At the beginning of your upkeep, you may put a charge counter on Aether Vial.
{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.
{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.
{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.
{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{2}{W}
Brutal Cathar
Creature - Human Soldier Werewolf
When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Moonrage Brute
Creature - Werewolf
First strike
Ward--Pay 3 life.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{2}{W}
Brutal Cathar
Creature - Human Soldier Werewolf
When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Moonrage Brute
Creature - Werewolf
First strike
Ward--Pay 3 life.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{2}{W}
Brutal Cathar
Creature - Human Soldier Werewolf
When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Moonrage Brute
Creature - Werewolf
First strike
Ward--Pay 3 life.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{2}{W}
Brutal Cathar
Creature - Human Soldier Werewolf
When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Moonrage Brute
Creature - Werewolf
First strike
Ward--Pay 3 life.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
--
Cavern of Souls
Land
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
--
Cavern of Souls
Land
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
{W}
Champion of the Parish
Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
1 /
1
{W}
Champion of the Parish
Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
1 /
1
{W}
Champion of the Parish
Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
1 /
1
{W}
Champion of the Parish
Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
1 /
1
{1}{W}
Coppercoat Vanguard
Creature - Human Soldier
Each other Human you control gets +1/+0 and has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
2 /
2
{1}{W}
Coppercoat Vanguard
Creature - Human Soldier
Each other Human you control gets +1/+0 and has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
2 /
2
{1}{W}
Coppercoat Vanguard
Creature - Human Soldier
Each other Human you control gets +1/+0 and has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
2 /
2
{1}{W}
Coppercoat Vanguard
Creature - Human Soldier
Each other Human you control gets +1/+0 and has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
2 /
2
{W}
Esper Sentinel
Artifact Creature - Human Soldier
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.
1 /
1
{W}
Esper Sentinel
Artifact Creature - Human Soldier
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.
1 /
1
{W}
Esper Sentinel
Artifact Creature - Human Soldier
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.
1 /
1
{W}
Esper Sentinel
Artifact Creature - Human Soldier
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.
1 /
1
--
Fortified Beachhead
Land
As Fortified Beachhead enters the battlefield, you may reveal a Soldier card from your hand. Fortified Beachhead enters the battlefield tapped unless you revealed a Soldier card this way or you control a Soldier.
{T}: Add {W} or {U}.
{5}, {T}: Soldiers you control get +1/+1 until end of turn.
--
Fortified Beachhead
Land
As Fortified Beachhead enters the battlefield, you may reveal a Soldier card from your hand. Fortified Beachhead enters the battlefield tapped unless you revealed a Soldier card this way or you control a Soldier.
{T}: Add {W} or {U}.
{5}, {T}: Soldiers you control get +1/+1 until end of turn.
--
Fortified Beachhead
Land
As Fortified Beachhead enters the battlefield, you may reveal a Soldier card from your hand. Fortified Beachhead enters the battlefield tapped unless you revealed a Soldier card this way or you control a Soldier.
{T}: Add {W} or {U}.
{5}, {T}: Soldiers you control get +1/+1 until end of turn.
--
Fortified Beachhead
Land
As Fortified Beachhead enters the battlefield, you may reveal a Soldier card from your hand. Fortified Beachhead enters the battlefield tapped unless you revealed a Soldier card this way or you control a Soldier.
{T}: Add {W} or {U}.
{5}, {T}: Soldiers you control get +1/+1 until end of turn.
{2}{U}
Glasspool Mimic
Creature - Shapeshifter Rogue
You may have Glasspool Mimic enter the battlefield as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
0 /
0
--
Glasspool Shore
Land
Glasspool Shore enters the battlefield tapped.
{T}: Add {U}.
0 /
0
{2}{U}
Glasspool Mimic
Creature - Shapeshifter Rogue
You may have Glasspool Mimic enter the battlefield as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
0 /
0
--
Glasspool Shore
Land
Glasspool Shore enters the battlefield tapped.
{T}: Add {U}.
0 /
0
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hengegate Pathway
Land
{T}: Add {W}.
--
Mistgate Pathway
Land
{T}: Add {U}.
--
Hengegate Pathway
Land
{T}: Add {W}.
--
Mistgate Pathway
Land
{T}: Add {U}.
{1}{W}
Kabira Takedown
Instant
Kabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker.
--
Kabira Plateau
Land
Kabira Plateau enters the battlefield tapped.
{T}: Add {W}.
--
Mutavault
Land
{T}: Add {C}.
{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
Mutavault
Land
{T}: Add {C}.
{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
Mutavault
Land
{T}: Add {C}.
{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
Mutavault
Land
{T}: Add {C}.
{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
Seachrome Coast
Land
Seachrome Coast enters tapped unless you control two or fewer other lands.
{T}: Add {W} or {U}.
--
Seachrome Coast
Land
Seachrome Coast enters tapped unless you control two or fewer other lands.
{T}: Add {W} or {U}.
--
Seachrome Coast
Land
Seachrome Coast enters tapped unless you control two or fewer other lands.
{T}: Add {W} or {U}.
{U}
Spell Pierce
Instant
Counter target noncreature spell unless its controller pays {2}.
{U}
Spell Pierce
Instant
Counter target noncreature spell unless its controller pays {2}.
{U}
Spell Pierce
Instant
Counter target noncreature spell unless its controller pays {2}.
{U}
Spell Pierce
Instant
Counter target noncreature spell unless its controller pays {2}.
{1}{W}
Thalia's Lieutenant
Creature - Human Soldier
When Thalia's Lieutenant enters the battlefield, put a +1/+1 counter on each other Human you control.
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Thalia's Lieutenant.
1 /
1
{1}{W}
Thalia's Lieutenant
Creature - Human Soldier
When Thalia's Lieutenant enters the battlefield, put a +1/+1 counter on each other Human you control.
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Thalia's Lieutenant.
1 /
1
{1}{W}
Thalia's Lieutenant
Creature - Human Soldier
When Thalia's Lieutenant enters the battlefield, put a +1/+1 counter on each other Human you control.
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Thalia's Lieutenant.
1 /
1
{1}{W}
Thalia's Lieutenant
Creature - Human Soldier
When Thalia's Lieutenant enters the battlefield, put a +1/+1 counter on each other Human you control.
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Thalia's Lieutenant.
1 /
1
{1}{W}
Thalia, Guardian of Thraben
Legendary Creature - Human Soldier
First strike
Noncreature spells cost {1} more to cast.
2 /
1
{1}{W}
Thalia, Guardian of Thraben
Legendary Creature - Human Soldier
First strike
Noncreature spells cost {1} more to cast.
2 /
1
{1}{W}
Thalia, Guardian of Thraben
Legendary Creature - Human Soldier
First strike
Noncreature spells cost {1} more to cast.
2 /
1
{1}{W}
Thalia, Guardian of Thraben
Legendary Creature - Human Soldier
First strike
Noncreature spells cost {1} more to cast.
2 /
1
{1}{W}
Valiant Veteran
Creature - Kor Soldier
Other Soldiers you control get +1/+1.
{3}{W}{W}, Exile Valiant Veteran from your graveyard: Put a +1/+1 counter on each Soldier you control.
2 /
2
{1}{W}
Valiant Veteran
Creature - Kor Soldier
Other Soldiers you control get +1/+1.
{3}{W}{W}, Exile Valiant Veteran from your graveyard: Put a +1/+1 counter on each Soldier you control.
2 /
2
{1}{W}
Valiant Veteran
Creature - Kor Soldier
Other Soldiers you control get +1/+1.
{3}{W}{W}, Exile Valiant Veteran from your graveyard: Put a +1/+1 counter on each Soldier you control.
2 /
2
{1}{W}
Valiant Veteran
Creature - Kor Soldier
Other Soldiers you control get +1/+1.
{3}{W}{W}, Exile Valiant Veteran from your graveyard: Put a +1/+1 counter on each Soldier you control.
2 /
2
{1}{U}
Zephyr Sentinel
Creature - Human Soldier
Flash
Flying
When Zephyr Sentinel enters the battlefield, return up to one other target creature you control to its owner's hand. If it was a Soldier, put a +1/+1 counter on Zephyr Sentinel.
2 /
1
{1}{U}
Zephyr Sentinel
Creature - Human Soldier
Flash
Flying
When Zephyr Sentinel enters the battlefield, return up to one other target creature you control to its owner's hand. If it was a Soldier, put a +1/+1 counter on Zephyr Sentinel.
2 /
1
{1}{U}
Zephyr Sentinel
Creature - Human Soldier
Flash
Flying
When Zephyr Sentinel enters the battlefield, return up to one other target creature you control to its owner's hand. If it was a Soldier, put a +1/+1 counter on Zephyr Sentinel.
2 /
1
{2}{W}
Abzan Falconer
Creature - Human Soldier
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
2 /
3
{2}{W}
Abzan Falconer
Creature - Human Soldier
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
2 /
3
{1}{W}
Cathar Commando
Creature - Human Soldier
Flash
{1}, Sacrifice Cathar Commando: Destroy target artifact or enchantment.
3 /
1
{1}{W}
Cathar Commando
Creature - Human Soldier
Flash
{1}, Sacrifice Cathar Commando: Destroy target artifact or enchantment.
3 /
1
{1}{W}
Cathar Commando
Creature - Human Soldier
Flash
{1}, Sacrifice Cathar Commando: Destroy target artifact or enchantment.
3 /
1
{1}{U}
Make Disappear
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Counter target spell unless its controller pays {2}.
{1}{U}
Make Disappear
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Counter target spell unless its controller pays {2}.
{X}{W}
March of Otherworldly Light
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
{X}{W}
March of Otherworldly Light
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
{X}{W}
March of Otherworldly Light
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)
When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2 /
3
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)
When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2 /
3
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)
When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2 /
3
{1}{U}
Protect the Negotiators
Instant
Kicker {W} (You may pay an additional {W} as you cast this spell.)
If this spell was kicked, create a 1/1 white Soldier creature token.
Counter target spell unless its controller pays {1} for each creature you control.
{1}{U}
Protect the Negotiators
Instant
Kicker {W} (You may pay an additional {W} as you cast this spell.)
If this spell was kicked, create a 1/1 white Soldier creature token.
Counter target spell unless its controller pays {1} for each creature you control.