Friday, December 21, 2007

Context matters

Once again, I'm very impressed with Devin Low (Magic's Lead Developer).

He just put up an article that directly mirrors a constant inner dialogue I have while working on my cards:
If somebody sees this one card but not the rest of the set, they'll think it sucks.

And I suppose there's no getting around that. But hopefully they've read Low's article about how you need Context before you can evaluate a card.

Because my set is super-fun (and appears to be) balanced right now!!!

Wednesday, December 5, 2007

New Set v4

Hi there, I just realized I haven't put up a spoiler and devnotes since before my very first playtest!

Here is the Oracle-style text spoiler.
Here is the HTML version which includes all of my Developer Notes, chronicling how the set has changed over time. If you're familiar with the WotC design articles, you'll find these similar to their Multiverse excerpts (except that mine is the sole, lonely voice to be heard in these Notes...)

I'm also putting permanent links to the most-current spoilers on the side of the blog page.

Playtest 4 with a Sweet Combo

Hi there, just wanted to describe a very cool moment from printrun #4. My brother Gord was in town, so along with brother Ali and the infamous MN we drafted the set.

It felt much more like a real set this time around. I'd put alot of work into moving cards around within the rarities to more closely match official cards, and also tuned the number of enchantments, sorceries, instants, etc in accordance with their color. The draft made it apparent that there were still some issues (a few annoying rares, a few unplayable commons) but overall it drafted/played very well.

Anyway, the best part of it for me was a wicked combo Gord put together during our game. I'm not sure if he drafted it intentionally, but it rocked. I learned about it thus:
Turn 3: Gord played Shepherd of Decay. No problem - I had the higher life total, and some token generation in hand to boot.
Turn 5: Gord played Skyshield Squadron. Hrm, frustrating because I was still holding a mitt full of token generation, but I figured I would win the race if he didn't drop a ton of tokens.
Turn 6: Gord played Suspended Howlers :(
Turn 7: Suspended Howlers triggered; Gord gained his 6 life and Shepherd's 2nd ability came online.

Gord started Shepherding for 4 damage a turn along with ground assault and the game ended miserably for me :)

But it was awesome because I'd never thought about this combo before. I was mainly thinking of the Shepherd in mono-black Husk generating decks...But at the same time, if you read the developer notes for the set, you'll see an awful lot of comments saying "Token Related"...Meaning that there are an awful lot of cards that should fit together without being explicitly planned as such. It was really exciting to see the set-building philosophy pay off!

Wednesday, November 14, 2007

The Lowdown

Also wanted to make a quick note: Devin Low (the Magic Director of Development) has been putting up some articles that totally kick my ass.

In the past, I never found the Development articles to contain enough technical nitty-gritty to help me out. But Devin's articles have really been an eye-opener. Especially this one - I have been waiting a long time for that article.

These articles gave me the nudge to figure out the problem I described in the last couple posts (why weren't my mechanics showing up in draft??)

Thanks Devin!

Planning Mechanics

I love it when a good plan comes together; I just wish I'd had one a few months ago!

I'm going to reiterate a bit of previous stuff to show why seeding mechanics is so difficult if you don’t have a deliberate strategy.

Previously, I mentioned that I had a ridiculously low quantity of common cards that play into the “token” theme, yet thought I was right on the money. How could I have been so off-track??

If you look at the roadmap for mechanics I gave in the last article, you’ll see that my new target is 38 cards that are part of the “tokens” theme. I also said that I figure roughly 60% of the cards in a theme should be at common. (In this case, I’m actually going with 55% at common.)
So:
Tokens: 38 cards
Target: 55% of these at common
Total target for common cards in theme: 21 cards

How many did I actually have at common?
18 cards.

18 cards instead of 21 – not bad for having worked without a plan, right? And yet something went wrong – we never had enough tokens in our games to use the cool effects that relate to tokens…And I had to dig a bit deeper to find out why:
Tokens theme: 18 cards (yay!)
Cards that generate tokens: 5 (doh!)
Cards that punish tokens: 8 (double-doh!)
Cards that leverage/reward tokens: 5

So my roadmap has to contain more detail than just “qty of cards with mechanic X”. I actually have to identify – for each mechanic – how many cards have the mechanic; how many punish/prevent it; and how many reward/leverage it. And figure out (through trial and error) what makes for a good balance in these categories (generate/punish/reward).

And that’s the real subtlety (or at least it was too subtle for me to realize intuitively):It isn't good enough to say "There are 18 cards in the token theme at common", because it matters what those cards are doing with the theme.


Instead of having 13 common cards that generate tokens, I had only 5! Not only that: instead of a mere 3 that punish (i.e. destroy) tokens, I had 8! Ouch!

I hope this is of some use to somebody out there. I’ve sunk hundreds of hours into my set already, and now I have a bunch more ahead of me to shape it into what I really want it to be. If I’d planned better up front, I would be much further along now.

(Having said all that, I had to go through a certain amount of brainstorming-type design simply to hit on mechanics/themes that I liked enough to build a set around. But I should have switched to “planning” mode way earlier on…)

Tuesday, November 13, 2007

Seeding Mechanics

In the previous post, I showed how poorly I planned the "seeding" of my mechanics throughout the set. To resolve this problem, I did some Gathering and came up with the following list of "card counts by mechanic" from a few sets:

Bushido (CHK 17/291)
Splice (CHK 15/291)
Arcane (CHK 53/291) (It's actually 68 but I subtracted the number of Splice cards)
Soulshift (CHK 12/291)
Flip cards (CHK 10/291)

Morph (ONS 47/335)
Cycling (ONS 31/335)
"creature type" (ONS 34/335)
Zombie (ONS 25/335)
Soldier (ONS 24/335)
Cleric (ONS 30/335)
Goblin (ONS 23/335)
Elf (ONS 20/335)
Beast (ONS 36/335)

Threshold (OD 44/335)
Flashback (OD 30/335)
Discard (OD 47/335)
Sacrifice (OD 61/335)



Summarizing and percent-izing:
Morph 14%
Cycling 9%
"creature type" 10%
Zombie or Elf or Goblin or etc ~7%
Threshold 13%
Flashback 9%

(I think the CHK counts are so low because a ton of space in that set went to Legend stuff, but it would be a little more time consuming to come up with useful numbers there. In any case, I'm ignoring them as a result.)

I've come up with the following guidelines for myself:
  1. Most of the cards that have or cause a particular mechanic will be in common; say 60%
  2. Most of the cards the punish or leverage a mechanic will be in uncommon; say 25%
  3. Any cards that push the envelope on power level and/or are relatively complex will be in rare; say 15%

And here is my order of importance for the mechanics in my set.
  1. Resonate
  2. Tokens
  3. "CMC matters" (CMC = Converted Mana Cost)
  4. Debris (lands as a resource beyond mana generation...)
  5. Mindfly (if this is revealed from the top of your library...)
  6. +1/+1 Counters

Putting the above together with the fact that I want a 289-card set, I've come up with the following roadmap for "seeding" mechanics:



...And off we go!!!

Theme, or lack thereof

So despite the debacle of the last playtest (organizationally speaking), the guys had fun and generated a ton of useful feedback.

One thing that was interesting to me is that (despite my claiming to have solved this problem) there still were nowhere near enough cards at common to allow players to really use the different themes at work in the set...

So I did some counting...

Cards that generate Tokens
Common: 5/115
Uncommon: 15/85
Rare: 11/65

Cards that punish Tokens
Common: 8/115
Uncommon: 6/85
Rare: 6/65

HAHAHAAHAHAHAHAhhahaahahDamnit.

So, 4% of my commons generate tokens (the 2nd most important "mechanic" in the set), and yet I walked into the playtest thinking the idea was well-represented!!!

Suffice to say, I'm about to count up the other themes as well, and have some major work to do before print #4...

:(

Worst Executive Decision Thus Far...

Darn, I never wanted to have a 6-week delay between updates, especially during set development! But the reality is that it's taken every ounce of my free time to keep pushing the set through design, never mind chronicling the whole process.

But here's a quick summary:
  1. I did lots of design work to get the planned 289 cards into the set.
  2. Printed all cards for use in playtest 3. (I was editing the set right up until the print-shop store closed; I snuck in with 2 mins to spare the night before the playtest.)
  3. After printing, but before playing, I found a bunch of issues in the set (too many uncommon/rares, not enough commons; etc.)
  4. Corrected as many errors as possible (staying up til 4AM to do so; this comes at a great cost to me as I have a toddler and a newborn!)
  5. Reprinted about 30% of the set (printing 3.5)
  6. Tried to have playtest 3...

Unfortunately, I made a huge strategic error: I decided we should try to reuse whatever cards we could from existing printruns 2 and 3. I figured we could simply sift through the existing cards from print 2, swap in any card that was changed in 3, then swap in any card that was changed in 3.5 And by "existing cards" I mean "little squares of printer paper cut up into 600 Magic card-shaped pieces and printed in Draft quality".

I totally underestimated how time-consuming and confusing this process would be, and absolutely failed at organizing it. This error cost us 2 of our 5 playtesting hours and most of my playtesters' sanity...And then I realized that this process hadn't accounted for any cards that had been deleted at any time after print 2 or 3 (i.e. more than 80 cards...)

When we finally did get to draft, it was with a horrible abomination of a set that included several versions of many cards. If Magic sets were movie scenes, then this was the transporter-malfunction from Star Trek 1 (or possibly a post-accident Goldblum in The Fly...)

The worst in-game moment was when Luke played a printrun2 Advanced Mindfly common at 3U for 2/2 Flying with an ability, and then on my next turn I played a printrun3.5 Advanced Mindfly rare at 3U for 2/3 Flying with the same ability :(

The one positive note is that despite all of the above, the team claims to have enjoyed themselves :) Thanks guys!!!!! (Mike N, Mike P, Luke, Trevor)

Thursday, October 25, 2007

Game Grammar

Just read http://stephanebura.com/diagrams

I don't see myself applying this sort of technology anytime soon, but I'm glad that somebody out there is thinking it through. Every shared symbol system smooths* communication; the question is, will there be anybody with whom to communicate in this language? (Such concerns haven't stopped my sister from devoting her university career to learning Latin...)

I do hope that in the future, hordes of game designers can communicate entire systems and mechanics in a shared language.


* Brought to you by the Dept. of Unintentional 4-word Alliterations.

Wednesday, October 17, 2007

Set Review Checklist

As mentioned in last post, I need to be more formal about measuring the power level and quality of individual cards. Coming out of a 4-player draft, I couldn't remember the precise cards each player had in their deck; nor which cards they'd left in the sideboard; and had no clue whether everything was relatively balanced other than the occasional cry of "Not another 7/7 flying demon token!!!"

So here's a checklist I'm going to print up for the next draft. I wrote a Word macro that pulls each cardname out of a database and sticks them - one cardname per row - into this checklist. Then, after players draft and build their decks, I'll get everybody to whip through their stacks of cards and fill this out.

The columns are:
Drafted? Answer "Y" if you drafted this card; leave blank otherwise.
Deck? If you drafted the card, did you include it in your deck? Leave blank if not.
Cool - A rating of 1 to 5 as to how cool the card is (whatever that means to the individual player.) 1 = "What a pile of tripe, I'd rather open One With Nothing in a draft!!!" while 5 = "Sweet! I wish Wizards of the Coast would make cards this good!!!"
Power - A rating of 1 to 5 as to how powerful the card seems; how much you'd like to open it first pick of the draft. This is not as important as the next rating.
Power (After Games) - A rating of 1 to 5 as to how powerful the card actually was during the draft. This isn't a perfect measure, because a good card might not be useful in a given context. But it's a rough idea of whether the playtester's opinion of a given card matches my own.
Comments - Just a place for the tester to leave any remarks about the card. Hopefully these are more constructive than "This sucks" and "This rules"....Although there isn't an awful lot of room to write...

I haven't figured out what to do with all the resulting data yet. Probably I'll manually enter the feedback into a database, then crunch numbers such as "how many cards have cool = 1?".

Playtest 2

Had a great playtest draft a few nights ago. MikeP recruited buddies Luke and Jared to draft the second printing of the set with us.

Jared hadn't played Magic in a while, but got back up to speed pretty fast because he trounced me with a white enchantment-based creature lockdown (Advanced Logistics, Righteous Indignation). It was a scene I'd never really encountered before in a draft deck, which is great! (The fact that he constantly had Wallopin' Websnappers out with Resonate didn't help me much...) We found that Advanced Logistics was overpowered, and it has been changed to this.

I don't remember anything about Luke and Mike's decks, which tells me that I need to become more formalized about tracking the cards people are using, how they feel about them, etc. I think I'll put together a set checklist and print it for each player. Similar to the one you get at a tournament for recording your sealed deck contents. They can check off the cards they select in the draft, rate their initial impression (power level, cool factor), then re-rate them after a few games. Also track their win/loss performance with the resulting deck.

I do know that MikeP brought pain to Luke with Ritual Chanter.

Monday, October 15, 2007

The Chopping Block

Hey guys, here's a quick aside: one of the really neat things I've discovered during the set-design process is how much a certain part of it feels like your own personal Magic draft.

I'm talking about the point in time where you have too many cards for the set, and it's time to cut parts of it away. It's like what a sculptor must feel, given a massive block of stone and a chisel (or whatever tools a sculptor would use in that situation...) You have a great chunk of really nice stone, but much of it is standing in the way of the piece you want the audience to see. You cut and cut, and in so doing, you shape what's left into its purest form.

It feels like the point in a Magic draft when you have 27 good cards, but only need 23 of them for your deck. I'm horrible at making the choice of which cards to cut (I'm usually the last to finish), but it's also a big part of what keeps me coming back for more.

It's fascinating to me to have found almost the same sensation and process here, during set-design. The only difference is that it now carries the additional (and quite stirring) weight of the personal work, attachment, and ownership you feel to the whole thing. You have a much stronger bond with a card you've designed than you do with one you just opened in a pack. The only stronger bond (in Magic design, anyway) is what you feel with your whole set; if cool card X makes set Y worse by its inclusion, then you have to let X go.

Having a "Design File" where you can put all these bits and pieces that you chisel away makes the whole process much easier; even if you never end up using the card down the road, the fact that you *might* makes it easier to put the card aside.

Thursday, October 11, 2007

Set structure: Rarity

I managed to drag some of my long-suffering friends into a Magic draft using the new set. From a playtesting standpoint, it went great: some fun things were identified, some un-fun things were identified, and most importantly, a laundry list of changes emerged as a result. My good buddies Mike P and Mike N even designed a few cards during the playtest as they noticed obvious holes that I wasn't exploiting, which was great.

One of the results that most surprised me was how little each of my themes and mechanics became apparent during play. I believe MaRo has said that "it's not a theme if it's not on a bunch of common cards", and that makes sense, but going in to the playtest I had thought that (for example) Resonate was on a bunch of cards. It turns out that there were way too many (common) cards that referred to or were affected by resonate, and not nearly enough that actually had resonate. This was pretty much true for my other two big themes as well: Debris (lands being relevant even in the graveyard); and Husks (piles of 1/1 creature tokens that are overrunning the land.)

What I learned from this is that I need to be more deliberate in putting the set together. For example, there needs to be a structure that dictates how many common white enchantments are in the set; how expensive they are, what rarity, and how many of them should refer to at least one of the set's themes.

For now, I'll start with figuring out the breakdown by rarity, and get into more detail about card types later. I just checked Mirrodin and Champions of Kamigawa, and they have:

286 cards (not incl. basic land)
110 Common : 88 Uncommon : 88 Rare (actually Kamigawa only has 87 uncommons)

So, the same number of uncommons and rares, but 125% as many commons as either of those.
In my set, I'm aiming for the following structure:

265 cards (not incl. basic land)
115c : 85u : 65r

Almost 175% as many commons as rares! What am I doing?? Well, I think WotC includes the amount they do in a set to encourage us to buy more packs: the more rares, the more incentive to buy packs since you only get one rare per pack. (Of course, by this logic, they should have 500 or 1000 rares per set, so that you have to buy thousands of packs if you're trying to complete a set or get 4 of a given rare. But WotC also has to consider the willingness of the players to spend, and I'd bet that they've arrived at these counts thru market research and trial & error.)

My emphasis is not on selling packs; it's on having fun drafts. I want my small group of players to see a good variety of common cards and have a reasonable chance of seeing most of the rares over the course of a few drafts. I don't know how willing the guys will be to keep testing my set - hopefully they love it and we play it a bunch, but it might not gel immediately and they might run out of enthusiasm for testing...At WotC, they can iterate on a design until it's good, because their testers are paid to be there trying things out.

I should say, I didn't pull those numbers out of thin air. Based on what I've got so far, I've decided to go for 47 cards per color, plus 18 artifacts and 12 lands.
47 * 5 = 235
235 + 18 + 12 = 265 cards in the set.

I also will be adding 20 multicolor cards, bringing the total up to 285 cards, but I don't know their final rarities yet.

I think I'll stop there for now, but I'll come back to talk about how I have "slotted" the card types across each color in my set.

Today's Preview Card (subject to continuing development, but this one is pretty popular and not likely to change).

Friday, September 28, 2007

Spoiler for New Set

This is a snapshot of the set design at 3:15 PM on Sept 28, 2007.
I won't update this page - future versions of the spoiler will be on separate pages.
Enjoy!

PS: This is mostly full of "design names", not actual flavorful concepts and card-names. Those will come later.



Card Name: Resonating Bolt
Card Color: R
Mana Cost: R
Type & Class: Instant
Pow/Tou:
Card Text: Resonate 1 — CARDNAME deals 1 damage to target creature or player. (This applies if there are 1 or more cards with resonate in play.)
Resonate 7 — CARDNAME deals 3 damage to target creature or player.
Flavor Text:
Artist:
Rarity: C
Card #: 135/211

Card Name: Deathmist
Card Color: B
Mana Cost: BBBB
Type & Class: Creature - Demon Spirit
Pow/Tou: 2/2
Card Text: Non-black creatures get -1/-1.
Shroud, fear
Flavor Text:
Artist:
Rarity: R
Card #: 81/211

Card Name: Sealer of the Gates
Card Color: B
Mana Cost: 2BB
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Whenever a non-token creature is put into a graveyard from play, its controller puts a 1/1 black Husk creature token into play and you gain 2 life.
Flavor Text:
Artist:
Rarity: U
Card #: 102/211

Card Name: Soul Eater
Card Color: B
Mana Cost: 3BB
Type & Class: Creature - Vampire
Pow/Tou: 4/4
Card Text: Whenever Soul Eater deals combat damage to a creature, put a +1/+1 counter on Soul Eater.
When Soul Eater is put into a graveyard from play, put a 1/1 black Husk creature token into play for each +1/+1 counter that was on it.
Flavor Text:
Artist:
Rarity: R
Card #: 105/211

Card Name: Fearless Evangelist
Card Color: W
Mana Cost: 4W
Type & Class: Creature
Pow/Tou: 3/4
Card Text: At the end of each turn in which you were attacked, you may put two 1/1 white Townsfolk creature tokens into play.
Flavor Text:
Artist:
Rarity: U
Card #: 9/211

Card Name: Sealed in Stone
Card Color: W
Mana Cost: 1W
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Flash
Enchant creature
Enchanted creature gets +2/+2, gains defender, and becomes a Wall in addition to its other creature types.
Flavor Text: Those who break the laws of the All-Powerful are doomed to share his fate.
Artist:
Rarity: C
Card #: 28/211

Card Name: Frustrated Staller
Card Color: U
Mana Cost: 1U
Type & Class: Creature
Pow/Tou: 2/1
Card Text: 2U: Return target land to its owner’s hand. Play this ability only when Frustrated Staller is blocked.
Flavor Text:
Artist:
Rarity: C
Card #: 57/211

Card Name: Thought Thief
Card Color: U
Mana Cost: 1U
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Whenever Thought Thief is blocked, you may draw a card.
Flavor Text: “Your minions betray the very thing they seek to protect…”
Artist:
Rarity: U
Card #: 74/211

Card Name: Alphalogue
Card Color: U
Mana Cost: 2UU
Type & Class: Creature
Pow/Tou: 2/2
Card Text: When Alphalogue comes into play, you may search target player’s library for a card and remove that card from the game. If you do, that player shuffles his or her library.
Flavor Text:
Artist:
Rarity: U
Card #: 40/211

Card Name: Festering Griffin
Card Color: B
Mana Cost: 1B
Type & Class: Creature - Zombie Griffin
Pow/Tou: 1/1
Card Text: Flying
When Festering Griffin is put into a graveyard from play, target creature gets -1/-1 until end of turn.
Flavor Text:
Artist:
Rarity: C
Card #: 87/211

Card Name: Logic Eater
Card Color: R
Mana Cost: 4R
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Flash
Whenever a player draws a card, Logic Eater deals 1 damage to that player.
Flavor Text:
Artist:
Rarity: R
Card #: 129/211

Card Name: Careless Zapper
Card Color: R
Mana Cost: 2R
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Haste
When Careless Zapper comes into play, it deals 2 damage to target player.
When Careless Zapper leaves play, it deals 2 damage to you.
Flavor Text:
Artist:
Rarity: C
Card #: 114/211

Card Name: Divebomber
Card Color: R
Mana Cost: 4R
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Flying
1R, Sacrifice Divebomber: Destroy target land.
Flavor Text:
Artist:
Rarity: C
Card #: 117/211

Card Name: Careless Avalancher
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 4/3
Card Text: When Careless Avalancher comes into play, destroy target land.
When Careless Avalancher leaves play, sacrifice a land.
Flavor Text:
Artist:
Rarity: R
Card #: 113/211

Card Name: Red Rain
Card Color: R
Mana Cost: 1RR
Type & Class: Sorcery
Pow/Tou:
Card Text: Destroy target land.
Resonate 5 — CARDNAME deals 3 damage to that land’s controller. (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 133/211

Card Name: Fault Lines
Card Color: R
Mana Cost: RR
Type & Class: Sorcery
Pow/Tou:
Card Text: Resonate 0 — Each player sacrifices a land. (This applies if there are 0 or more cards with resonate in play.)
Resonate 5 — Each player who doesn’t control a Mountain sacrifices a land.
Flavor Text:
Artist:
Rarity: U
Card #: 120/211

Card Name: Soul Scry Guy
Card Color: B
Mana Cost: 2B
Type & Class: Creature
Pow/Tou: 2/1
Card Text: B, Sacrifice a creature: Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
1BB, Sacrifice a creature: Target player draws a card.
Flavor Text:
Artist:
Rarity: C
Card #: 106/211

Card Name: Steroid Abuse
Card Color: G
Mana Cost: 2G
Type & Class: Instant
Pow/Tou:
Card Text: Choose an opponent. He or she chooses a creature and puts a +1/+1 counter on it. Then you choose a creature and put a +1/+1 counter on it.
Flavor Text:
Artist:
Rarity: C
Card #: 171/211

Card Name: Steroid Transplant
Card Color: Gld
Mana Cost: 2BG
Type & Class: Sorcery
Pow/Tou:
Card Text: Destroy target creature. You may distribute any +1/+1 counters that were on that creature among any number of target creatures.
Flavor Text:
Artist:
Rarity: U
Card #: 185/211

Card Name: Black Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Black Toy: Add B to your mana pool.
Resonate 3 — When Black Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 187/211

Card Name: Unfaithful Crystal Ball
Card Color: Gld
Mana Cost: 4
Type & Class: Artifact
Pow/Tou:
Card Text: Indestructible
Resonate 1 — At the beginning of each opponent’s upkeep step that player draws a card. (This applies if there are 1 or more cards with resonate in play.)
Resonate 7 — At the beginning of your upkeep step draw a card.
Flavor Text:
Artist:
Rarity: R
Card #: 195/211

Card Name: Land Protector
Card Color: W
Mana Cost: 1WW
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Lands you control have shroud. (They can’t be the target of spells or abilities.)
Flavor Text:
Artist:
Rarity: R
Card #: 14/211

Card Name: Soul Shields
Card Color: G
Mana Cost: 4GG
Type & Class: Instant
Pow/Tou:
Card Text: Until end of turn, each creature’s toughness is equal to its converted mana cost.
Flavor Text:
Artist:
Rarity: U
Card #: 168/211

Card Name: Soul Armorers
Card Color: G
Mana Cost: 3GG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Each blocked and blocking creature gets +X/+X until end of turn, where X is its converted mana cost.
Flavor Text:
Artist:
Rarity: R
Card #: 167/211

Card Name: Mr.Quantity
Card Color: B
Mana Cost: 3BB
Type & Class: Creature
Pow/Tou: 3/3
Card Text: At the beginning of each player’s upkeep, that player sacrifices a creature with converted mana cost 2 or more.
Flavor Text:
Artist:
Rarity: R
Card #: 96/211

Card Name: Mr.I-Eat-Tkns-for-Brkfst
Card Color: G
Mana Cost: 4G
Type & Class: Creature
Pow/Tou: 7/7
Card Text: While Mr.I-Eat-Tkns-for-Brkfst is attacking, it gets -X/-X, where X is the lowest converted mana cost among creatures controlled by defending player.
Flavor Text:
Artist:
Rarity: R
Card #: 163/211

Card Name: Resonating Bears
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Resonate 7 — gets +1/+1. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 165/211

Card Name: Master Gravedigger
Card Color: B
Mana Cost: 2BB
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Resonate 1 — When Master Gravedigger comes into play, return target creature card from your graveyard to your hand. (This applies if there are 1 or more cards with resonate in play.)
Resonate 7 — When Master Gravedigger comes into play, return target creature card from your graveyard to play.
Flavor Text:
Artist:
Rarity: C
Card #: 94/211

Card Name: Land Farm
Card Color: G
Mana Cost: GG
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land controlled by an opponent.
Whenever enchanted land is tapped, you may search your library for a land card and put it into play tapped. Then shuffle your library.
Flavor Text:
Artist:
Rarity: U
Card #: 162/211

Card Name: Husk Farm
Card Color: B
Mana Cost: 1B
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land controlled by an opponent.
Whenever enchanted land is tapped, you may put a 1/1 black Husk creature token into play.
Flavor Text:
Artist:
Rarity: C
Card #: 91/211

Card Name: Recycling Bin
Card Color: Gld
Mana Cost: 3
Type & Class: Artifact
Pow/Tou:
Card Text: 1, Sacrifice a permanent: Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
1, T, Sacrifice an enchanted permanent: Draw a card.
Flavor Text:
Artist:
Rarity: R
Card #: 193/211

Card Name: Noisy City
Card Color: Lnd
Mana Cost:
Type & Class: Land - Power-Plant
Pow/Tou:
Card Text: T: Add 1 to your mana pool.
Resonate 5 — T, Add one mana of any color to your mana pool. (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 206/211

Card Name: Devastating Silence
Card Color: W
Mana Cost: 2WW
Type & Class: Sorcery
Pow/Tou:
Card Text: Reveal the top seven cards of your library. If any of those cards has resonate, remove Devastating Silence and the revealed cards from the game. Otherwise, destroy all permanents with resonate, they can’t be regenerated, and put the revealed cards on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: R
Card #: 7/211

Card Name: Clangor
Card Color: U
Mana Cost: UU
Type & Class: Instant
Pow/Tou:
Card Text: Resonate 0 — Counter target spell unless its controller pays 2. (This applies if there are 0 or more cards with resonate in play.)
Resonate 7 — Counter target spell.
Flavor Text:
Artist:
Rarity: C
Card #: 45/211

Card Name: Reson-hate
Card Color: R
Mana Cost: 1R
Type & Class: Instant
Pow/Tou:
Card Text: Reson-hate deals 2 damage to target creature. If that creature has resonate, Reson-hate deals 4 damage to it instead.
Flavor Text:
Artist:
Rarity: C
Card #: 134/211

Card Name: Sleepy Guard
Card Color: W
Mana Cost: 2W
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Resonate 5 — Vigilance (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 31/211

Card Name: Allure
Card Color: G
Mana Cost: 3G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
All creatures able to block enchanted creature do so.
1W: Remove enchanted creature from the game then return it to play. (Cards stop being attached to a creature that leaves play.)
Flavor Text:
Artist:
Rarity: C
Card #: 145/211

Card Name: Hullabaloon
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Resonate 5 — Flying (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 59/211

Card Name: Combat Focus
Card Color: U
Mana Cost: 3U
Type & Class: Instant
Pow/Tou:
Card Text: Choose one — Draw a card for each creature blocking target creature you control; or, draw a card for each creature blocked by target creature you control.
Flavor Text:
Artist:
Rarity: U
Card #: 46/211

Card Name: Husk Token
Card Color: B
Mana Cost:
Type & Class: Creature - Husk
Pow/Tou: 1/1
Card Text:
Flavor Text:
Artist:
Rarity: C
Card #: 210/211

Card Name: Elemental Thief
Card Color: U
Mana Cost: 3UU
Type & Class: Creature
Pow/Tou: 3/4
Card Text: Flying
Resonate 7 — Whenever Elemental Thief deals combat damage to a player, you may draw a card. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 51/211

Card Name: Noisy Kids!
Card Color: R
Mana Cost: 4R
Type & Class: Instant
Pow/Tou:
Card Text: Put three 2/2 red Howler creature tokens into play with “Resonate 5 — At end of turn sacrifice this token.” (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 131/211

Card Name: Fog Wraith
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 4/4
Card Text: Flying
Resonate 3 — At the end of your turn, sacrifice Fog Wraith. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 54/211

Card Name: Angry Librarian
Card Color: U
Mana Cost: 1UU
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Flash
When Angry Librarian comes into play, return target permanent with resonate to its owner’s hand.
Flavor Text: “Quiet!!!”
Artist:
Rarity: U
Card #: 42/211

Card Name: Tricky Bouncer
Card Color: U
Mana Cost: 3UU
Type & Class: Creature
Pow/Tou: 2/4
Card Text: Flash
When Tricky Bouncer comes into play, return another target creature to its owner’s hand.
Resonate 7 — When Tricky Bouncer comes into play, you may return it to its owner’s hand. If you do, untap up to 2 lands. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 75/211

Card Name: Coin Game
Card Color: R
Mana Cost: XRR
Type & Class: Sorcery
Pow/Tou:
Card Text: Choose an opponent and flip a coin X times. For each flip that you win, put a 2/2 red Howler creature token with resonate into play. For each flip that you lose, the chosen opponent puts a 2/2 red Howler creature token with resonate into play.
Resonate 12 — CARDNAME deals 2 damage to up to X different target creature. (This applies if there are 12 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 115/211

Card Name: Howler Token
Card Color: R
Mana Cost:
Type & Class: Creature - Howler
Pow/Tou: 2/2
Card Text: Resonate 1 (This card has resonate but no associated text.)
Flavor Text:
Artist:
Rarity: C
Card #: 211/211

Card Name: Dept. of Noise Pollution
Card Color: W
Mana Cost: 2WW
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Permanents with resonate don’t untap during their controllers’ untap phase.
Flavor Text:
Artist:
Rarity: R
Card #: 6/211

Card Name: Sharp-eared Sentry
Card Color: W
Mana Cost: W
Type & Class: Creature
Pow/Tou: 1/1
Card Text: 1WW, Sacrifice Sharp-eared Sentry: Target permanent gains protection from cards with resonate until end of turn.
Flavor Text:
Artist:
Rarity: C
Card #: 29/211

Card Name: Stream of Annoyance
Card Color: G
Mana Cost: 5GG
Type & Class: Sorcery
Pow/Tou:
Card Text: Cycling GG (GG, Discard this card: Draw a card.)
Resonate X — Gain X life. (This applies if there are X or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 172/211

Card Name: Soulful Guardian
Card Color: W
Mana Cost: 2WW
Type & Class: Creature
Pow/Tou: 2/*
Card Text: * is equal to the highest converted mana cost among creatures you control.
Flavor Text:
Artist:
Rarity: U
Card #: 33/211

Card Name: Husk Hunter
Card Color: W
Mana Cost: 1W
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Husk Hunter gets +1/+1 for each token creature controlled by an opponent.
Flavor Text:
Artist:
Rarity: C
Card #: 13/211

Card Name: Hunted Sky-Constable
Card Color: W
Mana Cost: 1WW
Type & Class: Creature
Pow/Tou: 5/5
Card Text: Flying
When Hunted Sky-Constable comes into play, choose an opponent. That opponent puts three 2/2 red Howler creature tokens with resonate into play.
Flavor Text:
Artist:
Rarity: R
Card #: 12/211

Card Name: Rip-off Dude
Card Color: W
Mana Cost: 5W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: You may play Rip-off Dude for WW.
Flavor Text:
Artist:
Rarity: C
Card #: 26/211

Card Name: Crusading General
Card Color: W
Mana Cost: 3W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: First strike, vigilance
XWW, T: Attacking creatures get +3/+3 until end of turn. X is equal to the lowest converted mana cost among creatures controlled by defending player. Play this ability only when Crusading General is attacking.
Flavor Text:
Artist:
Rarity: R
Card #: 3/211

Card Name: Elvish Fitness Consultant
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 1/1
Card Text: T: Add G to your mana pool.
3G, T: Put a +1/+1 counter on target creature.
Flavor Text:
Artist:
Rarity: C
Card #: 152/211

Card Name: Filterbeast
Card Color: G
Mana Cost: 1GG
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Resonate 5 — Sacrifice Filterbeast: Add three mana in any combination of colors to your mana pool.
Flavor Text:
Artist:
Rarity: U
Card #: 155/211

Card Name: Brimstone Bears
Card Color: Gld
Mana Cost: RG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: When Brimstone Bears comes into play, it deals 2 damage to target creature or player.
When Brimstone Bears is put into a graveyard from play, you may search your library for a land card and put it into play tapped. If you do, shuffle your library.
Flavor Text:
Artist:
Rarity: U
Card #: 180/211

Card Name: Interconnection
Card Color: U
Mana Cost: 1U
Type & Class: Instant
Pow/Tou:
Card Text: Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Counter target spell unless its controller chooses to let you draw a card and untap one land of your choice.
Flavor Text:
Artist:
Rarity: U
Card #: 61/211

Card Name: No-Husks Club
Card Color: W
Mana Cost: W
Type & Class: Creature - Wall
Pow/Tou: 0/1
Card Text: Defender, protection from creatures
No-Husks Club may block any number of creatures.
No-Husks Club can’t block creatures with converted mana cost 2 or more.
Flavor Text:
Artist:
Rarity: U
Card #: 20/211

Card Name: Howler Salesman
Card Color: R
Mana Cost: 1RR
Type & Class: Creature
Pow/Tou: 2/1
Card Text: First strike
R: Choose an opponent. That player puts a 2/2 red Howler creature token with resonate into play. Howler Salesman gets +2/+2 until end of turn. Play this ability only once per turn.
Flavor Text:
Artist:
Rarity: U
Card #: 125/211

Card Name: Soul Steroids
Card Color: G
Mana Cost: 4G
Type & Class: Sorcery
Pow/Tou:
Card Text: Put a number of +1/+1 counters on target creature equal to its converted mana cost.
Flavor Text:
Artist:
Rarity: U
Card #: 169/211

Card Name: Resonaturalize
Card Color: G
Mana Cost: 2G
Type & Class: Instant
Pow/Tou:
Card Text: Destroy target artifact or enchantment.
Resonate 7 — You may destroy another target artifact or enchantment. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 166/211

Card Name: I-Eat-Tkns-for-Brkfst-The-Spray
Card Color: G
Mana Cost: 2G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains trample and protection from creatures with converted mana cost 2 or less.
Flavor Text:
Artist:
Rarity: C
Card #: 159/211

Card Name: John's Illegal Armor of Wisdom
Card Color: G
Mana Cost: G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature’s converted mana cost is 8.
When John’s Illegal Armor of Wisdom comes into play, draw a card.
Flavor Text:
Artist:
Rarity: U
Card #: 161/211

Card Name: Sensory Overload
Card Color: B
Mana Cost: 2BB
Type & Class: Instant
Pow/Tou:
Card Text: Resonate X — Destroy target non-black, non-artifact creature with converted mana cost X or less. It can’t be regenerated. (This applies if there are X or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 103/211

Card Name: Noise Proofing
Card Color: U
Mana Cost: U
Type & Class: Sorcery
Pow/Tou:
Card Text: Cycling U (U, Discard this card: Draw a card.)
Resonate X — As an additional cost to play Noise Proofing, pay X. Return up to X target non-land permanents to their owners’ hands. (This applies if there are X or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 66/211

Card Name: Flowing Soul
Card Color: G
Mana Cost: GG
Type & Class: Instant
Pow/Tou:
Card Text: Choose a number. Target creature gets +2/+2 and its converted mana cost is the chosen number until end of turn.
Flavor Text:
Artist:
Rarity: U
Card #: 156/211

Card Name: Supersage
Card Color: U
Mana Cost: XUU
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Supersage comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Supersage, T: Put a +1/+1 counter on Supersage. Draw a card.
Flavor Text:
Artist:
Rarity: R
Card #: 73/211

Card Name: Superdruid
Card Color: G
Mana Cost: XG
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Superdruid comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Superdruid, T: Put a +1/+1 counter on Superdruid. Search your library for a land card and put it into play tapped, then shuffle your library.
Flavor Text:
Artist:
Rarity: R
Card #: 175/211

Card Name: Inflator
Card Color: Gld
Mana Cost: 3
Type & Class: Artifact Creature
Pow/Tou: 2/2
Card Text: Resonate 5 — T, Put a +1/+1 counter on Inflator. (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 192/211

Card Name: Emergency Response Mammoth
Card Color: G
Mana Cost: 3G
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Contingency — As long as combat damage is assigned to a creature you control, you may play this spell for 1GG anytime you could play an instant.
When Emergency Response Mammoth comes into play, regenerate target creature.
Flavor Text:
Artist:
Rarity: U
Card #: 153/211

Card Name: Insistent Shaman
Card Color: G
Mana Cost: 1GG
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Contingency — As long as an effect controlled by an opponent targets a spell you control, you may play this spell for G anytime you could play an instant.
When Insistent Shaman comes into play, spells you control can’t be countered until end of turn.
Flavor Text:
Artist:
Rarity: R
Card #: 160/211

Card Name: The Cavalry
Card Color: G
Mana Cost: 3GG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Flash
When The Cavalry comes into play, distribute two +1/+1 counters among any number of target creatures.
Flavor Text:
Artist:
Rarity: U
Card #: 176/211

Card Name: Nice Try
Card Color: R
Mana Cost: 4R
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as damage has been prevented by an effect controlled by an opponent during the current phase, you may play this spell for RR anytime you could play an instant. (The phases are beginning, main, combat, and end.)
Nice Try deals 4 damage to target creature or player.
Flavor Text:
Artist:
Rarity: C
Card #: 130/211

Card Name: Sudden Spring
Card Color: G
Mana Cost: 2GG
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as an effect controlled by an opponent targets a land you control, you may play this spell as an instant for 1G.
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 173/211

Card Name: Crookclaw Apprentice
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 4/1
Card Text: Resonate 7 — Flash (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 47/211

Card Name: Protective Knight
Card Color: W
Mana Cost: 2W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: First strike
W, T, Sacrifice Protective Knight: Permanents you control have shroud until end of turn. (They can’t be the target of spells or abilities.)
Flavor Text:
Artist:
Rarity: R
Card #: 23/211

Card Name: Contemplative Golem
Card Color: Gld
Mana Cost: 4
Type & Class: Artifact Creature
Pow/Tou: 3/3
Card Text: Contemplative Golem costs an additional 1 for each permanent with resonate you control.
Spells with resonate cost 2 more to play.
Flavor Text:
Artist:
Rarity: R
Card #: 189/211

Card Name: Noisy Upheaval
Card Color: U
Mana Cost: 1U
Type & Class: Instant
Pow/Tou:
Card Text: Return target permanent with resonate to its owner’s hand.
Resonate 7 — Each player returns 3 permanents they control with resonate to their owners’ hands. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 67/211

Card Name: Noisy Bartering
Card Color: B
Mana Cost: BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Target player sacrifices a permanent with resonate.
Resonate 7 — Each player sacrifices 3 permanents with resonate. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 97/211

Card Name: Erratic Exploder
Card Color: R
Mana Cost: 1R
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Haste
1R, T, Sacrifice Erratic Exploder: Reveal cards from the top of your library until you reveal a nonland card. Erratic Exploder deals damage equal to that card’s converted mana cost to target creature or player. Put the revealed cards on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: C
Card #: 118/211

Card Name: Jukebox Hero
Card Color: R
Mana Cost: 3R
Type & Class: Creature - Barbarian Bard
Pow/Tou: 2/2
Card Text: Discard a card at random: Jukebox Hero gets +1/+0 and gains first strike until end of turn. If the discarded card had resonate, instead Jukebox Hero gets +1/+0 and gains double strike until end of turn.
Flavor Text:
Artist:
Rarity: C
Card #: 127/211

Card Name: Giants Grow
Card Color: G
Mana Cost: 2G
Type & Class: Instant
Pow/Tou:
Card Text: Creatures with converted mana cost 4 or more get +2/+2 until end of turn.
Flavor Text:
Artist:
Rarity: C
Card #: 157/211

Card Name: Wurmherder
Card Color: G
Mana Cost: 2G
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Creatures with converted mana cost 4 or more gain trample.
Flavor Text:
Artist:
Rarity: C
Card #: 179/211

Card Name: Ice Elemental
Card Color: U
Mana Cost: 1U
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Flying
You may play Ice Elemental for 3UU. If you do, it comes into play with two +1/+1 counters.
Flavor Text:
Artist:
Rarity: U
Card #: 60/211

Card Name: Weed Elemental
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Flash, reach
You may play Weed Elemental for 3GG. If you do, it comes into play with two +1/+1 counters.
Flavor Text:
Artist:
Rarity: U
Card #: 178/211

Card Name: Compost Heap
Card Color: G
Mana Cost: 1G
Type & Class: Creature - Wall
Pow/Tou: 1/3
Card Text: Defender
When Compost Heap is put into a graveyard from play, you may search your library for up to three land cards and put them into your graveyard. If you do, shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 148/211

Card Name: Debris Cleanup Crew
Card Color: G
Mana Cost: 4G
Type & Class: Creature
Pow/Tou: 3/3
Card Text: 1G, Remove a land card in your graveyard from the game: Put a +1/+1 counter on target creature.
Flavor Text: The fool sees reasons to disdain.
The wise see reasons to cherish.
Artist:
Rarity: C
Card #: 149/211

Card Name: Screaming Meemies
Card Color: R
Mana Cost: 3R
Type & Class: Sorcery
Pow/Tou:
Card Text: As an additional cost to play Screaming Meemies, you may sacrifice any number of token creatures.
Screaming Meemies deals 2 damage to each player for each token creature he or she controls.
Flavor Text:
Artist:
Rarity: U
Card #: 137/211

Card Name: Digging Graves
Card Color: B
Mana Cost: 1BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Remove any number of land cards in your graveyard from the game. Each creature gets -X/-X until end of turn, where X is equal to the number of land cards removed this way.
Flavor Text:
Artist:
Rarity: U
Card #: 83/211

Card Name: Mr.Crucible
Card Color: Gld
Mana Cost: 2BG
Type & Class: Creature
Pow/Tou: 3/3
Card Text: You may play land cards from your graveyard.
Flavor Text:
Artist:
Rarity: R
Card #: 183/211

Card Name: Brainfly Swarm
Card Color: G
Mana Cost: 4GG
Type & Class: Creature
Pow/Tou: 5/5
Card Text: Whenever Brainfly Swarm deals combat damage to a player, you may draw a card.
G, Remove a land card in your graveyard from the game: Brainfly Swarm gains trample until end of turn.
Flavor Text:
Artist:
Rarity: R
Card #: 146/211

Card Name: Debris Scavenger
Card Color: G
Mana Cost: GG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: 1, Remove a land card in your graveyard from the game: Reveal the top card of your library. If it’s a creature card, put it into your hand. Otherwise, discard it.
Flavor Text: The fool wastes.
The wise adapt.
Artist:
Rarity: U
Card #: 151/211

Card Name: Debris Investigator
Card Color: U
Mana Cost: UU
Type & Class: Creature
Pow/Tou: 2/1
Card Text: 1, Remove a land card in your graveyard from the game: Reveal the top card of your library. If it’s an instant card, put it into your hand. Otherwise, discard it.
Flavor Text: The fool expects perfection.
The wise expect to learn from mistakes.
Artist:
Rarity: U
Card #: 48/211

Card Name: Painfully-loud Memories
Card Color: Gld
Mana Cost: 1BR
Type & Class: Sorcery
Pow/Tou:
Card Text: Target player discards a random card then discards a card. For each discarded card that had resonate, Painfully-loud Memories deals 2 damage to that player.
Flavor Text:
Artist:
Rarity: U
Card #: 184/211

Card Name: Forgotten Cave
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Forgotten Cave comes into play tapped.
T: Add R to your mana pool.
Cycling R (R, Discard this card: Draw a card.)
Flavor Text:
Artist:
Rarity: C
Card #: 202/211

Card Name: Lonely Sandbar
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Lonely Sandbar comes into play tapped.
T: Add U to your mana pool.
Cycling U (U, Discard this card: Draw a card.)
Flavor Text:
Artist:
Rarity: C
Card #: 204/211

Card Name: Secluded Steppe
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Secluded Steppe comes into play tapped.
T: Add W to your mana pool.
Cycling W (W, Discard this card: Draw a card.)
Flavor Text:
Artist:
Rarity: C
Card #: 208/211

Card Name: Tranquil Thicket
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Tranquil Thicket comes into play tapped.
T: Add G to your mana pool.
Cycling G (G, Discard this card: Draw a card.)
Flavor Text:
Artist:
Rarity: C
Card #: 209/211

Card Name: Barren Moor
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Barren Moor comes into play tapped.
T: Add B to your mana pool.
Cycling B (B, Discard this card: Draw a card.) (B, Discard this card: Draw a card.)
Flavor Text:
Artist:
Rarity: C
Card #: 199/211

Card Name: Frustrated Seer
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 2/3
Card Text: U: Scry 1. Play this ability only when Frustrated Seer is blocked. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Flavor Text:
Artist:
Rarity: U
Card #: 56/211

Card Name: Frustrated Water Elemental
Card Color: U
Mana Cost: 4UU
Type & Class: Creature
Pow/Tou: 4/5
Card Text: 3UU: Gain control of target permanent controlled by defending player. Play this ability only when Frustrated Water Elemental is blocked. (This effect doesn’t end at end of turn.)
Flavor Text:
Artist:
Rarity: R
Card #: 58/211

Card Name: Shadow Elemental
Card Color: B
Mana Cost: 1B
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Fear
You may play Shadow Elemental for 3BB. If you do, it comes into play with two +1/+1 counters.
Flavor Text:
Artist:
Rarity: C
Card #: 104/211

Card Name: Debris Engineer
Card Color: W
Mana Cost: 1W
Type & Class: Creature
Pow/Tou: 2/1
Card Text: Vigilance
1, Remove a land card in your graveyard from the game: Creatures you control get +0/+1 until end of turn.
Flavor Text: The fool finds cracks on the surface.
The wise find inner strength.
Artist:
Rarity: C
Card #: 4/211

Card Name: Master of Graves
Card Color: B
Mana Cost: 4B
Type & Class: Creature
Pow/Tou: 3/2
Card Text: T, Sacrifice a land, sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only when you could play a sorcery.
Flavor Text:
Artist:
Rarity: U
Card #: 95/211

Card Name: Soul-link Chains
Card Color: B
Mana Cost: 2B
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gets -1/-1.
When enchanted creature is put into a graveyard from play, its controller loses life equal to its converted mana cost and you gain that much life.
Flavor Text:
Artist:
Rarity: C
Card #: 107/211

Card Name: Soul-link Claws
Card Color: G
Mana Cost: 3G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature leaves play, reveal a number of cards from the top of your library equal to its converted mana cost. Put any creature cards revealed this way into your hand, and put the remainder on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: C
Card #: 170/211

Card Name: Wallopin' Websnapper
Card Color: G
Mana Cost: 2GG
Type & Class: Creature
Pow/Tou: 2/4
Card Text: Reach
Resonate 7 — CARDNAME gets +2/+0 and gains trample. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 177/211

Card Name: Soul-link Wings
Card Color: U
Mana Cost: 1U
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains flying.
When enchanted creature leaves play, Scry X, where X is its converted mana cost. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Flavor Text:
Artist:
Rarity: C
Card #: 70/211

Card Name: Soul-link Charm Bracelet
Card Color: R
Mana Cost: 1R
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gets +2/+0.
When enchanted creature leaves play, discard your hand then draw two cards.
Flavor Text:
Artist:
Rarity: C
Card #: 139/211

Card Name: Soul-link Armor
Card Color: W
Mana Cost: 2W
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains protection from creatures with converted mana cost 3 or more.
When enchanted creature leaves play, gain life equal to its converted mana cost.
Flavor Text:
Artist:
Rarity: C
Card #: 32/211

Card Name: Sudden Blink
Card Color: W
Mana Cost: 2W
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as an effect controlled by an opponent targets a creature you control, you may play this spell for W anytime you could play an instant.
Remove target creature from the game, then return it to play under its owner’s control.
Flavor Text:
Artist:
Rarity: U
Card #: 34/211

Card Name: Supergood
Card Color: W
Mana Cost: X1W
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Supergood comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Supergood, T: Put a +1/+1 counter on Supergood. Prevent the next X damage that would be dealt to each of up to X target creatures or players, where X is the number of +1/+1 counters on Supergood.
Flavor Text:
Artist:
Rarity: R
Card #: 35/211

Card Name: Superbad
Card Color: B
Mana Cost: X1B
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Superbad comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Superbad, T: Put a +1/+1 counter on Superbad. Target creature gets -X/-X until end of turn, where X is the number of +1/+1 counters on Superbad.
Flavor Text:
Artist:
Rarity: R
Card #: 108/211

Card Name: Super-Fortunate
Card Color: R
Mana Cost: XR
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Super-Fortunate comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Super-Fortunate, T: Put a +1/+1 counter on Super-Fortunate. Each player discards X cards then draws X cards, where X is the number of +1/+1 counters on Super-Fortunate.
Flavor Text:
Artist:
Rarity: R
Card #: 142/211

Card Name: Peaceful Vista
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: At the beginning of each player’s upkeep, if Peaceful Vista is untapped, that player may Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
T: Add 1 to your mana pool.
Flavor Text:
Artist:
Rarity: R
Card #: 207/211

Card Name: Peacemakers
Card Color: W
Mana Cost: 3W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Contingency — As long as combat damage is assigned to you, you may play this spell for 1W anytime you could play an instant.
When Peacemakers comes into play, prevent all combat damage that would be dealt this turn.
Flavor Text:
Artist:
Rarity: C
Card #: 22/211

Card Name: Ex-Exalted Angel
Card Color: B
Mana Cost: 4BB
Type & Class: Creature
Pow/Tou: 2/6
Card Text: Contingency — As long as an opponent has more than double your life total, you may play this spell for BB anytime you could play an instant.
Whenever Ex-Exalted Angel deals combat damage to a creature, that creature’s controller loses that much life and you gain that much life.
Flavor Text:
Artist:
Rarity: R
Card #: 86/211

Card Name: Debriswalker
Card Color: R
Mana Cost: 1R
Type & Class: Creature
Pow/Tou: 1/1
Card Text: As long as there is a land card in defending player’s graveyard, Debriswalker is unblockable.
Flavor Text:
Artist:
Rarity: C
Card #: 116/211

Card Name: Wall of Sparks
Card Color: R
Mana Cost: R
Type & Class: Creature - Wall
Pow/Tou: 0/2
Card Text: Defender
Whenever Wall of Sparks blocks or is put into a graveyard from play, flip a coin. If you win the flip, Wall of Sparks deals 2 damage to target creature.
Flavor Text:
Artist:
Rarity: C
Card #: 144/211

Card Name: Sleepy Rager
Card Color: R
Mana Cost: R
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Resonate 5 — Double strike (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 138/211

Card Name: Disciple of the Fault
Card Color: B
Mana Cost: B
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Whenever a land is put into a graveyard from play, you may pay B. If you do, that land’s controller loses 1 life and you gain 1 life.
Flavor Text:
Artist:
Rarity: C
Card #: 84/211

Card Name: Debris Mold
Card Color: G
Mana Cost: G
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Trample
B, Remove a land card in an opponent’s graveyard from the game: Debris Mold gets +1/+1 until end of turn.
Flavor Text:
Artist:
Rarity: C
Card #: 150/211

Card Name: Field Biologist
Card Color: U
Mana Cost: U
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Whenever an opponent puts a creature token into play, you may draw a card.
Flavor Text:
Artist:
Rarity: C
Card #: 52/211

Card Name: Rotten Farm
Card Color: B
Mana Cost: 1BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Target player sacrifices a land and discards a card.
Flavor Text:
Artist:
Rarity: C
Card #: 101/211

Card Name: Erratic Whelp
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 1/2
Card Text: Flying
Whenever Erratic Whelp deals combat damage to a player, you may remove the top card of your library from the game. If you do, Erratic Whelp deals X damage to that player, where X is the converted mana cost of the revealed card.
Flavor Text:
Artist:
Rarity: U
Card #: 119/211

Card Name: White Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice White Toy: Add W to your mana pool.
Resonate 3 — When White Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 196/211

Card Name: Green Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Green Toy: Add G to your mana pool.
Resonate 3 — When Green Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 191/211

Card Name: Blue Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Blue Toy: Add U to your mana pool.
Resonate 3 — When Blue Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 188/211

Card Name: Red Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Red Toy: Add R to your mana pool.
Resonate 3 — When Red Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 194/211

Card Name: Howler Portal
Card Color: R
Mana Cost: 3R
Type & Class: Sorcery
Pow/Tou:
Card Text: Each player puts a 2/2 Howler creature token with resonate into play, then you put an additional one into play.
Flavor Text:
Artist:
Rarity: U
Card #: 124/211

Card Name: Jealous Pyromancer
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Whenever a creature spell is played at a time when its controller couldn’t have played a sorcery, Jealous Pyromancer deals 3 damage to that spell’s controller.
Flavor Text:
Artist:
Rarity: U
Card #: 126/211

Card Name: Rock Tossers
Card Color: R
Mana Cost: 3R
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Sacrifice a land: Flip a coin. If you win the flip, Rock Tossers deals 2 damage to target creature. Otherwise, Rock Tossers deals 1 damage to target creature.
Flavor Text:
Artist:
Rarity: C
Card #: 136/211

Card Name: Krark, Master Gambler
Card Color: R
Mana Cost: 3RR
Type & Class: Legendary Creature - Goblin
Pow/Tou: 3/3
Card Text: Haste, first strike
If you would flip a coin, instead flip two coins and ignore one.
Flavor Text:
Artist:
Rarity: R
Card #: 128/211

Card Name: Wall of Doors
Card Color: U
Mana Cost: 1U
Type & Class: Creature - Wall
Pow/Tou: 0/2
Card Text: Whenever Wall of Doors is dealt combat damage, Scry X, where X is the amount of combat damage dealt to it. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Flavor Text: You can open them all; you can walk through one.
Artist:
Rarity: C
Card #: 76/211

Card Name: Skyshield Squadron
Card Color: W
Mana Cost: 3WW
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Flying
Whenever a spell or ability controlled by an opponent targets a non-creature permanent you control, you may gain 2 life.
Flavor Text:
Artist:
Rarity: U
Card #: 30/211

Card Name: Healing Beer
Card Color: W
Mana Cost: 1W
Type & Class: Instant
Pow/Tou:
Card Text: Prevent the next 3 damage that would be dealt to target creature.
Resonate 5 — Gain 3 life. (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 11/211

Card Name: Dreamrender
Card Color: B
Mana Cost: 4B
Type & Class: Creature
Pow/Tou: 3/3
Card Text: When Dreamrender comes into play, each player with a life total greater than yours sacrifices a creature and each player with a life total less than yours sacrifices a land.
Flavor Text:
Artist:
Rarity: U
Card #: 85/211

Card Name: Deadly Judgment
Card Color: B
Mana Cost: 1BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Target creature’s controller chooses one — Sacrifice the creature; or that player loses life equal to the creature’s converted mana cost and you gain that much life.
Flavor Text:
Artist:
Rarity: U
Card #: 80/211

Card Name: Rampaging Hulk
Card Color: R
Mana Cost: 5R
Type & Class: Creature
Pow/Tou: 5/4
Card Text: Whenever Rampaging Hulk is blocked for the first time each turn, untap it. After this phase, you get an additional combat phase.
Flavor Text:
Artist:
Rarity: R
Card #: 132/211

Card Name: Endless Green
Card Color: G
Mana Cost: GG
Type & Class: Sorcery
Pow/Tou:
Card Text: You may play Endless Green by revealing three cards from your hand each with converted mana cost 5 or more.
Search your library for a basic land card and put it into play tapped, then shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 154/211

Card Name: Reflex Cure
Card Color: W
Mana Cost: XW
Type & Class: Instant
Pow/Tou:
Card Text: Prevent all damage that would be dealt this turn by creatures with converted mana cost X.
Flavor Text:
Artist:
Rarity: U
Card #: 25/211

Card Name: Giant Husk
Card Color: Gld
Mana Cost: 2BR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: You may play Giant Husk from your graveyard.
When Giant Husk is put into a graveyard from play, flip a coin. If you lose the flip, remove Giant Husk from the game.
Flavor Text:
Artist:
Rarity: U
Card #: 181/211

Card Name: House of the Dead
Card Color: B
Mana Cost: 1B
Type & Class: Creature - Wall
Pow/Tou: 3/1
Card Text: Defender
When House of the Dead comes into play, you may search your library for up to two creature cards and put them into your graveyard. If you do, shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 90/211

Card Name: Battlefield Scrounger
Card Color: B
Mana Cost: 3B
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Whenever Battlefield Scrounger would deal combat damage to a player, you may choose to prevent that damage. If you do, return target creature card from your graveyard to play.
Flavor Text:
Artist:
Rarity: U
Card #: 77/211

Card Name: Whispering Demon
Card Color: B
Mana Cost: 3BB
Type & Class: Creature - Demon
Pow/Tou: 2/2
Card Text: Fear
When Whispering Demon comes into play, choose an opponent. That opponent chooses one - Whispering Demon comes into play with two +1/+1 counters on it; or, you may search your library for a card and put it into your hand, then shuffle your library.
Flavor Text:
Artist:
Rarity: R
Card #: 111/211

Card Name: Urborg Autocrat
Card Color: B
Mana Cost: 3B
Type & Class: Creature
Pow/Tou: 2/2
Card Text: When Urborg Autocrat comes into play, remove up to three creature cards in your graveyard from the game. For each card removed this way, put a 1/1 black Husk creature token into play.
Flavor Text:
Artist:
Rarity: U
Card #: 109/211

Card Name: Urborg Minion
Card Color: B
Mana Cost: B
Type & Class: Creature
Pow/Tou: 1/1
Card Text: When Urborg Minion comes into play, you may remove a creature card in your graveyard from the game. If you do, put a 1/1 black Husk creature token into play.
Flavor Text:
Artist:
Rarity: C
Card #: 110/211

Card Name: Mask of Horrors
Card Color: B
Mana Cost: BB
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains fear.
Whenever enchanted creature deals combat damage to a player, look at a random card from that player’s hand and the top card of their library. Put one of these cards in their hand and the other on the bottom of their library.
Flavor Text:
Artist:
Rarity: U
Card #: 93/211

Card Name: Stop That!
Card Color: R
Mana Cost: 2R
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as an opponent has used Scry during the current phase, you may play this spell for R anytime you could play an instant. (The phases are beginning, main, combat, and end.)
Stop That! deals 3 damage to target player and they shuffle their library.
Flavor Text:
Artist:
Rarity: U
Card #: 141/211

Card Name: Ritual Adept
Card Color: B
Mana Cost: 1B
Type & Class: Creature - Human Cleric
Pow/Tou: 2/1
Card Text: T, Sacrifice a creature: Add one mana of any color to your mana pool. You lose life equal to the converted mana cost of the sacrificed creature.
Flavor Text:
Artist:
Rarity: U
Card #: 98/211

Card Name: Ancestral Resonance
Card Color: U
Mana Cost: U
Type & Class: Sorcery
Pow/Tou:
Card Text: Resonate 0 — Draw a card. (This applies if there are 0 or more cards with resonate in play.)
Resonate 9 — Draw three cards.
Flavor Text:
Artist:
Rarity: U
Card #: 41/211

Card Name: Interrogate
Card Color: Gld
Mana Cost: UB
Type & Class: Sorcery
Pow/Tou:
Card Text: As an additional cost to play Interrogate, sacrifice a creature.
Draw two cards, then target opponent discards a card.
Resonate 7 — Flash (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 182/211

Card Name: Astralborn Sentry
Card Color: W
Mana Cost: 1WW
Type & Class: Creature
Pow/Tou: 1/3
Card Text: XX, T: Remove target creature with converted mana cost X from the game then return it to play under its owner’s control.
Flavor Text:
Artist:
Rarity: U
Card #: 2/211

Card Name: Greedy Ogre
Card Color: B
Mana Cost: 4B
Type & Class: Creature
Pow/Tou: 3/3
Card Text: When Greedy Ogre comes into play, gain control of target land.
Flavor Text:
Artist:
Rarity: U
Card #: 88/211

Card Name: Horrific Spectre
Card Color: B
Mana Cost: 2BB
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Fear
Whenever Horrific Spectre deals combat damage to a player, look at a random card from that player’s hand and the top card of their library. Put one of these cards in their hand and the other on the bottom of their library.
Flavor Text:
Artist:
Rarity: R
Card #: 89/211

Card Name: Hidden Geysers
Card Color: R
Mana Cost: 1R
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
When Hidden Geysers comes into play, discard a card at random.
Enchanted land gains “T: This land deals 2 damage to target creature.”
Flavor Text:
Artist:
Rarity: U
Card #: 122/211

Card Name: Speedy Giant
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Haste
G: Speedy Giant gets +1/+0 until end of turn.
Flavor Text:
Artist:
Rarity: U
Card #: 140/211

Card Name: Protective Sergeant
Card Color: W
Mana Cost: 2WW
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Protective Sergeant gets +1/+1 for each blocked creature you control.
Flavor Text:
Artist:
Rarity: U
Card #: 24/211

Card Name: Angry Mountain
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add R to your mana pool. Angry Mountain deals 1 damage to you.
As long as Angry Mountain is in your graveyard and you control a Mountain, creatures you control have haste.
Flavor Text:
Artist:
Rarity: U
Card #: 198/211

Card Name: Filthy Swamp
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add B to your mana pool. Filthy Swamp deals 1 damage to you.
As long as Filthy Swamp is in your graveyard and you control a Swamp, creatures you control have fear.
Flavor Text:
Artist:
Rarity: U
Card #: 201/211

Card Name: Blazing Plains
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add W to your mana pool. Blazing Plains deals 1 damage to you.
As long as Blazing Plains is in your graveyard and you control a Plains, creatures you control have vigilance.
Flavor Text:
Artist:
Rarity: U
Card #: 200/211

Card Name: Weenieherder
Card Color: W
Mana Cost: 3W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Creatures with converted mana cost 2 or less gain first strike.
Flavor Text:
Artist:
Rarity: U
Card #: 37/211

Card Name: Super Cavalry
Card Color: G
Mana Cost: XGG
Type & Class: Creature
Pow/Tou: 0/0
Card Text: When Super Cavalry comes into play, distribute X +1/+1 counters among any number of target creatures.
Flavor Text:
Artist:
Rarity: R
Card #: 174/211

Card Name: Debris Wanderer
Card Color: Gld
Mana Cost: 2
Type & Class: Artifact Creature - Golem
Pow/Tou: 1/2
Card Text: When Debris Wanderer comes into play, you may return target land card in your graveyard to play tapped.
Flavor Text:
Artist:
Rarity: C
Card #: 190/211

Card Name: Withered Automaton
Card Color: Gld
Mana Cost: 4
Type & Class: Artifact Creature - Golem
Pow/Tou: 2/2
Card Text: 1: Remove target card in a graveyard from the game.
Flavor Text:
Artist:
Rarity: U
Card #: 197/211

Card Name: Metamagical Wrecking Crew
Card Color: W
Mana Cost: 4W
Type & Class: Creature
Pow/Tou: 2/3
Card Text: When Metamagical Wrecking Crew comes into play, destroy target enchanted land.
Flavor Text:
Artist:
Rarity: U
Card #: 19/211

Card Name: Land-twiddle
Card Color: U
Mana Cost: 1U
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
When Land-twiddle comes into play, draw a card.
U: Tap or untap enchanted land.
Flavor Text:
Artist:
Rarity: U
Card #: 62/211

Card Name: Husk Nest
Card Color: B
Mana Cost: 1BB
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
Enchanted land gains “T: Put a 1/1 black Husk creature token into play.”
Flavor Text:
Artist:
Rarity: U
Card #: 92/211

Card Name: Ritual Chanter
Card Color: B
Mana Cost: BB
Type & Class: Creature - Human Spellshaper
Pow/Tou: 2/2
Card Text: Resonate 7 — 1BB, T, Discard three cards, Put a 7/7 black Demon creature token with flying into play. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 99/211

Card Name: Land-a-geddon
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add 1 to your mana pool.
Resonate 7 — When Land-a-geddon comes into play, you may spend 3WW. If you do, destroy all lands. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 203/211

Card Name: Metamagic Slide
Card Color: W
Mana Cost: 1W
Type & Class: Instant
Pow/Tou:
Card Text: Remove target enchantment from the game. At the end of your next turn, you may return it to play. (Local enchantments select a target when they come into play.)
Flavor Text:
Artist:
Rarity: U
Card #: 17/211

Card Name: Non-Stone Rain
Card Color: W
Mana Cost: 2W
Type & Class: Sorcery
Pow/Tou:
Card Text: Destroy target non-basic or enchanted land.
Flavor Text:
Artist:
Rarity: C
Card #: 21/211

Card Name: Dimensional Chasm
Card Color: U
Mana Cost: 2U
Type & Class: Instant
Pow/Tou:
Card Text: Return target land or creature to its owner’s hand. If it was enchanted, draw a card.
Flavor Text:
Artist:
Rarity: C
Card #: 49/211

Card Name: Dance of the Husks
Card Color: B
Mana Cost: 3B
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as you control five creatures or more, you may play this spell for 2BB anytime you could play an instant.
Return target creature card from your graveyard to play.
Flavor Text:
Artist:
Rarity: U
Card #: 79/211

Card Name: Careful Planning
Card Color: U
Mana Cost: 2UU
Type & Class: Sorcery
Pow/Tou:
Card Text: Scry 2 (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Resonate 0 — Draw a card. (This applies if there are 0 or more cards with resonate in play.)
Resonate 7 — Draw two cards.
Flavor Text:
Artist:
Rarity: U
Card #: 43/211

Card Name: Evanesce
Card Color: W
Mana Cost: XXWW
Type & Class: Instant
Pow/Tou:
Card Text: Choose one — Remove each attacking creature with converted mana cost X from the game; or, remove X attacking creatures from the game.
Flavor Text:
Artist:
Rarity: R
Card #: 8/211

Card Name: Decayed Courtesan
Card Color: B
Mana Cost: 3B
Type & Class: Creature
Pow/Tou: 3/2
Card Text: When Decayed Courtesan is moved from your graveyard to anywhere, you may put two 1/1 black Husk creature tokens into play.
Flavor Text:
Artist:
Rarity: U
Card #: 82/211

Card Name: Grimguard
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 2/2
Card Text: T, Sacrifice a land: Target creature gets +2/+2 until end of turn.
Flavor Text: Only the threat of losing all can justify losing one.
Artist:
Rarity: C
Card #: 158/211

Card Name: Harsh Laws
Card Color: W
Mana Cost: 4W
Type & Class: Instant
Pow/Tou:
Card Text: Target attacking creature’s controller sacrifices that creature and a land.
Flavor Text: Violence is illegal. Retribution is law.
Artist:
Rarity: C
Card #: 10/211

Card Name: Adaptive Strategy
Card Color: W
Mana Cost: 1WW
Type & Class: Instant
Pow/Tou:
Card Text: Creatures you control gain protection from target attacking creature’s color until end of turn.
Flavor Text: A great leader knows the enemy better than the enemy knows itself.
Artist:
Rarity: U
Card #: 1/211

Card Name: Training
Card Color: W
Mana Cost: 3W
Type & Class: Instant
Pow/Tou:
Card Text: Blocking creatures get +X/+X until end of turn, where X is the number of blocking creatures.
Flavor Text:
Artist:
Rarity: C
Card #: 36/211

Card Name: Wrath of the Overseer
Card Color: W
Mana Cost: 2WW
Type & Class: Instant
Pow/Tou:
Card Text: Target attacking creature doesn’t untap during its controller’s next untap step. You may put a creature card with converted mana cost X that’s removed from the game into play, where X is the converted mana cost of the attacking creature.
Flavor Text:
Artist:
Rarity: U
Card #: 38/211

Card Name: Lead by Example
Card Color: W
Mana Cost: WW
Type & Class: Instant
Pow/Tou:
Card Text: Reveal the top three cards of your library. If none of the revealed cards is a creature card, destroy target creature. Put the revealed cards on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: U
Card #: 15/211

Card Name: Dept of Metamagical Compliance
Card Color: W
Mana Cost: 3WW
Type & Class: Creature
Pow/Tou: 2/4
Card Text: When Dept of Metamagical Compliance comes into play, reveal the top three cards of your library. If none of the revealed cards is an enchantment card, destroy target enchanted permanent. Put the revealed cards on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: U
Card #: 5/211

Card Name: Scouring Blast
Card Color: W
Mana Cost: 3WW
Type & Class: Sorcery
Pow/Tou:
Card Text: Remove target enchanted permanent from the game. Search its controller’s graveyard, hand, and library for all cards with the same name as that permanent and remove them from the game. That player then shuffles his or her library.
Flavor Text:
Artist:
Rarity: U
Card #: 27/211

Card Name: Metamagic Cleansing
Card Color: W
Mana Cost: 2WW
Type & Class: Sorcery
Pow/Tou:
Card Text: Choose one: Destroy all enchanted lands; or, destroy all non-enchanted lands.
Flavor Text:
Artist:
Rarity: R
Card #: 16/211

Card Name: Howler Nest
Card Color: R
Mana Cost: 2R
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
Enchanted land gains “T: Flip a coin. If you win the flip, put a 2/2 red Howler creature token with resonate into play.”
Flavor Text:
Artist:
Rarity: U
Card #: 123/211

Card Name: Study Time
Card Color: U
Mana Cost: 4U
Type & Class: Instant
Pow/Tou:
Card Text: Put target creature or enchantment on top of its owner’s library.
Flavor Text:
Artist:
Rarity: C
Card #: 72/211

Card Name: Force Pull
Card Color: U
Mana Cost: 1U
Type & Class: Instant
Pow/Tou:
Card Text: Return target permanent you own to your hand.
Flavor Text:
Artist:
Rarity: C
Card #: 55/211

Card Name: Metamagical Researcher
Card Color: W
Mana Cost: 1W
Type & Class: Creature
Pow/Tou: 1/2
Card Text: When Metamagical Researcher comes into play, you may spend W. If you do, search your library for an Aura card that could enchant a land and put it into play. Then shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 18/211

Card Name: Raging Rhinox
Card Color: G
Mana Cost: 1G
Type & Class: Creature - Beast
Pow/Tou: 3/4
Card Text: When Raging Rhinox comes into play, sacrifice it unless you remove two land cards in your graveyard from the game.
Flavor Text: It feeds on the pain of every fallen tree.
Artist:
Rarity: U
Card #: 164/211

Card Name: Brownscale Fertilizer
Card Color: G
Mana Cost: 1GG
Type & Class: Creature
Pow/Tou: 2/3
Card Text: When Brownscale Fertilizer comes into play, you may put target land card in your graveyard on top of your library. If you do, gain 2 life.
Flavor Text:
Artist:
Rarity: C
Card #: 147/211

Card Name: Chaos Theorist
Card Color: U
Mana Cost: 2UU
Type & Class: Creature
Pow/Tou: 2/4
Card Text: Flying
Whenever a player flips a coin, you may Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Flavor Text:
Artist:
Rarity: U
Card #: 44/211

Card Name: Thundershower
Card Color: R
Mana Cost: 2RR
Type & Class: Instant
Pow/Tou:
Card Text: Thundershower deals 1 damage to each player, 2 damage to each creature without resonate, and 3 damage to each creature with resonate.
Flavor Text:
Artist:
Rarity: U
Card #: 143/211

Card Name: Feedback Kavu
Card Color: R
Mana Cost: 3R
Type & Class: Creature
Pow/Tou: 4/2
Card Text: Resonate 7 — When Feedback Kavu comes into play, it deals 4 damage to target creature. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 121/211

Card Name: Psychosurgeon
Card Color: U
Mana Cost: 2U
Type & Class: Creature
Pow/Tou: 1/3
Card Text: Flash
When Psychosurgeon comes into play, target player puts the top three cards of their library into their graveyard.
Flavor Text:
Artist:
Rarity: C
Card #: 68/211

Card Name: Memory Sculptor
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Flying
When Memory Sculptor comes into play, target player shuffles up to four target cards from his or her graveyard into his or her library.
Flavor Text:
Artist:
Rarity: C
Card #: 64/211

Card Name: Call of the Husks
Card Color: B
Mana Cost: B
Type & Class: Sorcery
Pow/Tou:
Card Text: Resonate 0 — Put a 1/1 black Husk creature token into play. (This applies if there are 0 or more cards with resonate in play.)
Resonate 5 — Put two 1/1 black Husk creature tokens into play.
Flavor Text:
Artist:
Rarity: C
Card #: 78/211

Card Name: Lift the Shroud
Card Color: U
Mana Cost: 3UU
Type & Class: Sorcery
Pow/Tou:
Card Text: Return all permanents with shroud to their owners’ hands. (A permanent with shroud is one that can’t be the target of spells or abilities.)
Cycling UU (UU, Discard this card: Draw a card.)
Flavor Text:
Artist:
Rarity: U
Card #: 63/211

Card Name: Dizzying Thoughts
Card Color: U
Mana Cost: 2U
Type & Class: Instant
Pow/Tou:
Card Text: Target creature gets -X/-0 until end of turn, where X is its converted mana cost. That creature’s controller puts the top X cards of his or her library into their graveyard.
Flavor Text:
Artist:
Rarity: C
Card #: 50/211

Card Name: Aerobatics
Card Color: U
Mana Cost: 2U
Type & Class: Instant
Pow/Tou:
Card Text: Target creature gains flying until end of turn. You may tap target creature without flying.
Flavor Text:
Artist:
Rarity: C
Card #: 39/211

Card Name: Ætherwarp Minotaur
Card Color: R
Mana Cost: 3RR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Whenever a creature token comes into play, Ætherwarp Minotaur deals 1 damage to itself and 1 damage to target player.
Flavor Text:
Artist:
Rarity: U
Card #: 112/211

Card Name: Flying Angry Men
Card Color: U
Mana Cost: U
Type & Class: Creature
Pow/Tou: 2/1
Card Text: Flying
When Flying Angry Men is put into a graveyard from play, discard a card unless you pay UU.
Flavor Text:
Artist:
Rarity: C
Card #: 53/211

Card Name: Mt. Shatterstorm
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add 1 to your mana pool.
Resonate 7 — When Mt. Shatterstorm comes into play, you may spend 3RR. If you do, destroy all artifacts. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 205/211

Card Name: Muddled Historian
Card Color: U
Mana Cost: 2U
Type & Class: Creature
Pow/Tou: 1/2
Card Text: Sacrifice Muddled Historian: Target player shuffles their graveyard into their library.
Flavor Text:
Artist:
Rarity: U
Card #: 65/211

Card Name: Shifting Spirit
Card Color: U
Mana Cost: 4U
Type & Class: Creature
Pow/Tou: 2/3
Card Text: When Shifting Spirit is put into your graveyard from anywhere, you may spend 1U. If you do, put Shifting Spirit on top of your library, then Scry 3, then draw a card. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Flavor Text:
Artist:
Rarity: C
Card #: 69/211

Card Name: Special Forces
Card Color: U
Mana Cost: 4UU
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Special Forces costs 1 less for each land card in a single opponent’s graveyard.
Special Forces is unblockable.
Flavor Text:
Artist:
Rarity: C
Card #: 71/211

Card Name: Sunfire Platoon
Card Color: Gld
Mana Cost: 2RW
Type & Class: Creature - Human Soldier
Pow/Tou: 3/3
Card Text: RW: Sunfire Platoon deals 1 damage to target attacking or blocking creature.
Flavor Text:
Artist:
Rarity: U
Card #: 186/211

Card Name: Ritual Leader
Card Color: B
Mana Cost: 4BB
Type & Class: Creature
Pow/Tou: 4/3
Card Text: T, Sacrifice X creatures: Return target creature with converted mana cost X from any graveyard to play under your control.
Flavor Text:
Artist:
Rarity: R
Card #: 100/211