Whenever Bonecrusher Giant becomes the target of a spell, Bonecrusher Giant deals 2 damage to that spell's controller.
Damage can't be prevented this turn. Stomp deals 2 damage to any target.
4 /
3
{2}{R}{ // }{1}{R}
Bonecrusher Giant // Stomp
Creature - Giant // Instant - Adventure
Whenever Bonecrusher Giant becomes the target of a spell, Bonecrusher Giant deals 2 damage to that spell's controller.
Damage can't be prevented this turn. Stomp deals 2 damage to any target.
4 /
3
{2}{R}{ // }{1}{R}
Bonecrusher Giant // Stomp
Creature - Giant // Instant - Adventure
Whenever Bonecrusher Giant becomes the target of a spell, Bonecrusher Giant deals 2 damage to that spell's controller.
Damage can't be prevented this turn. Stomp deals 2 damage to any target.
4 /
3
{1}{R}
Cinderclasm
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
{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.
--
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}.)
{2}{U}{U}
Master of Winds
Creature - Sphinx Wizard
Flying
When Master of Winds enters the battlefield, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
1 /
4
{2}{U}{U}
Master of Winds
Creature - Sphinx Wizard
Flying
When Master of Winds enters the battlefield, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
1 /
4
{2}{U}{U}
Master of Winds
Creature - Sphinx Wizard
Flying
When Master of Winds enters the battlefield, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
1 /
4
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{U}
Opt
Instant
Scry 1.
Draw a card.
{U}
Opt
Instant
Scry 1.
Draw a card.
{U}
Opt
Instant
Scry 1.
Draw a card.
{3}{R}
Rockslide Sorcerer
Creature - Human Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Rockslide Sorcerer deals 1 damage to any target.
3 /
3
{3}{R}
Rockslide Sorcerer
Creature - Human Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Rockslide Sorcerer deals 1 damage to any target.
3 /
3
{3}{R}
Rockslide Sorcerer
Creature - Human Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Rockslide Sorcerer deals 1 damage to any target.
3 /
3
{X}{R}{R}
Shatterskull Smashing
Sorcery
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
--
Shatterskull, the Hammer Pass
Land
As Shatterskull, the Hammer Pass enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
{T}: Add {R}.
{X}{R}{R}
Shatterskull Smashing
Sorcery
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
--
Shatterskull, the Hammer Pass
Land
As Shatterskull, the Hammer Pass enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
{T}: Add {R}.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Spikefield Hazard
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
--
Spikefield Cave
Land
Spikefield Cave enters the battlefield tapped.
{T}: Add {R}.
{R}
Spikefield Hazard
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
--
Spikefield Cave
Land
Spikefield Cave enters the battlefield tapped.
{T}: Add {R}.
{U}{R}
Sprite Dragon
Creature - Faerie Dragon
Flying, haste
Whenever you cast a noncreature spell, put a +1/+1 counter on Sprite Dragon.
1 /
1
{U}{R}
Sprite Dragon
Creature - Faerie Dragon
Flying, haste
Whenever you cast a noncreature spell, put a +1/+1 counter on Sprite Dragon.
1 /
1
{U}{R}
Sprite Dragon
Creature - Faerie Dragon
Flying, haste
Whenever you cast a noncreature spell, put a +1/+1 counter on Sprite Dragon.
1 /
1
{U}{R}
Sprite Dragon
Creature - Faerie Dragon
Flying, haste
Whenever you cast a noncreature spell, put a +1/+1 counter on Sprite Dragon.
1 /
1
{1}{U}
Tazeem Roilmage
Creature - Merfolk Wizard
Kicker {4} (You may pay an additional {4} as you cast this spell.)
When Tazeem Roilmage enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
2 /
1
{1}{U}
Tazeem Roilmage
Creature - Merfolk Wizard
Kicker {4} (You may pay an additional {4} as you cast this spell.)
When Tazeem Roilmage enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
2 /
1
{1}{U}
Tazeem Roilmage
Creature - Merfolk Wizard
Kicker {4} (You may pay an additional {4} as you cast this spell.)
When Tazeem Roilmage enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
2 /
1
--
Temple of Epiphany
Land
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
--
Temple of Epiphany
Land
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
{1}{R}
Thundering Rebuke
Sorcery
Thundering Rebuke deals 4 damage to target creature or planeswalker.
{1}{R}
Thundering Rebuke
Sorcery
Thundering Rebuke deals 4 damage to target creature or planeswalker.
{1}{R}
Thundering Rebuke
Sorcery
Thundering Rebuke deals 4 damage to target creature or planeswalker.
{1}{U}{R}
Umara Mystic
Creature - Merfolk Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1 /
3
{1}{U}{R}
Umara Mystic
Creature - Merfolk Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1 /
3
{1}{U}{R}
Umara Mystic
Creature - Merfolk Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1 /
3
{1}{U}{R}
Umara Mystic
Creature - Merfolk Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1 /
3
{4}{U}
Umara Wizard
Creature - Merfolk Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Umara Wizard gains flying until end of turn.
4 /
3
--
Umara Skyfalls
Land
Umara Skyfalls enters the battlefield tapped.
{T}: Add {U}.
4 /
3
{4}{U}
Umara Wizard
Creature - Merfolk Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Umara Wizard gains flying until end of turn.
4 /
3
--
Umara Skyfalls
Land
Umara Skyfalls enters the battlefield tapped.
{T}: Add {U}.
4 /
3
{4}{U}
Umara Wizard
Creature - Merfolk Wizard
Whenever you cast an instant, sorcery, or Wizard spell, Umara Wizard gains flying until end of turn.
4 /
3
--
Umara Skyfalls
Land
Umara Skyfalls enters the battlefield tapped.
{T}: Add {U}.
4 /
3
{2}{R}
Valakut Awakening
Instant
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
--
Valakut Stoneforge
Land
Valakut Stoneforge enters the battlefield tapped.
{T}: Add {R}.
{2}{R}
Valakut Awakening
Instant
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
--
Valakut Stoneforge
Land
Valakut Stoneforge enters the battlefield tapped.
{T}: Add {R}.
{1}{R}
Cinderclasm
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
{1}{R}
Cinderclasm
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
{1}{R}
Cinderclasm
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
{1}{U}
Confounding Conundrum
Enchantment
When Confounding Conundrum enters the battlefield, draw a card.
Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
{1}{U}
Confounding Conundrum
Enchantment
When Confounding Conundrum enters the battlefield, draw a card.
Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
{1}{U}
Confounding Conundrum
Enchantment
When Confounding Conundrum enters the battlefield, draw a card.
Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
{1}{U}
Confounding Conundrum
Enchantment
When Confounding Conundrum enters the battlefield, draw a card.
Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
{1}{U}{U}
Neutralize
Instant
Counter target spell.
Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{U}{U}
Neutralize
Instant
Counter target spell.
Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{U}{U}
Neutralize
Instant
Counter target spell.
Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{U}{U}
Neutralize
Instant
Counter target spell.
Cycling {2} ({2}, Discard this card: Draw a card.)