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Snow Creature - Slug
{S}: Thermopod gains haste until end of turn. ({S} can be paid with one mana from a snow permanent.)
Sacrifice a creature: Add to your mana pool.
Slicking the ice with its heated underside, the thermopod skates at great speed to overtake its prey.
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Snow Creature - Centaur Warrior
{S}: Boreal Centaur gets +1/+1 until end of turn. Activate this ability only once each turn. ({S} can be paid with one mana from a snow permanent.)
Those who used reindeer as beasts of burden knew to avoid the centaurs, who raged at the enslavement of their spirit-kin.
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Snow Creature - Elf Druid
: Add to your mana pool.
Some creatures are bound to the cold by Rimewind magic. Others seek it out, adapted by two thousand years of the Ice. The Boreal, where Heidar's frigid sway is strongest, is home to both.
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Snow Creature - Spider
Reach (This creature can block creatures with flying.)
Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat.
Its white webs glitter, mimicking the frost on the tree's branches.
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Snow Creature - Snake
Whenever Ohran Viper deals combat damage to a creature, destroy that creature at end of combat.
Whenever Ohran Viper deals combat damage to a player, you may draw a card.
The ohran viper is not cold-blooded. Its veins course with the same antigelid venom used to kill its prey.
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Snow Creature - Aurochs
Trample
Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
{S}: Target creature blocks target creature this turn if able. ({S} can be paid with one mana from a snow permanent.)
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Snow Creature - Specter
Flying
Whenever Blizzard Specter deals combat damage to a player, choose one - That player returns a permanent he or she controls to its owner's hand; or that player discards a card.
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Snow Creature - Faerie
Flying
{S}: Snow creatures you control get +1/+1 until end of turn. ({S} can be paid with one mana from a snow permanent.)
"That such delicate creatures could become so powerful in the embrace of winter is yet more proof that I am right." -Heidar, Rimewind master
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Snow Artifact
Coldsteel Heart enters the battlefield tapped.
As Coldsteel Heart enters the battlefield, choose a color.
: Add one mana of the chosen color to your mana pool.
The Phyrexian death machine awoke, its coldsteel heart imbuing it with sinister new power.
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Snow Artifact Creature - Construct
Phyrexian Ironfoot doesn't untap during your untap step.
{S}: Untap Phyrexian Ironfoot. ({S} can be paid with one mana from a snow permanent.)
It took the Rimewind cultists days to realize they had successfully activated the creature-it just wasn't interested in moving.
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Snow Artifact Creature - Juggernaut
Phyrexian Snowcrusher attacks each turn if able.
{S}: Phyrexian Snowcrusher gets +1/+0 until end of turn. ({S} can be paid with one mana from a snow permanent.)
Its plow wasn't designed for snow, but to carve a path through shrieking armies.
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Snow Artifact Creature - Construct
Cumulative upkeep-Sacrifice a creature. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
The Phyrexian minds that constructed it did not live past its awakening.
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Snow Creature - Centaur Shaman
As long as Centaur Omenreader is tapped, creature spells you cast cost less to cast.
The wisdom of the omenreaders is legendary. Creatures travel for miles through icy peril to seek their counsel.
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Eaturecray - Igpay
Oubleday ikestray
Eneverwhay Atinlay Igpay's ontrollercay eaksspay ay onnay-Igpay-Atinlay ordway, acrificesay Atinlay Igpay.
Isthay iecepay ofay avorflay exttay oesn'tday eallyray aysay anythingay.
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Summon Dinosaur
Phasing, cumulative upkeep , echo, fading 3, bands with other Dinosaurs, protection from Homarids, snow-covered plainswalk, flanking, rampage 2
"These kids today with their collector numbers and their newfangled tap symbol. Twenty Black Lotuses and twenty Plague Rats. Now that's real Magic."
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Basic Land - Forest
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
Your minimum deck size is reduced by five.
"The beneficent council deems you worthy of favor. They hope this doesn't provoke envy from your peers."
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
Draw an additional hand of seven cards as the game begins. Before taking mulligans, shuffle all but one of your hands into your library.
"In the market for an alternative, friend?"
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Spells with the chosen name you cast cost less to cast.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Whenever you cast an instant or sorcery spell with the chosen name, you may copy it. You may choose new targets for the copy.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Creatures you control with the chosen name have haste.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Whenever you cast an instant or sorcery spell with the chosen name, you may draw a card.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Each creature you control with the chosen name enters the battlefield with an additional +1/+1 counter on it.
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
You are the starting player. If multiple players would be the starting player, one of those players is chosen at random.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Whenever a creature with the chosen name enters the battlefield under your control, you may search your library for any number of cards with that name, reveal them, put them into your hand, then shuffle your library.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Creatures you control with the chosen name have ": Add one mana of any color to your mana pool."
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
At the beginning of the first upkeep, put a 1/1 colorless Construct artifact creature token with defender onto the battlefield.
"Unusual. Security also worth stealing." -Dack Fayden
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
You may spend mana as though it were mana of any color to cast spells with the chosen name.
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
As long as every card in your card pool started the game in your library or in the command zone, lands you control have ": Add one mana of any color to your mana pool."
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Land
: Add to your mana pool.
, : You may cast nonland cards this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.
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Land
As Cavern of Souls enters the battlefield, choose a creature type.
: Add to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Land
: Add to your mana pool.
, : Draw a card, then discard a card.
A lonely sentinel facing gales, hurricanes, and tides of homicidal spirits.
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Land
When Seraph Sanctuary enters the battlefield, you gain 1 life.
Whenever an Angel enters the battlefield under your control, you gain 1 life.
: Add to your mana pool.
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Land
: Add to your mana pool.
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Its courtyards are lit during every hour of the day so that night may never fall within its walls.
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Basic Land - Plains
(: Add to your mana pool.)
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Basic Land - Island
(: Add to your mana pool.)
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Basic Land - Swamp
(: Add to your mana pool.)
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Basic Land - Mountain
(: Add to your mana pool.)
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Basic Land - Forest
(: Add to your mana pool.)
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Land
Cathedral of War enters the battlefield tapped.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add to your mana pool.
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