Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{1}{R}
Akki Ember-Keeper
Enchantment Creature - Goblin Warrior
Whenever a nontoken modified creature you control dies, create a 1/1 colorless Spirit creature token. (Equipment, Auras you control, and counters are modifications.)
2 /
1
{1}{R}
Akki Ronin
Creature - Goblin Samurai
Whenever a Samurai or Warrior you control attacks alone, you may discard a card. If you do, draw a card.
1 /
3
{2}{R}
Ambitious Assault
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
{1}
Bladed Bracers
Artifact - Equipment
Equipped creature gets +1/+1.
As long as equipped creature is a Human or an Angel, it has vigilance.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{1}{R}
Champion of the Flame
Creature - Human Warrior
Trample
Champion of the Flame gets +2/+2 for each Aura and Equipment attached to it.
1 /
1
{2}
Cobbled Wings
Artifact - Equipment
Equipped creature has flying.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{2}{R}
Convicted Killer
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Convicted Killer.
2 /
2
--
Branded Howler
Creature - Werewolf
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Branded Howler.
2 /
2
{1}{R}
Crown of Fury
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and has first strike.
Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn.
{3}{R}
Embereth Paladin
Creature - Human Knight
Haste
Adamant -- If at least three red mana was spent to cast this spell, Embereth Paladin enters the battlefield with a +1/+1 counter on it.
4 /
1
{2}{R}
Exhibition Magician
Creature - Human Wizard
When Exhibition Magician enters the battlefield, choose one --
• Create a 1/1 green and white Citizen creature token.
• Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
2 /
1
{1}{R}
Explosive Entry
Sorcery
Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature.
{1}{R}
Fiery Mantle
Enchantment - Aura
Enchant creature
{R}: Enchanted creature gets +1/+0 until end of turn.
When Fiery Mantle is put into a graveyard from the battlefield, return Fiery Mantle to its owner's hand.
{2}
Fire Diamond
Artifact
Fire Diamond enters the battlefield tapped.
{T}: Add {R}.
{1}
Flayer Husk
Artifact - Equipment
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Equip {2}
{1}{R}
Frenzied Rage
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and has menace. (It can't be blocked except by two or more creatures.)
{R}
Furor of the Bitten
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and attacks each combat if able.
{3}{R}
Ghor-Clan Wrecker
Creature - Human Warrior
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)
Menace (This creature can't be blocked except by two or more creatures.)
2 /
2
{3}{R}
Gift of Wrath
Enchantment - Aura
Enchant artifact or creature
As long as enchanted permanent is a creature, it gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.)
When Gift of Wrath leaves the battlefield, create a 2/2 red Spirit creature token with menace.
{2}
Gilded Pinions
Artifact - Equipment
When Gilded Pinions enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Equipped creature has flying.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{2}{R}
Harvesttide Infiltrator
Creature - Human Werewolf
Trample
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
2
--
Harvesttide Assailant
Creature - Werewolf
Trample
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 /
2
{1}
Honed Khopesh
Artifact - Equipment
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{1}{R}
Kami's Flare
Instant
Kami's Flare deals 3 damage to target creature or planeswalker. Kami's Flare also deals 2 damage to that permanent's controller if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)
{2}
Marauder's Axe
Artifact - Equipment
Equipped creature gets +2/+0.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{3}{R}
Orcish Oriflamme
Enchantment
Attacking creatures you control get +1/+0.
{2}{R}
Peerless Samurai
Creature - Human Samurai
Menace (This creature can't be blocked except by two or more creatures.)
Whenever a Samurai or Warrior you control attacks alone, the next spell you cast this turn costs {1} less to cast.
2 /
3
{2}{R}
Quarrel's End
Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards and create a 1/1 white Human Soldier creature token.
{1}{R}
Roc Hunter
Creature - Human Soldier
Reach
3 /
1
{1}
Runed Stalactite
Artifact - Equipment
Equipped creature gets +1/+1 and is every creature type.
Equip {2}
{3}{R}
Scrapyard Steelbreaker
Artifact Creature - Human Warrior
{1}, Sacrifice another artifact: Scrapyard Steelbreaker gets +2/+1 until end of turn.
3 /
4
{1}
Short Sword
Artifact - Equipment
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{3}
Sickleslicer
Artifact - Equipment
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +2/+2.
Equip {4}
{1}
Skyblinder Staff
Artifact - Equipment
Equipped creature gets +1/+0 and can't be blocked by creatures with flying.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
{1}{R}
Sunshot Militia
Creature - Human Soldier
Tap two untapped artifacts and/or creatures you control: Sunshot Militia deals 1 damage to each opponent. Activate only as a sorcery.
1 /
3
{3}{R}
Sweatworks Brawler
Creature - Human Artificer
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Menace
3 /
3
{3}{R}
Tavern Ruffian
Creature - Human Warrior Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
5
--
Tavern Smasher
Creature - Werewolf
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
5
{1}{R}
Thermo-Alchemist
Creature - Human Shaman
Defender
{T}: Thermo-Alchemist deals 1 damage to each opponent.
Whenever you cast an instant or sorcery spell, untap Thermo-Alchemist.
0 /
3
{1}{R}
Towashi Songshaper
Artifact Creature - Human Artificer
Whenever another artifact enters the battlefield under your control, Towashi Songshaper gets +1/+0 until end of turn.
2 /
2
{4}
Trailblazer's Torch
Artifact - Equipment
When Trailblazer's Torch enters the battlefield, you take the initiative.
Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{2}
True-Faith Censer
Artifact - Equipment
Equipped creature gets +1/+1 and has vigilance.
As long as equipped creature is a Human, it gets an additional +1/+0.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{1}{R}
Upriser Renegade
Creature - Human Samurai
Upriser Renegade gets +2/+0 for each other modified creature you control. (Equipment, Auras you control, and counters are modifications.)
1 /
3
{3}{R}
Weary Prisoner
Creature - Human Werewolf
Defender
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
6
--
Wrathful Jailbreaker
Creature - Werewolf
Wrathful Jailbreaker attacks each combat if able.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)