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Blanc


Soaring Hope -
Enchantment - Aura (Common)
Enchant creature
When Soaring Hope comes into play, you gain 3 life.
Enchanted creature has flying.
: Put Soaring Hope on top of its owner's library.


Kithkin Harbinger -
Creature - Kithkin Wizard (Uncommon)
When Kithkin Harbinger comes into play, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it.
1/3

Wizened Cenn -
Creature - Kithkin Cleric (Uncommon)
Other Kithkin you control get +1/+1.
2/2

Wispermare -
Creature - Elemental (Common)
Flying
When Wispermare comes into play, destroy target enchantment.
Evoke
1/3

Wellgabber Apothecary -
Creature - Merfolk Cleric (Common)
: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
2/3

Veteran of the Depths -
Creature - Merfolk Soldier (Uncommon)
Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.
2/2

Pollen Lullaby -
Instant (Uncommon)
Prevent all combat damage that would be dealt this turn, then clash. If you win, creatures target player controls don't untap during the player's next untap step.


Mirror Entity
-
Creature - Shapeshifter (Rare)
Changeling
: Creatures you control become X/X and gain all creature types until end of turn.
1/1

Kithkin Healer -
Creature - Kithkin Cleric (Common)
: prevent the next 1 damage that would be dealt to target creature or player this turn.
2/2

Kinsbaile Skirmisher -
Creature - Kithkin Soldier (Common)
When Kinsbaile Skirmisher comes into play, target creature gets +1/+1 until end of turn.
2/2

Judge of Currents -
Creature - Merfolk Wizard (Common)
Whenever a Merfolk you control becomes tapped you may gain 1 life.
1/1

Hoofprint of the Stag -
Tribal Enchantment - Elemental (Rare)
Whenever you draw a card, you may put a hoofprint counter on Hoofprint of the Stag.
, Remove four hoofprint counters from Hoofprint of the Stag: Put a 4/4 white Elemental creature token with flying into play. Play this ability only during your turn.

Harpoon Sniper -
Creature - Merfolk Archer (Uncommon)
, : Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
2/2

Crib Swap -
Tribal Instant - Shapeshifter (Uncommon)
Changeling
Remove target creature from the game. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling into play.

Cloudgoat Ranger -
Creature - Giant Warrior (Uncommon)
When Cloudgoat Ranger comes into play, put 3 1/1 white Kithkin Soldier creature tokens into play.
Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn.
3/3

Cenn's Heir -
Creature - Kithkin Soldier (Common)
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
1/1

Avian Changeling -
Creature - Shapeshifter (Common)
Flying, changeling
2/2

Purity -
Creature - Elemental Incarnation (?)
Flying
If a spell or ability would deal damage to you, prevent this damage. You gain life equal to the damage prevented this way.
When Purity is put into your graveyard from anywhere, shuffle it into its owner's library.
6/6

Burrenton Forge-Tender -
Creature - Kithkin Wizard (Uncommon)
Protection from red
Sacrifice Burrenton Forge Tender: Prevent all damage a red source of your choice would deal this turn.
1/1

Arbiter of Knollridge -
Creature - Giant Wizard (Rare)
Vigilance
When Arbiter of Knollridge comes into play, each players life total becomes the highest life total amongst all players.
5/5

Ajani Goldmane -
Planeswalker - Ajani (Rare)
+1: You gain 2 life
-1: Creatures you control get +1/+1 and vigilance until end of turn.
-6: Put an X/X white Avatar creature token into play with power and toughness each equal to your life total.
4

Kinsbaile Balloonist
Creature - Kithkin Soldier (Common)
Flying
Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn.
2/2

Knight of Meadowgrain
Creature - Kithkin Knight (Uncommon)
First strike
Lifelink
2/2


Thoughtweft Trio
-
Creature - Kithkin Soldier (Rare)
First strike, vigilance
Champion a Kithkin (When this comes into play, sacrifice it unless you remove another Kithkin you control from the game. When this leaves play, that card returns to play.)
Thoughtweft Trio can block any number of creatures.
5/5

Battle Mastery -
Enchantment - Aura (Uncommon)
Enchant creature
Enchanted creature has Doublestrike.


Oaken Brawler
-
Creature - Treefolk Warrior (Common)
When Oaken Brawler comes into play, clash with an opponent. If you win, put a +1/+1 counter on Oaken Brawler.
2/4


Sentry Oak
-
Creature - Treefolk Warrior (Uncommon)
Defender
At the beginning of combat on your turn, you may clash with an opponent. If you win, Sentry Oak gets +2/+0 and loses defender until end of turn.
3/5


Neck Snap
-
Instant (Common)
Destroy target attacking or blocking creature


Triclopean Sight
-
Enchantment - Aura (Common)
Enchant creature
When Triclopean Sight comes into play, untap enchanted creature.
Enchanted creature gets +1/+1 and has vigilance.

Austere Command -
Sorcery (Rare)
Choose two - Destroy all enchantments; or destroy all artifacts; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater.

Shields of Velis Vel -
Tribal Instant - Shapeshifter (Common)
Changeling
Creatures target player controls get +0/+1 and gain all creature types until end of turn.


Dawnfluke
-
Creature - Elemental (Common)
Flash
When Dawnfluke comes into play, prevent the next 3 damage that would be dealt to target creature or player this turn.
Evoke
0/3


Hillcomber Giant
-
Creature - Giant Scout (Common)
Mountainwalk
3/3


Goldmeadow Dodger
-
Creature - Kithkin Rogue (Common)
Goldmeadow Dodger can’t be blocked by creatures with power 4 or greater.
1/1


Entangling Trap
-
Enchantment (Uncommon)
Whenever you clash, tap target creature an opponent controls. If you win, that creature doesn’t untap during its controller’s next untap step.


Changeling Hero
-
Creature - Shapeshifter (Uncommon)
Changeling
Champion a Creature
Lifelink
4/4

Goldmeadow Stalwart -
Creature - Kithkin Soldier (Uncommon)
As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay .
2/2


Plover Knights
-
Creature - Kithkin Knight (Commune)
Flying
First strike
3/3


Surge of Thoughtweft

Tribal Instant - Kithkin (Commune)
Creatures you control get +1/+1 until end of turn.
If you control a Kithkin, draw a card.


Springjack Knight
Creature - Kithkin Knight (Commune)
Whenever Springjack Knight Attacks, clash with an opponent. If you win, target creature gains double strike until end of turn.
2/1


Militia's Pride
-
Tribal Enchantment - Kithkin (Rare)
Whenever a nontoken creature you control attacks, you may pay . If you do, put a 1/1 white Kithkin Soldier creature token into play tapped and attacking.

Brigid, Hero of Kinsbaile -
Legendary Creature - Kithkin Warrior (Rare)
First strike
: Brigid, Hero of Kinsbaile deals 2 damage to each attacking or blocking creature.
2/3


Oblivion Ring

Enchantment (Commune)
When Oblivion Ring comes into play, remove target non-land permanent from the game.
When Oblivion Ring leaves play, return the removed permanent to play under its owners control.

Lairwatch Giant -
Creature - Giant Warrior (Common)
Lairwatch Giant can block an additional creature.
Whenever Lairwatch Giant blocks at least two creatures, it gains first strike until end of turn.
5/3


Kithkin Greatheart
-
Creature - Kithkin Soldier (Commune)
Kithkin Greatheart gets +1/+1 and has first strike as long as you control a Giant.
2/1

Favor the Mighty -
Tribal Enchantment - Giant (Rare)
Each creature with the highest converted mana cost among creatures has protection from all colors.

Summon the School
Summon the School -
Tribal Sorcery - Merfolk (Unco)
Put two 1/1 blue Merfolk Wizard tokens into play
Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.

Goldmeadow Harrier -
Creature - Kithkin Soldier (Commune)
, : Tap target creature.
1/1

Galepowder Mage
Creature- Kithkin Wizard(Rare)
Flying
Whenever Galepowder Mage attacks, remove another target creature from the game. Return that card to play under it's owner's control at end of turn.
3/3

Bleu


Silvergill Douser -
Creature - Merfolk Wizard (Common)
: Target creature gets -X/-0 until end of turn, where X is number of Merfolk you control.
1/1

Surgespanner -
Creature - Merfolk Wizard (Rare)
When Surgespanner becomes tapped, you may pay . If you do, return target permanent to its owner's hand.
2/2

Sower of Temptation -
Creature - Faerie Wizard (Rare)
Flying
When Sower of Temptation comes into play, gain control of target creature as long as Sower of Temptation remains in play.
2/2

Stonybrook Angler
Stonybrook Angler -
Creature - Merfolk Wizard (Common)

, : You may tap or untap target creature.
1/2

Tideshaper Mystic -
Creature - Merfolk Wizard (Common)
: Target land becomes the basic land type of your choice until end of turn. Play this ability only during your turn.
1/1

Turtleshell Changeling -
Creature - Shapeshifter (Uncommon)
Changeling
: Switch Turtleshell Changeling's power and toughness until end of turn.
1/4

Aquitect's Will -
Tribal Sorcery - Merfolk (Common)
Put a flood counter on target land. That land is an island in addition to its other types as long as it has a flood counter on it. If you control a Merfolk, draw a card.

Faerie Trickery -
Tribal Instant - Faerie (Common)
Counter target non-Faerie spell. If it was countered this way, remove it from the game instead of putting it in its owner's graveyard.

Merrow Harbinger -
Creature - Merfolk Wizard (Uncommon)
Islandwalk
When Merrow Harbinger comes into play, search your library for a Merfolk card, then shuffle your library, then put that card on top of your library.
2/3

Inkfathom Divers -
Creature - Merfolk Soldier (Common)
Islandwalk
When Inkfathom Drivers comes into play, look at the top 4 cards of your library, then put them back in any order.
3/3

Glen Elendra Pranksters -
Creature - Faerie Wizard (Uncommon)
Flying
Whenever you play a spell during an opponent's turn, you may return target creature you control to its owners hand.
1/3

Captivating Glance -
Enchantment - Aura (Uncommon)
Enchant creature
At the end of your turn, clash with the opponent. If you win, gain control of enchanted creature, otherwise that player gains control of enchanted creature.

Ego Erasure -
Tribal Instant - Shapeshifter (Uncommon)
Changeling
Creatures target player controls get -2/-0 and lose all abilities until end of turn.

Forced Fruition -
Enchantment (Rare)
Whenever an opponent plays a spell, that player draws 7 cards.

Fathom Trawl -
Sorcery (Rare)
Reveal cards from the top of your library until you reveal 3 nonland cards. Put the cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.

Drowner of Secrets -
Creature - Merfolk Wizard (Uncommon)
Tap an untapped Merfolk you control: Target player puts the top card of his library into his graveyard.
1/3

Protective Bubble -
Enchantment - Aura
Enchant Creature
Enchanted creature is unblockable and has shroud.

Mistblind Clique -
Creature - Faerie Wizard
Flash, flying
Champion a Faerie
When a Faerie is championed with Mistbind Clique, tap all lands target player controls.
4/4

Merrow Reejerey -
Creature - Merfolk Soldier
Other Merfolk creatures you control get +1/+1.
Whenever you play a merfolk spell, you may tap or untap target permanent.
2/2

Ringskipper -
Creature - Faerie Wizard
Flying
When Ringskipper is put into a graveyard from play, clash with an opponent. If you win, return Ringskipper to its owner's hand.
1/1

Scattering Stroke -
Instant
Counter target spell, then clash. If you win, at the beginning of your next main phase, you may add to your mana pool where X is that spell's converted mana cost.

Scion of Oona -
Creature - Faerie Soldier
Flash, flying
Other Faerie creatures you control get +1/+1.
Other Faerie creatures you control have shroud.
1/1

Sentinels of Glen Elendra -
Creature - Faerie Soldier
Flash, flying
2/3

Shapesharer -
Creature - Shapeshifter
Changeling
: Target Shapeshifter becomes a copy of target creature until the end of your next turn.
1/1

Benthicore -
Creature - Elemental (Uncommon)
When Benthicore comes into play, put 2 1/1 blue Merfolk Wizard creature tokens into play.
Tap 2 untapped Merfolk you control: Untap Benthicore. It gains Shroud until end of turn.
5/5

Faerie Harbinger -
Creature - Faerie Wizard (Uncommon)
Flash
Flying
When Faerie Harbinger comes into play, search your library for a Faerie card and reveal it, then shuffle your library and put it on top of your library.
2/2

Jace Beleren -
Planeswalker - Jace (Rare)
+2: Each player draws a card.
-1: Target player draws a card.
-10: Put the top 20 cards of target player's library into his or her graveyard.
3


Silvergill Adept
-
Creature - Merfolk Wizard (Uncommon)
As an additional cost to play Silvergill Adept, reveal a Merfolk card in your hand or pay .
When Silvergill Adept comes into play, draw a card.
2/1

Deeptread Merrow -
Creature - Merfolk Rogue (Common)
: Deeptread Merrow gains islandwalk until end of turn.
2/1

Paperfin Rascal -
Creature - Merfolk Rogue (Common)
When Paperfin Rascal comes into play, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal.
2/1

Zephyr Net -
Enchantment - Aura (Common)
Enchant Creature
Enchanted creature has defender and flying.

Glimmerdust Nap -
Enchantment - Aura (Common)
Enchant tapped creature
Enchanted creature doesn't untap during its controller's untap step.

Ethereal Whiskergill -
Creature - Elemental (Uncommon)
Flying
Ethereal Whiskergill can’t attack unless defending player controls an Island.
4/3

Wings of Velis Vel -
Tribal Instant - Shapeshifter (Common)
Changeling
Target creature becomes 4/4, gains all creature types, and gains flying until end of turn.

Aethersnipe -
Creature - Elemental (Common)
When Aethersnipe comes into play, return target non-land permanent to its owner’s hand.
Evoke:
4/4

Steambed Aquitects -
Creature - Merfolk Scout (Common)
: Target Merfolk creature gets +1/+1 and gains Islandwalk until end of turn.
: Target land becomes an Island until end of turn.
2/3

Merrow Commerce -
Tribal Enchantment - Merfolk (Uncommon)
At the end of your turn, untap all Merfolk you control.

Ameboid Changeling -
Creature - Shapeshifter (Common)
Changeling
: Target creature gains all creature types until end of turn.
: Target creature loses all creature types until end of turn.
1/1

Mulldrifter -
Creature - Elemental (Common)
Flying
When Mulldrifter comes into play, Draw 2 cards.
Evoke
2/2

Guile -
Creature - Elemental Incarnation (Rare)
Guile can't be blocked except by three or more creatures.
If a spell or ability you control would counter a spell, instead remove that spell from the game and you may play that card without paying its mana cost.
When guile is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6


Whirlpool Whelm
-
Instant (Commune)
Clash with an opponent, then return target creature to its owner’s hand. If you win, you may put that creature on top of its owner’s library instead. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)


Cryptic Command
-
Instant (Rare)
Choose two - Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.

Broken Ambitions -
Instant Common
Counter target spell unless its controller pays .
Clash with an opponent. If you win, that spell’s controller puts the top four cards of his or her library into his or her graveyard.(Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)

Pestermite -
Creature - Faerie Rogue (Commune)
Flash
Flying
When Pestermite comes into play, you may tap or untap target permanent.
2/1

Spellstutter Sprite -
Creature - Faerie Wizard (Commune)
Flash
Flying
When Spellstutter Sprite comes into play, counter target spell with converted mana cost X or less, where X is the number of Faeries you control.
1/1

Ponder -
Sorcery (Common)
Look at the top three cards of your library. You may put them back in any order or shuffle your library.
Draw a card.


Wanderwine Prophets
-
Creature - Merfolk Wizard (Rare)
Champion a Merfolk (When this comes into play, sacrifice it unless you remove another Merfolk you control from the game. When this leaves play, that card returns to play.)
Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an additional turn after this one.
4/4

Familiar's Ruse -
Instant (Common)
As an additional cost to play Maneuver of the Demon, return a creature you control to owner's hand.
Counter target spell.

Fallowsage
Creature- Merfolk Wizard(Uncommon)
Whenever Fallowsage becomes tapped, you may draw a card.
2/2

Noir


Boggart Harbinger -
Creature - Goblin Shaman (Uncommon)
When Boggart Harbinger comes into play, you may search your library for a Goblin card, reveal it, then shuffle your library and put that card on top of it.
2/1

Thorntooth Witch -
Creature - Treefolk Shaman (Uncommon)
Whenever you play a Treefolk spell, you may have target creature get +3/+3 until end of turn.
3/4

Squeaking Pie Sneak -
Creature - Goblin Rogue (Uncommon)
As an additional cost to play Squeaking Pie Sneak, reveal a Goblin card from your hand or pay .
Fear
2/2

Spiderwig Boggart -
Creature - Goblin Shaman (Common)
When Spiderwig Boggart comes into play, target creature gains fear until end of turn.
2/2

Scarred Vinebreeder -
Creature - Elf Shaman (Common)
, Remove an Elf card in your graveyard from the game: Scarred Vinebreeder gets +3/+3 until end of turn.
1/1

Nettlevine Blight -
Enchantment - Aura (Rare)
Enchant creature or land
Enchanted permanent has "At the end of your turn, sacrifice this permanent and attach Nettlevine Blight to a creature or land you control."

Nectar Faerie -
Creature - Faerie Wizard (Uncommon)
Flying
: Target Faerie or Elf gains lifelink until end of turn.
1/1

Marsh Flitter -
Creature - Faerie Rogue (Uncommon)
Flying
When Marsh Flitter comes into play, put two 1/1 black Goblin Rogue creature tokens into play.
Sacrifice a Goblin: Marsh Flitter becomes 3/3 until end of turn.
1/1

Makeshift Mannequin -
Instant (Uncommon)
Return target creature from your graveyard to play with a mannequin counter on it. As long as that creature has a mannequin counter on it, it has "When this creature becomes the target of a spell or ability, sacrifice it."

Lys Alana Scarblade -
Creature - Elf Assassin (Uncommon)
, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.
1/1

Facevaulter -
Creature - Goblin Warrior (Common)
, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn.
1/1

Eyeblight's Ending -
Tribal Instant - Elf (Common)
Destroy target non-Elf creature.

Dreamspoiler Witches -
Creature - Faerie Wizard (Common)
Flying
Whenever you play a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
2/2

Faerie Tauntings -
Enchantment (Uncommon)
Whenever you play a spell during an opponent's turn, you may have each opponent lose 1 life.


Prowess of the Fair
-
Tribal Enchantment - Elf (Uncommon)
Whenever another nontoken Elf is put into your graveyard from play, you may put a 1/1 green Elf Warrior creature token into play.

Profane Command -
Sorcery (Rare)
Choose two- Target player loses X Life; or return target creature card with converted mana cost X or less from your graveyard to play; or target creature gets -X/-X until end of turn; or up to X target creatures gain fear until end of turn.

Thoughtseize -
Sorcery (Rare)
Target player reveals his or her hand. Choose a nonland card from it. That player discards that card.
You lose 2 life.


Knucklebone Witch
-
Creature - Goblin Shaman (Rare)
Whenever a Goblin you control is put into a graveyard from play, you may put a +1/+1 counter on Knucklebone Witch.
Each bone honors its owner's best pranks.
1/1


Mad Auntie
-
Creature - Goblin Shaman (Rare)
Other Goblin creatures you control get +1/+1.
: Regenerate another target Goblin.
2/2


Black Poplar Shaman
-
Creature - Treefolk Shaman (Common)
: Regenerate target Treefolk.
1/3

Boggart Mob -
Creature - Goblin Warrior (Rare)
Champion a Goblin (When this comes into play, sacrifice it unless you remove another Goblin you control from the game. When this leaves play, that card returns to play.)
Whenever a Goblin you control deals combat damage to a player, put a 1/1 black Goblin Warrior creature token into play.
5/5


Colfenor's Plans
-
Enchantment (Rare)
When Colfenor's Plans comes into play, remove the top seven cards of your library from the game face down.
You may look at and play cards removed form the game with Colfenor's Plans.
Skip your draw step.
You can't play more than one spell each turn.

Ghostly Changeling -
Creature - Shapeshifter (Uncommon)
Changeling
: Ghostly Changeling gets +1/+1 until end of turn.
2/2


Weed Strangle
-
Sorcery (Common)
Destroy target creature. Clash with an opponent.
If you win, gain life equal to that creature's toughness.


Thieving Sprite
-
Creature - Faerie Rogue (Common)
Flying
When Thieving Sprite comes into play, target player reveals X cards from his or her hand, where X is the number of Faeries you control.
Choose one of those cards. That player discards that card.
1/1

Skeletal Changeling -
Creature - Shapeshifter (Common)
Changeling
: Regenerate Skeletal Changeling.
1/1

Oona's Prowler -
Creature - Faerie Rogue (Rare)
Flying
Discard a card: Oona's Prowler gets -2/-0 until end of turn. Any player may play this ability.
3/1

Nightshade Stinger -
Creature - Faerie Rogue (Common)
Flying
Nightshade Stinger can't block.
1/1


Nameless Inversion
-
Tribal Instant - Shapeshifter
Changeling
Target creature gets +3/-3 and loses all creature types until end of turn.


Mournwhelk
-
Creature - Elemental (Common)
When Mournwhelk comes into play, target player discards two cards.
Evoke
3/3

Cairn Wanderer -
Creature - Shapeshifter (Rare)
Changeling
As long as a creature card in your graveyard has flying, Cairn Wanderer
has flying. The same is true for fear, first strike, double strike,
deathtouch, haste, landwalk, lifelink, protection, reach, trample,
shroud, and vigilance.
4/4

Peppersmoke -
Tribal Instant - Faerie (Commune)
Target Creature gets -1/-1 until end of turn.
If you control a Faerie, draw a card.


Bog Hoodlums
-
Creature - Goblin Warrior (Commune)
Bog Hoodlums can’t block.
When Bog Hoodlums comes into play, clash with an opponent. If you win, put a +1/+1 counter on Bog hoodlums.
4/1


Boggart Loggers
-
Creature - Goblin Rogue (Commune)
Forestwalk
, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.
2/1

Hunter of Eyeblights
Creature - Elf Assassin Uncommon
When Hunter of Eyeblights comes into play,put a +1/+1 counter on target creature you don't control.
2, : destroy target creature with a counter on it.
3/3


Boggart Birth Rite

Tribal Sorcery - Goblin (Commune)
Return target Goblin card from your graveyard to your hand.


Hoarder's Greed

Sorcery Uncommon
Draw 2 cards and lose 2 life.
Clash with an opponent, if you win, repeat this process.
(Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)


Final Revels

Sorcery (Unco)
Choose one – All creatures get +2/+0 until end of turn, or all creatures get -0/-2 until end of turn.


Exiled Boggart
-
Creature - Goblin Rogue (Common)
When Exiled Boggart is put into a graveyard from play, discard a card.
2/2


Nath's Buffoon
-
Creature - Goblin Rogue (Common)
Protection from Elves
1/1


Quill-Slinger Boggart
-
Creature - Goblin Warrior (Common)
Whenever a player plays a Kithkin Spell, you may have target player lose 1 life.
3/2


Hornet Harasser
-
Creature - Goblin Shaman (Common)
When Hornet Harasser is put into a graveyard from play, Target creature gets -2/-2 until end of turn.
2/2

Moonglove Winnower -
Creature - Elf Rogue (Commune)
Deathtouch
2/3


Dread
-
Creature - Elemental Incarnation (Rare)
Fear
Whenever a creature deals damage to you, destroy it.
When Dread is put into a graveyard from anywhere, shuffle it into it's owner's library.
6/6

Feast of Footbottom -
Instant (Common)
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.

Warren Pilferers-
Creature - Goblin Rogue (Commune)
When Warren Pilferers come into play, return target creature card from your graveyard to your hand. If that card is a Goblin card, Warren Pilferers gains haste until end of turn.
3/3

Lilliana Vess

Planeswalker
+1 : Target player discards a card.
-2 : Search your library for a card, then shuffle your library and put that card on top of it.
-8 : Put all creature cards in all graveyards into play under your control.
5


Shriekmaw

Creature – Elemental (Uncommon)
Fear
When Shriekmaw comes into play, destroy target nonartifact, nonblack creature.
Evoke , (You may play this spell for its evoke cost. If you do, it’s sacrificed when it comes into play.)
3/2

Fodder Launch(Uncommon)
Tribal Sorcery- Goblin
As an additional cost to play Fodder Launch, sacrifice a Goblin.
Target creature gets -5/-5 until end of turn. Fodder Launch deals 5 damage to that creature's controller.

Rouge


Firebelly Changeling -
Creature - Shapeshifter (Common)
Changeling
: Firebelly Changeling gets +1/+0 until end of turn. Play this ability no more than twice each turn.
1/1

Boggart Forager -
Creature - Goblin Rogue (Common)
, Sacrifice Boggart Forager: Target player shuffles his or her library.
1/1

Changeling Berserker -
Creature - Shapeshifter (Uncommon)
Changeling
Haste
Champion a creature
5/3

Incandescent Soulstoke -
Creature - Elemental Shaman (Rare)
Other Elemental creatures you control get +1/+1.
, You may put an Elemental creature card from your hand into play. That creature gains haste until end of turn. Sacrifice it at end of turn.
2/2

Hearthcage Giant -
Creature - Giant Warrior (Uncommon)
When Heartcage Giant comes into play, put two 3/1 red Elemental Shaman creature tokens into play.
Sacrifice an Elemental: Target creature gets +3/+1 until end of turn.
5/5

Glarewielder -
Creature - Elemental Shaman (Uncommon)
Haste
When Glarewielder comes into play, up to two target creatures can't block this turn.
Evoke
3/1

Consuming Bonfire -
Tribal Sorcery - Elemental (Common)
Choose one - Consuming Bonfire deals 4 damage to target non-Elemental creature; or Consuming Bonfire deals 7 damage to target Treefolk creature.

Ashling's Prerogative -
Enchantment (Rare)
As Ashling's Prerogative comes into play, choose odd or even. Each creature with converted mana cost equal to the chosen value has haste. Each creature without converted mana cost equal to the chosen value comes into play tapped.

Flamekin Brawler -
Creature - Elemental Warrior (Common)
: Flamekin Bladewhirl gets +1/+0 until end of turn.
0/2

Ashling the Pilgrim -
Legendary Creature - Elemental Shaman (Rare)
: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.
1/1

Heatshimmer -
Sorcery (Rare)
Put a token into play that's a copy of target creature. It has haste and "At the end of turn, remove this permanent from the game."

Hurly Burly -
Sorcery (Common)
Choose one - Hurly Burly deals 1 damage to each creature without flying; or Hurly Burly deals 1 damage to each creature with flying.

Inner-Flame Igniter -
Creature - Elemental Warrior (Uncommon)
: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
2/2

Lowland Oaf -
Creature - Giant Warrior (Common)
: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at end of turn.
3/3

Mudbutton Torchrunner -
Creature - Goblin Warrior (Common)
When Mudbutton Torchrunner is put into a graveyard from play, it deals 3 damage to target creature or player.
1/1

Rebellion of the Flamekin -
Tribal Enchantment - Elemental (Uncommon)
Whenever you clash, you may pay . If you do, put a 3/1 red Elemental Shaman creature token into play. If you won, that token gains haste until end of turn.

Stinkdrinker Daredevil -
Creature - Goblin Rogue (Common)
Giant spells you play cost less to play.
1/3

Tarpitcher -
Creature - Goblin Shaman (Uncommon)
: Tarpitcher deals 2 damage to target creature or player.
2/2

Thundercloud Shaman -
Creature - Giant Shaman (Uncommon)
When Thundercloud Shaman comes into play, it deals damage equal to the number of Giants you control to each non-Giant creature.
4/4

Incendiary Command -
Sorcery (Rare)
Choose two- Incendiary command deals 4 damage to target player; or Incendiary command deals 2 damage to each creature; or destroy target nonbasic land; or each player discards all the cards in his or her hand, then draws that many cards.


Hostility -
Creature - Elemental Incarnation (Rare)
Haste
If a spell you control would deal damage to an opponent, prevent that damage. Put a 3/1 red Elemental Shaman creature token with haste into play for each 1 damage prevented this way.
When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library instead.
6/6

Flamekin Spitfire -
Creature - Elemental Shaman (Uncommon)
: Flamekin Spitfire deals 1 damage to target creature or player.
1/1


Hamletback Goliath
-
Creature - Giant Warrior (Rare)
Whenever another creature comes into play, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
6/6

Giant Harbinger -
Creature - Giant Warrior (Uncommon)
When Giant Harbinger comes into play, search your library for a Giant card and reveal it, then shuffle your library and put it on top of your library.
4/3

Flamekin Harbinger -
Creature - Elemental Shaman (Uncommon)
When Elemental Harbinger comes into play, you may search your library for an elemental card and reveal it, then shuffle your library and put that card on top of your library.
1/1


Boggart Sprite-Chaser
-
Creature - Goblin Warrior (Common)
As long as you control a Faerie, Boggart Sprite-Chaser gets +1/+1 and has flying.
1/2


Soulbright Flamekin
-
Creature - Elemental Shaman (Uncommon)
: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, add to your mana pool.
2/1


Blades of Velis Vel
-
Tribal Instant - Shapeshifter (Common)
Changeling
Up to two target creatures get +2/+0 and gain all creature types until end of turn.


Inner-Flame Acolyte
-
Creature - Elemental Shaman (Common)
When Inner-Flame Acolyte comes into play, target creature gets +2/+0 until end of turn.
Evoke
2/2


Ingot Chewer
-
Creature - Elemental (Common)
When Ingot Chewer comes into play, destroy target artifact.
Evoke:
3/3


Faultgrinder
-
Creature - Elemental (Common)
Trample
When Faultgrinder comes into play, destroy target land.
Evoke:
4/4


Blind-Spot Giant
-
Creature - Giant Warrior (Common)
Blind-Spot Giant cannot attack or block unless you control another Giant.
4/3


Giant's Ire
-
Tribal Instant - Giant (Common)
Giant’s Ire deals 4 damage to target player.
If you control a Giant, draw a card.

Axegrinder Giant -
Creature - Giant Warrior (Common)
6/4

Nova Hunter -
Creature - Elemental Warrior (Rare)
Trample
Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, return that card to play.)
10/2

Adder-Staff Boggart -
Creature - Goblin Warrior (Common)
When Adder-Staff Boggart comes into play, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart.
2/1


Caterwauling Boggart
-
Creature - Goblin Shaman (Common)
Each Goblin you control can’t be blocked except by two or more creatures.
Each Elemental you control can’t be blocked except by two or more creatures.
2/2


Wild Ricochet
-
Instant (Rare)
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.


Ceaseless Searblades
-
Creature - Elemental Warrior (Uncommon)
Whenever you play an activated ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.
2/4

Boggart Shenanigans
Tribal Enchantment - Goblin (Unco)
Whenever a Goblin card is put into your graveyard, Boggart Shenanigans deals 1 damage to target player.

Flamekin Bladewhirl -
Creature - Elemental Warrior (Unco)
As an additional cost to play Flamekin Bladewhirl, reveal an Elemental card from your hand or pay .
2/1

Tarfire -
Tribal Instant - Goblin (Common)
Tarfire deals 2 damage to target creature or player.


Needle Drop
-
Instant Common
Needle Drop deals 1 damage to target creature or player that was dealt damage this turn.
Draw a card.

Goatnapper -
Creature - Goblin Rogue (Unco)
When Goatnapper comes into play, untap target Goat and gain control of it until end of turn.
It gains haste until end of turn.
2/2

Sunrise Sovereign -
Creature - Giant Warrior (Rare)
Other Giants you control get +2/+2 and gain trample.
5/5

Chandra Nalaar -
Planeswalker - Chandra (Rare)
+1: Chandra Nalaar deals 1 damage to target player.
-X: Chandra Nalaar deals X damage to target creature.
-8: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.
6

Crush Underfoot -
Tribal Sorcery - Giant (Unco)
Choose a Giant creature you control.
Crush Underfoot deals damage equal to that creature's power to target creature


Smokebraider
-
Creature - Elemental Shaman (Common)
: Add two mana of any one color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.
1/1

Lash Out - (Commune)
Instant
Lash Out deals three damage to target creature. Clash with an opponent. If you win, it deals three damage to that creature's controller. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)

Vert


Warren Scourge Elf -
Creature - Elf Warrior (Common)
Protection from Goblins
1/1
Elvish Harbinger -
Creature - Elf Druid (Uncommon)
When Elvish Harbinger comes into play, you may search for an Elf card, reveal it, shuffle your library and put that card on top of it.
: Add one mana of any color to your mana pool.
1/2

Nath's Elite -
Creature - Elf Warrior (Common)
All creatures able to block Nath's Elite must do so.
When Nath's Elite comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite.
4/2

Masked Admirers -
Creature - Elf Shaman (Rare)
When Masked Admirers comes into play, draw a card.
Whenever you play a creature spell you may pay If you do, return Masked Admirers from your graveyard to your hand.
3/2

Lys Alana Huntmaster -
Creature - Elf Warrior (Common)
Whenever you play an Elf spell you may put a 1/1 green Elf Warrior creature token into play.
3/3

Lammastide Weave -
Instant (Uncommon)
Name a card, then target player puts the top card of his or her library into his or her graveyard. If the card put into the graveyard this way is the named card, you gain life equal to its converted mana cost.
Draw a card.

Lace with Moonglove -
Instant (Common)
Target creature gains deathtouch until end of turn.
Draw a card.

Kithkin Mourncaller -
Creature - Kithkin Scout (Uncommon)
Whenever an attacking Kithkin or Elf is put into your graveyard from play, you may draw a card.
2/2

Jagged Scar Archers -
Creature - Elf Archer (Uncommon)
Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control.
: Jagged-Scar Archers deals damage equal to its power to target flying creature.
*/*

Incremental Growth -
Sorcery (Uncommon)
Put a +1/+1 counter on target creature, two +1/+1 on another target creature, and three +1/+1 counters on a third target creature.

Hunt Down -
Sorcery (Common)
Target creature blocks target creature this turn.

Heal the Scars -
Instant (Common)
Regenerate target creature. You gain life equal to that creature's toughness.

Guardian of Cloverdale -
Creature - Treefolk Shaman (Uncommon)
When Guardian of Cloverdale comes into play, put three 1/1 white Kithkin Soldier creature tokens into play.
, Sacrifice a Kithkin: You gain 1 Life.
4/5

Eyes of the Wisent -
Tribal Enchantment - Elemental (Rare)
Whenever an opponent plays a spell during your turn, you may put a 4/4 green Elemental creature token into play.

Elvish Handservant -
Creature - Elf Warrior (Common)
Whenever a player plays a Giant spell, you may put a +1/+1 counter on Elvish Handservant.
1/1

Elvish Branchbender -
Creature - Elf Druid (Common)
: Until end of turn, target forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.
2/2

Dauntless Dourbark -
Creature - Treefolk Warrior (Rare)
Dauntless Dourbark's Power and toughness are each equal to the number of forests you control plus the number of Treefolk you control.
Dauntless Dourbark has trample as long as you control another Treefolk.
*/*

Rootgrapple -
Tribal Instant - Treefolk (Common)
Destroy target noncreature permanent. If you control a Treefolk, draw a card.


Bogstrider Ash
-
Creature - Treefolk Shaman (Common)
Swampwalk
Whenever a player plays a Goblin spell, you may pay . If you do, you gain 2 life.
2/4

Primal Command -
Sorcery (Rare)
Choose two - Target player gains 7 life; or put target noncreature permanent on top of its owners library; or target player shuffles his or her graveyard into his or her library; or search your library for a creature card, reveal it, put it into your hand, then shuffle your library.

Elvish Eulogist -
Creature - Elf Shaman (Common)
Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard.
1/1

Gilt-Leaf Seer -
Creature - Elf Shaman (Common)
, : Look at the top two cards of your library, then put them back in any order.
2/2

Gilt-Leaf Ambush -
Tribal Instant - Elf (Common)
Put two 1/1 Green Elf Warrior token creatures into play. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn.

Leaf Gilder -
Creature - Elf Druid (Common)
: Add to you mana pool.
2/1


Cloudthresher
-
Creature - Elemental (Rare)
Flash
Reach
When Cloudthresher comes into play, it deals 2 damage to each creature with flying and each player.
Evoke
7/7

Treefolk Harbinger -
Creature - Treefolk Shaman (Uncommon)
When Treefolk Harbinger comes into play, search your library for a Treefolk or Forest card and reveal it, then shuffle your library and put it on top of your library.
0/3

Cloudcrown Oak -
Creature - Treefolk Warrior (Common)
Reach
3/4

Spring Cleaning -
Instant (Common)
Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control.

Woodland Guidance -
Sorcery (Uncommon)
Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control.
Remove Woodland Guidance from the game.

Sylvan Echoes -
Enchantment (Uncommon)
Whenever you clash and win, you may draw a card. (This ability resolves after the clash)

Kithkin Daggerdare -
Creature - Kithkin Soldier (Common)
, : Target attacking creature gets +2/+2 until end of turn.
1/1

Fistful of Force -
Instant (Common)
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn.

Changeling Titan -
Creature - Shapeshifter (Uncommon)
Changeling
Champion a creature
7/7

Seedguide Ash -
Creature - Treefolk Druid (Uncommon)
When Seedguide Ash is put into a graveyard form play, you may search your library for up to three forest cards and put them into play tapped. If you do, shuffle your library.
4/4

Oakgnarl Warrior -
Creature - Treefolk Warrior (Common)
Vigilance, trample
5/7


Bramble Horns
-
Creature - Elemental (Uncommon)
Flash
Evoke (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
When Bramble Horns comes into play, target creature gets +3/+3 until end of turn.
3/3

Fertile Ground
Enchantment - Aura (Commune)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.

Lignify -
Tribal Enchantment - Treefolk Aura (Common)
Enchant creature
Enchanted creature is a 0/4 Treefolk with no abilities.

Wren's Run Vanquisher
Creature - Elf Warrior (Uncommon)
As an additional cost to play Wren's Run Vanquisher, reveal an Elf card from your hand or pay
Deathtouch
3/3

Kithkin Daggerdare
Creature - Kithkin Soldier Common
, : Target attacking creature gets +2/+2 until end of turn.
1/1

Immaculate Magistrate
Creature - Elf Shaman (Rare)
:Put a +1/+1 counter on target creature for each Elf you control.
2/2

Elvish Promenade
Tribal Sorcery - Elf (Uncommon)
Put a 1/1 green elf warrior creature token into play for each elf you control.

Imperious Perfect -
Creature - Elf Warrior (Uncommon)
Other Elves you control get +1/+1.
,: put a 1/1 green Elf Warrior token into play.
2/2


Timber Protector
-
Creature - Treefolk Warrior (Rare)
Other Treefolk creatures you control get +1/+1.
Other Treefolk and Forests you control are indestructible.
In his presence, an ordinary grove becomes a bastion to turn spells and break armies.
4/6


Vigor
-
Creature - Elemental Incarnation (Rare)
Trample
Whenever damage would be dealt to another creature you control, prevent it. Put a +1/+1 counter on that creature for each damage prevented in this way.
When Vigor would be put into a graveyard from anywhere, reveal Vigor, then shuffle it into its owner's library instead.
6/6

Woodland Shifter -
Creature - Shapeshifter Soldier (Common)
Shapeshift (This creature is every creature type even if this card isn't in play.)
2/2

Garruk Wildspeaker - (Rare)
+1: Untap two target lands.
-1: Put a 3/3 green Beast creature token into play.
-4: Creatures you control get +3/+3 and trample until end of turn.
3

Battlewand Oak - (Common)
Creature - Treefolk Warrior
Whenever a Forest comes into play under your control, Battlewand Oak gets +2/+2 until end of turn.
Whenever you play a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn.
1/3

Epic Proportions(Rare)
Enchantment- Aura
Flash
Enchant Creature
Enchanted Creature gets +5/+5 and has trample.


ET MAINTENANT LA CARTE PRERELEASE!!!
Wrens Run Packmaster(Rare)
Creature- Elf Warrior
Champion an elf (when this comes into play, sacrifice it unless you remove another elf you control from the game. When this leaves play, return that card to play.)
: Put a 2/2 green wolf creature token into play
Each wolf you control has deathtouch.
5/5

Gold


Wort, Boggart Auntie
Legendary creature - Goblin Shaman
Fear
At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.

Horde of Notions -
Legendary Creature - Elemental (Rare)
Haste Vigilance Trample
: Return target Elemental creature card from your graveyard to play.
5/5

Sygg, River Guide -
Legendary Creature - Merfolk Wizard (Rare)
Islandwalk
: Target Merfolk gains protection from the color of your choice until end of turn.
2/2

Nath of the Gilt-Leaf-
Legendary Creature - Elf Warrior (Rare)
At the beginning of your upkeep, you may have target opponent discard a card at random.
Whenever an opponent discards a card, you may put a 1/1 Elf Warrior creature token into play.
4/4


Doran, the Siege Tower
-
Legendary Creature - Treefolk Shaman (Rare)
Each creature assigns combat damage equal to its toughness rather than its power.
0/5


Gaddock Teeg
-
Legendary Creature - Kithkin Advisor (Rare)
Noncreature spells with converted mana cost 4 or greater can't be played.
Noncreature spells with in their mana costs can't be played.
2/2

Wydwen, the Biting Gale -
Legendary Creature - Faerie Wizard (Rare)
Flash
Flying
, Pay 1 Life: Return Wydwen, the Biting Gale to its owner's hand.
3/3

Brion Stoutarm -
Legendary Creature - Giant Warrior (Rare)
Lifelink
R, T, Sacrifice a creature other than Brion Stoutarm: Brion Stoutarm deals damage equal to the sacrificed creatures power to target player.
4/4

Artefact


Thorn of Amethyst -
Artifact (Rare)
Noncreature spells cost more to play.

Herbal Poultice -
Artifact (Common)
, Sacrifice Herbal Poultice: Regenerate target creature.

Colfenor's Urn -
Artifact (Rare)
Whenever a creature with toughness 4 or greater is put into a graveyard from play, you may remove it from the game. At the end of turn, if three or more cards have been removed from the game with Colfenor's Urn, sacrifice it. If you do, return those creatures to play under their owner's control.

Runed Stalactite -
Artifact - Equipment (Common)
Equipped creature gets +1/+1 and is every creature type.
Equip:

Twinning Glass -
Artifact (Rare)
, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

Deathrender -
Artifact - Equipment (Rare)
Equipped creature gets +2/+2.
Whenever equipped creature is put into a graveyard from play, you may put a creature card from your hand into play and attach Deathrender to it.
Equip

Wanderer's Twig -
Artifact (Common)
, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

Thousand-Year Elixir -
Artifact (Rare)
You may play activated abilities of creatures you control as though those creatures had haste.
,: Untap target creature

Dolmen Doorway -
Artifact (Rare)
Prevent all combat damage that would be dealt to attacking creatures you control.

Springleaf Drum -
Artifact (Common)
, Tap an untapped creature you control: Add one mana of any color to your mana pool.

Moonglove Extract -
Artifact (Commune)
Sacrifice Moonglove Extract : Moonglove Extract deals 2 damage to target creature or player.

Rings of Brighthearth -
Artifact (Rare)
Whenever you play an activated ability, if it isn't a mana ability, you may pay {2}. If you do, you may copy that ability. You may choose new targets for that copy.

Terrains


Shelldock Isle
Land (Rare)
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
, : You may play the removed card without paying its mana cost if a library has 20 or less cards in it.

Howltooth Hollow
Land (Rare)
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
, : You may play the removed card without paying its mana cost if each player has no cards in hand.

Spinerock Knoll
Land (Rare)
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
, : You may play the removed card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

Vivid Crag
Land
Vivid Crag comes into play tapped with two charge counters on it.
: Add to your mana pool.
, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.

Vivid Thicket
Land
Vivid Thicket comes into play tapped with two charge counters on it.
: Add to your mana pool.
, Remove a charge counter from Vivid Thicket: Add one mana of any color to your mana pool.

Windbrisk Heights
Land (Rare)
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
: You may play the removed card without paying its mana cost if you attacked with three or more creatures this turn.

Wanderwine Hub
Land (Rare)
As Wanderwine Hub comes into play, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub comes into play tapped.
: Add or to your mana pool.

Auntie's Hovel
Land (Rare)
As Auntie's Hovel comes into play, you may reveal a Goblin card from your hand. If you don't, Auntie's Hovel comes into play tapped.
: Add or to your mana pool.

Ancient Ampitheatre
Land (Rare)
As Ancient Ampitheatre comes into play, you may reveal a Giant card from your hand. If you don't, Ancient Ampitheatre comes into play tapped.
: Add or to your mana pool.


Gilt-Leaf Palace

Land (Rare)
As Gilt-Leaf Palace comes into play, you may reveal an Elf card from your hand. If you don't, Gilt-Leaf Palace comes into play tapped.
: Add or to your mana pool.

Vivid Marsh
Land (Uncommon)
Vivid Marsh comes into play tapped with 2 storage counters.
: Add to your mana pool.
Remove a storage counter from Vivid Marsh, : Add one mana of any color to your mana pool.

Vivid Meadow
Land (Uncommon)
Vivid Meadow comes into play tapped with 2 storage counters.
: Add to your mana pool.
Remove a storage counter from Vivid Meadow, : Add one mana of any color to your mana pool.


Mosswort Bridge

Land (Rare)
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
,: You may play the removed card without paying its mana cost if creatures you control have a total power of 10 or greater.

Shimmering Grotto
Land (Commune)
: Add 1 to your mana pool.
, : Add one mana of any color to your mana pool.

Vivid Creek
Land (Unco)
Vivid Creek comes into play tapped with 2 storage counters.
: Add to your mana pool.
Remove a storage counter from Vivid Creek, : Add one mana of any color to your mana pool.

Secluded Glen
Land (Rare)
As Secluded Glen comes into play, you may reveal a Faerie card from you hand. If you do, Secluded Glen comes into play untapped. Otherwise, it comes into play tapped.
: add or to your mana pool.





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    ( New de mtgsalvation.com , transmis par Sarok le 29 Septembre 2007 à 16:28 | lu 125584 fois)

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freebou
Membre
Rang : Acolyte

Points MT : 19
Membre depuis le 20 / 05 / 07
aussi

d'accord avc fayot un peu de changement ne fait pas de mal magic reste magic personne ne vous oblige a joué avec ces cartes moi j'attend avec envie la sortie de cette edition
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Profil Posté le 28 Aout 2007 à 22:31
eljun
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je trouve que c'est un signe de maturité et d'ouverture d'esprit que WOTC s'inspire de mecanismes qui marchent et qui plaisent dans d'autres jeux tel que WOW ou yugiho... personnellement je trouve que la mue c'est une super capacité par exemple... c'est pas parce que l'idée n'est pas initialement des concepteurs de magic qu'elle est mauvaise pour autant, les concepteurs de WOW ou de yugiho ne sont pas plus betes que les notres, ils ne s'adressent pas au meme public, c'est tout...

pour les arpenteurs j'espere qu'ils seront jouables mais qu'on pourra s'en debarasser avec des cartes de controle classiques (enchant ou créature) parce que si on a que des cartes spéciales qui ne gère que les arpenteurs on va être obligé de les integrer à nos jeux (de base ou en side) en sachant que ca risque d'etre des cartes mortes si l'adversaire ne joue pas d'arpenteur...

sinon, pour changer un peu le débat, avez vous des pronostics sur les capacités "loyauté" des autres arpenteurs ? Pour le rouge par exemple, je pense qu'il y a aura une capacité de dégat direct (1 ou 2 pour un +1) sur une cible créature ou joueur, une capacité de dégat massif (4 dégat à toutes les crétures et joueurs pour un -6 par exemple) et le troisieme je vois pas trop... pour le bleu sans doute du contresort et de la pioche et peut etre du bounce ou de la meule (en esperant qu'il nous mette pas du vol ! lol ;op). En vert du +X/+X pietinement, des saprobiontes ?!? en blanc un gains de PV, prevenir des degats ?? a vos pronostics !! ;)
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Profil CartesPosté le 28 Aout 2007 à 22:48
Chris06
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En clair...

D'accord, il faut voir ce que sa donne après...
Mais es-ce que quelqu'un se rapelle des "héros" dans Kamigawa? Sa a plus jamé été utilisé depuis, comme l'iradiance, la dupplication, la solarisation, la modularité et plein d'autres capas foireuses qui n'ont jamais été rééditées... Pourquoi Wizards of the Coast créé des capas qui n'ont pas d'avenir et qui ne seront jamais réutilisées (déphasage). Je suis pour le changement, mais je trouve que depuis le bloc time spiral on change trop de trucs en meme temps. Résultat: on peut meme pas profiter des nouvelles capas car il faut en utiliser d'autres le trimestre suivant, puis elles seront abandonnées a la sortie du bloc suivant...
Sans parler des cadres qui ont changé a tout bout de champ: ça va faire 6 nouveau types de cadres en 4 ans alors que le desing n'avait pas changé pendant 10 ans de alpha a Fléau (nouveau look 8ème édition, héros, hybride, planar chaos, future sight et lorwyn). J'aime beaucoup les nouveaux cadres mais la sa fé vraiment trop!

Quand a la note YU GI OH, je trouve ce jeu sans intéret, meme si j'ai joué pendant 2 ans en 6-5ème avant de passer a magic. Quand on me dit que les old school sont du niveau des joueurs de ce jeu bidon :-& , jme sent bel et bien FRUSTRE :mad: . LOL je deconne... :wink:


Edité le 28 Aout 2007 à 23:04

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Profil Posté le 28 Aout 2007 à 22:55
FROGGER
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proostiques

Assez daccord avec toi eljun sur les capa que pouraient avoir les autres arpenteurs....Reste a savoir ce qu'il en est exactement de comment utiliser ces capacités !
vraiment hate d'etre fin septembre pour l'AP ^^
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Profil CartesPosté le 28 Aout 2007 à 23:07
Forman
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Sympa

la nouvelle carte, Goldmeadow Harrier... un bon lock en blanc
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Profil CartesPosté le 28 Aout 2007 à 23:14
nours
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j'ai une idée sur les capas

le truc con mais bon ca vient de me traversé l'esprit

les capas vanguard sont pas similaire ? enfin avec le même principe mais en jouant sur les points de loyauté ???
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Profil Posté le 28 Aout 2007 à 23:26
Leodry
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C'est marrant, mais je vois partout "elle doit fonctionner comme une créature ou comme un enchantement" à propos de l'arpenteuse.

Vous êtes vous un tant soit peu interessé au background de magic ? Un arpenteur, c'est une sorte de super magicien (pour résumer) qui a le pouvoir d'arpenter les plans du multivers de magic (Donc de déchirer le voile d'aether qui sépare les plans de réalités et d'y survivre) et qui arrive à avoir accès au mana bien plus facilement que n'importe quelle autre créature vivante (ou morte, n'oublions pas les zombies et autre trucs puants).
A la base, chaque joueur de magic est un arpenteur qui parcours le multivers à la recherche de pouvoir sous forme de mana : chaque match est un combat contre un autre arpenteur pour déterminer qui sera propriétaire du coin de terrain sur lequel à lieu l'affrontement, et pour ce faire l'arpenteur invoque des créatures ou des sorts via le mana extrait directement du lieu (les terrains que l'on utilise) pour l'aider.

Donc pour finir sur le fait qu'un arpenteur ne se laissera presque jamais "invoquer" de son plein gré par un autre arpenteur.

Personnellement, la fidélité je vois ça plutôt comme le degré avec lequel l'arpenteur est votre "pote" et qu'il accepte de vous aider, en échange bien sur d'une petite protection. Après tout, les créatures attaquent bien les joueurs (nous sommes des arpenteurs au risque de me répéter), donc la présence d'un troisième arpenteur sur le terrain en fait tout autant une cible d'attaque que les deux autres. Dans ce cas, je pense que les blasts et tout autre sort super agréable à se prendre en pleine face devraient fonctionner aussi contre les cinq nouveaux arpenteurs et leur faire perdre des points de fidélité à défaut de points de vie (du coup, ça devient 'achement plus dur d'atteindre les 8 vous trouvez pas ?).

Au final, et concernant les arpenteurs, je pense que les +X/-X sont des variations de points de fidélité (capital de départ en bas à droite), qu'ils seront comme un "troisième joueur" dans la partie et que leurs capacités ne seront utilisables qu'une fois par tour (entretien qui m'plait bien). J'approuve aussi le fait que l'arpenteur puisse changer de camps, c'est que c'est imprévisible des bêtes là !


Et bigup à tout les râleurs de premières qui m'ont l'air de très bien connaître Yugi oh et WoW... D'ailleurs p'tet qu'ils devraient s'y mettre en attendant la sortie de Lorwyn, ça nous ferait des vacances. (Vi j'suis pas aimable, et vi ce genre de commentaires a tendance à m'exaspérer).

Edit : Pour ceux que l'histoire des arpenteurs, du multivers ou des plans interesse, je vous redirige vers plusieurs articles d'un autre site : Les Arpenteurs et Le Multivers et les Arpenteurs des Plans. Si j'ai pas le droit de faire de la pub, un MP et je supprime ce passage ^^


Edité le 29 Aout 2007 à 00:10
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Profil Posté le 29 Aout 2007 à 00:08
rigolax
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bonne idée les arpenteur mais

perso, je suis d'accord avc chris06: ce qui est chiant c'est que les concepteur qui balance n'importe comment à toutes les éditions pleins de capacités bizarre (jouable sur 1 carte de l'édition) et de design qui servent 3 moi pour le T2 et qui soule les joueurs de vintage et legacy parce qu'elle sont tordu,utilisé pour une carte et demande de relire toutes les règles....

Je suis pour les nouvelles capa voir design!

mais ce serait mieux si comme avant c'était 3 ou 4 nouvelles capacités dans un bloc avec plein de cartes pour les utiliser et découvrir les interactions au fur et à mesure!

non au délire de 5 design sur un bloc avec 70 capacité toutes à peine jouable et présentes sur 5 pauvres cartes dont 4 sont des grosses bouses ( solarisation , il y a que engin explosif de jouable, les capacités du bloc kamigawa ya rien de jouable sauf peut être ninjutsu pour le ninja des heures sombres, convocation j'en parle pas....etc)
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Profil Posté le 29 Aout 2007 à 08:46
necramax
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tout à fait d'accord avec toi leodry, moi je pense que les arpenteurs pourraient effectivement foncttionner comme ça, des mercenaires en quelque sorte et qui pourraient changer de camp dès que leurs points de fidélité sont épuisés, en gros donc ils se feraient vaincre et voyant qu'ils ne peuvent plus faire confiance à leur 1er invocateur ils se rallient à l'adversaire pour
obtenir une revanche sur celui qui n'a pas respecté le contrat c'est à dire comme l'a dit leodry leur fournir une protection.


Edité le 29 Aout 2007 à 09:07

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Profil Posté le 29 Aout 2007 à 08:47
Chris06
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Enfin quelqu'un de sensé, merci rigolax, jcroyait devenir fou en voyant que les autres trouvent super tout ces nouveau trucs & bidules inutiles dans Magic. J'ai meme maté les règles de la Xeme édition et on parle mm pas des nouvelles capas du bloc ravnica a aujourd'hui... Comme quoi meme ceux qui font les règles oublient de mentionner les nouvelles capas tellement elles sont bidons ces derniers temps (je parle par exemple de la transfiguration, déluge du cimetière, irradiance etc...)

Pour en revenir aux arpenteurs que je n'adore point, on parle bel et bien de points de loyauté (ce qui a été confirmé sur un autre cite par un extrait des futures règles in english )

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Profil Posté le 29 Aout 2007 à 09:35
twosides
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Une règle sur les arpenteurs

Bonjour,

je sais pas si vous le savez déjà, mais la règle suivante a été donnée sur le site de WOTC :
"Creatures can attack planeswalkers. If a creature does attack one of your planeswalkers, your creatures can block it as though it were attacking you. If a planeswalker is dealt combat damage, it loses that much loyalty."

Soit
"Les creatures peuvent attaquer les arpenteurs. Si une creature attaque l'un de vos arpenteurs, vos creatures peuvent la bloquer comme si elles vous attaquaient. Si un arpenteur reçoit des blessures de combat, il perd autant de points de loyauté (ou fidelité). "

Ce qui nous permet de déduire la chose suivante :
On peut contrôler plusieurs arpenteurs !!! :shock:

Bonne journée !


Edité le 29 Aout 2007 à 09:54
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Profil Posté le 29 Aout 2007 à 09:51
japo
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donc grosso modo les points de defense de l'arpenteur correspond a ses points de loyauté...

exemple si on fait defausser son adversaire de 3 cartes avec la capa de l'arpenteur elle passe 5/3 ???
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Profil Posté le 29 Aout 2007 à 10:57
pogo18
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bof...

nouvo design = pa terrible

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c'est en sciant que Léonard devint scie

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Profil Posté le 29 Aout 2007 à 11:07
mr.propre
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pogo18 a écrit :

nouvo design = pa terrible



ton post = pareille (magic ca cartonne et les nouveaux design aussi . c est comme si vous dites a votre copine t es moche , tu craint et t es pue car elle a changé de coupe de cheveu ...vous devriez l aimé comme elle est quoi qu il arrive )

je viens de me faire plaquer :( lol


le 5 de liliana en faite serais genre des point de vie en plus que l on peut aussi utiliser pour les capacité ?
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Profil Posté le 29 Aout 2007 à 11:23
PhenixJR8
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il a été dit nulle part que l'arpenteur infligeait des degats aux creatures japo

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Quand le sage montre le menhir du doigt, l'imbecile regarde le doigt...

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Profil Posté le 29 Aout 2007 à 11:41
overlord26
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pas mal la nouvelle créature en draft !
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Profil Posté le 29 Aout 2007 à 12:13
Leodry
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rigolax & Chris06 => Merci pour les posts un rien construits et réfléchis, j'préfère qu'on critique de cette façon plutôt que "pouah c'est nul et ça pue" ^^ (sisi en kamigawa y a l'imprégnation d'arcane de jouable... Ok, c'est pas une capacité de creature :X)

D'ailleurs sur le point qu'il ne faudrait pas plus de trois capas bien développées par bloc et que les dernières capas inutiles on aurait pu s'en passer, j'suis tout à fait d'accord. C'est vrai qu'on se prend une déferlante de nouvelles capacités en ce moment, et que ça en devient un peu dur à suivre.

Pour autant j'suis pas contre l'innovation, si il n'y a jamais rien de renouvlé on s'ennuierait rapidement.

"Japo" a écrit :


donc grosso modo les points de defense de l'arpenteur correspond a ses points de loyauté...

exemple si on fait defausser son adversaire de 3 cartes avec la capa de l'arpenteur elle passe 5/3 ???


Y en a qui n'ont toujours pas compris que l'arpenteur n'étais pas une créature (et du coup, pas de F/E !), et ne pouvait pas attaquer un autre joueur. (cf mon post-pavé page 12 ou j'pense ne pas m'être trop trompé et avoir bien expliqué mon avis). Bref, un arpenteur qui attaque ça serait de mon point de vue comme un joueur qui balance un gros kick en pleine face à l'autre joueur et qui se bidonne en disant "mouahaha ! Tu perds 5 points de vie : t'as le nez qui saigne". Les bastons entre arpenteurs ça se fait via des invocations de créatures itouitou, sinon vous pouvez toujours monter un p'tit fight club :-&

Donc pour résumer ce que j'ai lu dans le topic :
- Un arpenteur fonctionne à priori comme un joueur (on peut diriger une attaque contre lui et des créatures peuvent bloquer, ce qui laisse penser qu'un blast fonctionne)
- Son contrôleur a un total de point de loyauté qui évolu en fonction de l'utilisation des capas de l'arpenteur
- Les capas de l'arpenteurs ne seraient utilisables qu'une fois par tour
- Chaque blessure infligée à l'arpenteur réduit d'autant ses points de loyauté (comme nous avec nos PV quoi...)
- Possibilité de changement de contrôleur de l'arpenteur quand ses points tombent à zéro, ou simplement sortie du jeu de celui-ci.
- Pas de précision sur le nombre d'arpenteurs que l'on peut "contrôler".

Si j'ai oublié des trucs, c'est dans le topic ; c'est bien de lire ce qui a été dit avant de poster un commentaire pour poser une question à laquelle il y a déjà une réponse ><

Edit : Merci Lyrgard ^^


Edité le 29 Aout 2007 à 12:51
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Profil Posté le 29 Aout 2007 à 12:41
Lyrgard
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Ah si

Le texte parle de "l'un des arpenteurs que vous controllez". Donc à priori on peut en controller plusieurs (pas limité à 1)
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Profil CartesPosté le 29 Aout 2007 à 12:45
mr.propre
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hmm

moi je dit que l arpenteur va au cimetiere (tarmogoyf)
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Profil Posté le 29 Aout 2007 à 12:59
Chris06
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Leodry=> Je suis pour le changement aussi, je suis de ton avis, il faudrait dévellopper 1 nouvelle capa par édition donc 3 par bloc maxi, comme avant la 8ème édition...

Pour les arpenteurs je pense aussi que ce sera comme les légendes, 1 seul exemplaire en jeu, mais je suis d'accord sur le fait que ce ne sont pas des céatures, donc qu'elle ne peuvent pas être détruites. Dans l'histoire de magic, 1 arpenteur ne peut mourir tant que sa tête reste intacte, même détachée du corps (Urza).

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Profil Posté le 29 Aout 2007 à 12:59
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