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Fires of Heaven

Cycles are an important part of any set. I view cycles as themes that can run successfully through all of the colors, highlighting the advantage of playing those colors.

Easily the most powerful cycle in the set is the "First Resolved" cycle. Here they are:

With the exception of black and green, all of these spells are very powerful for their colors on the first turn of the game. The ability to get Lightning Bolt back into the environment, however so fleetingly, is worth it to me, and the ability to start off the game with 25 life and an extra card instead of having a Turn 1 play is worth it to me when playing White. Perhaps it isn't so with you, but the most interesting parts of these cards rely on how many you need to run to make sure you draw it early (usually 3-4), and how you cope with having admittedly underpowered cards if they're not the first ones you're playing.

This dynamic is intriguing to me and it made me very happy to find the middle ground with these cards after much testing. Enjoy the set!

Fires of Heaven - Full Set

Set created on 8/7/05 2:09 PM using MtG Editor
Spoiler List created on 10/16/05 1:36 AM
315 Cards Total
Colors: 50 White, 50 Blue, 50 Black, 50 Red, 50 Green, 10 Multicolor, 35 Land, 20 Artifact
Rarities: 104 Common, 96 Uncommon, 95 Rare, 20 Basic Land
Card Types: 39 Sorcery, 49 Instant, 40 Enchantment, 110 Creature, 22 Legendary Creature, 17 Artifact, 3 Artifact Creature, 10 Land, 5 Legendary Land, 20 Basic Land

Angel of Gen'dai -

Creature - Angel
Flying, Vigilance
Training 1 (All combat damage dealt to this creature from each source is reduced by 1)
While Angel of Gen'dai is tapped, it gains protection from artifacts and all colors.
Her wings were a gift from Hayzan. Senara provided her with the spirit to fight.
4/4
Rare
#1/315

Anointed Follower -

Creature - Human Cleric
Protection from black and red.
I do not ask questions, I only believe. I do not ask questions, I only believe. I do not ask questions...
1/1
Uncommon
#2/315

Awakened Pioneer -

Creature - Townsfolk
: Tap target token creature.
Listen, and I shall tell you a tale you would not believe.
1/5
Common
#3/315

Brosan, Gen'dai Trainer -

Legendary Creature - Human Soldier
You may play Brosan, Gen'dai Trainer anytime you could play an instant.
When Brosan, Gen'dai Trainer comes into play, if an opponent controls a mountain, Brosan, Gen'dai Trainer has haste.
: Target creature gains Training 2 (All combat damage dealt to this creature from each source is reduced by 2.) until end of turn.
3/3
Rare
#4/315

Cast Out -

Sorcery
Destroy target enchantment.
Draw a card.
"Purity is not a choice, it is a way of life."
- Angel of Gen'dai

Common
#5/315

Divine Protection -

Instant
Until end of turn, creatures you control can't be the target of spells or abilities.
"Do not waver in the shadow of the Coldstone Keep. I will keep you safe." - Gen'dai Healer
Common
#6/315

Dulan, Gen'dai Conquerer -

Legendary Creature - Human Soldier
Vigilance
Training 1 (All combat damage dealt to this creature from each source is reduced by 1)
While Dulan, Gen'dai Conquerer is tapped, creatures you control get +1/+2.
3/4
Rare
#7/315

Exclusion -

Instant
Destroy target attacking or blocking creature.
The caverns beneath the Gen'dai plains are filled with the screams of the unworthy.
Uncommon
#8/315

Garnered Treaty -

Enchantment
No more than one creature may attack each turn.
No more than one creature may block each turn.
Win some, lose some.
Rare
#9/315

Gen'dai Academy -

Enchantment
: Put a 1/1 white Soldier token into play under your control with Training 1 (All combat damage dealt to this creature from each source is reduced by 1).
Rare
#10/315

Gen'dai Choice -

Instant
Choose one — Destroy target Aura; target blocking creature gets +2/+2 until end of turn; or untap all creatures you control.
Common
#11/315

Gen'dai Condor -

Creature - Bird
Flying
: Target creature gets +1/+1 until end of turn. If that creature is a Soldier, it gets an additional +0/+1.
That screech is anything but fearsome. It is the sign of friends, and of home.
- Gen'dai Conquerer

2/1
Common
#12/315

Gen'dai Djinn -

Creature - Djinn
Flying
When Gen'dai Djinn comes into play, skip your next untap step.
His eyes burned with the fury of the angel's scorn.
5/5
Rare
#13/315

Gen'dai Healer -

Creature - Human Cleric
Vigilance, protection from red
When Gen'dai Healer becomes tapped, target creature gains protection from red.
: Prevent the next 1 damage that would be dealt to target player.
2/2
Uncommon
#14/315

Gen'dai Knighthood -

Enchantment - Aura
Enchant Creature
Enchanted creature gets +2/+2 and is a Knight in addition to its other creature types.
Now it is time to achieve your destiny.
Common
#15/315

Gen'dai Marksman -

Creature - Human Soldier
Sacrifice Gen'dai Marksman: Gen'dai Marksman deals 2 damage to target attacking creature.
He strikes quickly, leaving no marks to tell of his infliction.
2/4
Uncommon
#16/315

Gen'dai Order -

Instant
Target creature gets Training 1 (All combat damage dealt to this creature from each source is reduced by 1) until end of turn.
The word has come from the General himself. Brace for impact!
Common
#17/315

Gen'dai Scout -

Creature - Human Soldier
Training 1 (All combat damage dealt to this creature from each source is reduced by 1)
Their sight is their greatest strength, second only to their ability to run.
1/1
Common
#18/315

Gen'dai Training -

Enchantment - Aura
Enchant Creature
Enchanted creature has Training 2 (All combat damage dealt to this creature from each source is reduced by 2)
"Your teaching is complete. Now go into the marshes and kill some of the foul that lurk there." - Gendai Conquerer
Common
#19/315

Haunting Visage -

Sorcery
If a creature blocks this turn, tap it. It doesn't untap during its controller's next untap step.
I listen to the earth, and I hear its call. There is darkness afoot, and danger in the air.
Common
#20/315

Hayzan's Last Charge -

Sorcery
As an additional cost to play Hayzan's Last Charge, sacrifice all lands you control.
For each Plains sacrificed this way, creatures you control get +2/+2 until end of turn.
And we picked up our swords...and we raged on for victory.
- Marzan Scroll, found on the battlefield.

Rare
#21/315

Hayzan, King of Marzan -

Legendary Creature - Human King
Vigilance
When Hayzan, King of Marzan becomes tapped, put a 3/3 white Soldier creature token into play under your control.
"I hear those demons, and to those hounds of hell I say I am ready! I have awaited the day I can stab them in their foul hearts." - Hayzan
2/4
Rare
#22/315

Hold Fast -

Instant
Up to two target creatures get +0/+3 until end of turn.
Between your shield and my blade, one of us will never see each other again.
Common
#23/315

Holy Beginnings -

Instant
If this is your first resolved spell of the game, gain 5 life and draw a card.
Otherwise, gain 3 life.
Ask not what the spirits tell you. Ask what they mean.
Common
#24/315

Holy Ground -

Sorcery
Creatures you control gain +1/+2 and Vigilance until end of turn .
Upon this ground blood shall be shed. But not ours.
Common
#25/315

Holy Order -

Instant
Gain 2 life. Then, if target opponent has more life than you, tap all creatures they control.
The monks have spoken. The rulers have listened.
Common
#26/315

Hope of the Ages -

Sorcery
Put an X/X white Angel token with flying into play, where X equals the number of white permanents you control.
We heard their song rise into the air, the song of victory.
Rare
#27/315

Martyr's Anger -

Instant
Remove target attacking creature from the game.
If that creature is black, you gain life equal to its toughness.
Plains Blink (You may play this spell for no cost if you control an amount of Plains equal or greater than its converted mana cost. Then remove it from the game.)
Uncommon
#28/315

Martyr's Forgiveness -

Instant
Remove target blocking creature from the game.
If that creature is black, you gain life equal to its toughness.
Plains Blink (You may play this spell for no cost if you control an amount of Plains equal or greater than its converted mana cost. Then remove it from the game.)
Uncommon
#29/315

Marzan Adept -

Creature - Human Soldier
: Tap target creature you control.
Their loyalty is unmatched, as is their aspirations for future leadership.
2/2
Common
#30/315

Marzan Council -

Enchantment
At the beginning of your upkeep, sacrifice Marzan Council unless you sacrifice a non-token creature.
Creature's can't attack.
"Please bring the word to Ocilias: We need help!"
- Hayzan, King of Marzan

Rare
#31/315

Marzan Dragon -

Creature - Dragon
Flying
Marzan Dragon is indestructable.
Whenever Marzan Dragon deals combat damage to a player, you gain that much life.
3/3
Rare
#32/315

Marzan Guard -

Creature - Human Soldier
Plains Blink (You may put this creature into play anytime you could play an instant if you control an amount of Plains equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
4/4
Uncommon
#33/315

Marzan Interrogator -

Creature - Human Cleric
Vigilance, protection from black.
When Marzan Interrogator becomes tapped, you may destroy target black creature.
To understand the ways of the dark, you must plunge into the depths yourself.
2/2
Rare
#34/315

Marzan Journeyer -

Creature - Human Cleric
Tap target untapped creature you control: Gain 1 life.
Plains Blink (You may put this creature into play anytime you could play an instant if you control an amount of Plains equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
2/3
Uncommon
#35/315

Marzan Messenger -

Creature - Human Soldier
, : Tap target creature.
"I see them!" She cried, and ran to tell the general. Over the hills came the glow of fire and the stench of unwashed goblin.
2/2
Uncommon
#36/315

Marzan Nightwatcher -

Creature - Human Soldier
Flying, Vigilance
When Marzan Nightwatcher becomes tapped, tap target creature. That creature doesn't untap during it's controller's next untap step.
As the beasts roared, the blades did much the same.
3/2
Common
#37/315

Marzan Warrior -

Creature - Human Soldier
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
They fight so relentlessly, even their bones yearn for battle.
2/2
Uncommon
#38/315

Marzan Whisper -

Sorcery
Gain 2 Life for each creature you control.
Plains Blink (You may play this spell for no cost if you control an amount of Plains equal or greater than its converted mana cost. Then remove it from the game.)
"Be quiet child. There are voices here that are not your own." - Marzan Nightwatcher
Uncommon
#39/315

Mist of Justice -

Enchantment
Tap two untapped creatures you control: Remove target creature you control from combat. Prevent all combat damage that would be dealt to and dealt by target creature this turn.
The pendulum swings both ways.
- popular Marzan saying

Uncommon
#40/315

Pearl Knight -

Creature - Human Knight
First Strike
Protection from Token creatures
I pray only to protect my people and my kin. The rest is left to my blade.
2/2
Uncommon
#41/315

Recursion -

Enchantment - Aura
Enchant Creature
Enchanted creature gains Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
Common
#42/315

Resistance -

Instant
Until end of turn, all combat damage from target opponent's creatures is prevented and you gain that much life.
The traitors stood very still while accepting their fate.
Rare
#43/315

Sheer Bravery -

Instant
Target blocking creature gets +3/+3 until end of turn.
If target creature is a Soldier, it gets an additional +3/+3 until end of turn.
"Hold fast young ones! These are the battles which you will be telling your children of." - Silus, Marzan General
Common
#44/315

Silus, Marzan General -

Legendary Creature - Human Soldier
Protection from creatures
: Remove target Soldier you control from combat. Prevent all combat damage that would be dealt to and dealt by that Soldier this turn.
Fear knows to avoid him.

2/2
Rare
#45/315

Starlight Watcher -

Creature - Human Cleric
: Prevent the next 2 damage that would be dealt to target creature or player.
Plains Blink (You may put this creature into play anytime you could play an instant if you control an amount of Plains equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
2/3
Uncommon
#46/315

Tressan Arbiter -

Creature - Human Wizard
, : Target creature you control deals no combat damage this turn. Instead, you gain that much life.
Castaways usually make the best patrons. They know when to pursue a cause, and with just enough righteousness.
2/2
Rare
#47/315

Vampire Hunter -

Creature - Human Knight
: Destroy target Vampire. Gain life equal to its toughness.
Some only hear of Vampires in fairy tales. Others pray nightly to rid their memories of the horrid creatures.
2/2
Uncommon
#48/315

Volunteer Farmhand -

Creature - Human Townsfolk
Plainswalk
They picked up their pitchforks, ready for a good killin.
1/1
Common
#49/315

Wandering Knight -

Creature - Human Knight
First Strike, Vigilance
When Wandering Knight becomes tapped, put a 1/1 white Soldier token into play under your control.
The best paid workers in the land, they only carried their swords in parades and festivals.
2/2
Uncommon
#50/315

Ancestral Notion -

Sorcery
If this is your first resolved spell of the game, draw two cards.
Otherwise, draw a card.
The difference between knowledge and wisdom is but a point of view.
Common
#51/315

Blind Forcemage -

Creature - Human Wizard
Whenever a creature blocks or becomes blocked by Blind Forcemage, you may pay . If you do, return Blind Forcemage and the blocking or blocked creatures to their owner's hands.
Forget what you know. Just do as I say.
1/2
Uncommon
#52/315

Blind Sight -

Instant
Target creature is unblockable until end of turn.
"Open your eyes, young ones, and look around you. There is nothing but darkness. But in learning the ways of the Joondai, you may turn on the light."
Common
#53/315

Brightmind -

Instant
You may remove a blue card in your hand from the game instead of paying Brightmind's mana cost.
Draw three cards. Then put two cards from your hand back on top of your library.
I hear your thoughts. Let them speak my language.
Uncommon
#54/315

Coastal Urchin -

Creature - Fish
Islandwalk
"Oh to catch a fish, the wide world at sea to live forever, die not never a sailor's life for me."
1/1
Common
#55/315

Cognitive Intuition -

Sorcery
Name a card type. Reveal the top card of target opponent's library. If it is the named type, draw 3 cards.
I know I'm better than you. And I can prove it.
Uncommon
#56/315

Daring Alchemist -

Creature - Human Wizard
Flying
: Target creature with flying loses flying until end of turn.
Excuse me, I must be going.
3/1
Uncommon
#57/315

Dragon Dream -

Enchantment - Aura
Enchant Creature
Attach only to a flying creature. When that creature blocks or is blocked by a red creature, you may draw a card.
Common
#58/315

Dreamscape -

Instant
You may remove two blue cards in your graveyard from the game instead of paying Dreamscape's mana cost.
Target creature gains flying and cannot be the target of spells or abilities this turn.
Common
#59/315

Fa'an, Joondai Council -

Legendary Creature - Human Wizard
, Sacrifice an Island, : Draw two cards and put Fa'an, Joondai Council on top of your library.
Island Blink (You may put this creature into play anytime you could play an instant if you control an amount of Islands equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
4/4
Rare
#60/315

Focus Field -

Instant
You may remove two blue cards in your graveyard from the game instead of paying Focus Field's mana cost.
Return target creature to its owners hand.
"Back to the fires of Coldstone, you foul beast!"
- Marnin, Joondai Alchemist

Common
#61/315

Forgotten Wizard -

Creature - Elf Wizard
Sacrifice Forgotten Wizard: Draw a card.
After Markin slaughtered the elves in Hannook, the few who escaped sought refuge in the Joondai kingdom.
1/1
Uncommon
#62/315

Geinin, Tressan Master -

Legendary Creature - Human Wizard
Flying
, : Search your library for an instant or sorcery card, reveal it, then shuffle. Put that card on top of your library. Play this ability only any time you could play a sorcery.
, , Sacrifice Geinin, Tressan Master: Take an extra turn after this one.
4/4
Rare
#63/315

Grand Denial -

Instant
You may remove three Islands you control and the top half of your library, rounded up, from the game instead of paying Grand Denial's mana cost.
Counter target spell. Return all of it's controller's creatures to their owner's hand.
"Absolutely not."
Rare
#64/315

Hazy Ground -

Sorcery
Tap up to X creatures target opponent controls, where X equals the number of blue cards in your graveyard.
Creatures that attack this turn do not untap during their controller's next untap step.
The Joondai palace moat holds no water, only the fog-like mist that no one wishes to enter.
Common
#65/315

Jellyfish -

Creature - Fish
When Jellyfish comes into play, return target non-basic land to its owner's hand.
Island Blink (You may put this creature into play anytime you could play an instant if you control an amount of Islands equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
1/1
Common
#66/315

Joondai Dragon -

Legendary Creature - Dragon
Flying
, Remove Joondai Dragon from the game: Take another turn after this one.
Its wings shimmer in the light, going back and forth in time.
3/3
Rare
#67/315

Joondai Inquisitor -

Creature - Human Wizard
When Joondai Inquisitor comes into play, look at target opponent's hand.
The first lesson taught to new Joondai students is that knowlege is power.
1/2
Common
#68/315

Joondai Negotiations -

Sorcery
Target opponent chooses a creature they control. You gain control of that creature (This effect doesn't end at end of turn).
"Bartering is foolish. The only way to get what you want is to simply ask for it."
- Fa'an, Joondai Council

Rare
#69/315

Keeper of Secrets -

Creature - Dragon
Flying
Reveal your hand: If there are no blue cards present, you may return Keeper of Secrets to its owner's hand.
Keepers stay hidden for a few reasons, the least of which are the Trolls in Coldstone Keep, eager to make new boots.
4/4
Uncommon
#70/315

Knowledge of the Ages -

Sorcery
Draw X cards where X equals the number of blue permanents you control.
Tressan law forbids any magic beyond its borders. But within, no limits are placed.
Rare
#71/315

Land Lock -

Instant
Counter target spell unless its controller pays for each untapped land you control.
"The strength of the Tressan people are behind me. I cast you out!" - Geinin, Tressan Master
Uncommon
#72/315

Lost and Found -

Sorcery
Return target permanent to its owner's hand.
That permanent's controller may draw a card.
"Faster Greenor! Before it awakens!"
Uncommon
#73/315

Mana Break -

Instant
Counter target spell.
Tap all permanents its controller controls.
The world shifted, and it was all the Tressan could do to stop the madness.
Rare
#74/315

Mark of Wisdom -

Enchantment - Aura
Enchant Creature
Enchanted creature gets "Whenever this creature deals damage to an opponent, you may return target blue instant card from your graveyard to your hand."
Look within and find the power to overcome the darkness surrounding you.
Common
#75/315

Marnin, Joondai Alchemist -

Legendary Creature - Human Wizard
Flying
Remove two blue cards in your graveyard from the game: Untap Marnin, Joondai Alchemist.
, : Counter target spell unless its controller pays an additional .
2/5
Rare
#76/315

Matron of Secrets -

Creature - Human Wizard
Flying
Whenever Matron of Secrets deals damage to a player, you may return target blue instant card from your graveyard to your hand.
What I keep in my mind is sacred, and no books may contain the secrets I hold.
1/1
Common
#77/315

Memory Mist -

Enchantment
Tap two untapped creatures you control: Return target creature you control and target creature an opponent controls to their owner's hand.
I thought I had remembered, but only remembered I had forgotten it.
Uncommon
#78/315

Mistaken Identity -

Enchantment - Aura
Enchant Creature
When Mistaken Identity comes into play, choose a creature. The enchanted creature has all of the abilities of the chosen creature. If those abilities have a colored mana cost, that cost is instead.
"Did I...did you...um...where are we again?"
Rare
#79/315

Naylan, Tressan Adept -

Legendary Creature - Human Wizard
Flying
When Naylan, Tressan Adept comes into play, you may search your library for a blue instant or sorcery card, and reveal it. If you do, shuffle your library and put that card on top of it.
"You are learning quickly, and for that I am pleased." - Geinin, Tressan Master
3/3
Rare
#80/315

Passing Wisdom -

Instant
Play Passing Wisdom only during an opponent's main phase.
Draw X cards. At end of turn, remove your hand from the game.
Knowledge without understanding.
Rare
#81/315

Revelation Decree -

Enchantment
Players play with the top card of their library revealed.
: Shuffle target player's library. Any player may play this ability.
"Now is the time for truth and light!"
- Geinin, Tressan Master

Rare
#82/315

Sapphire Knight -

Creature - Human Knight
Flying
Protection from Token creatures
They hold the skies, searching for the imposters, looking for the dark creatures of Markin.
2/1
Uncommon
#83/315

Scaled Serpent -

Creature - Serpent
They defend and feed with the same ferocity.
1/5
Common
#84/315

Seabested Bargainer -

Creature - Human Rogue
: Look at the top card of your library.
, : Reveal a card in your hand and the top card of your library. Put the top card of your library in your hand and the revealed card on top of your library.
You have money, I have answers.
2/4
Common
#85/315

Secret Pulse -

Instant
As an additional cost to play Secret Pulse, target creature an opponent controls gains islandwalk.
Creatures without islandwalk cannot attack this turn.
The lands of Joondai and Tressan are protected by their lack of hidden places.
Uncommon
#86/315

Secret Society -

Enchantment
: Reveal the top card of your library. If it is a wizard, draw a card.
Their members hide in secret, waiting for the signal to reveal themselves.
Rare
#87/315

Shifting Sands -

Instant
Counter target spell unless its controller pays .
Island Blink (You may play this spell for no cost if you control an amount of Islands equal or greater than its converted mana cost. Then remove it from the game.)
Somewhere in the deep, there is only denial.
Common
#88/315

Storm of Truth -

Sorcery
For each creature, return it to its owner's hand unless its controller pays .
"You shall hear my words. And then you shall leave my presence."
- Geinin, Tressan Master

Rare
#89/315

Tressan Choice -

Instant
Choose one — Target land becomes the basic type of your choice until end of turn; or target creature gains flying until end of turn; or look at the top 3 cards of your library and put them back in any order.
Common
#90/315

Tressan Controller -

Creature - Human Wizard
Flying
When Tressan Controller comes into play, return an Island you control to its owner's hand or sacrifice Tressan Controller.
"I wish for no more than what the great teachers have given me. The knowledge to see evil, and the strength to stop it."
2/1
Uncommon
#91/315

Tressan Drake -

Creature - Drake
Flying
: Return Tressan Drake to its owner's hand
"Their beasts are fierce my lord...and fast as well." - Nagrock Decoy
3/3
Common
#92/315

Tressan Guard -

Creature - Human Wizard
: Tressan Guard gains flying until end of turn.
The old man heard the goblins coming. And just as their spears soared, so did he.
1/1
Common
#93/315

Tressan Journeyer -

Creature - Human Wizard
: Return Tressan Journeyer to its owner's hand.
, : Draw a card, then put Tressan Journeyer on top of its owner's library.
"Quickly Spirit! We must tell the elders of what we saw coming from Coldstone."
1/2
Uncommon
#94/315

Trusted Scholar -

Creature - Human Wizard
, : Counter target spell unless its controller pays an additional .
, Sacrifice Trusted Scholar: Counter target spell.
The old and the wise are usually one and the same.
- Tressan saying

1/2
Uncommon
#95/315

Unearthly Bond -

Instant
Return target creature to its owner's hand unless its controller pays .
The creature grew wings and flew back home.
Common
#96/315

War of Favors -

Enchantment
Whenever a player plays a spell, all other players draw a card.
Suddenly the distance between the Tressan and Joondai kingdoms got much shorter.
Rare
#97/315

Whisper Mage -

Creature - Human Wizard
, : Return target Wizard to its owner's hand.
The Joondai are people of tremendous faith. Their wizard heritage has brought them just as much misfortune as good luck, but how they deal with such events is the true test of their skill. — From the Joondai Chronicles
1/3
Common
#98/315

Whispering Sage -

Creature - Human Wizard
: Look at the top card of your Library.
: Shuffle your library.
Come here and I shall tell you a secret.
2/2
Common
#99/315

Windspinner -

Creature - Human Wizard
Flying
: Target creature gains flying until end of turn.
The Tressan drew the most beautiful pictures with the clouds.
3/3
Uncommon
#100/315

Betrayer's Whisper -

Sorcery
You may remove two black cards in your hand from the game instead of paying Betrayer's Whisper's mana cost.
Return target creature from your graveyard to play.
"Dying is much like living: You keep waiting to 'wake up.'" - Durak the Forgotten
Rare
#101/315

Blight of the Ages -

Sorcery
Destroy up to X target creatures and target opponent loses X life, where X equals the number of black permanents you control.
"The ruin, the darkness, the blood. What a wonderful day to be alive. "
- Nurok, Minister of Hate

Rare
#102/315

Bloodletting -

Sorcery
As an additional cost to playing Bloodletting, pay X life. You may not spend more than 3 life in this way.
Draw X cards.
"You ask me for an advantage. There can be no advancement without sacrifice." - Durak the Forgotten
Rare
#103/315

Consuming Thirst -

Enchantment - Aura
Enchant Creature
You may play Durak's Thirst anytime you could play an instant.
Target creature gains "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on it."
Uncommon
#104/315

Crooked Crawshank -

Creature - Zombie
Pay 2 Life: Regenerate Crooked Crawshank
Markin believed that good pets were better than good servants.
2/2
Uncommon
#105/315

Desperate Measures -

Sorcery
Sacrifice all creatures you control. You gain life equal to their combined toughness.
"This is what must happen. Do not think of your lives as empty, think of them as fulfilling, a way for you to live on in my legacy." - Durak the Forgotten
Rare
#106/315

Desperate Vampire -

Creature - Vampire
Sacrifice Desperate Vampire: Target player loses 1 life.
Once you become drained to the edge of death, you know no pain or hunger, only the thirst.
2/1
Common
#107/315

Dire Decisions -

Enchantment
At the beginning of each player's upkeep, that player chooses one — Pay 5 life and destroy Dire Decisions or put a 5/5 black Demon creature token with flying into play under target opponent's control.
The line between damned and damnation is thin indeed.
Rare
#108/315

Dreadful Fright -

Instant
Regenerate target blocking creature. The creatures it blocked are destroyed.
"This place...kinda creeps me out." - Last words, Hardin Grintock
Common
#109/315

Durak Bloodthirster -

Creature - Vampire
Flying
Whenever a creature dealt damage by Durak Bloodthirster this turn is put into the graveyard, put a +1/+1 counter on Durak Bloodthirster.
The wretches flew in, and the death began.
- From "The tale of Hannook"

2/3
Common
#110/315

Durak Creed -

Instant
All creatures get -2/-2 until end of turn.
Swamp Blink (You may play this spell for no cost if you control an amount of Swamps equal or greater than its converted mana cost. Then remove it from the game.)
Uncommon
#111/315

Durak Fiend -

Creature - Zombie
: Regenerate Durak Fiend
He feeds off the innocent, and uses extra salt for the sinners.
3/3
Uncommon
#112/315

Durak Minion -

Creature - Minion
When a black creature comes into play, if you played it from your hand, you may put a +1/+1 counter on Durak Minion.
They stop at nothing in their quest for flesh.
2/2
Common
#113/315

Durak the Forgotten -

Legendary Creature - Vampire Lord
Flying
When Durak the Forgotten is put into a graveyard from play, you may remove it from the game instead. If you do, search your library for a card and put it into your hand. Then shuffle your library.
, Sacrifice Durak the Forgotten: Destroy two target non-artifact, non-black creatures.
5/5
Rare
#114/315

Durak's Choice -

Instant
Choose one — Target creature gets -1/-1 until end of turn; or target player loses 1 life and you gain 1 life; or regenerate target black creature.
Common
#115/315

Durak's Curse -

Enchantment - Aura
Enchant Creature
Enchanted creature gets "At the beginning of your upkeep sacrifice this creature unless you discard a card."
"What's worse? The curse or the cursed?"
- Durak the Forgotten

Common
#116/315

Durak's Order -

Sorcery
As an additional cost to play Durak's Order, sacrifice a creature you control.
Target player discards two cards.
"I've come to give myself to you."
"And give you shall."

Common
#117/315

Exorcism -

Sorcery
Destroy target non-black, non-artifact creature. Then a X/X black Demon token creature is put into play under your control, where X equals the destroyed creature's converted mana cost.
"I never imagined it would be this big."
"Or this angry!"

Rare
#118/315

False Move -

Instant
Destroy target creature unless its controller pays X life.
Markin drained his victims just enough to leave life in them, and returned weeks later to finish them off.
Uncommon
#119/315

Fearless Purge -

Instant
Creatures you control have fear until end of turn.
"I can make shadow and I can certainly unmake it."
- Durak the Forgotten

Uncommon
#120/315

Grievous Mistake -

Instant
You may return three Swamps you control to their owner's hand instead of paying Grievous Mistake's mana cost.
Whenever target creature you control deals combat damage to a creature this turn, destroy that creature.
Common
#121/315

Hoghead Beast -

Creature - Beast
At the beginning of your upkeep you lose 1 life.
Markin's pet was the kind to give you sad eyes just before disembowling your insides.
3/1
Common
#122/315

Hoghead Demon -

Creature - Demon
At the beginning of your upkeep lose 2 life.
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
"Ah, my pride and joy."
— Markin, Vampire Lord

5/5
Rare
#123/315

Hoghead Imp -

Creature - Imp
Flying
If Hoghead Imp is put into a graveyard from play, return it to its owner's hand.
Pay 3 life: Remove Hoghead Imp from the game. Any player may play this ability.
1/2
Common
#124/315

Infectious Mist -

Enchantment
Tap two untapped creatures you control: Target creature gets -1/-1 until end of turn.
"The smell of death, that is not a smell I enjoy." - Granook Elder
Uncommon
#125/315

Life Purge -

Sorcery
Destroy target non-artifact, non-black creature.
You may then pay , where X equals the converted mana cost of the target creature, to put that creature into play under your control. Use only black mana this way.
In the Durak Marsh, dead is never really dead.
Rare
#126/315

Markin, Vampire Lord -

Legendary Creature - Vampire Lord
Flying
, : Target creature and Markin, Vampire Lord both get -X/-X until end of turn, where X equals the number of Vampires in play.
, : Put a 1/1 black Vampire token creature with flying into play under your control.
4/4
Rare
#127/315

Nurok's Prayer -

Instant
Target creature gains Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
Destroy that creature.
"I have asked for only what the darkness feels necessary to give me."
Uncommon
#128/315

Nurok, Minister of Hate -

Legendary Creature - Zombie Lord
At the beginning of your upkeep, sacrifice a creature or tap Nurok, Minister of Hate.
: Target non-Legendary creature gains Recursion until end of turn (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature).
5/5
Rare
#129/315

Oath of Durak -

Enchantment
Pay 2 life: Draw a card.
Pay half your life, rounded up: Draw two cards.
"I have but my blood to offer."
"Your blood is good enough."

Rare
#130/315

Onyx Knight -

Creature - Human Knight
Fear
Protection from Token creatures
The Markin faithful know only that Durak was once a close ally and that those ties are now undone.
2/1
Uncommon
#131/315

Overwhelming Darkness -

Instant
Destroy target non-black creature. If that creature is white, its controller loses 2 life.
She appeared strong at first, but soon the demons were upon her.
Common
#132/315

Power of Darkness -

Enchantment - Aura
Enchant Creature
You may play Power of Darkness any time you could play an instant.
Enchanted creature gets +2/+1.
Common
#133/315

Preying Jackal -

Creature - Vampire Hound
Whenever a creature dealt damage by Preying Jackal this turn is put into the graveyard, put a +1/+1 counter on Preying Jackal.
They eat you whole, leaving no part for the scavengers of the dark.
1/2
Common
#134/315

Ravenous Werewolf -

Creature - Werewolf
At the beginning of your upkeep, choose one — Sacrifice a creature you control and put a +1/+1 counter on Ravenous Werewolf or remove a +1/+1 counter from Ravenous Werewolf.
Waste not, Want completely.
3/3
Uncommon
#135/315

Rotting Wingbearers -

Creature - Zombie
Swampwalk
Your flesh sparkles in the moonlight. It looks good enough to eat, if you ask me.
1/1
Common
#136/315

Silent Sinner -

Creature - Vampire
Flying
Whenever a creature dealt damage by Silent Sinner this turn is put into the graveyard, put a +1/+1 counter on Silent Sinner.
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
1/3
Uncommon
#137/315

Strangling Rotbearer -

Creature - Zombie
Fear
, : Strangling Rotbearer and target creature get -2/-2 until end of turn.
Its mind thinks of only the darkness within.
2/3
Uncommon
#138/315

Undead Hoghead -

Creature - Zombie
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
"Order and obey, Zombies are simple that way."
- Nurok, Minister of Hate

2/2
Common
#139/315

Unholy Fleshtiller -

Creature - Zombie
Sacrifice Gravedigger Zombies: Remove target card in a graveyard from the game.
Pay 2 Life: Return Gravedigger Zombies to your hand. Use this ability only at the beginning of your upkeep, and only if Gravedigger Zombies is in your graveyard.
Dig, dig, dig, dig, dead.
1/1
Common
#140/315

Unmarked Grave -

Sorcery
Target player reveals his or her hand and discards all creature cards.
"Who died here? Who cares?"
- Durak the Forgotten

Rare
#141/315

Vampire Haven -

Enchantment
At the beginning of your upkeep you lose 1 life and put a 1/1 black Vampire token creature with flying into play under your control.
Pay 2 Life: Regenerate target Vampire.
"Home. Such a simple concept, such a hard place to find." - Durak the Forgotten
Rare
#142/315

Vampire Initiate -

Creature - Vampire
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on Lurking Vampire.
The lesser vampires feed only on the scraps.
0/1
Common
#143/315

Vampiric Lich -

Creature - Vampire Lich
Whenever Vampire Lich is dealt damage, sacrifice a permanent for each point of damage.
Pay 5 Life: Prevent all damage dealt to Vampire Lich this turn.
5/5
Rare
#144/315

Vampiric Strike -

Instant
If this is your first resolved spell of the game, target opponent loses 3 life and you gain 3 life.
Otherwise, target opponent loses 1 life and you gain 1 life.
Common
#145/315

Viper's Kiss -

Enchantment - Aura
Enchant Creature
Enchanted creature has "Pay 2 life: Regenerate this creature."
"To succumb to the Viper's Kiss." - Meaning to cheat death
Common
#146/315

Wail of Durak -

Sorcery
All creatures you control are Vampires in addition to their regular creature types until end of turn.
And the call carried on through the night, the dreadful shrieks of the dead and undead alike.
Uncommon
#147/315

Witches of Hoghead -

Creature - Witch
Flying
Whenever Witches of Hoghead becomes the target of a spell or ability, destroy it.
3/2
Uncommon
#148/315

Wizard Betrayer -

Creature - Human Wizard
: Destroy target Wizard. Lose life equal to its toughness.
His name is forever shamed, his face forever masked in fear.
3/1
Uncommon
#149/315

Zombie Wretch -

Creature - Zombie
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
"Killing the undead? Don't make me laugh."
- Markin, Vampire Lord

1/1
Common
#150/315

Bloodthirsty Blacksmith -

Creature - Dwarf
, Sacrifice an artifact: Add X red mana to your mana pool, where X equals its converted mana cost.
Only when there are blood on the shards am I truly satisfied.
1/2
Uncommon
#151/315

Brazen Strike -

Instant
Brazen Strike deals 2 damage to target creature.
Mountain Blink (You may play this spell for no cost if you control an amount of Mountains equal or greater than its converted mana cost. Then remove it from the game.)
"Gotcha!"
Uncommon
#152/315

Burning Effigy -

Enchantment
Burning Effigy deals X damage to target creature or player, where X equals the number of red permanents you control.
The world shook, and suddenly there was fire everywhere.
Rare
#153/315

Burning Sea Chant -

Enchantment
Blue spells cost an additional to play.
The Joondai knew nothing of these ancient rituals, but felt their effects nonetheless.
Uncommon
#154/315

Coldstone Barbarian -

Creature - Human Barbarian
Haste. Coldstone Barbarian cannot be the target of spells or abilities.
Mountain Blink (You may put this creature into play anytime you could play an instant if you control an amount of Mountains equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
3/1
Uncommon
#155/315

Coldstone Bolt -

Instant
If this is your first resolved spell of the game, Coldstone Bolt deals 3 damage to target creature or player.
Otherwise, Coldstone Bolt deals 1 damage to target creature or player.
Common
#156/315

Coldstone Brace -

Enchantment - Aura
Enchant Creature
You may play Coldstone Brace anytime you could play an instant.
Enchanted creature has first strike and "Sacrifice a mountain: +1/+0 until end of turn."
Common
#157/315

Coldstone Choice -

Instant
Choose one — Coldstone Choice deals 1 damage to target player; or destroy target artifact with a converted mana cost of 2 or less; or target creature may not block this turn.
Common
#158/315

Coldstone Gargoyle -

Creature - Vulture
Flying
Sacrifice Coldstone Gargoyle: Target artifact or land is indestructable until end of turn.
Protection comes at a price.
2/1
Common
#159/315

Coldstone Imp -

Creature - Goblin
Mountainwalk
Glug-glug, glug-glug. That's all I hear from the caves while I'm trying to sleep. What's so great about beer anyway?
1/1
Common
#160/315

Coldstone Maurader -

Creature - Goblin
, Sacrifice Coldstone Maurader: Look at target opponent's hand and choose a land card from it. That player discards that card. Play this ability only any time you could play a sorcery.
It steals what might've been yours.
2/1
Uncommon
#161/315

Coldstone Ogre -

Creature - Ogre
: Switch Coldstone Ogre's power and toughness until end of turn.
Not quite dumb, not quite smart, the Coldstone Ogre was as interesting as ogres ever got.
1/5
Common
#162/315

Coldstone Rockjumper -

Creature - Goblin
Sacrifice a Mountain: Return Coldstone Rockjumper to its owner's hand.
Mountain Blink (You may put this creature into play anytime you could play an instant if you control an amount of Mountains equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
3/1
Rare
#163/315

Coldstone Slaves -

Creature - Orc
Haste
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
Born of rock, slave to rock, forever doomed to live in the shadow of the Coldstone Keep.
1/1
Common
#164/315

Coldstone Spiritburner -

Creature - Spirit
Haste
: Coldstone Spiritburner deals 1 damage to target creature.
The skies erupted in flame, and her cries shrieked across the countryside.
3/3
Uncommon
#165/315

Coldstone Viashino -

Creature - Viashino
Haste
At the end of your turn, return Coldstone Viashino to your hand.
Handsome little bugger, ain't he? I raised him me-self. - Proud Ogre
2/1
Uncommon
#166/315

Dragon's Flame -

Enchantment - Aura
Enchant Creature
Enchanted creature gains:
": +3/+0 until end of turn."
The rocks fell from above, caving them in, and then they felt the heat begin to rise.
Uncommon
#167/315

Dwarven Zealot -

Creature - Dwarf
When Dwarven Zealot comes into play, add to your mana pool.
He brings friends wherever he goes.
2/2
Common
#168/315

Energy Dispersal -

Instant
Destroy target artifact creature. That creature's controller may then deal damage equal to that creature's power to target creature or player.
Sparks begat sparks.
Uncommon
#169/315

Ghoulish Deceptor -

Creature - Elemental
, Sacrifice Ghoulish Deceptor: deals 4 damage to target tapped creature.
Trust me once, shame on you and your whole ignorant family.
2/2
Uncommon
#170/315

Goblin Shaman -

Creature - Goblin
: Reveal the top card of your Library. If it is a Goblin, draw a card. Otherwise, Goblin Shaman deals 2 damage to you.
"I see...rock in your future."
"Wow, you're good."

1/1
Common
#171/315

Iron Mist -

Enchantment
Tap three untapped creatures you control: Destroy target artifact. Play this ability only any time you could play a sorcery.
Mist of fury, mist of pain. Coldstone mountain, Coldstone flame.
Uncommon
#172/315

Lightning Burst -

Instant
Lightning Burst deals 4 damage to target equipped creature.
Careful with that thing...you could hurt yourself.
- Nagrock Champion

Common
#173/315

Lightning Flux -

Enchantment
You may sacrifice 2 Mountains instead of paying Lightning Flux's mana cost.
Whenever a creature is put from hand into play, its controller chooses a target creature. Lightning Flux deals 2 damage to that creature.
Rare
#174/315

Marzan Burning -

Sorcery
Destroy all plains. Marzan Burning then deals X damage to all white creatures, where X equals the number of Plains destroyed this way.
The Marzan plain erupted in flame, and then there were no Marzan to be found.
Rare
#175/315

Nagrock Berserker -

Creature - Spirit
Trample, haste
When Nagrock Beserker deals combat damage to a player, it deals that amount of damage to you.
6/1
Rare
#176/315

Nagrock Champion -

Creature - Orc
: Destroy target artifact with converted mana cost equal or less than Nagrock Champion's power.
: Nagrock Champion gets +1/+0 until end of turn.
My first word was smash. And so was my second, and third...
2/3
Uncommon
#177/315

Nagrock Deceptor -

Creature - Soldier
First Strike
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
2/2
Common
#178/315

Nagrock Decoy -

Creature - Goblin
Sacrifice Nagrock Decoy: Deal 1 damage to target creature or player.
Stand here? No? Over here? What do you mean "Closer to the ledge?"
0/1
Common
#179/315

Nagrock Dragon -

Creature - Dragon
Flying
: Nagrock Dragon gains double strike until end of turn.
He's tame...mostly.
5/5
Rare
#180/315

Nagrock Might -

Instant
Nagrock Might deals X damage to target creature, where X equals the amount of damage dealt to target creature this turn.
Up the blade, down the pain. - Nagrock saying
Common
#181/315

Nagrock Ogre -

Creature - Ogre
Nagrock Ogre cannot attack or block unless you have exactly 5 cards in your hand.
Big, dumb, and mean. He meets all the prerequisites of Ogres.
5/5
Rare
#182/315

Nagrock Painbringer -

Creature - Human Warrior
Sacrifice two mountains: Gain control of target creature until end of turn.
Sacrifice a creature you control: Nagrock Painbringer deals X damage to target creature, where X equals the power of the sacrificed creature.
3/3
Rare
#183/315

Nagrock Protector -

Creature - Orc
His blood runs dark red, the darkest of all the other Nagrock. That is from eating only what he finds in the Coldstone Keep, mainly rocks, herbs, and goblins.
5/2
Common
#184/315

Nagrock Strike -

Instant
Nagrock Strike deals 2 damage to target creature or player.
Mountain Blink (You may play this spell for no cost if you control an amount of Mountains equal or greater than its converted mana cost. Then remove it from the game.)
The Nagrock are famous for their deceptions.
Common
#185/315

Proud Ogre -

Creature - Ogre
When Proud Ogre comes into play, gain control of target creature without flying. That creature gains haste. Return it to its owner's control at end of turn.
My pet...how I've missed you.
3/3
Uncommon
#186/315

Rillaan Starshine -

Legendary Creature - Human Wizard
, : Copy target red instant or sorcery spell. You may choose new targets for that copy.
She once attended the Joondai Academy. Now it is her life's work to see it burn.
2/2
Rare
#187/315

Rize, Coldstone Keeper -

Legendary Creature - Human Rogue
First Strike
Sacrifice a Mountain: Rize, Coldstone Keeper deals 1 damage to target creature.
Sacrifice two Mountains: Rize, Coldstone Keeper deals 2 damage to target player.
Today Coldstone is defiant. Today we are free.
3/2
Rare
#188/315

Rocky Ground -

Sorcery
Creatures you control gain +1/+0 and Rocky Ground deals 1 damage to all creatures without flying.
Creatures that attack this turn do not untap during their controller's next untap step.
"The Joondai will suffer under our swords!"
- Rize, Coldstone Keeper

Common
#189/315

Ruby Knight -

Creature - Human Knight
Haste
Protection from Token creatures
"Fear not these new beings. Do not forget their blood runs red the same as yours." - Rillaan Starshine
2/1
Uncommon
#190/315

Scale Shard -

Instant
Target creature loses Recursion until end of turn.
Scale Shard then deals 3 damage to that creature.
"They said this one was different! But he seems to cook just as easily as the rest!"
- Rize, Coldstone Keeper

Common
#191/315

Scorn of the Dragon's Eye -

Instant
Target creature gains Double Strike until end of turn.
As it sears itself into your flesh, you feel its power rush into your bones.
Common
#192/315

Searing Torch -

Sorcery
Searing Torch cannot be countered.
Searing Torch deals X damage to target creature.
"Witness my fury! You will never forget your mistake Marnin!" - Rilaan Starshine
Rare
#193/315

Shadow Burn -

Enchantment
When there are no creatures in play, destroy Shadow Burn.
At the beginning of your upkeep, put a charge counter on Shadow Burn.
At the end of each turn, Shadow Burn deals X damage to all creatures, where X is the number of charge counters on it.
Rare
#194/315

Smite, Nagrock Sorceress -

Legendary Creature - Human Sorceress
Haste
: Smite deals 1 damage to target creature or player.
, Sacrifice a Mountain: Put a 5/1 red Orc creature token with haste into play under your control. Sacrifice it at end of turn.
Hello. How do you wish to die?
3/2
Rare
#195/315

Stone Rain -

Sorcery
Destroy target land.
The fires came down upon us, relentless, the burning embers falling onto the shoulders of our loved ones.
Common
#196/315

Tortured Existence -

Enchantment
Whenever a creature you control is put into a graveyard from play, you may put a revenge counter on Tortured Existence.
Remove two revenge counters from Tortured Existence: Tortured Existence deals 2 damage to target creature or player.
Rare
#197/315

Tortured Giant -

Creature - Orc
At the beginning of your upkeep, tap two untapped Mountains you control or Tortured Giant deals 3 damage to you.
He's a big'un all right...he needs the whole place all to himself.
3/2
Rare
#198/315

Unbridled Blow -

Instant
Unbridled Blow deals 4 damage to target creature or 2 damage to target player.
Some say the weapons from Coldstone Mountain are forged by the devil himself.
Common
#199/315

Untempered Anger -

Sorcery
Tap target untapped creature. It deals damage to its controller equal to its power.
Holding on to the ledge, the Joondai begged for her life. "Here," Rillaan said. "Let me help you."
Uncommon
#200/315

Ancient Strength -

Enchantment - Aura
Enchant Granook
You may play Ancient Strength any time you could play an instant.
At the beginning of your upkeep, pay or bury Ancient Strength.
Enchanted creature gets +4/+4.
Common
#201/315

Battle Grounds -

Sorcery
Creatures you control get +1/+0 and have Trample until end of turn.
Creatures that attack this turn do not untap during their controller's next untap step.
The pound of the drums, the whistle in the woods...oh, to be home again.
Common
#202/315

Bountiful Harvest -

Sorcery
Put a +1/+1 counter on target creature you control.
Put a +1/+1 counter on target creature you control.
Put a +1/+1 counter on target creature you control.
The harvest moon was eagerly awaited by all.
Uncommon
#203/315

Coppice Mist -

Enchantment
Tap two untapped creatures you control: Target land is a 3/3 creature until end of turn that is still a land. Use this ability only once each turn.
The last of the Hannook mystics discovered the place just as the vampires came. And that is how we know what happened here.
Uncommon
#204/315

Emerald Knight -

Creature - Human Knight
Trample
Protection from Token creatures
These new beasts know not my fear, but will taste my blade.
3/1
Uncommon
#205/315

Farsight -

Enchantment - Aura
Enchant Creature
Enchanted creature gets "This creature can block as though it had flying."
"To see what you cannot, that is true enlightenment." - Terra
Common
#206/315

Flight of the Iris -

Sorcery
Destroy target flying creature. Gain life equal to that creature's power.
"He spun through the air wildly, the creature lashing in defiance. They descended together, then I noticed one half of the beast falling in a different direction."
- Inta, Elf Traveler

Rare
#207/315

Forestborn Christening -

Enchantment - Aura
Enchant Creature
Enchanted creature is a Granook in addition to its other creature types and gets +X/+X where X equals the number of Granook in play.
Today, you are one of us. As of this moment, you will never walk alone in these ancient woods.
Common
#208/315

Forlorn Faerie -

Creature - Granook
Forlorn Faerie gets +1/+1 while you control another Granook.
Their songs are as sweet as the breeze blows.
1/1
Common
#209/315

Gentle Giant -

Creature - Granook Beast
Sacrifice a Granook: Regenerate Gentle Giant.
Their ferocity is only matched by their tenderness.
5/5
Common
#210/315

Granook Archer -

Creature - Granook
First Strike
Granook Archers can block as if it had flying.
"Look to the skies for our enemies. The wurms will handle the rest."
- Iris of the Falling Leaf

2/2
Uncommon
#211/315

Granook Dwarf -

Creature - Granook
Trample
Recursion (When this creature is put into a graveyard from play, put a token creature into play of the same type, color, power, and toughness as this creature.)
4/4
Common
#212/315

Granook Elder -

Creature - Granook
: Target creature is a Granook in addition to its other creature types until end of turn.
Their sayings are old, and true.
1/1
Common
#213/315

Haven of Rebirth -

Enchantment
Sacrifice a creature you control: Put a charge counter on Haven of Rebirth.
, Remove a charge counter from Haven of Rebirth: Put a +1/+1 counter on target creature.
Rare
#214/315

Iris of the Falling Leaf -

Legendary Creature - Granook Elf
Iris of the Falling Leaf can block as though it had flying.
: Destroy target creature with flying with a converted mana cost less or equal to the amount of green mana in your mana pool.
4/5
Rare
#215/315

Kirkpine Caller -

Creature - Elf
When Kirkpine Caller comes into play, you may search your library for a green creature card, reveal it, shuffle your library and put it on top of your library.
I know no one. I know everyone.
1/1
Uncommon
#216/315

Kirkpine Gatekeeper -

Creature - Weasel
Defender (Defenders can't attack.)
Kirkpine Gatekeeper can block as though it had flying.
Creatures blocked by Kirkpine Gatekeeper don't untap during their controller's next untap step.
Cute little fella...till I asked to get by.
0/4
Common
#217/315

Kirkpine Seer -

Creature - Elf Wizard
When Kirkpine Seer comes into play, you may search your library for a Forest card and put it into play tapped.
Forest Blink (You may put this creature into play anytime you could play an instant if you control an amount of Forests equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
2/2
Common
#218/315

Kirkpine Whisper -

Sorcery
You may sacrifice three forests instead of paying Kirkpine Whisper's mana cost.
Put an X/X green Granook creature token into play under your control, where X equals the number of Forests you control.
Uncommon
#219/315

Kirkwood Call -

Instant
If this is your first resolved spell of the game, put a 2/2 green Granook token creature into play under your control.
Otherwise, put a 1/1 green Granook token into play under your control.
Common
#220/315

Life of the Ages -

Sorcery
Put X 1/1 green Granook creature tokens into play under your control where X equals the number of green permanents you control.
"To hear the forest and feel its mood...such things are cherished and not spoken aloud." - Shentar, Queen of Granook
Rare
#221/315

Loyan, Terran Sorceress -

Legendary Creature - Elf Sorceress
: Add to your mana pool. Spend this mana only to play green creature spells.
, : Return target green creature from your graveyard to your hand. Play this ability as a sorcery.
2/2
Rare
#222/315

Mother Wurm -

Creature - Wurm
When Mother Wurm comes into play, return all Wurm cards from your graveyard to your hand.
She brings life, and comfort.
7/7
Rare
#223/315

Naturalize -

Instant
Destroy target artifact or enchantment.
"Watch your step...this ancient forest can grow you into extinction in an eye blink." - Goblin Shaman
Common
#224/315

Nature's Choice -

Instant
Choose one — Destroy target artifact creature; or put a +1/+1 counter on target creature; or you may play an additional land this turn.
Common
#225/315

Nature's Path -

Enchantment
When Nature's Path comes into play, choose a basic land type.
Creatures with Forestwalk have landwalk of the chosen type.
: Target creature gains Forestwalk until end of turn.
Rare
#226/315

Patrimony -

Enchantment
When a player puts a land into play, they may draw a card.
"No land may be claimed, only used for a small amount of time. When you take land, you are giving up something in return: your freedom to leave it."
- Terra, Shaman of Kirkwood

Rare
#227/315

Pesky Elf -

Creature - Elf
Forestwalk
This land...it speaks to me, and I to it.
1/1
Common
#228/315

Quick to Anger -

Instant
You may remove a green card in your hand from the game instead of paying Quick to Anger's mana cost.
Target creature gets +4/+4 until end of turn.
"I've heard of swift to anger, but this is ridiculous." - Iris of the Falling Leaf
Common
#229/315

Shentar, Queen of Granook -

Legendary Creature - Granook Lord
All Granook get +1/+1 and have trample.
She walks slowly amongst her people, and speaks only when necessary.
2/3
Rare
#230/315

Skulking Lizard -

Creature - Lizard
Whenever Skulking Lizard becomes the target of a spell or ability, destroy it.
"You see something moving over there?" - Last Words, Kirkwood Dwarf
5/5
Rare
#231/315

Snaketooth Warrior -

Creature - Elf Warrior
Trample
Their faces a mask of rage and ferocity, their claws the very daggers of death himself.
5/3
Common
#232/315

Snarling Wurm -

Creature - Wurm
Trample
Forest Blink (You may put this creature into play anytime you could play an instant if you control an amount of Forests equal or greater than its converted mana cost. It gains haste and is removed from the game at end of turn.)
4/4
Uncommon
#233/315

Snowfall Sharpshooter -

Creature - Granook
: Snowfall Sharpshooter deals X damage to target attacking creature with flying, where X equals the number of Granook in play.
"The beasts strike only in packs, swarming down by the dozens. Our arrows fly into them, and the shreiks of the wounded creatures are heard for miles." - Iris of the Falling Leaf
1/3
Common
#234/315

Strength of the Granook -

Instant
Target creature gets +X/+X until end of turn.
"Do you know the strength of my ancestors? You shall."
- Iris of the Falling Leaf

Uncommon
#235/315

Terra's Wish -

Sorcery
Search your library for a green creature card. Reveal that card and put it in your hand. Then shuffle your library.
"Hold on to your identity and your history. These things may never be taken away from you." - Terra, Shaman of Kirkwood
Uncommon
#236/315

Terra, Shaman of Kirkwood -

Legendary Creature - Elf Enchantress
Whenever a creature goes to the graveyard from play, its controller may draw a card.
, : Search your library for a green creature card, reveal it, and put it in your hand. Then shuffle your library. Play this ability only any time you could play a sorcery.
The forest is a place of wonder and life.
2/2
Rare
#237/315

Terran Cultivator -

Creature - Elf
You may play an additional land during each of your turns.
The Terran culture was founded on their quick establishment of their kingdom. In just a few short lifetimes they had the entire forest to themselves.
- The History of Kirkwood Forest

1/1
Common
#238/315

Terran Hunter -

Creature - Elf
Pay during your upkeep or bury Terran Hunter.
We are Relentless.
We are Cautious.
We are Deadly.
- Terran Creed

4/3
Common
#239/315

Terran Rage -

Instant
Target creature gets +2/+2 until end of turn.

Forest Blink (You may play this spell for no cost if you control an amount of Forests equal or greater than its converted mana cost. Then remove it from the game.)
Common
#240/315

Terran Soothsayer -

Creature - Elf
When Terran Soothsayer comes into play, reveal the top card of your library. If it is a creature card with a converted mana cost equal or less than the number of Forests you control, put that creature into play under your control.
1/3
Uncommon
#241/315

Tisara, Kirkpine Sorceress -

Legendary Creature - Elf Wizard
When Tisara, Kirkpine Sorceress comes into play, you may search your library for a green creature card with a converted mana cost of 2 or less, reveal it, and put it in your hand. If you do, shuffle your library.
She speaks to the animals in ways only few mages know of.
2/2
Uncommon
#242/315

Wayward Traveller -

Creature - Elf
Tap an untapped creature you control, : Add to your mana pool.
The woods embrace her, and I often lose her in the thick mists.
1/3
Uncommon
#243/315

Whipcord Trainer -

Creature - Granook
: Target creature gets +X/+X until end of turn, where X equals the number of Granook in play.
Their authority is not to be questioned, lest you wish to see how they earned it.
2/2
Uncommon
#244/315

Windstorm -

Sorcery
Windstorm deals X damage to all creatures with flying, where X equals the number of green permanents you control.
"Can you hear this wind! Can you feel this wind! Know that your kind is not welcome here!"
- Iris of the Falling Leaf

Uncommon
#245/315

Wishbone Crossing -

Sorcery
Search your library for three creatures with a combined converted mana cost of 7 or less. Your opponent chooses two to discard, put the other in your hand.
Without wishing, no wishes would ever come true.
Rare
#246/315

Worship of the Wurm -

Sorcery
Put a 3/3 green Wurm token into play under your control.
Remove a green creature card in your hand from the game: Return Worship of the Wurm from your graveyard to your hand.
We have heard the wurms sleeping beneath the forest. It is time for them to awaken.
Rare
#247/315

Wurm Harvester -

Creature - Dwarf
, Sacrifice a Forest: Put a 2/2 green Wurm creature token into play under your control. Play this ability only any time you could play a sorcery.
"C'mere wurmy, wurmy."
1/1
Uncommon
#248/315

Wurm Sanctuary -

Enchantment
Sacrifice a Forest: Put a 2/2 green Wurm token into play under your control. Use this abiliy only once each turn.
The land moves underfoot, the creatures below busy making their way above ground.
Rare
#249/315

Wurm of Kirkwood -

Legendary Creature - Wurm
: Regenerate target Wurm
To walk in the forest of Kirkwood and hear that slither and feel that rumble...no man shall ever speak of it, but only think of it late at night as he watches the stars and hopes it is not his time to die.
6/6
Rare
#250/315

Blessed Destruction -

Instant
Destroy target artifact and gain 3 life.
The Gen'dai sage spoke the sacred words, and suddenly fire erupted in the room.
Uncommon
#251/315

Council of the Wicked -

Sorcery
Draw X cards and lose X Life, where X equals the number of Wizards you control.
Pray only to gods who can give you what you give in return.
Rare
#252/315

Cursed Marzan -

Creature - Zombie Cleric
: Target white creature gets -1/-1 until end of turn.
: Target black creature gets +1/+1 until end of turn.
Once anointed, now disowned.
2/2
Uncommon
#253/315

Firewater Niven -

Creature - Elemental
Flying
Sacrifice an Island: Counter target spell unless its controller pays .
Sacrifice a Mountain: Gain control of target non-flying creature with power of 2 or less until end of turn.
3/3
Rare
#254/315

Floodwater Gates -

Enchantment - Aura
Enchant Forest
Whenever enchanted Forest becomes tapped, destroy it and add to your mana pool.
Sacrifice a Forest: Return Floodwater Gates from your graveyard to your hand.
Rare
#255/315

Granook Upheaval -

Sorcery
Destroy target land and put a 2/2 green Granook creature token into play under your control.
The elemental rose up and fury was dispensed on the lands below.
Uncommon
#256/315

Kerra, Senara's Aide -

Legendary Creature - Human Wizard
You cannot play instant spells.
: Draw a card
: Gain 2 life.
And in the fog of thought, she wanders inbetween.
1/1
Rare
#257/315

Nagrock Mage -

Creature - Human Wizard
When Nagrock Mage deals combat damage, choose one — Draw a card or Nagrock Mage deals 2 damage to target creature or player.
1/1
Uncommon
#258/315

Power of the Swift -

Enchantment - Aura
Enchant Creature
Enchanted creature gets +3/+3, protection from black and Training 1 (All combat damage from each source is reduced by 1).
"Come my brothers! There is a war to win!"
- Silus, Marzan General

Rare
#259/315

Zombie Sparks -

Sorcery
Destroy target creature with a converted mana cost of 3 or less.
Put a 2/2 black and red Zombie creature token into play under your control.
To mix fire and filth, oh what a glorious day.
- Durak the Forgotten

Uncommon
#260/315

Ancient Protector -

Artifact Creature
Damage that would be dealt to creatures you control is dealt to Ancient Protector instead.
The Marzan believed their ancient gods watched over them, and when danger came their faith was rewarded.
1/5
Uncommon
#261/315

Coldstone Altar -

Artifact
Sacrifice a land: Deal 1 damage to target creature or player. Any player may play this ability.
"Now, feel the full power of my domain."
- Rize, Coldstone Keeper

Rare
#262/315

Coldstone Blade -

Artifact - Equipment
Equipped creature gets +2/+0. If that creature is red, it has First Strike.
Equip
Uncommon
#263/315

Coldstone War Chest -

Artifact
Coldstone War Chest comes into play tapped.
, : Put a charge counter on Coldstone War Chest.
, Sacrifice Coldstone War Chest: Deal X damage to target creature or player, where X equals the number of charge counters on Coldstone War Chest.
Uncommon
#264/315

Doom Clock -

Artifact
Doom Clock comes into play with two doom counters on it.
At the beginning of your upkeep, if Doom Clock is untapped, remove a doom counter.
When there are no doom counters on Doom Clock, destroy all artifacts, creatures, and enchantments.
Rare
#265/315

Dragon's Eye -

Artifact
, : Shuffle your hand into your library and draw that many cards. Play this ability only any time you could play a sorcery.
To look into the Dragon's Eye - Marzan slang, "To look within oneself."
Rare
#266/315

Electric Fence -

Artifact
While Electric Fence is untapped, whenever a land becomes tapped it deals 1 damage to its controller.
Watch out, those things hurt.
Rare
#267/315

Forbidden Shrine -

Artifact
As Forbidden Shrine comes into play, name a nonland card. That card may not be played.
It is guarded by the spirits of the living...and a really big snake.
Rare
#268/315

Gen'dai Armory -

Artifact
Gen'dai Armory comes into play tapped.
, : Put a charge counter on Gen'dai Armory.
, Sacrifice Gen'dai Armory: Target creature gets Training X until end of turn (All combat damage dealt to this creature from each source is reduced by X), where X equals the number of charge counters on Gen'dai Armory.
Uncommon
#269/315

Gen'dai Tomb -

Artifact
Whenever a Soldier you control is put into the graveyard from play, you may gain life equal to its toughness.
Though my bones may rest, my spirit does not. - Inscription
Uncommon
#270/315

Gen'dia Staff -

Artifact - Equipment
Equipped creature has ", , Unattach Gen'dai Staff: Target creature gets Training 2 until end of turn (All combat damage dealt to this creature from each source is reduced by 2).
Equip
Uncommon
#271/315

Granook Idol -

Artifact
Granook Idol comes into play tapped.
, : Put a charge counter on Granook Idol.
, Sacrifice Granook Idol: Put an X/X green Granook Beast token into play under your control, where X equals the number of charge counters on Granook Idol.
Uncommon
#272/315

Helm of Resistance -

Artifact
All creatures lose Recursion.
The Calming came not in the form of a spell, but a relic, hidden deep in the ancient Kirkwood Forest.
Rare
#273/315

Joondai Memory Vault -

Artifact
Joondai Memory Vault comes into play tapped.
, : Put a charge counter on Joondai Memory Vault.
, Sacrifice Joondai Memory Vault: Draw X cards where X equals the number of charge counters on Joondai Memory Vault. Play this ability only any time you could play a sorcery.
Uncommon
#274/315

Mintok Dwellers -

Artifact Creature
, Sacrifice a land: Draw a card.
, Sacrifice Mintok Dwellers: Draw 2 cards.
Under the world, behind the shadows, they dwell forevermore.
1/2
Uncommon
#275/315

Scarab Mox -

Artifact
When Scarab Mox comes into play, sacrifice a creature or sacrifice Scarab Mox.
: Add one mana of any color to your mana pool.
Rare
#276/315

Shattered Soldier -

Artifact Creature - Soldier
Shattered Soldier comes into play with two +1/+1 counters on it.
Remove a +1/+1 counter: Regenerate Shattered Soldier.
It fights on without feeling or remorse.
1/1
Uncommon
#277/315

Shield of Karma -

Artifact - Equipment
Equipped creature gains +0/+3 and "Whenever this creature is dealt damage, its controller gains that much life."
Equip
Uncommon
#278/315

Thoughtstone -

Artifact
Thoughtstone comes into play tapped.
, Sacrifice Thoughtstone: Add two mana of any one color to your mana pool. Draw a card.
Uncommon
#279/315

Vampire Lair -

Artifact
Vampire Lair comes into play tapped.
, : Put a charge counter on Vampire Lair.
, Sacrifice Vampire Lair: Target opponent loses X life and you gain X life, where X equals the number of charge counters on Vampire Lair. Use only black mana this way.
Uncommon
#280/315

Coldstone Caves -

Land
: Add to your mana pool. Spend this mana only to play non-creature spells.
, , Sacrifice Coldstone Caves: Target creature cannot block this turn.
Common
#281/315

Coldstone Keep -

Legendary Land
Coldstone Keep comes into play tapped.
: Add to your mana pool.
, : Coldstone Keep deals 1 damage to target creature or player.
Rare
#282/315

Durak Marsh -

Land
: Add to your mana pool. Spend this mana only to play non-creature spells.
, , Sacrifice Durak Marsh: Target creature gains fear until end of turn.
Common
#283/315

Durak Stronghold -

Legendary Land
Durak Stronghold comes into play tapped.
: Add to your mana pool.
, , Lose 2 life: Put a +1/+1 counter on target Vampire.
"That place is the devil's work, full of blood and fear." - Hayzan, King of Marzan
Rare
#284/315

Gen'dai Sacred Ground -

Land
: Add to your mana pool. Spend this mana only to play non-creature spells.
, , Sacrifice Gen'dai Sacred Ground: Target creature gains first strike until end of turn.
Common
#285/315

Joondai Halls -

Land
: Add to your mana pool. Spend this mana only to play non-creature spells.
, , Sacrifice Joondai Halls: Target creature gains flying until end of turn.
Common
#286/315

Kirkwood Havens -

Legendary Land
Kirkwood Havens comes into play tapped.
: Add to your mana pool.
, : Search your library for a card named Terra, Shaman of Kirkwood and put it into play. Then shuffle and remove Kirkwood Havens from the game. Play this ability only any time you could play a sorcery.
Rare
#287/315

Kirkwood Junction -

Land
: Add to your mana pool. Spend this mana only to play non-creature spells.
, , Sacrifice Kirkwood Junction: Regenerate target green creature.
Common
#288/315

Marketplace -

Land
, Sacrifice a permanent: Add one mana of any color to your mana pool.
, Sacrifice two permanents: Draw a card.
, Sacrifice three permanents: Add to your mana pool.
"Anything is possible for the right price."
Rare
#289/315

Marzan Guard Tower -

Land
Marzan Guard Tower comes into play tapped.
: Add to your mana pool.
, : Marzan Guard Tower deals 1 damage to target attacking creature.
: Marzan Guard Tower becomes a a 1/1 artifact creature until end of turn. It's still a land.
Uncommon
#290/315

Shifting Sea -

Land
When Shifting Sea comes into play, target a land in play. Shifting Sea becomes a copy of that land.
On the shores of the Tressan kingdom exists a place that lives only in the memories of wizards past.
Rare
#291/315

Shrine of Gen'dai -

Legendary Land
Shrine of Gen'dai comes into play tapped.
: Add to your mana pool.
, : Target creature you control gets Training 1 until end of turn (All combat damage from each source is reduced by 1).
Somewhere inside is the magic of our people.
Rare
#292/315

Treasonous Impass -

Land
: Add to your mana pool.
Sacrifice two creatures, : Destroy target tapped creature.
Oh, you'll find them in there, the whole damn lot of them.
Rare
#293/315

Tressan Academy -

Legendary Land
Tressan Academy comes into play tapped.
: Add to your mana pool.
, : Counter target spell unless its controller pays .
Rare
#294/315

War Factory -

Land - Factory
: Add to your mana pool.
: War Factory becomes a 2/2 Factory artifact creature until end of turn. It's still a land.
, : Target Factory gets +2/+2 until end of turn.
Uncommon
#295/315

Forest -

Basic Land - Forest
: Add to your mana pool
Basic Land
#296/315

Forest -

Basic Land - Forest
: Add to your mana pool
Basic Land
#297/315

Forest -

Basic Land - Forest
: Add to your mana pool
Basic Land
#298/315

Forest -

Basic Land - Forest
: Add to your mana pool
Basic Land
#299/315

Island -

Basic Land - Island
: Add to your mana pool
Basic Land
#300/315

Island -

Basic Land - Island
: Add to your mana pool
Basic Land
#301/315

Island -

Basic Land - Island
: Add to your mana pool
Basic Land
#302/315

Island -

Basic Land - Island
: Add to your mana pool
Basic Land
#303/315

Mountain -

Basic Land - Mountain
: Add to your mana pool
Basic Land
#304/315

Mountain -

Basic Land - Mountain
: Add to your mana pool
Basic Land
#305/315

Mountain -

Basic Land - Mountain
: Add to your mana pool
Basic Land
#306/315

Mountain -

Basic Land - Mountain
: Add to your mana pool
Basic Land
#307/315

Plains -

Basic Land - Plains
: Add to your mana pool
Basic Land
#308/315

Plains -

Basic Land - Plains
: Add to your mana pool
Basic Land
#309/315

Plains -

Basic Land - Plains
: Add to your mana pool
Basic Land
#310/315

Plains -

Basic Land - Plains
: Add to your mana pool
Basic Land
#311/315

Swamp -

Basic Land - Swamp
: Add to your mana pool
Basic Land
#312/315

Swamp -

Basic Land - Swamp
: Add to your mana pool
Basic Land
#313/315

Swamp -

Basic Land - Swamp
: Add to your mana pool
Basic Land
#314/315

Swamp -

Basic Land - Swamp
: Add to your mana pool
Basic Land
#315/315