• Act of Justice1W Instant C Destroy target nonwhite creature. 1/229
  • Adicanian Phalanx6WW Creature — Human Soldier U Affinity for white creatures (This spell costs 1 less to cast for each white creature you control.)
    Vigilance
    Other white creatures you control get +0/+2.
    4/5 2/229
  • Althalos, The Righteous2WW Planeswalker — Althalos M Another target permanent gains protection from non-white sources until your next turn.
    Search your library for a white creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
    Destroy all nonwhite creatures.
    3/229
  • Althalos’s Guard DogsWWW Creature — Hound U 3/5 4/229
  • Althalos’s Honor GuardWW Creature — Human Knight C T: Target white creature gets +1/+2 until end of turn. 1/2 5/229
  • Angel of Legions9WWW Creature — Angel M Affinity for white creatures (This spell costs 1 less to cast for each white creature you control.)
    Flying, vigilance
    Other creatures you control get +2/+2 and have vigilance.
    7/7 6/229
  • Archon of Rebirth3WW Creature — Archon M Flying, Lifelink
    At the beginning of your upkeep, if you have 20 or more life, return target creature from your graveyard to the battlefield.
    5/5 7/229
  • Assault Griffin3W Creature — Griffin C Flying 3/2 8/229
  • Aura of Cessation1WW Enchantment U Activated abilities cost 2 more to activate unless they’re mana abilities.
    1W, Sacrifice: Aura of Cessation destroy target artifact or enchantment.
    9/229
  • Avatar of Justice5W Creature — Avatar R T, tap two untapped white creatures you control: Destroy target nonwhite creature. 2/6 10/229
  • Blessed Lance1W Enchantment — Aura C Enchant creature.
    Enchanted creature gets +2/+2 and gains first strike.
    11/229
  • Blinding MonkW Creature — Human Cleric C 1, T: Tap target non-white creature. 0/1 12/229
  • Capitation1W Sorcery R If an opponent controls more lands than you, search your library for a land card, put it onto the battlefield, then shuffle your library. 13/229
  • Cauterize1W Instant C Prevent the next 3 damage that would be dealt to target creature this turn.
    Draw a card.
    14/229
  • Cavalry Skycaptain4WW Creature — Human Knight C Flying
    Whenever Cavalry Skycaptain attacks, attacking creatures get +1/+0 until end of turn.
    3/3 15/229
  • Charging Pikemen2W Creature — Human Soldier C First strike 3/1 16/229
  • Congregation’s Herald4WW Creature — Angel R Flying
    When Congregation’s Herald enters the battlefield, you gain 2 life for each creature on the battlefield.
    5/5 17/229
  • Cyril, Elite CrusaderW Legendary Creature — Human Cleric Knight R 2/3 18/229
  • ExpelW Instant U Exile target creature. That creature’s controller draws two cards. 19/229
  • Faithful Legionnaire2WW Creature — Human Soldier U First strike
    Faithful Legionnaire gets +1/+1 for each other white creature you control.
    2/2 20/229
  • Faith’s Fetters3W Enchantment — Aura C Enchant permanent
    When Faith’s Fetters enters the battlefield, you gain 4 life.
    Enchanted permanent’s activated abilities can’t be activated unless they’re mana abilities. If enchanted permanent is a creature, it can’t attack or block.
    21/229
  • Glory Seeker1W Creature — Human Soldier C 2/2 22/229
  • Griffin Mount3W Creature — Griffin U Flying
    Sacrifice Griffin Mount: Target creature gets +3/+3 and gains flying until end of turn.
    3/3 23/229
  • Guardian’s Pledge1WW Instant C White creatures you control get +2/+2 until end of turn. 24/229
  • Hero of Adican2W Creature — Human Knight R Whenever another white creature enters the battlefield under your control, put a +1/+1 counter on that creature and on Hero of Adican. 1/1 25/229
  • Holy Snare3W Sorcery C Tap up to three target nonwhite creatures. 26/229
  • Indomitable Griffin3W Creature — Griffin C Flying
    W: Indomitable Griffin gets +0/+1 until end of turn.
    2/3 27/229
  • Keeper of the Cathedral2W Creature — Human Cleric C Vigilance
    Whenever Keeper of the Cathedral attacks or blocks, gain 1 life.
    1/3 28/229
  • Loyal Paladin2W Creature — Human Knight C Affinity for white creatures (This spell costs 1 less to cast for each white creature you control.) 2/2 29/229
  • Peacekeeper of Adican1W Creature — Human Cleric C Flash
    When Peacekeeper of Adican enters the battlefield, prevent all combat damage that would be dealt this turn.
    1/1 30/229
  • Pious AvengerW Creature — Human Cleric Soldier R When Pious Avenger dies, you gain 5 life. 2/1 31/229
  • Rally the Faithful1W Sorcery C Put X 1/1 white Soldier creature tokens onto the battlefield where X is 2 plus the number of cards named Rally the Faithful in all graveyards. 32/229
  • Repel the Godless1W Instant U Creatures you control gain protection from non-white creatures until end of turn. 33/229
  • Revoke Existence1W Sorcery C Exile target artifact or enchantment 34/229
  • Sanctify4WW Sorcery R Affinity for creatures (This spell costs 1 less to cast for each creature you control.)
    Destroy all creatures. They can’t be regenerated.
    “NAME must be purified of all the filth that have made it their home. Leave nothing breathing.” - Althalos, the Righteous 35/229
  • Skyward Lookout1W Creature — Human Scout C Flying From their vantage point in the skies, they could survey the full extent of the excess and heresy that plagued Adican. 1/2 36/229
  • Stabilizing Field3W Enchantment R Permanents can’t have counters placed on them. 37/229
  • Steadfast Paladin1W Creature — Human Cleric C Intimidate
    Whenever Steadfast Paladin attacks, it gets +1/+1 until end of turn.
    1/2 38/229
  • Tactical Reinforcements2WW Instant U Put two 1/1 white Soldier creature tokens onto the battlefield. Creatures you control gain first strike until end of turn. 39/229
  • Wartime Acolyte1W Creature — Human Cleric U T: Prevent the next 1 damage to target creature or player.
    T: Prevent the next 2 damage to target white creature.
    1/2 40/229
  • Windborn Triumph3W Sorcery U Creature tokens you control get +1/+1 and gain flying until end of turn. 41/229
  • Adicanian Banisher4U Creature — Human Wizard U Flash
    When Adicanian Banisher enters the battlefield, return target creature to its owner’s hand.
    3/3 42/229
  • Ancient Wisdom8U Instant R Affinity for islands (This spell costs 1 less to cast for each island you control.)
    Target player draws 3 cards.
    43/229
  • Binding Wings3UU Enchantment — Aura R Enchant creature
    You control enchanted creature.
    Enchanted creature gains flying.
    44/229
  • Consign Fate2UU Instant C Counter target spell. Look at the top three cards of that spell’s controller’s library, then put them back in any order. 45/229
  • Daring AlchemistU Creature — Human Wizard U T, Sacrifice Daring Alchemist: Target creature gains shroud until end of turn. 1/1 46/229
  • Dodging SpriteU Creature — Faerie Rogue C Flying, Shroud 1/1 47/229
  • Elusive Sphinx4UU Creature — Sphinx R Flying
    U: Put Elusive Sphinx on top of its owner’s library.
    2UU: Exile Elusive Sphinx. Return it to the battlefield under your control at the beginning of the next end step.
    5/5 48/229
  • Eminent Domain5UUU Sorcery M Gain control of up to one target permanent of each permanent type. 49/229
  • Erratic Haze1U Instant C Creatures opponents control get -X/-0 until end of turn where X is the number of instability counters among permanents you control. 50/229
  • Erratic Serpent3UU Creature — Serpent C Instability 4 (At the beginning of your upkeep, put an instability counter on Erratic Serpent. Then if there are 4 or more counters, sacrifice it.)
    Erratic Serpent cannot attack unless there are five or more instability counters among permanents you control.
    5/5 51/229
  • Essence of Unmaking2UU Enchantment R Sacrifice a permanent: Return target creature to its owner’s hand.
    2, Sacrifice a permanent: Return target nonland permanent to its owner’s hand.
    2UU, Sacrifice a permanent: Return target permanent to its owner’s hand.
    52/229
  • Flash Memory3U Instant U Return target instant or sorcery card from your graveyard to your hand. 53/229
  • Hardshell CrabUU Creature — Crab C 0/5 54/229
  • Hidden Homunculus1U Creature — Homonculus C Instability 4 (At the beginning of your upkeep, put an instability counter on Hidden Homunculus. Then if there are 4 or more counters, sacrifice it.)
    Hidden Homunculus is unblockable.
    2/2 55/229
  • Homunculize2U Enchantment — Aura C Enchant creature
    Enchanted creature is a 1/1 Homunculus with no abilities.
    56/229
  • Hypnotic Djinn3UU Creature — Djinn R Flying
    Whenever Hypnotic Djinn deals combat damage to a player, you may activate an ability of target planeswalker that player controls.
    “Your wish is his command.” 4/4 57/229
  • Intermittent Study1U Instant U Draw a card.
    At the beginning of your end step, if Intermittent Study is in your graveyard and there are five or more instability counters among permanents you control, you may return Intermittent Study to your hand.
    58/229
  • Manic Researchers1UU Creature — Human Wizard U Instability 3 (At the beginning of your upkeep, put an instability counter on Manic Researchers. Then if there are 3 or more counters, sacrifice it.)
    When Manic Researchers dies, draw a card for each instability counter on it.
    2/2 59/229
  • Mesmeric Alchemist2U Creature — Human Wizard C T: Target player puts the top card of his or her library into his or her graveyard. 2/3 60/229
  • Mischievous Djinn3UU Creature — Djinn R Instability 3
    Flying
    T, Remove X instability counters from Mischievous Djinn: Put X instability counters on target permanent with instability.
    As deadly as it is cunning. 5/6 61/229
  • Mist Elemental1U Creature — Elemental C Flying
    Mist Elemental can block only creatures with flying.
    2/2 62/229
  • Nullify1UU Instant U If you control an island and Nullify targets a spell that was cast without spending any mana, you may cast Nullify without paying its mana cost.
    Counter target spell.
    63/229
  • Omnitience1U Enchantment U Your opponents play with their hands revealed.
    When Omnitience enters the battlefield, draw a card.
    64/229
  • Palpitate1U Instant C Tap or untap up to two target creatures. 65/229
  • Psychic JabUU Instant C Counter target spell unless its controller pays 1.
    Draw a card.
    66/229
  • Reckless Scholar2U Creature — Human Wizard C T: Target player draws a card, then discards a card. 2/1 67/229
  • Reconnaissance Sprite2U Creature — Faerie Rogue C Flying
    When Reconnaissance Sprite enters the battlefield, target opponent reveals his or her hand.
    2/2 68/229
  • Relapse2UU Sorcery U Return two target nonland permanents to their owners’ hands. 69/229
  • RetroactionU Instant C Return target nonland, noncreature permanent to its owner’s hand. 70/229
  • Sagacious Clique4UU Creature — Faerie Wizard C Flying
    When Sagacious Clique enters the battlefield, look at the top three cards of your library. Put one of those cards into your hand and the others on the bottom of your library.
    3/3 71/229
  • Shared Reality3UU Sorcery R Each player searches an opponent’s library for a permanent card and puts that card into play under his or her control. 72/229
  • Shifting Terrain2U Sorcery U Exchange control of two target lands. 73/229
  • Sphinx of the Ages5UU Creature — Sphinx M Flying
    Exile Sphinx of the Ages: Take an extra turn after this one.
    4/6 74/229
  • Stasis Field3UU Enchantment — Aura C Enchant permanent
    When Stasis Field enters the battlefield, tap enchanted permanent.
    Enchanted permanent doesn’t untap during its controller’s untap step.
    75/229
  • Submerged Crocodile2U Creature — Crocodile C Islandwalk 2/2 76/229
  • Targeted Divination2U Sorcery C Target player draws two cards. 77/229
  • Thought Filter1U Sorcery C Look at the top three cards of your library. Put one of them into your hand, one of them into your graveyard, and the other on the bottom of your library. 78/229
  • Tide Elemental3UU Creature — Elemental U Flying
    2U: Tap target creature without flying.
    It controls the seas like a marionette. 3/4 79/229
  • Varos, Master of Disguise2UU Legendary Creature — Shapeshifter R You may have Varos, Master of Disguise enter the battlefield as a copy of any creature on the battlefield, except its name is still Varos, Master of Disguise, it’s legendary in addition to its other types and it gains “At the beginning of your upkeep, you may have this creature become a copy of target creature except it’s name is still Varos, Master of Disguise and it’s still legendary. If you do, this creature gains this ability.” 0/0 80/229
  • Winnow MemoryU Sorcery C Target player puts the top three cards of his or her library into his or her graveyard, then that player puts the top three cards of his or her library into his or her graveyard for each card named Winnow Memory in all graveyards. 81/229
  • Adicanian Occultist3B Creature — Zombie C 4/2 82/229
  • Arena of the Occultists4BB Enchantment R At the beginning of your upkeep, you draw two cards and you lose 2 life. 83/229
  • Bloated Corpse1B Creature — Zombie C When Bloated Corpse dies, target creature you control gets -3/-3 until end of turn. “Dark magic may have made him strong, but it’ll be the death of us.” 3/3 84/229
  • Bloodsucker Neophyte2B Creature — Vampire U First strike, deathtouch 1/1 85/229
  • Consign to Oblivion4BB Sorcery R Each player exiles his or her hand. 86/229
  • Consuming HatredB Enchantment — Aura C Enchant creature
    Enchanted creature gets +2/-2.
    87/229
  • Deepen the Wound2B Sorcery C Deepen the Wound deals 2 damage to target creature, then it deals an additional 2 damage to that creature for each card named cu13 in all graveyards. You gain life equal to the damage dealt by Deepen the Wound. 88/229
  • Defile the Cemetery1B Sorcery C Return any number of target creature cards from your graveyard to your hand. For each card returned in this way, you lose 1 life. 89/229
  • Defiler of Death3BB Creature — Demon M Whenever another creature dies, return that creature to the battlefield under your control. If you do, lose 2 life. 4/4 90/229
  • Deformed Shambler1B Creature — Zombie C Intimidate
    Deformed Shambler enters the battlefield tapped.
    2/1 91/229
  • Deracinate2BB Sorcery R Exile target card in a graveyard other than a basic land and all permanents with the same name as that card its owner controls. Search its owner’s graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library. 92/229
  • Devour in ShadowBB Instant U Destroy target creature. It can’t be regenerated. You lose life equal to that creature’s toughness. 93/229
  • Erratic Decay1B Instant C Target creature gets -X/-X until end of turn where X is the number of instability counters among permanents you control. 94/229
  • Famished Vampire2B Creature — Vampire C Lifelink
    If Famished Vampire is untapped at the beginning of your end step, you lose 2 life.
    3/2 95/229
  • Feast of DeathXBBB Sorcery U Affinity for creature cards in your graveyard (This spell costs 1 less to cast for each creature card in your graveyard)
    Spend only black mana on X.
    Feast of Death deals X damage to target creature or player and you gain X life.
    96/229
  • Flying Bulldozer3BBB Creature — Demon R Instability 4
    Flying, trample
    At the beginning of your end step, destroy a land for each instability counter on Flying Bulldozer.
    When Flying Bulldozer dies, sacrifice a land for each instability counter on it.
    5/5 97/229
  • Frightful Occultist2B Creature — Human Shaman C When enters the battlefield, target creature gains intimidate until end of turn. 2/3 98/229
  • Gleeful Occultist2B Creature — Human Shaman C Whenever a creature with instability dies, put a +1/+1 counter on Gleeful Occultist. 2/2 99/229
  • Horrific Charge3BB Sorcery U Creatures you control get +1/+0 and gain intimidate until end of turn. 100/229
  • Hymn of SufferingBB Sorcery U As an additional cost to cast Hymn of Suffering, pay 4 life.
    Target player discards two cards at random.
    The deafening chant of the occultists will bring madness to all who hear it. 101/229
  • Insatiable Vampire1BB Creature — Vampire U Flying, lifelink
    Whenever a creature dealt damage by Insatiable Vampire dies, put a +1/+1 counter on Insatiable Vampire.
    2/3 102/229
  • Insatiable Worms4B Sorcery C Destroy target land. Put two 1/1 black Worm creature tokens on the battlefield. 103/229
  • Insufferable Graft1B Enchantment — Aura C Enchant creature
    Instability 3 (At the beginning of your upkeep, put an instability counter on Insufferable Graft. Then if there are 3 or more counters, sacrifice it.)
    Enchanted creature gets +3/+1.
    When Insufferable Graft leaves the battlefield, destroy enchanted creature.
    104/229
  • Intermittent Megrim1B Instant U Target player discards a card.
    At the beginning of your end step, if Intermittent Megrim is in your graveyard and there are five or more instability counters among permanents you control, you may return Intermittent Megrim to your hand.
    105/229
  • Ivolda, Ruthless Assassin1B Legendary Creature — Human Assassin R T: Destroy target tapped creature. It can’t be regenerated. 2/2 106/229
  • Mireplasm1BB Creature — Ooze C T, Sacrifice Mireplasm: Target creature gets -2/-2 until end of turn. Tap that creature. 2/2 107/229
  • Mortality of the Immutable2B Instant C Destroy target creature without instability. 108/229
  • Occult Wisdom1B Instant C As an additional cost to cast Occult Wisdom, pay 3 life.
    Draw two cards.
    109/229
  • Patriarch of the Fallen5BBB Creature — Demon M Flying
    When Patriarch of the Fallen enters the battlefield, name a creature type. Return all other creature cards of the named type from your graveyard to play. They’re black Zombies in addition to their other colors and types.
    6/6 110/229
  • Pestilent CorpseB Creature — Zombie U Instability 3 (At the beginning of your upkeep, put an instability counter on Pestilent Corpse. Then if there are 3 or more counters, sacrifice it.)
    When Pestilent Corpse dies, it deals damage to all creatures and players equal to the number of instability counters on it.
    2/1 111/229
  • Relentless SangrophageB Creature — Zombie R At the beginning of your upkeep, Relentless Sangrophage deals 2 damage to you. 3/3 112/229
  • Resilient Shade2B Creature — Shade C B: Regenerate Resilient Shade.
    1B: Resilient Shade gets +1/+1 until end of turn.
    1/1 113/229
  • Skullcrusher Occultist3BB Creature — Human Rogue C Whenever Skullcrusher Occultist deals combat damage to a player, that player discards a card. 4/4 114/229
  • Undead Mortician5B Creature — Zombie C Affinity for creature cards in your graveyard (This spell costs 1 less to cast for each creature card in your graveyard) It prefers the company of the dead. 5/4 115/229
  • Unforgettable Horror3BB Creature — Horror R Flying
    At the beginning of your upkeep, if Unforgettable Horror is in your graveyard, put Unforgettable Horror on top of your library.
    5/4 116/229
  • Ungrateful Ghoul2BB Creature — Zombie U At the beginning of your upkeep, Ungrateful Ghoul deals 1 damage to you. The occultists gifted their dead with strength far beyond what they had known in their previous lives. It was often more than they wanted. 4/4 117/229
  • Vampire Sentinel2B Creature — Vampire C Flying
    2/2 118/229
  • Vile Tutor1B Sorcery R As an additional cost to cast Vile Tutor, pay 5 life.
    Search your library for a card and put that card into your hand.
    There is no price the occultists will refuse. 119/229
  • Wailing Banshee2BB Creature — Banshee U When Wailing Banshee enters the battlefield, target creature gets -2/-2 until end of turn. 3/3 120/229
  • Walking Corpse1B Creature — Zombie C 2/2 121/229
  • Adicanian Giant2R Creature — Giant C Adicanian Giant can’t block. 5/1 122/229
  • AgitationR Enchantment — Aura C Enchant creature
    Enchanted creature attacks each turn if able.
    When Agitation enters the battlefield, draw a card.
    123/229
  • Bloating GoblinR Creature — Goblin R Instability 4 (At the beginning of your upkeep, put an instability counter on Bloating Goblin. Then if there are 4 or more counters, sacrifice it.)
    Bloating Goblin gets +1/+1 for each instability counter on it.
    1/1 124/229
  • Blundering Goblin3R Creature — Goblin C When Blundering Goblin enters the battlefield, destroy target artifact. 3/2 125/229
  • Brackish Fanatic2RR Creature — Human Shaman U When Brackish Fanatic enters the battlefield, destroy target nonbasic land. 3/3 126/229
  • Chaos Hound1R Creature — Elemental Hound C Whenever a counter is placed on a permanent you control, Chaos Hound gets +1/+0 until end of turn. 1/3 127/229
  • Chaotic Memories4RR Enchantment R Whenever a player casts a spell from his or her hand, that player casts an instant or sorcery card from his or her graveyard at random without paying its mana cost. If that card would go to the graveyard this turn, remove it from the game instead. 128/229
  • Consternation2R Sorcery C Up to two target creatures can’t block this turn.
    Draw a card.
    129/229
  • Cunning Gambit1R Sorcery R Search your library for a card and put that card into your hand. Then shuffle your library. An opponent names a card. Reveal your hand and discard all cards with that name. 130/229
  • Deranged Goblin1R Creature — Goblin R Deranged Goblin can’t attack unless two creatures with instability also attack.
    Deranged Goblin can’t block unless two creatures with instability also block.
    Madness loves company. 4/4 131/229
  • Desecrate4R Sorcery C Affinity for land cards in your graveyard (This spell costs 1 less to cast for each land card in your graveyard)
    Destroy target artifact or land.
    132/229
  • Double Ricochet2RR Instant R Copy target instant or sorcery spell twice. You may choose new targets for the copies. 133/229
  • Erratic ConflagrationR Instant C Erratic Conflagration deals X damage to target creature where X is the number of instability counters among permanents you control. 134/229
  • Erupting Hellhound2R Creature — Elemental Hound C Instability 4 (At the beginning of your upkeep, put an instability counter on Erupting Hellhound. Then if there are 4 or more counters, sacrifice it.)
    R: Erupting Hellhound gets +X/+0 until end of turn where X is the number of instability counters on it.
    0/3 135/229
  • Fanatical Pyromancer2RR Creature — Human Wizard U RR, T: Fanatical Pyromancer deals 2 damage to target creature or player. 0/1 136/229
  • Fanatics’ Rite1R Instant C Add 4 to your mana pool. 137/229
  • Fervor Mage2R Creature — Human Shaman C When Fervor Mage enters the battlefield, target creature gains haste until end of turn. 2/2 138/229
  • Flame Squall3RR Sorcery R Flame Squall deals 4 damage to each creature and player. 139/229
  • Flame-Spewer Hellkite4RR Creature — Dragon M Flying
    XR: Flame-Spewer Hellkite deals X damage to target creature.
    5/5 140/229
  • Flamebelly GoblinR Creature — Goblin U Instability 4 (At the beginning of your upkeep, put an instability counter on Flamebelly Goblin. Then if there are 4 or more counters, sacrifice it.)
    When Flamebelly Goblin dies, it deals damage to target creature or player equal to the number of instability counters on it.
    1/1 141/229
  • Frenetic ResearchR Sorcery U Draw 3 cards, then discard 2 cards at random. 142/229
  • Frenzied Assault3RR Instant U Creatures you control get +3/+0 and gain first strike until end of turn. 143/229
  • Galvanic Field2R Enchantment — Aura U Enchant creature
    At the beginning of your upkeep, enchanted creature deals 3 damage to another target creature.
    144/229
  • Goblin Crier2R Creature — Goblin C Goblin Crier can’t be blocked except by two or more creatures. 2/2 145/229
  • Goblin FirespitterR Creature — Goblin C Whenever Goblin Firespitter becomes blocked, it deals 1 damage to target creature or player. 1/1 146/229
  • Goblin Piker1R Creature — Goblin C 2/1 147/229
  • Heart of Chaos2R Enchantment U Whenever a creature with instability dies, Heart of Chaos deals damage to target creature or player equal to the number of instability counters on it. 148/229
  • Inferno Dragon6RR Creature — Dragon M Flying
    When Inferno Dragon enters the battlefield, it deals 6 damage to each other creature.
    6/6 149/229
  • Intermittent Flames1R Instant U Intermittent Flames deals 2 damage to target creature or player.
    At the beginning of your end step, if Intermittent Flames is in your graveyard and there are five or more instability counters among permanents you control, you may return Intermittent Flames to your hand.
    150/229
  • Lava Lunge2RR Sorcery C Lava Lunge deals 5 damage to target player. 151/229
  • Mutable Strike1R Instant C Target creature gets +3/+0 until end of turn. If that creature has instability, it also gains first strike until end of turn. 152/229
  • Pitchfork Goblins2R Creature — Goblin C First Strike 2/2 153/229
  • Qantir, the Rageborn1RR Legendary Creature — Human Barbarian R Double strike, trample, haste 3/1 154/229
  • Rage Elemental1R Creature — Elemental U Haste 3/1 155/229
  • Rampaging Berserkers4R Creature — Human Berserker C Trample
    Rampaging Berserkers attacks each turn of able.
    4/4 156/229
  • Spark TalonsRR Enchantment — Aura C Enchant creature
    Enchanted creature gets +2/+2 and gains first strike.
    157/229
  • Stoke the Flames1R Instant C Stoke the Flames deals 2 damage to target creature or player, then it deals an additional 2 damage to that creature or player for each card named Stoke the Flames in all graveyards. 158/229
  • Traitorous Dragon5RR Creature — Dragon R Flying
    R: Traitorous Dragon gets +1/+0 until end of turn.
    T: Target opponent gains control of Traitorous Dragon. Untap it.
    5/5 159/229
  • Untamed Dragon3RR Creature — Dragon U Flying
    When enters the battlefield flip a coin. If you lose the flip, return Untamed Dragon to your hand.
    6/6 160/229
  • Volcanic Reins1RR Sorcery C Gain control of target creature until end of turn. Untap it. It gains mountainwalk and haste until end of turn. 161/229
  • Abundant OozeG Creature — Ooze R Whenever a permanent enters the battlefield under your control you may pay 1. If you do, put a +1/+1 counter on Abundant Ooze. 1/1 162/229
  • Adicanian Wurm5G Creature — Wurm C 7/4 163/229
  • Arachnus Sanctuary2G Enchantment — Aura U Enchant land
    Enchanted land has “T: Target creature gets +0/+2 and reach until end of turn.”
    164/229
  • Briar Behemoth8GG Creature — Beast U Affinity for creatures (This spell costs 1 less to cast for each creature you control.)
    Trample
    8/8 165/229
  • Bridge-Dweller Husk1G Enchantment — Aura U Enchant creature
    Enchanted creature has hexproof and “1G: Regenerate this creature.”
    166/229
  • Camouflage Crawler2G Creature — Insect C Hexproof 2/2 167/229
  • Cheat DeathXGG Sorcery C Affinity for creature cards in your graveyard (This spell costs 1 less to cast for each creature card in your graveyard.)
    You Gain X life.
    168/229
  • Collapse2G Sorcery C Destory target creature with flying.
    Draw a card.
    169/229
  • Crazed MongooseG Creature — Mongoose U Hexproof
    Crazed Mongoose gets +1/+2 as long as you control a creature with instability.
    1/1 170/229
  • Determination2GG Enchantment R Spells can’t be countered. 171/229
  • Dryad Pathmaker1GG Creature — Dryad C Forestwalk 3/2 172/229
  • Elvish Pathfinder1G Creautre — Elf Druid C When Elvish Pathfinder enters the battlefield, you may untap target forest. 2/1 173/229
  • Erratic Growth2G Enhantment — Aura C Enchant creature
    Enchanted creature gets +X/+X where X is the number of instability counters among permanents you control.
    174/229
  • Fierce Gnarlid1GG Creature — Beast C 3/3 175/229
  • Giant Wombat3G Creature — Wombat C Giant Wombat gets +2/+2 for each aura attached to it. 3/3 176/229
  • Hunting Hystrodon4G Creature — Beast C When Hunting Hystrodon enters the battlefield, put a +1/+1 counter on target creature. 4/3 177/229
  • Intermittent Growth1G Instant U Target creature gets +3/+3 until end of turn.
    At the beginning of your end step, if Intermittent Growth is in your graveyard and there are five or more instability counters among permanents you control, you may return Intermittent Growth to your hand.
    178/229
  • Inundating Baloth3GG Creature — Beast C Instability 3 (At the beginning of your upkeep, put an instability counter on Inundating Baloth. Then if there are 3 or more counters, sacrifice it.)
    Trample
    6/6 179/229
  • Irregular Boon1G Sorcery C Put a +1/+1 counter on each of X target creatures where X is 1 plus the number of cards named Irregular Boon in all graveyards. 180/229
  • Monstrous Spider3G Creature — Spider C Reach 3/4 181/229
  • Mutagenic Monstrosity4GG Creature — Ooze R Instability 4
    At the beginning of your upkeep, Mutagenic Monstrosity gets +1/+1 until end of turn or gains your choice of flying, trample, or shroud until end of turn. Repeat this process for each instability counter on it.
    5/5 182/229
  • Naturalize1G Instant C Destroy target artifact and target enchantment. 183/229
  • Nature’s Lore1G Sorcery C Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library. 184/229
  • Priest of Adican1G Creature — Human Monk C T: Add G to your mana pool.
    1: Add G to your mana pool.
    1/1 185/229
  • Prismatic Bloom1G Sorcery U Until end of turn, whenever you tap a land for mana, it produces an additional mana of that color.
    Tap a land you control: Add 1 mana of any color to your mana pool. You may activate this ability only if Prismatic Bloom is on the stack.
    186/229
  • Rapacious Baloth2GG Creature — Beast U When Rapacious Baloth enters the battlefield, you gain 4 life. 4/4 187/229
  • Seriph, High PriestessG Legendary Creature — Elf R T: Add G to your mana pool for each Elf on the battlefield. 1/1 188/229
  • Seriph’s Elite3GG Creature — Elf Warrior C Whenever Seriph’s Elite deals combat damage to a creature, tap that creature and it doesn’t untap during its controllers next untap step. 3/5 189/229
  • Sporagenic Mist2G Instant C Prevent all combat damage that would be dealt this turn.
    Put two 1/1 green Saproling creature tokens onto the battlefield.
    190/229
  • Surging ElvesG Creature — Elf Warrior C G: Surging Elves gets +1/+1 until end of turn. Activate this ability only once each turn. 1/1 191/229
  • Symbiotic HydraXXGG Creature — Plant Hydra M Affinity for permanents
    Symbiotic Hydra enters the battlefield with X +1/+1 counters on it.
    If damage would be dealt to Symbiotic Hydra, prevent that damage and remove that many +1/+1 counters from it. Then put a 1/1 green Saproling creature token into play for each counter removed this way.
    0/0 192/229
  • Taunting Troll2GG Creature — Troll U G: Target creature blocks Taunting Troll this turn if able.
    1G: Regenerate Taunting Troll.
    3/3 193/229
  • Terrenodon5GG Creature — Elephant R When Terrenodon enters the battlefield, destroy target noncreature permanent.
    When Terrenodon dies, destroy target noncreature permanent.
    6/6 194/229
  • Toxic Spinner1GG Creature — Spider C Reach, deathtouch 1/3 195/229
  • Uncontrolled Infestation5GG Sorcery R Put a 1/1 green Saproling creature token onto the battlefield for each creature or Forest you control. 196/229
  • Unleash the Hordes3GGG Sorcery R Until end of turn, creatures you control gain trample and get +X/+X, where X is the the number of creatures you control. 197/229
  • Unstable OozeG Creature — Ooze R Instability 2 (At the beginning of your upkeep, put an instability counter on Unstable Ooze. Then if there are 2 or more counters, sacrifice it.)
    G, remove an instability counter from Unstable Ooze: Put a 1/1 green Ooze creature token onto the battlefield.
    When Unstable Ooze dies, destroy all Oozes you control.
    1/1 198/229
  • Unstable Wurm4G Creature — Wurm U Instability 4 (At the beginning of your upkeep, put an instability counter on Unstable Wurm. Then if there are 4 or more counters, sacrifice it.)
    Trample
    Whenver Unstable Wurm becomes blocked by a creature, it gets +X/+X until end of turn where X is the number of instability counters on it.
    5/5 199/229
  • Visionary Ranger1G Creature — Elf Scout Shaman U When Visionary Ranger enters the battlefield, you may pay 2. If do, search your library for a basic land card and put it into your hand. Then shuffle your library.
    When ug01 enters the battlefield, draw a card.
    1/1 200/229
  • Voracious Baloth2GG Creature — Beast M Instability 3
    Haste
    Voracious Baloth cannot be the target of nongreen spells or abilities from nongreen sources.
    Voracious Baloth gets +2/+2 for each instability counter on it.
    Its hunger knows no bounds. Unfortunately, its belly does. 4/4 201/229
  • Unsustainable AnimationBR Sorcery M Put target creature card in a graveyard onto the battlefield under your control. It gains haste and instability 2. (At the beginning of your upkeep, put an instability counter on it. Then, if there are 2 or more counters, sacrifice it). 202/229
  • Fendrel, the Lunatic1UR Legendary Creature — Human Wizard M UR, T: Flip a coin. If you win the flip, reveal a card at random from your hand. If it’s a land card, put it onto the battlefield. Otherwise, cast it without paying its mana cost if able.
    2: Untap Fendrel, the Lunatic.
    2/2 203/229
  • Aberrant Blade2 Artifact — Equipment U Equipped creature gets +1/+0 for each counter on it.
    Equip 2
    204/229
  • Alchemist’s Stone2 Artifact U T: Add 1 to your mana pool.
    T: Add 2 to your mana pool. Alchemist’s Stone deals 2 damage to you.
    205/229
  • Chaos Engine4 Artifact Creature — Construct M Whenever a counter is put on a permanent not named Chaos Engine, put a +1/+1 counter on Chaos Engine. If feeds on strength and chaos. As long as there is life, it will find fuel. 1/1 206/229
  • Chromatic Astrolabe3 Artifact U 1, T, Sacrifice Chromatic Astrolabe: Add 2 mana of any one color to your mana pool.
    When Chromatic Astrolabe is put into a graveyard from the battlefield, draw a card.
    207/229
  • Colossus of the Domain10 Artifact Creature — Colossus U Affinity for basic land types (This spell costs 1 less to cast for each basic land type you control.)
    Trample
    8/8 208/229
  • Cyril’s Battlegear2 Artifact — Equipment R Prevent all combat damage that would be dealt to equipped creature.
    If equipped creature is white, it gets +2/+2.
    Equip 2
    209/229
  • Fendrel’s Spellbook4 Artifact R Each player’s maximum hand size is equal to the number of cards in your hand. 210/229
  • Helm of Domination4 Artifact — Equipment R Whenever equipped creature deals combat damage to a creature, gain control of that creature for as long as Helm of Domination remains on the battlefield.
    Equip 3
    211/229
  • Ivolda’s Cloak3 Artifact — Equipment R Equipped creature gains shroud.
    Whenever equipped creature deals combat damage to a player, that player discards a card and you draw a card.
    Equip 2
    212/229
  • Nemesis Mask3 Artifact — Equipment U All creatures able to block equipped creature do so.
    Equip 3
    213/229
  • Qantir’s CannonX Artifact R Qantir’s Cannon enters the battlefield with X charge counters on it.
    XX, T: Qantir’s Cannon deals X damage to target creature or player where X is the number of charge counters on it.
    214/229
  • Rusted Dreadnought1 Artifact Creature — Dreadnought M Trample
    Whenever Rusted Dreadnought attacks or blocks, exile all cards in your hand and graveyard and all other permanents you control. Rusted Dreadnought deals 12 damage to you.
    It destroys everything that touches it. If only the artisans could invent a remote control. 12/12 215/229
  • Seriph’s Mausoleum3 Artifact R Cards in graveyards may not be cast or put onto the battlefield. “The occultists and fanatics would do unnatural things here. Let the memories of the past remain memories.” - Seriph, High Priestess 216/229
  • Varos’s Pendant2 Artifact R If a spell or ability an opponent controls would cause you to return a permanent you control to your hand, you may return another permanent that shares a type with it to your hand instead. 217/229
  • Whipcord1 Artifact — Equipment C Equipped creature gets +1/+0.
    Whenever equipped creature attacks, tap target creature defending player controls.
    Equip 2
    218/229
  • Barren Sea Land — Island Swamp R (T: Add U or B to your mana pool.)
    Barren Sea enters the battlefield tapped.
    219/229
  • Bazaar of Fortunes Land U Bazaar of Fortunes enters the battlefield tapped.
    T: Add R to your mana pool.
    RR, T: Draw a card, then discard a card.
    220/229
  • Cliffside Tomb Land — Swamp Mountain R (T: Add B or R to your mana pool.)
    Cliffside Tomb enters the battlefield tapped.
    221/229
  • Fertile Crag Land — Mountain Forest R (T: Add R or G to your mana pool.)
    Fertile Crag enters the battlefield tapped.
    222/229
  • Flooded Prairie Land — Plains Island R (T: Add W or U to your mana pool.)
    Flooded Prairie enters the battlefield tapped.
    223/229
  • Overgrown Meadow Land — Forest Plains R (T: Add G or W to your mana pool.)
    Overgrown Meadow enters the battlefield tapped.
    224/229
  • Plague Marsh Land U Plague Marsh enters the battlefield tapped.
    T: Add B to your mana pool.
    BB, T: Target creature gets -1/-1 until end of turn.
    225/229
  • Saproling Garden Land U Saproling Garden enters the battlefield tapped.
    T: Add G to your mana pool.
    GG, T: Put a 1/1 green Saproling token onto the battlefield under your control.
    226/229
  • Shrine of Adican Land U Shrine of Adican enters the battlefield tapped.
    T: Add W to your mana pool.
    WW, T: You gain 2 life.
    227/229
  • Tower of Adican Land R T: Add 1 to your mana pool.
    1, T: Remove a counter from target permanent or player.
    228/229
  • Well of Lost Memories Land U Well of Lost Memories enters the battlefield tapped.
    T: Add U to your mana pool.
    UU, T: Put the top card of target player’s library into their graveyard.
    229/229