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- MAJOR MECHANICS:
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- ???
- --------------------
- TOTEMS
- LIFE PENDANT
- Totem
- (If you draft a Totem, you start the game with its effect.)
- You start the game with +4 life.
- MIGHT PENDANT
- Totem
- (If you draft a Totem, you start the game with its effect.)
- When the first creature enters the battlefield under your
- control in a game, put a +1/+1 counter on it.
- MANA PENDANT
- Totem
- (If you draft a Totem, you start the game with its effect.)
- At the beginning of your first main phase of each game, add
- 1 to your mana pool.
- WEAKNESS PENDANT
- Totem
- (If you draft a Totem, you start the game with its effect.)
- When the first creature enters the battlefield under an
- opponent's control in a game, put a -1/-1 counter on it.
- DEATH PENDANT
- Totem
- (If you draft a Totem, you start the game with its effect.)
- Each opponent starts the game with -2 life.
- MULLIGAN PENDANT
- Totem
- (If you draft a Totem, you start the game with its effect.)
- The first time you mulligan each game, draw to seven cards
- instead of six.
- Phyrric Flame - 1O
- Instant
- Phyrric Flame does 4 damage to target creature.
- Last-Ditch - If you have no cards in your hand, draw a
- card.
- Smash Lies - 2O
- Instant
- Destroy target artifact or nonbasic land.
- Last-Ditch - If you have no cards in your hand, draw a
- card.
- Lifecharge - 1O
- Instant
- Scry 3, then reveal the top card of your library and put
- that card into your hand. You gain life equal to its
- converted mana cost.
- Feedback Helix - 1OO
- Instant
- Feedback Helix does 3 damage to target creature or player.
- You gain 3 life.
- Embedded Claws - O
- Enchantment - Aura
- Enchant creature
- Enchanted creature gets +1/+1 and has first strike.
- When Embedded Claws is put into a graveyard from the
- battlefield or when the creature Embedded Claws targets
- leaves the battlefield while Embedded Claws is on the
- stack, return Embedded Claws to its owner's hand.
- Skilled Amateur - O
- Creature - Human Soldier
- Double strike
- 1/1
- Civil Titan - 4OO
- Creature - Giant
- When Civil Titan enters the battlefield or attacks, put a
- +1/+1 counter on each creature you control.
- 6/6
- Ambush Guard - 3O
- Creature - Human Soldier
- Flash
- Ambush Guard can block creatures as though they had no
- abilities. (For instance, Ambush Guard can block creatures
- with the text, "This creature is unblockable.")
- 3/5
- Defensive Line - 5O
- Creature - Human Soldier
- When all creatures you control block, they get +7/+7 until
- end of turn.
- 3/6
- Loads of Soldiers - 5OO
- Creature - Human Soldier
- When Loads of Soldiers enters the battlefield, put five 1/1
- white Soldier creature tokens onto the battlefield.
- 4/4
- Clockwork Soldier - 3OO
- Creature - Human Soldier
- When Clockwork Soldier enters the battlefield, put three
- 1/1 white Soldier creature tokens onto the battlefield.
- Whenever a token Soldier creature you control attacks, it
- fights target creature you don't control.
- 2/2
- Spirit of Life - 3O
- Creature - Spirit
- Flying, protection from purple
- 3/4
- Spirit of Battle - 3O
- Creature - Spirit
- Flying, protection from green
- 3/4
- Blazing Soul - 3O
- Instant
- Target creature you control does damage equal to its power
- to another target creature. You gain that much life.
- Ekria, Gempure Giant - 3OO
- Legendary Creature - Giant Soldier
- Trample, protection from purple, protection from green
- 5/3
- Tournament - 2O
- Sorcery
- Clash with an opponent. If you win the clash, exile
- Tournament and choose a Prize card and put it on top of
- your library. Otherwise, return Tournament to your hand and
- you can't play cards named Tournament this turn.
- Bag of Gold - 1
- Prize Sorcery (This is not in the draft pool.)
- Search your library for up to three land cards and put them
- onto the battlefield tapped. Shuffle your library
- afterwards.
- Trusty Command - 2
- Prize Instant (This is not in the draft pool.)
- Choose two: You gain 7 life, Trusty Command does 5 damage
- to target creature or player, return target permanent to
- its owner's hand, or draw a card.
- Followers - 2
- Prize Sorcery (This is not in the draft pool.)
- Draw two cards. Each opponent discards a card.
- Put Followers on top of your library, then shuffle the top
- five cards of your library.
- Tactician - 2
- Prize Sorcery - Duration (This is not in the draft pool.)
- Discard your hand. If you discarded any cards this way,
- draw five cards at the beginning of your next upkeep.
- ----------------------------
- Trap Pit - P
- Instant
- Destroy a random attacking creature without flying.
- Last-Ditch - If you have no cards in your hand, draw a
- card.
- Blinding Gases - 2P
- Instant
- Prevent all combat damage that would be dealt this turn.
- Creatures attacking player controls don't untap during
- their controller's next untap step.
- Last-Ditch - If you have no cards in your hand, draw a
- card.
- Deathplague - 1P
- Instant
- Destroy target creature.
- Time Jaunt - 5PP
- Sorcery
- Take an additional turn after this one. Spells you cast
- during that turn cost 1 less.
- Astonish - P
- Sorcery
- Target player reveals all but one card from their hand. You
- choose a nonland card revealed this way. That player
- discards that card.
- Purple Archivist - 1PP
- Creature - Human Wizard
- P, T: Draw a card.
- 1/1
- Fright Imp - 1P
- Creature - Imp
- Intimidate
- Fright Imp can't block nonpurple creatures.
- 2/1
- Dramatic Return - 3PP
- Instant
- Return target creature from a graveyard to the battlefield
- under your control.
- Plaguerider's Curse - 2P
- Enchantment
- Whenever a creature an opponent controls attacks alone,
- destroy it.
- Scar and Dismember - P
- Instant
- Target creature gets -1/-1 until end of turn. Put a -1/-1
- counter on that creature.
- Sneaky Imp - P
- Creature - Imp
- Lifelink
- Sneaky Imp is unblockable and can't block.
- 1/1
- Typical Imp - PP
- Creature - Imp
- Flying
- 2/2
- Lava Imp - 2P
- Creature - Imp
- Flying
- {O}: Lava Imp gains first strike until end of turn.
- 2/2
- Hungry Imp - 3P
- Creature - Imp
- Flying
- Sacrifice a creature: Hungry Imp gets +2/+2 until end of
- turn.
- 2/2
- Undying Imp - 2P
- Creature - Imp
- Flying
- 3P: Return Reassembling Imp from your graveyard to the
- battlefield tapped.
- 2/2
- Imp Mimic - 4P
- Creature - Imp Shapeshifter
- Flying
- You may have Imp Mimic enter the battlefield as a copy of
- any creature on the battlefield, except it still has
- flying.
- 3/3
- Mini Devil - 1P
- Creature - Imp
- Pay 1 life: Mini Devil gets flying until end of turn.
- 2/2
- Dork of War - 3P
- Creature - Imp
- When Dork of War enters the battlefield, return target
- creature to its owner's hand.
- 3/3
- Cave Titan - 4PP
- Creature - Giant
- When Cave Titan enters the battlefield or attacks, target
- player sacrifices a creature and discards a card.
- 6/6
- Huge Imp Demon - 6PP
- Creature - Demon
- Imp offering, flying.
- Imp creatures you control get +2/+2.
- Some extra imp effect.
- 7/7
- Bar the Way - 1GG
- Instant
- Counter target spell.
- Last-Ditch - If you have no cards in your hand, draw a
- card.
- Lose the Path - 2G
- Instant
- Return up to two target creatures to their owners' hands.
- Last-Ditch - If you have no cards in your hand, draw a
- card.
- Hurricane Bomb - 2G
- Sorcery
- Destroy target creature with flying. Hurricane Bomb does 2
- damage to each other creature with flying.
- Fyndhorn Elves - G
- Creature - Elf Druid
- T: Add G to your mana pool.
- 1/1
- Half Price Bears - G
- Creature - Bear
- 2/2
- Nimble Colobus - 1G
- Creature - Ape
- Hexproof
- G: Return Nimble Colobus to its owner's hand.
- 2/2
- Elvish Soldier - GG
- Creature - Elf Soldier
- 3/2
- Troll Titan - 4GG
- Creature - Troll Giant
- Troll Titan can't be countered.
- Hexproof
- 1G: Regenerate Troll Titan.
- 6/6
- Kyscu Hornet - 2G
- Creature - Insect
- Flying
- G: Kyscu Hornet gets +1/+0 until end of turn. Activate this
- ability only once each turn.
- 1/6
- Substantial Dustwasp - 3G
- Creature - Insect
- Flying
- Creature link - Whenever you cast a creature spell, put a
- +1/+1 counter on Substantial Dustwasp.
- 2/2
- Rolling Stone - 2G
- Creature - Elemental
- Whenever Rolling Stone attacks, put a +1/+1 counter on it.
- 2/2
- Spider Nestmother - 2GG
- Creature - Spider
- Reach
- Creature link - Whenever you cast a creature spell, put a
- 1/2 green spider creature token with reach onto the
- battlefield.
- 2/4
- Terminate Work - GG
- Instant
- Counter target spell.
- Champ - 3GG
- Creature - Beast
- 7/6
- Solemnity - 1G
- Enchantment - Aura
- Enchant creature
- When Solemnity enters the battlefield, you may search your
- library for a basic land card, put that card onto the
- battlefield tapped, then shuffle your library.
- When enchanted creature dies, you may draw a card.
- Search for Home - 2G
- Sorcery
- Search target player's library for a land card and reveal
- it. Shuffle that player's library, then put the land card
- on top.
- Draw a card.
- Discount Naturalize - G
- Instant
- Destroy target artifact or enchantment.
- _____MULTICOLOR_________________
- Thuor, the Flesh Statue - 2PG
- Legendary Creature - Golem
- Shroud
- If Thuor would leave the battlefield, you may sacrifice
- another permanent and exile Thuor instead. If you do,
- return Thuor to the battlefield under your control at the
- beginning of the next end step.
- 4/2
- Hetchel, the OG
- Legendary Creature - Tree Shaman
- two other multicolor legends...
- Malicious Defiance - 2OP
- Sorcery
- Gain control of target artifact or creature. Untap that
- permanent. It gains haste until end of turn. Sacrifice it
- at the beginning of the next end step.
- Arson Lunatic - 1OG
- Creature - Goblin Barbarian
- Creatures you control have haste.
- Sacrifice Arson Lunatic: Target creature gets +2/+2 until
- end of turn.
- 2/2
- Beast Transflesher - 2PG
- Creature - Elf Wizard
- PG, T, sacrifice a creature: Look at the top three cards of
- your library. You may reveal a creature card from among
- them and put it into the battlefield tapped.
- 3/3
- Pestering Deathhive - PG
- Enchantment
- At the beginning of your upkeep, put a 1/1 black Pest
- creature token with deathtouch onto the battlefield.
- 3: Destroy target Pest. Any player may play this ability.
- Assonance - 2PG
- Enchatment
- 2PG, sacrifice a permanent, return Assonance to its owner's
- hand: Return target noncreature permanent from your
- graveyard to the battlefield.
- Barbspark Elemental - 2OP
- Creature - Elemental
- Haste, trample
- When Barbspark Elemental does combat damage to a player,
- sacrifice Barbspark Elemental and that player discards that
- many cards.
- 4/1
- Pegasus Charger - OG
- Creature - Pegasus
- Flying, first strike
- 2/2
- Imp Bob - 4PP
- Planeswalker - Bob
- +1: Put a 2/2 purple Imp creature token with flying on the
- battlefield.
- -4: Put target creature on top of its owner's library.
- -7: You get an emblem with, "
- [5]
- Yetza Mar - 2OO
- Planeswalker - Yetza
- +1: Creatures you control get vigilance and +1/+1 until end
- of turn.
- -1: Gain control of target creature until end of turn.
- Untap that creature. It gains haste until end of turn.
- -4: You get an emblem with "Creatures you control get haste
- and vigilance and +1/+1."
- [3]
- Daruk Mildsweeper - 2GG
- Planeswalker - Daruk
- +2: Put a +1/+1 counter on target creature.
- -2: Double the number of +1/+1 counters on target creature.
- -7: For each creature with a +1/+1 counter on it, put a
- token that's a copy of that creature onto the battlefield
- with the same number of +1/+1 counters on it.
- [3]
- Sarnak, the Overwatcher - 3OP
- Planeswalker - Sarnak
- +2: Each opponent exiles a card from their hand.
- -2: Choose land or nonland. Each opponent exiles a
- permanent of that type that they control.
- -4: You may play a card exiled by Sarnak without paying its
- mana cost.
- [4]
- Yetza, the Warrior - 1OG
- Planeswalker - Yetza
- +1: Yetza does 1 damage to target creature or player.
- -1: Until end of turn, Yetza becomes a 4/4 Human Soldier
- creature with trample that's still a planeswalker. Prevent
- all damage that would be dealt to it this turn.
- [2]
- Ergal, the Sorcelator - 4PG
- Planeswalker - Ergal
- +1: Draw a card.
- -2: Return target card from your graveyard to your hand.
- -4: Untap all lands and gain control of them until end of
- turn. Your opponents reveal their hands. You can play cards
- from your opponents' hands this turn.
- [3]
- _____ARTIFACT____________________
- Sarnak Signet - 2
- Artifact
- 1, T: Add OP to your mana pool.
- Yetza Signet - 2
- Artifact
- 1, T: Add OG to your mana pool.
- Ergal Signet - 2
- Artifact
- 1, T: Add PG to your mana pool.
- Door to Wonders - 3
- Artifact
- Door to Wonders enters the battlefield tapped.
- OOPPGG, T, sacrifice Door to Wonders: Choose one - Return a
- card at random from your graveyard to your hand, or draw a
- card. Repeat this choice four more times.
- Bottled Effigy - 4
- Artifact
- 1, T, sacrifice Bottled Effigy: Exile target creature.
- Skinsplitter - 2
- Artifact - Equipment
- Equipped creature has +3/+1.
- Equip 2
- Ring of Infinite Power - 6
- Legendary Artifact - Equipment
- Equipped creature's power is infinite. (Its toughness is
- unchanged.)
- Equip 6
- Constrodion - 3
- Artifact Creature - Construct
- T: Add 1 to your mana pool.
- 3/3
- Metal Thing - 1
- Artifact Creature - Construct
- 1: Metal Thing gets +2/+0 until end of turn. Play this
- ability only once.
- 1/1
- Arbitrary Being - 6
- Artifact Creature - Construct
- Arbitrary Being enters the battlefield with one of The
- following keyword abilities chosen at random and a number
- of +1/+1 counters on it equal to the number of letters in
- the keyword: haste, flying, trample
- 0/0
- Punching Bag - 5
- Artifact Creature - Construct
- Defender
- T: Target creature fights Punching Bag.
- Whenever Punching Bag is dealt damage, put a +1/+1 counter
- on it.
- Whenever Punching Bag does damage to a creature, put a +1/
- +1 counter on that creature.
- 0/8
- Repulsion Tine - 4
- Artifact
- Repulsion Tine enters the battlefield tapped.
- When Repulsion Tine enters the battlefield, draw a card.
- 1, T: Return target permanent you own to your hand.
- Crude Satchel - 2
- Artifact
- 1, T: Look at the top card of your library. If it's a land
- card, you may put it on the battlefield.
- _____LAND________________________
- City
- Basic Land
- T: Add O to your mana pool.
- Cave
- Basic Land
- T: Add P to your mana pool.
- Forest
- Basic Land
- T: Add G to your mana pool.
- Sketchy Basement
- Land
- T: Add O or P to your mana pool.
- Forest Preserve
- Land
- T: Add O or G to your mana pool.
- Mushroom Cavern
- Land
- T: Add P or G to your mana pool.
- Nation of Masks
- Land
- T: Add O, P, or G to your mana pool.
- Living Slum
- Land
- Living Slum enters the battlefield tapped.
- T: Add O to your mana pool.
- 2O: Living Slum becomes a 3/2 orange Elemental creature with first strike until end of turn. It's still a land.
- Stalking Cavern
- Land
- Stalking Cavern enters the battlefield tapped.
- T: Add P to your mana pool.
- 3P: Until end of turn, Stalking Cavern becomes a 3/1 purple Beast creature and is unblockable. It's still a land.
- Treetop Village
- Land
- Treetop Village enters the battlefield tapped.
- T: Add G to your mana pool.
- 1G: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land.
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