Flash (You may cast this spell any time you could cast an instant.)
Whenever you cast a spell during an opponent's turn, put a +1/+1 counter on Brineborn Cutthroat.
2 /
1
{1}{U}
Brineborn Cutthroat
Creature - Merfolk Pirate
Flash (You may cast this spell any time you could cast an instant.)
Whenever you cast a spell during an opponent's turn, put a +1/+1 counter on Brineborn Cutthroat.
2 /
1
{1}{U}
Brineborn Cutthroat
Creature - Merfolk Pirate
Flash (You may cast this spell any time you could cast an instant.)
Whenever you cast a spell during an opponent's turn, put a +1/+1 counter on Brineborn Cutthroat.
2 /
1
{1}{U}
Brineborn Cutthroat
Creature - Merfolk Pirate
Flash (You may cast this spell any time you could cast an instant.)
Whenever you cast a spell during an opponent's turn, put a +1/+1 counter on Brineborn Cutthroat.
2 /
1
{U}
Bubble Snare
Enchantment - Aura
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.)
Enchant creature
When Bubble Snare enters the battlefield, if it was kicked, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{U}
Bubble Snare
Enchantment - Aura
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.)
Enchant creature
When Bubble Snare enters the battlefield, if it was kicked, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{U}
Bubble Snare
Enchantment - Aura
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.)
Enchant creature
When Bubble Snare enters the battlefield, if it was kicked, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
--
Castle Vantress
Land
Castle Vantress enters the battlefield tapped unless you control an Island.
{T}: Add {U}.
{2}{U}{U}, {T}: Scry 2.
--
Castle Vantress
Land
Castle Vantress enters the battlefield tapped unless you control an Island.
{T}: Add {U}.
{2}{U}{U}, {T}: Scry 2.
{3}{U}
Chemister's Insight
Instant
Draw two cards.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
{3}{U}
Chemister's Insight
Instant
Draw two cards.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
{3}{U}
Chemister's Insight
Instant
Draw two cards.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
{4}{U}{U}
Flood of Tears
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
{4}{U}{U}
Flood of Tears
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
{4}{U}{U}
Flood of Tears
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{U}
Frantic Inventory
Instant
Draw a card, then draw cards equal to the number of cards named Frantic Inventory in your graveyard.
{1}{U}
Frantic Inventory
Instant
Draw a card, then draw cards equal to the number of cards named Frantic Inventory in your graveyard.
{1}{U}
Frantic Inventory
Instant
Draw a card, then draw cards equal to the number of cards named Frantic Inventory in your graveyard.
{1}{U}
Frantic Inventory
Instant
Draw a card, then draw cards equal to the number of cards named Frantic Inventory in your graveyard.
{1}{U}
Into the Roil
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
{1}{U}
Into the Roil
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
{1}{U}
Into the Roil
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{U}
Negate
Instant
Counter target noncreature spell.
{1}{U}
Negate
Instant
Counter target noncreature spell.
{2}{G}{G}
Nightpack Ambusher
Creature - Wolf
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
4 /
4
{2}{G}{G}
Nightpack Ambusher
Creature - Wolf
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
4 /
4
{2}{G}{G}
Nightpack Ambusher
Creature - Wolf
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
4 /
4
{2}{G}{G}
Nightpack Ambusher
Creature - Wolf
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
4 /
4
--
Oran-Rief, the Vastwood
Land
Oran-Rief, the Vastwood enters the battlefield tapped.
{T}: Add {G}.
{T}: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
--
Oran-Rief, the Vastwood
Land
Oran-Rief, the Vastwood enters the battlefield tapped.
{T}: Add {G}.
{T}: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
{1}{U}
Quench
Instant
Counter target spell unless its controller pays {2}.
{1}{U}
Quench
Instant
Counter target spell unless its controller pays {2}.
{1}{U}
Quench
Instant
Counter target spell unless its controller pays {2}.
{U}
Spectral Sailor
Creature - Spirit Pirate
Flash (You may cast this spell any time you could cast an instant.)
Flying
{3}{U}: Draw a card.
1 /
1
{U}
Spectral Sailor
Creature - Spirit Pirate
Flash (You may cast this spell any time you could cast an instant.)
Flying
{3}{U}: Draw a card.
1 /
1
{U}
Spectral Sailor
Creature - Spirit Pirate
Flash (You may cast this spell any time you could cast an instant.)
Flying
{3}{U}: Draw a card.
1 /
1
{2}{U}
Wavebreak Hippocamp
Enchantment Creature - Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
2 /
2
{2}{U}
Wavebreak Hippocamp
Enchantment Creature - Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
2 /
2
{2}{U}
Wavebreak Hippocamp
Enchantment Creature - Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
2 /
2
{1}{G}{U}
Winged Coatl
Creature - Snake
Flash (You may cast this spell any time you could cast an instant.)
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
1 /
1
{1}{G}{U}
Winged Coatl
Creature - Snake
Flash (You may cast this spell any time you could cast an instant.)
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
1 /
1
{1}{G}{U}
Winged Coatl
Creature - Snake
Flash (You may cast this spell any time you could cast an instant.)
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
1 /
1
{2}{U}
Arcane Laboratory
Enchantment
Each player can't cast more than one spell each turn.
{G/U}
Bioshift
Instant
Move any number of +1/+1 counters from target creature onto another target creature with the same controller.
{2}{G}
Broken Wings
Instant
Destroy target artifact, enchantment, or creature with flying.
{1}{G}{U}
Hadana's Climb
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
--
Winged Temple of Orazca
Legendary Land
(Transforms from Hadana's Climb.)
{T}: Add one mana of any color.
{1}{G}{U}, {T}: Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
{1}{U}{U}
Waterknot
Enchantment - Aura
Enchant creature
When Waterknot enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{1}{G}
Wildborn Preserver
Creature - Elf Archer
Flash
Reach
Whenever another non-Human creature enters the battlefield under your control, you may pay {X}. When you do, put X +1/+1 counters on Wildborn Preserver.