Admonition Angel

Creature — Angel 6/6, (6)

Flying

Landfall — Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.

When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.

Illus. Steve Argyle

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Apex Hawks

Creature — Bird 2/2, (3)

Multikicker (You may pay an additional any number of times as you cast this spell.)

Flying

Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.

Illus. David Palumbo

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Archon of Redemption

Creature — Archon 3/4, (5)

Flying

Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.

Until Emeria is freed, he raises his sword in her name.

Illus. Steven Belledin

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Battle Hurda

Creature — Giant 3/3, (5)

First strike

"Murasan hurdas were too aggressive to tolerate a harness, so we put them on guard duty. Now the bandits can't get within spitting distance of us." —Bruse Tarl, Goma Fada nomad

Illus. Christopher Moeller


Fledgling Griffin

Creature — Griffin 2/2, (2)

Landfall — Whenever a land enters the battlefield under your control, Fledgling Griffin gains flying until end of turn.

"We're making progress, but its desire to explore still far exceeds its ability."—Amadi, Halimar griffin
master

Illus. Christopher Moeller


Guardian Zendikon

Enchantment — Aura , (3)

Enchant land

Enchanted land is a 2/6 white Wall creature with defender. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Illus. John Avon

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Hada Freeblade

Creature — Human Soldier Ally 0/1, (1)

Whenever Hada Freeblade or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Hada Freeblade.

"I toiled in Kazuul's mines when I was eight. I think I'm tough enough for a little hiking."

Illus. Cyril Van Der Haegen


Iona's Judgment

Sorcery , (5)

Exile target creature or enchantment.

Beneath the gaze of angels, only the righteous may stand without fear.

Illus. Mike Bierek

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Join the Ranks

Instant , (4)

Put two 1/1 white Soldier Ally creature tokens onto the battlefield.

Expeditionary houses are notorious for their rivalries. But when adventurers meet in the wilderness, the instinct for mutual survival outweighs petty grudges.

Illus. Kekai Kotaki

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Kitesail Apprentice

Creature — Kor Soldier 1/1, (1)

As long as Kitesail Apprentice is equipped, it gets +1/+1 and has flying.

Carving lines through the sky, kite sailors map trails for the pilgrims below to follow.

Illus. Austin Hsu

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Kor Firewalker

Creature — Kor Soldier 2/2, (2)

Protection from red

Whenever a player casts a red spell, you may gain 1 life.

"A river of lava is just another river to cross."

Illus. Matt Stewart

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Lightkeeper of Emeria

Creature — Angel 2/4, (4)

Multikicker (You may pay an additional any number of times as you cast this spell.)

Flying

When Lightkeeper of Emeria enters the battlefield, you gain 2 life for each time it was kicked.

Illus. James Ryman


Loam Lion

Creature — Cat 1/1, (1)

Loam Lion gets +1/+2 as long as you control a Forest.

In Zendikar, today's grassland could be tomorrow's jungle, and hunting grounds change as quickly as the weather.

Illus. Daniel Ljunggren


Marsh Threader

Creature — Kor Scout 2/1, (2)

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

"Give me a sturdy rope over the advice of any so
called expert. I can thread the dark wilds better than anyone."

Illus. David Palumbo

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Marshal's Anthem

Enchantment , (4)

Multikicker (You may pay an additional any number of times as you cast this spell.)

Creatures you control get +1/+1.

When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.

Illus. Matt Stewart

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Perimeter Captain

Creature — Human Soldier 0/4, (1)

Defender

Whenever a creature you control with defender blocks, you may gain 2 life.

"We stand between the jaws of chaos and the mantle of order."

Illus. Steven Belledin


Refraction Trap

Instant — Trap , (4)

If an opponent cast a red instant or sorcery spell this turn, you may pay rather than pay Refraction Trap's mana cost.

Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to target creature or player.

Illus. Zoltan Boros & Gabor Szikszai


Rest for the Weary

Instant , (2)

Target player gains 4 life.

Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.

Zendikar is a brutal taskmaster, but sometimes it offers unexpected solace.

Illus. James Paick

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Ruin Ghost

Creature — Spirit 1/1, (2)

, : Exile target land you control, then return it to the battlefield under your control.

The Forsaken Ones haunt the ruins that flicker in and out of the spirit realm. Such sites are hard to find and even harder to loot.

Illus. Jason A. Engle

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Stoneforge Mystic

Creature — Kor Artificer 1/2, (2)

When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.

, : You may put an Equipment card from your hand onto the battlefield.

Illus. Mike Bierek

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