ability only if Alabaster Warden is blocking.
The Wardens' oaths forbid them to use violence, even for self-defense.
0/1

Benalish Scout 1W (Common)
Creature - Soldier
Vigilance.
As long as you control an untapped Island, Benalish Scout has flying.
As long as you control an untapped Forest, Benalish Scout gets +1/+1.
1/1

Crossbow Marksman 1W (Common)
Creature - Soldier
At the beginning of your upkeep, if Crossbow Marksman is enchanted, put an arrow counter on it.
: Crossbow Marksman deals X damage to target attacking or blocking creature, where X is equal to the number of arrow counters on Crossbow Marksman.
"One shot, one kill."
1/1

Defender of Grace 2W (Common)
Creature - Knight
Protection from black.
You may play Defender of Grace whenever you could play an instant.
"You cannot fight ideas with bullets".
2/1

Demistify W (Common)
Instant
Destroy target enchantment.
Few mysteries and miracles can survive the merciless scrutiny of the HNN's journalists.

Femeref Visionary 2W (Common)
Creature - Human Seer
Whenever an enchantment comes into play, you may gain 2 life.
"Beneath the tumultous waters of our troubled times, the shining pearls of wisdom still remain."
1/2

Fortianna's Ward 3W (Common)
Enchant Creature
As Fortianna's Ward comes into play, choose one - Prevent all damage that would be dealt to enchanted creature, or prevent all damage that would be dealt by enchanted creature. Fortianna's Ward gains the chosen abliity.

Mask of Truth and Purity W (Common)
Enchant Creature
Enchanted creature gains protection from white and protection from artifacts. This effect does not remove Mask of Truth and Purity. (Other white enchantments enchanting this creature are put into their owners' graveyards)
"Unlike some of my sisters, I have no need to enhance the beauty granted to me by the Lady." - Serra angel.


Music of the Spheres 1W (Common)
Instant
Until end of turn, whenever a creature comes into play, gain life equal to its toughness.

Nimrou Kithkin W (Common)
Creature - Kithkin
Whenever a source would deal 2 or more damage to Nimrou Kithkin, prevent that damage.
The true beauty no barbarian can crush.
1/1

Repulsor Field 1W (Common)
Creature - Wall
As long as Repulsor Field is enchanted, it gets +0/+2 and may block any number of creatures.
These intangible fields ensure that the goblins remain contained in the slums. Regretfully, they cannot prevent the occasional scatterbrained tourists from wandering in from the other side.
0/5

Royal Commando 2W (Common)
Creature - Knight
First strike.
Royal Commando gets +1/+1 for each creature with protection and/or vigilance.
The younger sons of the Capashen royal family serve in the Commando Corps for five years, in accordance with traditions.
2/2

Shrine of Law and Grace 1W (Common)
Enchant Land
Enchanted land gains protection from red and protection from black.
When Shrine of Law and Grace comes into play, draw a card.

Subdermal Plating 0 (Common)
Enchant Creature
Play Subdermal Plating only if you control a Plains.
Subdermal Plating is a white card.
Enchanted creature gets +0/+1.
One of the first implants to be designed by Volarian scientists, subdermal armoured plating quickly became the standard equipment of all infantry worldwide.

Wandering Biker W (Common)
Creature - Nomad
Plainswalk.
Destiny is always waiting at the next crossroads.
1/1


Apprentice Skytamer 1W (Uncommon)
Creature - Rebel
3, : Search your library for a Bird card with converted mana cost equal to 2 or less and put it into play. Shuffle your library afterwards.
1/1

Circle of Protection: Enchantments 1W (Uncommon)
Enchantment
1: The next time an enchantment source would deal damage to you this turn, prevent that damage. (Treat further damage from the source normally)

Consecrated Sanctum 2W (Uncommon)
Enchant Land
Enchanted land gains ": Add to your mana pool for each enchantment you control".
"It is truly a wondrous testament to the faith and skill of these mortals that they managed to replicate the Realm's original sanctum to the tiniest detail - a feat that would not be possible without the Mother's blessing!" - Serra angel.

Crisis of Faith 3W (Uncommon)
Enchantment
Creatures cannot attack or block alone.
"The community is inherently greater than the sum of its members. In this time of great stress and peril, it is our duty to remind people of this." - Fortianna, Serran Arch-Prelate.

Fortianna's Honor Guard 3W (Uncommon)
Creature - Guardian
As long as Fortianna's Honor Guard is enchanted, creatures you control gain vigilance.
: Fortianna's Honor Guard gets +0/+1 until end of turn.
2/4

Glamourous Visage 2W (Uncommon)
Instant
As an additional cost to play Glamourous Visage, reveal three or more Angel cards from your sideboard.
Gain 8 life.
Beauty will save the world, but what will save beauty?

Glimmering Veil 1W (Uncommon)
Instant
Prevent all damage that would be dealt to enchanted creatures this turn.
In the event of emergency, even the simplest cosmetic enchantment can be transformed into an indestructible ivory mask.

Harmony Seeker W (Uncommon)
Creature - Cleric
, : Target creature becomes enchanted and equipped until end of turn.
For centuries, the Seekers forged weapons and armour of pure faith for the champions of their cause. To their dismay, most of the modern champions prefer tangible enhancements to the mystical aid.
1/1

Master Pearlsmith 1W (Uncommon)
Creature - Human Smith
Protection from red.
: Target enchanted creature gets +0/+1 until end of turn.
Those skilled in the art of pearlsmithing can repair auras and reinforce implants in mere minutes. This makes them naturally suited to battlefield roles.
1/2

Media Control 3W (Uncommon)
Enchantment
Creatures cannot attack you unless their controller pays X for each attacking creature, where X is equal to the number of enchantments you control.
"The Serran glamour magazines, the Heralds' news announcements, the evening illushows - they are all tools of the System's brainwashing." - LLF pamphlet.

Pursuit of Enlightenment 5W (Uncommon)
Instant
Affinity for basic land types.
Search your library for an enchantment card, reveal it, and put it in your hand. Shuffle your library afterwards.

Radical Inquisitor 2WW (Uncommon)
Creature - Inquisitor
Protection from enchantments and enchanted permanents.
"Your blasphemous implants befoul the bodies, while your poisonous propaganda corrupts the minds. We will put an end to this obscenity, in the name of Serra!"
3/3

Relief Force 5W (Uncommon)
Creature - Knight
You may play Relief Force whenever you could play an instant.
When Relief Force comes into play, if it is the combat step, each creature defending player controls gets +0/+2 until end of turn, and Relief Force deals 2 damage to each attacking creature.
More than one battle was won by the timely arrival of a flanking cavalry force.
3/4

Serran Evangelist 1WW (Uncommon)
Creature - Cleric
Protection from black.
Angel spells cost you 2 less to play.
"Unity is a knot tied by the angels' hands." - Fortianna, Serran Arch-Prelate.
2/3

Sunshield Seer 2W (Uncommon)
Creature - Seer
When Sunshield Seer comes into play, you may search your library for a card with "prevent" or "gain" in its text, reveal it, shuffle your library, and put that card on the top of your library.
1/1

Test of Loyalty 3W (Uncommon)
Enchantment
You may pay 3u instead of paying Test of Loyalty's mana cost. If you do, Test of Loyalty is a blue spell.
Each creature must block each turn if able unless its controller pays 2.
"Ideals and principles are only worth anything as long as one is prepared to sacrifice something valuable for them." - Voltaire.

Wraithform 1WW (Uncommon)
Enchant Creature
Enchanted creature loses all abilities and is a 1/1 white flying Spirit.
If Wraithform is put into a graveyard from play, put a 1/1 white flying Spirit creature token into play.


Adam Cadmon Construct 1WW (Rare)
Legendary Creature - Human
At the beginning of your upkeep, if Adam Cadmon Construct is enchanted by five or more cards, you win the game.
Even planeswalkers can be cloned.
2/4

Animate Medium 1WW (Rare)
Enchant Enchantment
Animate Medium can only enchant a global enchantment.
Enchanted enchantment is a 4/4 white Angel creature with flying. It is still an enchantment.
Some dreams have dreams and aspirations of their own.

Auratog 1W (Rare)
Creature - Atog
Sacrifice an enchantment: Auratog gets +2/+2 until the end of turn.
"No plane is safe from their hunger." - Amornis, master dreamspinner.
1/2

Aurora Herald 7WW (Rare)
Creature - Angel
Affinity for enchantments, flying, vigilance.
"When the Heralds speak, Dominaria listens." - HNN slogan.
4/4

Battlefield Commander 2WW (Rare)
Creature - Lord
As long as Battlefield Commander is a Soldier, it has first strike and vigilance.
As long as Battlefield Commander is a Lord, all Soldiers get +1/+2.
: Choose Soldier or Lord. Battlefield Commander becomes the chosen creature type. (It loses all other creature types, if any. This effect does not end at end of turn)
2/5

Cower 2W (Rare)
Instant
Until end of turn, whenever a source would deal damage to you, remove that many cards from the top of your library from the game instead.
A crumbling sanctuary is better than a crumbling body.

Crusading Angel 2WW (Rare)
Creature - Angel Crusader
Flying, vigilance.
Skip all steps of your turn except the combat step.
"It is a characteristic of all movements and crusades that the psychopathic element rises to the top." - Harlequin hierarch.
5/5

Eternal Gatekeeper 4WW (Rare)
Creature - Sphinx Guardian
Eternal Gatekeeper blocks each turn if able.
As long as Eternal Gatekeeper is enchanted, prevent all damage that would be dealt to you.
As long as you control a global enchantment, prevent all damage that would be dealt to Eternal Gatekeeper.
4/4

Femeref Elder 3WW (Rare)
Creature - Human Knight
Vigilance.
Whenever damage is removed from a creature, put a +1/+1 counter on Femeref Elder.
"War will not determine who is right, it will determine who is left."
3/3

Fortianna, Arch-Prelate of Serra 1WW (Rare)
Legendary Creature - Human Cleric
Vigilance, protection from black, protection from red.
1U: The active player takes an extra upkeep step after this combat. Play this ability only if Fortianna is attacking or blocking, and only once each turn.
"The wicked souls will be crushed by this burden. The pure will prosper."
2/2

Juntu Barrier 1W (Rare)
Creature - Wall
(Walls cannot attack)
Creatures with power 1 or less can't attack.
"This will allow us to concentrate on the greater evils of this world." - Fortianna, Serran Arch-Prelate.
0/5

Master Skytamer 2W (Rare)
Creature - Human
You may choose not to untap Master Skytamer during your untap step.
1U, : Gain control of target creature with converted mana cost equal to 4 or more as long as Master Skytamer remains tapped.
No raging dragon ever made it to Benalia City without being subdued by the skytamers' shining nets.
1/1

Royal Inquisitor 3W (Rare)
Creature - Human Inquisitor
: Destroy target creature with fear or haste.
Admired and feared in equal measure throughout the empire, these inquisitors answer only to the Arch-Prelate and the Emperor.
1/1

Zenith Mantra 3WW (Rare)
Enchantment
Each other enchantment gains "Creatures you control get +1/+1".
One world. One vision. One purpose.


Annul U (Common)
Instant
Counter target artifact or enchantment spell.
To his chagrin, Furt discovered that the proverbial 'red tape' was actually blue.

Aural Disjunction U (Common)
Instant
Each player shuffles an enchantment he or she controls into his or her library.
"What we have here is a failure to harmonize."

Azure Falcon U (Common)
Creature - Bird
Flying.
Azure Falcon cannot lose flying.
Born from levitating eggs, azure falcons never touch the ground throughout all their lives. After death, their bodies drift higher and higher into the sky until they disappear from view altogether.
1/1

Freelance Journalist 1U (Common)
Creature - Human Spy
As long as there are any counters on Freelance Journalist, it is unblockable.
Proper credentials will get you everywhere. So will the properly forged ones, for that matter.
2/1

Inform U (Common)
Sorcery
Target player draws a card.
If you control three or more untapped Islands, Inform costs less to play.
The difference between learning and informing is akin to the difference between building an ice sculpture and pouring water into a river.

Masked Initiate U (Common)
Creature - Wizard
Whenever you would return a permanent you control to its owner's hand, you may return Masked Initiate to its owner's hand instead.
"Nice trick. If we could learn it, we would no longer have to deal with these shifty cowards." - Syndicate remover.
1/1

Phyretic Construct 1U (Common)
Artifact Creature - Human Golem
(Phyretic Construct is a blue card)
"After several years of experimentation, I have finally created a perfect amalgam of mana, flesh, and metal! Inspired by the ancient legends, I decided to call this process 'phyresis'." - Saa-Lumer, Voltarian researcher.
2/2

Ray of Frost 1U (Common)
Instant
Tap target permanent. It does not untap during its controller's next untap step.
Some wizards joke that the growing popularity of this versatile spell is actually the harbinger of the second Ice Age.

Reverse Gravity U (Common)
Enchant Creature
Enchanted creature gains flying and cannot block creatures without flying.
"First, build a castle. Next, surround it with clouds. The rest will follow on its own." - Maglama, philosopher adept.

Surveillance Station 1U (Common)
Enchant Land
Enchanted land gains ": Look at target player's hand".
As Surveillance Station comes into play, draw a card.

Third Eye 1UU (Common)
Enchant Creature
Whenever enchanted creature deals combat damage to a player, choose two - draw a card, look at that player's hand and the top card of his or her library, or enchanted creature becomes unblockable until the end of your next turn.
The Ivory Tower often equips its operatives with a dimunitive lens hidden in the forehead.

Thought Sifter 1U (Common)
Creature - Bureaucrat
: Draw X cards, then discard X cards. X is equal to the number of basic land types you control.
She is a gateway between the field operatives and the masters of the Ivory Tower, sifting oceans of information for precious pearls of true importance.
1/1

Veiled Isle U (Common)
Enchantment
Whenever an opponent plays a nonblue spell, if Veiled Isle is an enchantment, Veiled Isle becomes an Island. (This effect does not end at end of turn)
The full extent of the Confederation's domains is known only to the chosen few, and even they are occasionally surprised.


Voltarian Data Bank 3U (Common)
Enchantment
Shuffle Voltarian Data Bank into its owner's library: Draw two cards.
"In this informational Age, a cache of scrolls is worth more than a heap of gold coins." - Saa-Lumer, Voltarian researcher.

Voltarian Embassy U (Common)
Enchant Land
Enchanted land gains ": Tap target basic land".
It is said that Voltarian merchants can sell air to birds, and water to merfolk.

Voltarian Skyship 2UU (Common)
Creature - Ship
Flying.
Voltarian Skyship cannot block creatures without flying.
: Voltarian Skyship deals 1 damage to target creature or player. Play this ability only if Volarian Skyship is enchanted.
2/3


Alexandrian Laboratory 1U (Uncommon)
Enchant Land
Enchanted land gains ": Draw a card. Play this ability only if you have exactly seven cards in your hand".
What is a library but an inkwell of knowledge, to be inscribed on the parchment of the experiment?

Baleful Requisitioning 2UU (Uncommon)
Enchant Permanent
Baleful Requisitioning can only enchant a blue permanent or an Island.
You control enchanted permanent.
"Loyal friends are the ones who stab you in the front." - Voltarian proverb.

Banish 2U (Uncommon)
Instant
Return target permanent and all enchantments enchanting it to their owners' hands.
"Absence from those we love is self from self - a deadly banishment." - William Shakespeare.

Coastal Sentinel 2U (Uncommon)
Creature - Merfolk Wizard
Islandwalk.
Return an enchantment you control to its owner's hand: Tap target permanent.
A faction nominally independent from the rest of Voltarian hierarchy, the Sentinels act like border guards between the sea and the land.
1/2

Decisive Verdict 5UU (Uncommon)
Instant
Affinity for enchantments.
Counter target spell. If you do, draw a card.
"Objection overruled."

Deepwater Buccaneers 3U (Uncommon)
Creature - Merfolk Pirate
Protection from blue.
Whenever a creature you control comes into play, each opponent sacrifices a permanent unless he or she pays 1.
2/2

Disrupted Link 2UU (Uncommon)
Instant
Return all global enchantments to their owners' hands.
"We interrupt our program for an emergency broadcast..."

Ephemeromancer 1UU (Uncommon)
Creature - Illusion Wizard
: Ephemeromancer deals 1 damage to target creature or player.
Discard a card: Return Ephemeromancer to its owner's hand.
From nothing came Tims.
1/1

Evaporate 3U (Uncommon)
Enchant Permanent
: Shuffle enchanted permanent and Evaporate into their owners' libraries.
Fashions fade away eventually, but true style is eternal.

Harness the Gales XU (Uncommon)
Sorcery
As an additional cost to play Harness the Gales, tap X untapped creatures with flying you control.
Return X target creatures to their owner's hands.
No matter how hard the warriors struggled, they could not fight the tempest raised by a million wings beating in unison.

Holographic Projection 3U (Uncommon)
Instant
Put a creature token copy of target creature into play under your control. It becomes a blue Illusion. At end of turn, remove this token from the game.

Laboratory Assistant 2U (Uncommon)
Creature - Wizard
When Laboratory Assistant comes into play, you may search your library for an enchant creature card, reveal it to all players, and put it in your hand. If you do, shuffle your library afterwards.
1/1

Maglama's Blessing U (Uncommon)
Enchant Creature
Enchanted creature can be blocked by tapped creatures and cannot be blocked by untapped creatures.
"Be like a dream, my children, inspiring yet fleeting." - Malgama.

Marsh Drake 3U (Uncommon)
Creature - Drake
You may pay 3B instead of paying Marsh Drake's mana cost. If you, Marsh Drake is a black spell.
Flying, protection from green.
2/1

Ornithomancer 2U (Uncommon)
Creature - Wizard
Protection from Birds.
As long as Ornithomancer has flying, creatures you control gain flying.
"The sky is the final frontier to be explored and colonized."
2/1

Pseudoplasm 2U (Uncommon)
Creature - Shapeshifter
As Pseudoplasm comes into play, choose a number between 0 and 5.
At the beginning of your upkeep, choose a number between 0 and 5. If you choose the same number twice, sacrifice Pseudoplasm.
Pseudoplasm's power is equal to the last chosen number and its toughness is equal to 5 minus that number.
*/5-*

Skytome Seer 2U (Uncommon)
Creature - Seer
When Skytome Seer comes into play, you may search your library for a card with "counter" or "return" in its text, reveal it, shuffle your library, and put that card on the top of your library.
1/1

Technobabble 1U (Uncommon)
Instant
Counter target spell unless its controller pays 1 for each enchantment you control.
"Your behaviour is both unmutual and counterlogical. Such oldways can never metaphase into coprosperity".

Urban Enclave 1U (Uncommon)
Enchant Land
Enchanted land is a City, Node, Locus, Urza's, Mine, Tower, and Power-Plant in addition to its other land types. (It does not gain new mana abilities)
A precious seed from which the tree of civilization will grow.


AEther Flux 2U (Rare)
Enchantment
Each enchantment and artifact gains echo. (This includes AEther Flux. Multiple instances of echo stack.)
Struggling against the relentless tide of pure magic is like trying to swim up a waterfall. Unless you've made a career of doing it, don't bother trying.


Aura Manipulation X1U (Rare)
Instant
Move X target local enchantments to X target permanents they can legally enchant. (The control of the enchantments or the permanents does not change)

Benthic Elder 3UU (Rare)
Creature - Djinn
Flying.
Whenever a permanent is returned to its owner's hand, put a +1/+1 counter on Benthic Elder.
No system ever existed which did not in some form include the exploitation of some sentient beings for the advantage of others.
3/4

Chameleon Skin 2UU (Rare)
Enchant Creature
Enchanted creature is unblockable and cannot be the target of spells or abilities.
Chameleon Skin cannot be the target of spells or abilities.

Copyright Infringement 1U (Rare)
Instant
Gain control of target nonland permanent that shares its name with another permanent.
Property is theft, and, therefore, theft is property.

Covert Exchange 3U (Rare)
Sorcery
Exchange control of two target enchantments. (This effect does not end at end of turn)
From time to time, the samples of new arcane inventions wind up in the hands of Urborg or Keldon fringe elements, courtesy of underhanded apprentices looking for a quick profit.


Declassify 1U (Rare)
Instant
Choose a creature type. Remove this creature type from the game. (All cards lose this creature type. It can no longer be chosen. This effect does not end at end of turn.)
"Cephalids? An urban legend."


Escaped Prototype 3UU (Rare)
Creature - Shapeshifter
When Escaped Prototype comes into play, return all enchant creature cards from all graveyards to play enchanting Escaped Prototype.
"Security, close all gates immediately! The perfect being must not escape!" - Saa-Lumer.
3/3

Flexible Stratagem 4UU (Rare)
Enchantment
As Flexible Stratagem comes into play, name any artifact, global enchantment, creature, or land card with converted mana cost equal to 3 or less that would be legal in your deck.
Flexible Stratagem is a copy of the named card. (This effect does not end at end of turn)

Metamorphic Enviroment 1UU (Rare)
Enchantment
Whenever an artifact, creature, land, or a global enchantment comes into play, Metamorphic Enviroment becomes the copy of that permanent and retains this ability.

Saa-Lumer, Master Researcher 1UU (Rare)
Legendary Creature - Human Merfolk Wizard
At the beginning of your upkeep, put a page counter on Saa-Lumer for each enchantment enchanting Saa-Lumer.
1UU, : Draw a card for each page counter on Saa-Lumer.
2/2

Synchronize 1UU (Rare)
Instant
Change target creature's power, toughness, creature type and color to the most common power, toughness, creature type and color among all creatures. If several values are tied for the highest, choose any one of them.
Get in tune. Socialize. Build a network of like-minded friends. Recite the seven habits of the most successful planeswalkers. Smile.

Technomancy 3UU (Rare)
Enchantment
3: Put an artifact token into play.
3: Put an enchantment token into play.
3: Put a land token into play.

Visualise 3UU (Rare)
Sorcery
Search target opponent's library for an enchantment card, reveal it to all players, and put it into play under your control. Shuffle that player's library afterwards.


Allergic Reaction 1B (Common)
Enchant Creature
Enchanted creature gets -X/-X for each enchantment you control.
"Subject #47 demonstrated an unusually violent reaction to the implants. Apparently, the subject's immune system collapsed entirely." - Saa-Kumer's journal entry.

Alley Shade 2B (Common)
Creature - Shade
Citywalk. (Alley Shade is unblockable as long as defending player controls a city)
: Alley Shade gets +1/+1 until end of turn. Play this ability only if Alley Shade is enchanted.
The unlit streets hide worse things than mere goblins.
1/1

Black Ornithopter 2 (Common)
Artifact Creature
Flying.
Black Ornithopter is a black card.
B: Regenerate Black Ornithopter.
B: Black Ornithopter gets +1/+1 until the end of turn. Play this ability only once each turn.
Black Ornithopters are imbued with special enchantments that render them completely silent.
0/2

Deranged Interrogator 3B (Common)
Creature - Ghoul Minion
Whenever Deranged Interrogator deals damage to a creature, that creature becomes fragile. (It cannot be regenerated, and damage is not removed from it at end of turn).
The scalpel is mightier than the sword.

2/4

Erg Patrol 1B (Common)
Creature - Mercenary
As long as Erg Patrol is enchanted, it gains fear.
In certain Voltarian circles, these thugs are referred to as "truncheon operators".
2/1

Nightglass Monitor 3B (Common)
Creature - Shade
: Nightglass Monitor phases out.
It watches from the shadow cast by the material world.
2/2

Nightglass Stalker 1B (Common)
Creature - Shade Assassin
: Put an observation counter on target creature.
: Remove an observation counter from target creature. If you do, put a hunt counter on that creature.
: Remove a hunt counter from target creature. If you do, put a bounty counter on that creature.
: Destroy target creature with a bounty counter on it. It can't be regenerated.
It redefines the concept of slow death.
1/1

Nocturnal Howl B (Common)
Instant
Destroy target Human. It can't be regenerated.
As long as the night exists, so will the wolves.

Shellplate Armour 1B (Common)
Enchant Creature
Enchanted creature gets +3/+3 and becomes fragile. (It cannot be regenerated, and damage is not removed from it at end of turn)
The design flaw that prevents the wearer from breathing will be corrected in the future version.


Skeletal Servitor B (Common)
Creature - Skeleton Minion
Whenever you would discard a card or sacrifice a permanent, you may sacrifice Skeletal Servitor instead.
In some areas of magic, the old ways of recycling are still the best.
1/1

Skull Collector 1B (Common)
Creature - Townsfolk
Sacrifice a creature, : Target creature gets +1/+1 until end of turn. Add B to your mana pool.
Despite his reputation, he does not really work for the Syndicate. Killing people is just a hobby for him.
1/1

Ticket to Nowhere 1B (Common)
Enchant Creature
When a creature comes into play, destroy enchanted creature.
There's always room for one less.

Unstable Stimulants B (Common)
Enchant Creature
Enchanted creature gets -1/-1 and has "1: Regenerate this creature".
The exact recipe varies from dealer to dealer, but graveyard dirt remains the crucial component.

Vampiric Fangs 1B (Common)
Enchant Creature
Enchanted creature gets +1/+0.
Whenever enchanted creature deals combat damage to a player, he or she loses 1 life and you gain 1 life.
Yesterday's fashions of the Magnapolis partygoers become tomorrow's weapons of the Nessiphium commandos.


Bottom Feeder 1B (Uncommon)
Creature - Ghoul
Sacrifice Bottom Feeder: Remove up to three target enchantment cards in any graveyards from the game.
"Hunger makes a thief of any creature." - Maglama, philosopher adept.
2/1

Death Merchant 1B (Uncommon)
Creature - Monger
Protection from white.
Pay 1 life: Add B to your mana pool. Play this ability only once each turn.
She sells oblivion in syringe-sized portions.
1/1

Defile 3B (Uncommon)
Sorcery
Target player discards a card for each forest or plains he or she controls.

Digestive Reactor 3B (Uncommon)
Enchant Creature
Enchanted creature gains "Discard a card: This creature gets +1/+1 until end of turn" and "Remove two cards in your graveyard from the game: This creature gets +1/+1 until end of turn".

Dissect 3B (Uncommon)
Sorcery
Destroy target nonblack creature. It can't be regenerated. Its controller loses 1 life for each counter on that creature.

Essence of Evil 1B (Uncommon)
Enchant Enchantment
Enchanted enchantment gains "Pay half your life rounded up: This enchantment becomes a 4/4 black Horror creature with flying."

Malevolent Haunting 3B (Uncommon)
Enchant Creature
At the beginning of your upkeep, put a corruption counter on Malevolent Haunting.
Enchanted creature gets -1/-1 for each corruption counter on Malevolent Haunting.
When enchanted creature is put into a graveyard from play, its controller loses X life and you gain X life, where X is equal to the number of corruption counters on Malevolent Haunting.

Ravage 3B (Uncommon)
Sorcery
You may pay 3R instead of paying Ravage's mana cost. If you do, Ravage is a red spell.
Destroy target land. It can't be regenerated.

Sinister Reputation 2B (Uncommon)
Enchant Creature
Enchanted creature gains swampwalk and fear.
Those who spend too much time in the company of scary, unspeakable beings tend be become one.

Steelwing Drake 2BB (Uncommon)
Creature - Drake
Flying.
As long as Steelwing Drake is untapped or equipped, you have threshold regardless of the number of cards in your graveyard.
2/4

Syndicate Enforcer 2BB (Uncommon)
Creature - Zombie Ogre Mercernary
Trample.
At the beginning of your upkeep, pay 2BB or sacrifice Syndicate Enforcer.
5/5

Terrorize 2BB (Uncommon)
Instant
Destroy target nonblack, nonartifact creature. It can't be regenerated. Its controller sacrifices a nonblack, nonartifact creature.
"Out - out are the lights - out all! / And over each quivering form / The curtain, a funeral pall / Comes down with the rush of the storm." - E.A.Poe, 'Conqueror Worm'.

Tombshade Seer 2B (Uncommon)
Creature - Seer
When Tombshade Seer comes into play, you may search your library for a card with "discards" or "sacrifices" in its text, reveal it, shuffle your library, and put that card on the top of your library.
1/1

Toxin Sacs 1B (Uncommon)
Enchant Creature
Whenever enchanted creature deals combat damage to a player, he or she gains a poison counter. (Players lose the game if they have ten or more poison counters)
Whenever enchanted creature blocks or is blocked by a creature, destroy that creature and the enchanted creature. They can't be regenerated.

Twisted Revenant 3B (Uncommon)
Creature - Graveborn Zombie Eater
Cycling - Pay 3 life.
When you return Twisted Revenant from your graveyard to play, put three +1/+1 counters on it.
Created from stillborn fetuses, these abominations dwell beneath the graveyards, devouring corpses and growing to monstrous proportions.
3/3

Urborg Enforcer 2BB (Uncommon)
Creature - Mercenary
Fear.
At the beginning of your upkeep, if Urborg Enforcer is enchanted, put a terror counter on it.
Whenever Urborg Enforcer deals combat damage to a player, he or she discards a card for each terror counter on Urborg Enforcer.
2/2

Vampiric Dreams 3BB (Uncommon)
Sorcery
Vampiric Dreams deals X damage to target creature or player, and you gain X life, where X is equal to the number of enchantments in play.
Even nightmares have to feed on something.


Chamber of Horrors 2B (Rare)
Enchantment
At the beginning of your upkeep, sacrifice a permanent at random. If you sacrifice Chamber of Horrors this way, put a 6/6 black Demon creature token with flying into play.
Otherwise known as Room 101.

Infernal Payback 4BB (Rare)
Enchantment
Whenever a creature deals combat damage to you, return target creature card from your graveyard to play.
Unlike their Syndicate counterparts, Urborg enforcers never claim that they are misunderstood or oppressed. Having their souls ripped inside out tends to remove the ambiguity from their worldview.

Krovikan Elder 3BB (Rare)
Creature - Elder Vampire
Flying.
Whenever you gain threshold, put a +1/+1 counter on Krovikan Elder.
He drinks from the pulsating vein of time itself.
4/3

Mandate of Hell 2BB (Rare)
Enchantment
As long as no opponent controls a creature, creatures you control get +2/+2.
"If just one hero would stand against the overlords, there would be some hope for us all." - Urborg serf.

Menacing Phantom 3B (Rare)
Creature - Phantom
Fear.
When Menacing Phantom comes into play, each opponent may search his or her library for a card, put it into his or her hand, and shuffle his or her library afterwards.
Sages and scholars of all stripes set aside their differences to convene on the best method of dealing with these horrors.
4/4

Nadir Mantra 3BB (Rare)
Enchantment
Each other enchantment gains "Creatures you do not control get -1/-1".
No purpose. No vision. No world.

Nether Tendrils 1B (Rare)
Sorcery
Return target creature card with converted mana cost equal to X or less from your graveyard to play, where X is equal to the number of basic land types you control.
Here's a simple method to determine whether your debt is paid off: If the Syndicate still exists, then the answer is 'no'.

Netherborn Wyrm 4BB (Rare)
Creature - Dragon
Flying.
As Netherborn Wyrm comes into play, choose target opponent.
Netherborn Wyrm's power and toughness is equal to the difference between the chosen opponent's and your life totals.
Its breath is a wave of deadly cold that kills all flame, its roar a blast of silence that swallows all sound.
*/*

Nightglass Trapper 3B (Rare)
Creature - Shade Assassin
: Destroy target creature with trample or vigilance.
A humble tripwire stretched in darkness can fell the mightiest giant and the bravest knight with equal ease.
1/1

Qlippothic Embrace 2BB (Rare)
Enchant Creature
Enchanted creature gets +3/+3 and gains trample.
For each 1 damage dealt to enchanted creature, its controller sacrifices a permanent.
The cold aura of nonexistence left neither room nor seed for a new flourishing - only a bitter void bereft of any hope at new creation.

Syndicate Scrounger 1B (Rare)
Creature - Citizen Merchant
Whenever an enchanted creature is put into a graveyard from play, its controller may draw two cards.
"Why don't you take this prototype enchancement for a field test? It will make you very powerful... and what harm can it do?"
1/1

Syndicate Sponsorship 2BB (Rare)
Enchantment
At the beginning of your upkeep, lose 1 life and draw a card for each enchantment you control.
"Make criminals pay. Become a lawyer." - Onyx City University advertisement.

Tombscroll Contract 2BB (Rare)
Enchantment
Sacrifice Tombscroll Contract: Return target creature from your graveyard to play. Play this ability only if you could play a sorcery.
When dealing with the Syndicate, it never pays off to skip the fine print.

Urborg Autocrat 3B (Rare)
Creature - Advisor
When Urborg Autocrat comes into play, put X 0/1 black Serf creature tokens into play, where X is equal to the number of basic land types you control.
2/2


Askari Accelerant 2R (Common)
Creature - Knight
First strike.
As long as Askari Accelerant has haste, creatures you control gain haste.
"Lightning never slows down to contemplate the best course. Why, then, should we?"
2/1

Flamespring Greaves 1R (Common)
Enchant Creature
Enchanted creature gets +1/+1 and gains haste.
Originally designed as fashionable footwear for the partygoers of Magnapolis, these implants are sometimes given to messengers and scouts.

Force Bolt R (Common)
Instant
Force Bolt deals 3 damage to target enchanted creature or to target player who controls an enchantment.
"I hope you like short circuits."

Gambling Hall R (Common)
Enchant Land
Enchanted land gains ": Shuffle your library".
When Gambling Hall comes into play, draw a card.
In gambling the many must lose in order that the few may win.

Goblin Ambush 2R (Common)
Enchantment
R, Return Goblin Ambush to its owner's hand: Goblin Ambush deals 2 damage to target creature.
The goblins no longer lived in the caves, but their territorial instincts remained as strong as ever.

Goblin Hooligan 1R (Common)
Creature - Goblin
Whenever an enchantment comes into play, Goblin Hooligan deals 1 damage to target creature or player.
Those who tried to taunt the goblins, while standing behind the safety of the repulsor fields quickly found out that the fields did not stop flying rocks.
1/2

Inner Beacon 1R (Common)
Enchant Creature
As long as enchanted creature is untapped, spells that target players cost 2 less to play.
The best conduit for a ley line is a living body.

Iron Skullplate 1R (Common)
Enchant Creature
When Iron Skullplate comes into play, untap enchanted creature.
Enchanted creature gets +2/+2 and does not untap during its controller's untap steps.

Keldon Raid 2R (Common)
Sorcery
Put four 1/1 red Barbarian creature tokens with haste into play.
At end of turn, remove these tokens form the game.
Like wildfire, they descend upon cities and villages in an orgy of destruction, leaving only scorched ruins in their wake.

Molecular Restructuring 0 (Common)
Enchant Artifact
Play Molecular Restructuring only if you control a mountain.
Molecular Restructuring is a red card.
Enchanted artifact is a Crystal in addition to its other artifact types.

Pyrodynamic Assault 4R (Common)
Sorcery
Put two red enchantment tokens with "Sacrifice this permanent: This permanent deals 2 damage to target creature or player" into play.
Flashback 4RR

Rockshard Blast 2R (Common)
Instant
You can remove five mountains from your sideboard instead of paying Rockshard Blast's mana cost.
Rockshard Blast deals 3 damage to target creature or player.

Spoils of the Conquest 2R (Common)
Instant
Add RR to your mana pool for each basic land type you control.
"Benalians build cities, and Keldons loot them. It's called 'narrow specialization'." - Harlequin watcher.

Twin-Tailed Salamander 1R (Common)
Creature - Lizard
R: Twin-Tailed Salamander gets +1/+0 until end of turn. Play this ability only if Twin-Tailed Salamander is enchanted.
Twin-tailed salamanders are most commonly encountered in the hot forges of Obsidian City, but some enterprising merchants from Magnapolis catch these little beasts and sell them to tourists, a practice that viashino frown upon.
1/1

Urban Minefield RR (Common)
Enchant Land
If enchanted land is put into a graveyard from play, destroy target land.


Battlefield Camaraderie 2R (Uncommon)
Enchantment
As Battlefield Camaraderie comes into play, choose a number.
Creatures with toughness equal to the chosen number get +2/+0.
"We bled together, we fought together, and we'll fall together. But not today."

Bloodsmoke Seer 2R (Uncommon)
Creature - Seer
When Bloodsmoke Seer comes into play, you may search your library for a card with "destroy" in its text, reveal it, shuffle your library, and put that card on the top of your library.
1/1

Border Skirmish 3R (Uncommon)
Instant
Border Skirmish deals X damage to each blocking and blocked creature, where X is equal to the number of basic land types you control.
"Violent stupidity has killed more people than all diseases combined." - Fortianna, Arch-Prelate of Serra.

Chaingun Arm 2RR (Uncommon)
Enchant Creature
Enchanted creature gains ": This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap enchanted creature".
Urborg enforcers use these hellishly efficient devices to suppress riots and demonstrations.

Collaborationist Pawn 2R (Uncommon)
Creature - Human
2G, : Destroy target nonbasic land.
Many of those hanged for conspiring with the LLF were actually unwitting dupes doing the bidding of the Harlequins.
2/1

Crimson Ogre 2R (Uncommon)
Creature - Ogre
Crimson Ogre cannot attack if defending player controls a tapped creature.
Crimson Ogre cannot block if you control a tapped creature.
He prefers to let the sleeping dragons lie.
4/4

Ectoplasmic Flow 1R (Uncommon)
Sorcery
Ectoplasmic Flow deals 2 damage to each creature without haste.
"That which doesn't make you stronger kills you." - Viashino proverb.

Empower 1R (Uncommon)
Sorcery
Put a counter of your choice on target permanent. You cannot choose counters that change power and/or toughness.

Fracture 3R (Uncommon)
Sorcery
You may pay 3G instead of paying Fracture's mana cost. If you do, Fracture is a green spell.
Destroy all artifact creatures.

Galvanize R (Uncommon)
Instant
You cannot play Galvanize if you control no enchantments.
Galvanize deals 3 damage to target creature or player.
"More voltage!" - Saa-Lumer.

Harlequin Gambit R (Uncommon)
Instant
Shuffle your library. Then, put the top card of your library into your graveyard. If it is a land card, Harlequin Gambit deals 2 damage to you. Otherwise, Harlequin's Gambit deals 4 damage to target creature or player.

Instigate R (Uncommon)
Sorcery
Target permanent deals 2 damage to target creature or player.
Subjected to the Harlequins' merciless taunting, even an inanimate object or an intangible idea can be coaxed into frenzy.

Pinpoint Bombardment 1R (Uncommon)
Instant
Destroy target Wall.
Draw a card.
Nothing says 'urban renovation' like a head-sized artillery shell infused with red mana.

Prismatic Bolt 3RR (Uncommon)
Instant
Prismatic Bolt deals 2 damage to target creature or player for each color of mana used to play Prismatic Bolt.
Few people seek the end of this rainbow.

Supersonic Waveglider 2RR (Uncommon)
Creature - Ship
Haste.
As long as you control an untapped Island, Supersonic Waveglider is unblockable.
In times of peace, a coveted luxury. In times of war, a fearsome weapon.
3/1

Viashino Jockey 2R (Uncommon)
Creature - Viashino
When Viashino Jockey comes into play, if you played it from your hand, add 3 to your mana pool.
2/1

Viashino Sentinel 1R (Uncommon)
Creature - Viashino
Whenever an opponent plays a land, Viashino Sentinel gets +2/+2 until end of turn.
"He who guards his honor guards us all." - Viashino bey.
2/1

Viashino Stargunner 1RR (Uncommon)
Creature - Viashino Soldier
R, : Viashino Stargunner deals 1 damage to target creature or player for each enchantment enchanting Viashino Stargunner.
1/1


Aura of Chaos 2R (Rare)
Enchant Creature
Enchanted creature gets +4/+4 and attacks each turn if able.
Whenever enchanted creature becomes blocked, defending player may move Aura of Chaos to target blocking creature.

Battle of Attrition 2RR (Rare)
Sorcery
Play Battle of Attrition only if ten or more damage was dealt to creatures and players this turn.
Destroy all artifacts and lands. They can't be regenerated.

Bogardan Elder 3RR (Rare)
Creature - Elemental
Haste.
Whenever a player plays a spell with X in its mana cost, put a +1/+1 counter on Bogardan Elder.
In the language of Bogardan, the plural form of 'mana' is the same word as 'power'.
3/3

Carve the Path 3R (Rare)
Instant
Carve the Path deals 3 damage to defending player for each blocking creature.
The road to glory is lined in red.

Ghitu Marauders 2R (Rare)
Enchantment
Whenever three or more creatures attack, their controller may put an attacking 3/1 red Mercenary creature token into play. Remove it from the game at end of combat.
"Jackals playing at being dogs of war." - Viashino bey.

Hurloon Defender 3RR (Rare)
Creature - Minotaur
Mountainwalk.
Any time you could mulligan, if Hurloon Defender is the only card in your hand, you may put it into play.
He specializes in last stands.
4/4

Keldon Bombardment 2RR (Rare)
Enchantment
Sacrifice a creature: Keldon Bombardment deals X damage to target creature or player, where X is equal to that creature's power. Play this ability only if you could play a sorcery, and only once each turn.
"The war will go on, until either we run out of cities, or the Keldons run out of warlords. What do you think will happen first?" - Benalish tactician.

Keldon Dreadnought 2RR (Rare)
Creature - Dreadnought
Haste, trample.
At end of turn, shuffle Keldon Dreadnought into its owner's library.
The first assault of the Keldons is often the last one as well.
6/1

Keldon Hellkite 5RR (Rare)
Creature - Dragon
Flying.
Sacrifice a mountain: Keldon Hellkite gets +1/+0 until end of turn.
Dragons of Keld breathe horrendous jets of molten lava at their victims, encasing them in a tasty, crunchy crust.
5/5

Nuclear Dragonstrike 4RR (Rare)
Sorcery
Destroy ten target lands. (You cannot choose less than ten legal targets)
"Now I am become Death, the destroyer of worlds."


Phosphorous Cloud 3R (Rare)
Enchantment
Whenever a creature attacks, its controller may pay or 2. If he or she does, that creature becomes a 4/1 red Elemental with trample until end of turn.

Slumborn Scavenger R (Rare)
Creature - Goblin Scavenger
Whenever an enchant creature card you control is put into a graveyard from play, return it to your hand. If you do, Slumborn Scavenger deals 2 damage to you.
He has his father's eyes... and his mother's ears... and his warchief's chainfists...
1/1

Thunder Hound 1RR (Rare)
Creature - Hound
First strike, haste.
When Thunder Hound comes into play, shuffle your hand into your library and draw a card.
It has a thundering bark and fangs of lightning.
4/2

Volcanic Rhythm 3RR (Rare)
Enchantment
: Add RRR to your mana pool. Play this ability only once each turn.
Only a viashino would think of using lava vents as musical instruments.

Warplight Radiation 3R (Rare)
Instant
Switch each creature's power and toughness. (This effect does not end at the end of turn)
When the terrorists planted a bomb at Saa-Lumer's biolaboratory, they got more than they bargained for.


Ancestral Guidance G (Common)
Instant
Target creature gets +X/+X until end of turn, where X is equal to the number of enchantments in play.
"When the evidence of the senses and the voices of the heart resound in unison, ignoring or dismissing them would dangerous folly. Alas, that's precisely what the Voltarians do." - Shanodin elder.

Bountiful Plantation 1G (Common)
Enchant Land
Whenever enchanted land is tapped for mana, its controller adds an additional G to his or her mana pool for each enchantment enchanting that land.
"Apart from irrigation, roads, fertility enchantments, and medical lore, what have the Benalish invaders ever done for us?" - Llanowar youth.

Canopy Stalker 3G (Common)
Creature - Lizard
G, Remove an enchantment card in your graveyard from the game: Canopy Stalker gets +1/+1 and gains trample until end of turn.
The explorers of Jamuraa have yet to figure out how this beast manages to travel along the topmost branches, in spite of its vast bulk.
3/3

Cultivate 3G (Common)
Sorcery
Affinity for enchantments.
Search your library for a basic land card and put it into play tapped. Shuffle your library afterwards.

Guerilla Raid 2GG (Common)
Instant
Each player sacrifices two enchantments.
The fury of the despoiled land found its voice in the rallying cries of Rofellos's resistance fighters.

Instill Heroism 5G (Common)
Enchant Creature
Affinity for local enchantments.
Enchanted creature gets +3/+3 and gains trample.
Everyone is a hero and an oracle to someone.

Llanowar Terrorist 2G (Common)
Creature - Elf Avenger
When Llanowar Terrorist comes into play, each player sacrifices an enchantment.
When Llanowar Terrorist is put into a graveyard from play, each player sacrifices an artifact.
1/2

Perfect Synergy 1G (Common)
Instant
Two target creatures that share power and toughness each get +3/+3 until end of turn.

Shanodin Embrace 2G (Common)
Enchant Permanent
If the enchanted permanent is a land, it gains ": Add one mana of any colour to your mana pool".
If the enchanted permanent is a creature, it gets +2/+0 and gains trample.
If the enchanted permanent is an artifact or an enchantment, destroy it at the beginning of your upkeep.

Stinger Sentinel 2G (Common)
Creature - Elf Insect
Stinger Sentinel may block as though it had flying.
Whenever an enchantment is put into a graveyard from play, Stinger Sentinel deals 2 damage to target creature with flying.
"We must take back the sky before we can take back our land." - Rofellos, Llanowar revolutionary.
2/2

Tranquil Lullaby 1G (Common)
Instant
Players can't play artifact or enchantment spells this turn.
Draw a card.

Verdant Surge 2G (Common)
Sorcery
You may play any number of Forest cards each turn.
Nature always works in the simplest ways.

Vindictive Shaman 1G (Common)
Creature - Shaman
R: Vindictive Shaman deals 1 damage to target creature with flying. If you spend more than RR this way in a single turn, sacrifice Vindictive Shaman.
1/1

Wild Nature 0 (Common)
Enchant Creature
Play Wild Nature only if you control a forest.
Wild Nature is a green spell.
Enchanted creature is a green Elf in addition to its other colors and types.
The spirits of ancient elven heroes have been known to reincarnate in the bodies of other races. Such hosts are highly sought after by Shanodin elves, who seek to reawaken their ancestors' memories.

Yavimaya Courier G (Common)
Creature - Elf
At the beginning of your upkeep, if Yavimaya Courier is enchanted, put a +1/+1 counter on it.
In the moment of the greatest woe, Rofellos discovered unexpected allies.
1/1

Young Warthog 2G (Common)
Creature - Pig
Trample.
"I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals." - Malgama, philosopher adept.
2/2


Alleviate 3G (Uncommon)
Sorcery
You may pay 3W instead of paying Alleviate's mana cost. If you do, Alleviate is a white spell.
Destroy all enchantments. For each enchantment destroyed this way, gain 1 life.

Darkroot Dryad G (Uncommon)
Creature - Dryad
Creatures you control comes into play tapped.
Shunned by their cousins, the dryads of Darkroot symbolise the winter aspect of nature. They are the spirits of hollow trees and barren soil, of deadly frost and cruel hunger.
2/2

Elven Bladesinger 2G (Uncommon)
Creature - Elf
At the beginning of your upkeep, if Elven Bladesinger is enchanted, put a verse counter on Elven Bladesinger.
: Target creature gets +X/+X until end of turn, where X is equal to the number of verse counters on Elven Bladesinger.
2/2

Explorer's Destiny G (Uncommon)
Enchant Creature
Enchanted creature gains "You may play an additional land each turn".
"If there's anything we learned from Urza, it's this: One should never stop looking for new horizons." - Yavimaya explorer.

Grovescale Seer 2G (Uncommon)
Creature - Seer
When Grovescale Seer comes into play, you may search your library for a card with "creature" in its text, reveal it, shuffle your library, and put that card on the top of your library.
1/1

Lifeblood Boon 1G (Uncommon)
Enchantment
Creatures with mana abilities get +1/+1.
A spirit of power deserves a powerful host.

Pneumavore 2G (Uncommon)
Enchantment Creature - Beast
: Pneumavore becomes a white enchantment until end of turn. (It is no longer a creature. Remove it from combat)
: Pneumavore becomes a red creature until end of turn. (It is no longer an enchantment)
3/2

Polar Expedition G (Uncommon)
Sorcery
Search your library for a basic land card of the type you do not control, reveal it to all players, and put it into play tapped. Shuffle your library afterwards.
"We must not repeat Llanowar's mistakes. Instead of isolating ourselves from the world, we must constantly seek the new horizons." - Jamuraan explorer.

Presence of the Keeper 2G (Uncommon)
Enchantment
Whenever a creature becomes the target of a spell, that creature gets +2/+2 until end of turn.

Salvage Operations 2G (Uncommon)
Sorcery
As an additional cost to play Salvage Operations, sacrifice an enchantment.
Return target enchantment card from your graveyard to play.
"There is nothing wrong about fighting the System with its own weapons." - Rofellos, Llanowar revolutionary.

Sylvan Attunement 1GG (Uncommon)
Enchant Creature
Enchanted creature gains ": Add G to your mana pool for each forest you control".
"I am just a messenger, a model for the fighters to come!" - Rofellos, Llanowar revolutionary.

Sylvan Webdancer 3G (Uncommon)
Creature - Druid
As long as Sylvan Webdancer is a Druid, it has ": Untap target land".
As long as Sylvan Webdancer is a Spider, it gets +0/+2 and can block as though it has flying.
1G: Choose Druid or Spider. Sylvan Webdancer becomes the chosen type. (It loses all other creature types, if any. This effect does not end at end of turn)
2/2

Travelling Adept 2G (Uncommon)
Creature - Elf Druid
When Travelling Adept comes into play, untap all plains and mountains you control.
Roses blossomed in her footsteps, the red ones springing up in the left foot's wake, the white ones awakened by the right one.
2/2

Utopian Grove 1GG (Uncommon)
Enchant Land
Enchanted land is an Island, Swamp, Mountain, Plains, Glacier, and Forest in addition to its other land types. (It gains the correspondent mana abilities)


Arachnid Broodmother 3G (Rare)
Creature - Spider
Spiders can block as though they had flying.
At the beginning of your upkeep, if Arachnid Broodmother is enchanted, put a 1/1 green Spider token into play.
1/5

Charging Satyr 3G (Rare)
Creature - Satyr
Trample.
When you control a creature without trample, sacrifice Charging Satyr.
4/5

Darkroot Wurm 2G (Rare)
Creature - Wurm
Trample.
Whenever an opponent taps a land for mana, he or she adds an additional G to his or her mana pool.
Your opponents' mana pools don't empty at the end of phases or turns. (This prevents mana burn)
6/6

Heartwood Oracle 2GG (Rare)
Creature - Spirit
You may play local enchantment cards from your graveyard targetting Heartwood Oracle as though they were in your hand, but only once each turn.
: Add one mana of any colour to your mana pool for each enchantment enchanting Heartwood Oracle.
2/2

Llanowar Enchantress 1G (Rare)
Creature - Enchantress
Whenever an enchantment comes into play, you may search your library for a copy of that enchantment, reveal it to all players, shuffle your library, and put the revealed card on top of your library.
0/2

Ozone Hole X1G (Rare)
Sorcery
Ozone Hole deals X damage to each creature with flying, to each enchanted creature, and to each player. (It deals damage twice to enchanted creatures with flying)
"I'm not sure what is more harmful, the purposeful corruption perpetrated by the Syndicate, or the mindless consumerism of its victims." - Rofellos.


Resonating Hum 2G (Rare)
Enchantment
During your turn, each other player's spells cost 1 more to play for each enchantment in play.

Serene Druid 1G (Rare)
Creature - Druid
Serene Druid cannot be enchanted.
G: Serene Druid becomes a basic land of your choice until end of turn. (Remove it from combat)
2/1

Shanodin Elder 3GG (Rare)
Creature - Treefolk
Trample.
Whenever a token is put into play, put a +1/+1 counter on Shanodin Elder.
In Shanodin, the mighty oaks and the tiny saplings coexist in harmonious synergy.
4/4

Silent Waywatcher 1G (Rare)
Creature - Elf Guardian
Silent Waywatcher cannot be countered by spells or abilities.
Enchantment spells cannot be countered by spells or abilities.
The language of the heart has no word for "no".
2/1

Stalking Tiger G (Rare)
Creature - Cat
You cannot play Stalking Tiger unless you played a land this turn.
Curiosity and a cat - a deadly combination.
2/1

Sylvan Groveleader 1GG (Rare)
Creature - Elf Lord
Lands you control get +2/+2 and gain trample.
"Every strategist knows the importance of terrain advantage."
2/2

Unleashed Growth 4GG (Rare)
Sorcery
Choose one - Destroy all enchantments, or destroy all enchanted permanents.
Sprouting vines and rapdily growing trees tore their way through the concrete, toppling towers and shattering domes. Within an hour, a once-proud city became a desolate ruin, swallowed by the forest's relentless onslaught.

Venerable Herbalist 2G (Rare)
Creature - Druid
1g, : Regenerate target enchantment.
:, Sacrifice Venerable Herbalist: Regenerate all enchantments.
"I fear that the price of freedom shall be the soul of our nation itself."
2/2

Venomous Webs G (Rare)
Enchantment
Whenever a creature with flying becomes blocked by a creature without flying, destroy the creature with flying at end of combat.
The spiders of Darkroot quickly adapted to the Voltarian breakthroughs in helionautics.

Yavimaya Hierophant 1GG (Rare)
Creature - Druid
Forestwalk.
g: Put a +1/+1 counter on Yavimaya Hierophant. Play this ability only once every three minutes.
2/1


Angelic Visage 1WU (Common)
Enchant Creature
Enchanted creature gets +1/+2 and gains flying.
Whenever enchanted creature deals damage, gain life equal to the damage dealt.
In Shinypeak, anyone can become an angel, provided that their heart is pure, their faith is strong, and their wallet can handle the plastic operations.

Armadillo Armour 1GW (Common)
Enchant Creature
Enchanted creature gets +2/+2 and gains vigilance.
Whenever enchanted creature becomes blocked, it gets +2/+2 until end of turn.
This intimidating armour is worn only by the elite Jamuraan knights. Each suit is magically bonded with its owner, and disintegrates into fine dust upon his death.

Embedded Jets 1BR (Common)
Enchant Creature
Enchanted creature gets +1/+0 and gains haste.
Whenever enchanted creature deals combat damage to a player, destroy target creature or land that player controls.
Implanted in hands and feet, these fiery jets make fearsome weapons, and allow the wearer to fly at breathtaking speed. Regrettably, both the range of the weapons and the height of the flight are limited to one foot.

Grafted Chainfist 1RG (Common)
Enchant Creature
Enchanted creature gets +2/+0 and gains first strike and trample.
Particularily bloodthirsty Keldons replace both hands with chainfists, to tear through multiple armoured knights at once.

Thaumoptic Camouflage 1UB (Common)
Enchant Creature
Enchanted creature cannot be the target of spells or abilities and cannot be blocked except by black or blue creatures.
b: Enchanted creature gets +1/+1 until end of turn.
Three weeks after an unmarked cargo ship disappeared in the mists near Onyx City, the black market was flooded by these modified chameleon skins with built-in weaponry.

Uncommons:

Mantle of the Champion 2GW (Uncommon)
Enchant Creature
Enchanted creature's power and toughness are equal to the highest power and toughness among all creatures.

Rares:

Dissolution of Ego 2UB (Rare)
Enchantment
As Dissolution of Ego comes into play, choose target player.
The chosen player's maximum hand size is equal to zero.
"To get rid of an opponent, strike at her identity. She will destroy the rest on her own." - Nightglass stalker.

Harlequin Soulsinger UR (Rare)
Creature - Harlqeuin
: Harlequin Soulsinger deals 1 damage to target creature. Switch that creature's power and toughness until end of turn.
Those who hear the soul-scourging melody of the Harlequins are left profoundly changed by the experience.
2/2

Metamorphic Blast 2RG (Rare)
Instant
Metamorphic Blast deals 5 damage to target creature or player. That player or that creature's controller reveals the top cards of his or her library until he or she reveals a creature card, puts it into play, and shuffles all other cards revealed this way into his or her library.

Nevynirral's Legacy 1WB (Rare)
Enchant World
At the beginning of your upkeep, you may pay 2wb. If you do, destroy all enchantments, creatures, and artifacts.
"There are sacraments of Evil as well as of Good." - Fortianna, Serran Arch-Prelate.

Nightglass Breathstealer 2UB (Rare)
Creature - Spirit
Phasing.
Whenever Nightglass Breathstealer phases in, destroy target nonblack creature. It can't be regenerated.
2/2

Parallax Storm 2WB (Rare)
Enchant World
Fading 5.
Remove a fade counter from Parallax Storm: If Parallax Storm is in play, remove target permanent from the game.
When Parallax Storm leaves play, return all permanents removed with it to play.

Wrath of Gaea 2GW (Rare)
Sorcery
Each creature becomes a Forest. (This effect does not end at end of turn)
Some of Dominaria's forests can swallow whole armies - literally.


Xelgeam Djinn 2UR (Rare)
Creature - Djinn
Haste.
Xelgeam Djinn is unblockable and attacks each turn if able.
Whenever Xelgeam Djinn deals combat damage to a player, that player gains control of your next turn.
Those who seek to master the Xelgeam invariably end up becoming slaves to them.
6/5


Commons:

Activation Crystal 1 (Common)
Artifact - Crystal
At the beginning of your upkeep, if you control no permanents named Restraining Crystal, each Automaton you control deals 2 damage to you and attacks this turn if able.

Automaton Sentinel 2 (Common)
Artifact Creature - Automaton
Automaton Sentinel cannot attack or block unless you control a Crystal.
2: Regenerate Automaton Sentinel. Play this ability only if you control a Crystal.
1/5

Charging Automaton 2 (Common)
Artifact Creature - Automaton
Charging Automaton cannot attack or block unless you control a Crystal.
2: Charging Automaton gets +1/+0 and gains trample until end of turn. Play this ability only if you control a Crystal.
3/2

Duelling Automaton 2 (Common)
Artifact Creature - Automaton
Patrolling Automaton cannot attack or block unless you control a Crystal.
First strike.
: Patrolling Automaton deals 1 damage to target creature or player. Play this ability only if you control a Crystal.
2/1

Hovering Automaton 2 (Common)
Artifact Creature - Automaton
Hovering Automaton cannot attack or block unless you control a Crystal.
Flying.
2/2

Restraining Crystal 1 (Common)
Artifact - Crystal
Automatons you control do not untap during your untap step unless you control a permanent named Activation Crystal.

Tellurian Medallion 2 (Common)
Artifact
: Add 2 to your mana pool. This mana can be used only to pay additional or alternate costs of spells. (This includes kicker, buyback, flashback and entwine)
"Necessity is the mother of invention." - Medallion inscription.


Uncommons:

Assault Drone 4 (Uncommon)
Artifact Creature - Drone
Trample, fragile. (It cannot be regenerated, and damage is not removed from it at end of turn)
3/4

Etched Rod 1 (Uncommon)
Artifact
: Target permanent loses its name until end of turn.

Rares:

Astral Cage 3 (Rare)
Artifact
Players can't sacrifice permanents. (Spells and abilities with a cost that requires players to sacrifice permanents can't be played)

Chrome Talisman 2 (Rare)
Artifact
Imprint - When Chrome Talisman comes into play, remove a nonland, nonartfact card in your hand from the game.
Spells that share a color with the card last imprinted on Chrome Talisman cost you 1 less to play.

Entropic Gateway 7 (Rare)
Legendary Artifact
Whenever a creature or player is dealt damage, that player or that creature's controller sacrifices a number of permanents equal to the damage dealt.
When Entropic Gateway leaves play, you lose the game.

Frozen Diamond 0 (Rare)
Artifact
Frozen Diamond comes into play tapped.
: Add 1 to your mana pool. Frozen Diamond does not untap during your next untap step.
Fast mana in slow motion.

Soul Refinery 6 (Rare)
Artifact
Whenever a card is put into any graveyard, gain 1 life.
"In the modern Dominaria, even souls are made out of plastic." - Rofellos.

Time Matrix 4 (Rare)
Artifact
Time Matrix is indestructible.
1, Skip your next turn, : Put a time counter on Time Matrix.
Spells you play cost 1 less for each time counter on Time Matrix.
Creatures you control get +1/+1 for each time counter on Time Matrix.

Voltarian Turbine 3 (Rare)
Artifact
At the beginning of your main precombat step, you may add up to two mana of any color to your mana pool. This mana can only be used to play enchantment spells.


Dream Factory (Common)
Enchantment Land
(Dream Factory is not a spell)
: Add w to your mana pool.
Shinypeak, the great movie-making studio, birthplace of all Dominarian dreams.

Forest (4 versions) (Common)
Basic Land - Forest
T: Add g to your mana pool.

Grand Festival (Common)
Enchantment Land
(Grand Festival is not a spell)
: Add r to your mana pool.
Magnapolis, city of a thousand festivals, the beating heart that sets all Dominarian pulse.

Guerilla Base (Common)
Enchantment Land
(Guerilla Base is not a spell)
: Add g to your mana pool.
Ilviandar, headquarters of the Llanowar Liberation Front, the last bastion of all Dominarian traditions.

Island (4 versions) (Common)
Basic Land - Island
T: Add u to your mana pool.

Magnetic Mine (Common)
Land
When Magnetic Mine comes into play, you may choose an enchant land card from your hand and put it into play enchanting Magnetic Mine.
: Add 1 to your mana pool.

Mountain (4 versions) (Common)
Basic Land - Mountain
T: Add r to your mana pool.

Oblivion Camp (Common)
Enchantment Land
(Oblivion Camp is not a spell)
: Add b to your mana pool.
Nessiphium, the most horrible of the Urborg oblivion camps, source of all Dominarian nightmares.

Plains (4 versions) (Common)
Basic Land - Plains
T: Add w to your mana pool.

Research Centre (Common)
Enchantment Land
(Research Centre is not a spell)
: Add to your mana pool.
The Ivory Tower, centre of Voltarian trade and research, the spearhead of all Dominarian progress.

Snow-Covered Glacier (Common)
Basic Land - Glacier
: Add 1 to your mana pool.

Swamp (4 versions) (Common)
Basic Land - Swamp
T: Add b to your mana pool.


Jade City (Uncommon)
Land - City
T: Add 1 to your mana pool.
T: Add g or W to your mana pool. Play this ability only if Jade City is enchanted.
Once a popular summer resort, Jade City was recently converted into a full-scale military base, in response to escalating LLF attacks.

Malachite City (Uncommon)
Land - City
T: Add 1 to your mana pool.
T: Add r or g to your mana pool. Play this ability only if Malachite City is enchanted.
The crown jewel of Jamuraa, Malachite City is hidden deep in the jungle, away from the prying eyes.

Obsidian City (Uncommon)
Land - City
T: Add 1 to your mana pool.
T: Add b or r to your mana pool. Play this ability only if Obsidian City is enchanted.
The cornerstone of all Shivan economy, Obsidian City is a vast sprawl of mana factories and colossal forges.

Onyx City (Uncommon)
Land - City
T: Add 1 to your mana pool.
T: Add u or b to your mana pool. Play this ability only if Onyx City is enchanted.
Located on the misty coast of Urborg, the Onyx City is the primary port for all Dominarian smugglers.

Opal City (Uncommon)
Land - City
T: Add 1 to your mana pool.
T: Add w or u to your mana pool. Play this ability only if Opal City is enchanted.
Opal City is a gateway between Benalish empire and Voltarian confederation, which explains its eclectic architectural style.


Arcane Citadel (Rare)
Land
: Add 1 to your mana pool.
3, Sacrifice a land, : Counter target noncreature spell unless its controller pays 3.

Mana Factory (Rare)
Land
Mana Factory comes into play tapped.
: Add 2 to your mana pool.
Whenever Mana Factory becomes tapped, each opponent may put a land token that is a copy of Mana Factory into play.

Rainbow Forge (Rare)
Land
: Add one mana of any color to your mana pool.
At end of turn, if Rainbow Forge is untapped or enchanted, it deals 2 damage to you.

Thran Stronghold (Rare)
Land
Thran Stronghold comes into play tapped.
: Add 1 to your mana pool.
1: Thran Stronghold becomes a 3/3 artifact creature until end of turn. Play this ability only if Thran Stronghold is enchanted.