Magic: The Gathering - Morningtide (tm) & (c) 1995-2008 Wizards of the Coast, Inc. http://www.magicthegathering.com/ Number: 150 cards total CardName: Ballyrush Banneret Cost: 1W Type: Creature - Kithkin Soldier Pow/Tgh: 2/1 Rules Text: Kithkin spells and Soldier spells you play cost 1 less to play. Set/Rarity: Morningtide Common CardName: Battletide Alchemist Cost: 3WW Type: Creature - Kithkin Cleric Pow/Tgh: 3/4 Rules Text: If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control. Set/Rarity: Morningtide Rare CardName: Burrenton Bombardier Cost: 2W Type: Creature - Kithkin Soldier Pow/Tgh: 2/2 Rules Text: Flying Reinforce 2-2W (2W, Discard this card: Put two +1/+1 counters on target creature.) Set/Rarity: Morningtide Common CardName: Burrenton Shield-Bearers Cost: 4W Type: Creature - Kithkin Soldier Pow/Tgh: 3/3 Rules Text: Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn. Set/Rarity: Morningtide Common CardName: Cenn's Tactician Cost: W Type: Creature - Kithkin Soldier Pow/Tgh: 1/1 Rules Text: W, T Put a +1/+1 counter on target Soldier creature. Each creature you control with a +1/+1 counter on it can block an additional creature. Set/Rarity: Morningtide Uncommon CardName: Changeling Sentinel Cost: 3W Type: Creature - Shapeshifter Pow/Tgh: 3/2 Rules Text: Changeling (This card is every creature type at all times.) Vigilance Set/Rarity: Morningtide Common CardName: Coordinated Barrage Cost: W Type: Instant Pow/Tgh: / Rules Text: Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type. Set/Rarity: Morningtide Common CardName: Daily Regimen Cost: W Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature 1W: Put a +1/+1 counter on enchanted creature. Set/Rarity: Morningtide Uncommon CardName: Feudkiller's Verdict Cost: 4WW Type: Tribal Sorcery - Giant Pow/Tgh: / Rules Text: You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play. Set/Rarity: Morningtide Rare CardName: Forfend Cost: 1W Type: Instant Pow/Tgh: / Rules Text: Prevent all damage that would be dealt to creatures this turn. Set/Rarity: Morningtide Common CardName: Graceful Reprieve Cost: 1W Type: Instant Pow/Tgh: / Rules Text: When target creature is put into a graveyard this turn, return that card to play under its owner's control. Set/Rarity: Morningtide Uncommon CardName: Idyllic Tutor Cost: 2W Type: Sorcery Pow/Tgh: / Rules Text: Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library. Set/Rarity: Morningtide Rare CardName: Indomitable Ancients Cost: 2WW Type: Creature - Treefolk Warrior Pow/Tgh: 2/10 Rules Text: Set/Rarity: Morningtide Rare CardName: Kinsbaile Borderguard Cost: 1WW Type: Creature - Kithkin Soldier Pow/Tgh: 1/1 Rules Text: Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each other Kithkin you control. When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1 white Kithkin Soldier creature token into play for each counter on it. Set/Rarity: Morningtide Rare CardName: Kinsbaile Cavalier Cost: 3W Type: Creature - Kithkin Knight Pow/Tgh: 2/2 Rules Text: Knight creatures you control have double strike. Set/Rarity: Morningtide Rare CardName: Kithkin Zephyrnaut Cost: 2W Type: Creature - Kithkin Soldier Pow/Tgh: 2/2 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn. Set/Rarity: Morningtide Common CardName: Meadowboon Cost: 2WW Type: Creature - Elemental Pow/Tgh: 3/3 Rules Text: When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls. Evoke 3W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Set/Rarity: Morningtide Uncommon CardName: Mosquito Guard Cost: W Type: Creature - Kithkin Soldier Pow/Tgh: 1/1 Rules Text: First strike Reinforce 1-1W (1W, Discard this card: Put a +1/+1 counter on target creature.) Set/Rarity: Morningtide Common CardName: Order of the Golden Cricket Cost: 1W Type: Creature - Kithkin Knight Pow/Tgh: 2/2 Rules Text: Whenever Order of the Golden Cricket attacks, you may pay W. If you do, it gains flying until end of turn. Set/Rarity: Morningtide Common CardName: Preeminent Captain Cost: 2W Type: Creature - Kithkin Soldier Pow/Tgh: 2/2 Rules Text: First strike Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking. Set/Rarity: Morningtide Rare CardName: Redeem the Lost Cost: 1W Type: Instant Pow/Tgh: / Rules Text: Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Uncommon CardName: Reveillark Cost: 4W Type: Creature - Elemental Pow/Tgh: 4/3 Rules Text: Flying When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play. Evoke 5W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Set/Rarity: Morningtide Rare CardName: Shinewend Cost: 1W Type: Creature - Elemental Pow/Tgh: 0/0 Rules Text: Flying Shinewend comes into play with a +1/+1 counter on it. 1W, Remove a +1/+1 counter from Shinewend: Destroy target enchantment. Set/Rarity: Morningtide Common CardName: Stonehewer Giant Cost: 3WW Type: Creature - Giant Warrior Pow/Tgh: 4/4 Rules Text: Vigilance 1W, T Search your library for an Equipment card and put it into play. Attach it to a creature you control. Then shuffle your library. Set/Rarity: Morningtide Rare CardName: Stonybrook Schoolmaster Cost: 2W Type: Creature - Merfolk Wizard Pow/Tgh: 1/2 Rules Text: Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play. Set/Rarity: Morningtide Common CardName: Swell of Courage Cost: 3WW Type: Instant Pow/Tgh: / Rules Text: Creatures you control get +2/+2 until end of turn. Reinforce X-XWW (XWW, Discard this card: Put X +1/+1 counters on target creature.) Set/Rarity: Morningtide Uncommon CardName: Wandering Graybeard Cost: 3WW Type: Creature - Giant Wizard Pow/Tgh: 4/4 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life. Set/Rarity: Morningtide Uncommon CardName: Weight of Conscience Cost: 1W Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature Enchanted creature can't attack. Tap two untapped creatures you control that share a creature type: Remove enchanted creature from the game. Set/Rarity: Morningtide Common CardName: Declaration of Naught Cost: UU Type: Enchantment Pow/Tgh: / Rules Text: As Declaration of Naught comes into play, name a card. U: Counter target spell with the chosen name. Set/Rarity: Morningtide Rare CardName: Dewdrop Spy Cost: 1UU Type: Creature - Faerie Rogue Pow/Tgh: 2/2 Rules Text: Flash Flying When Dewdrop Spy comes into play, look at the top card of target player's library. Set/Rarity: Morningtide Common CardName: Disperse Cost: 1U Type: Instant Pow/Tgh: / Rules Text: Return target nonland permanent to its owner's hand. Set/Rarity: Morningtide Common CardName: Distant Melody Cost: 3U Type: Sorcery Pow/Tgh: / Rules Text: Choose a creature type. Draw a card for each permanent you control of that type. Set/Rarity: Morningtide Common CardName: Fencer Clique Cost: 2UU Type: Creature - Faerie Soldier Pow/Tgh: 3/2 Rules Text: Flying U: Put Fencer Clique on top of its owner's library. Set/Rarity: Morningtide Common CardName: Floodchaser Cost: 5U Type: Creature - Elemental Pow/Tgh: 0/0 Rules Text: Floodchaser comes into play with six +1/+1 counters on it. Floodchaser can't attack unless defending player controls an Island. U, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn. Set/Rarity: Morningtide Common CardName: Grimoire Thief Cost: UU Type: Creature - Merfolk Rogue Pow/Tgh: 2/2 Rules Text: Whenever Grimoire Thief becomes tapped, remove the top three cards of target opponent's library from the game face down. You may look at cards removed from the game with Grimoire Thief. U, Sacrifice Grimoire Thief: Turn all cards removed from the game with Grimoire Thief face up. Counter all spells with those names. Set/Rarity: Morningtide Rare CardName: Ink Dissolver Cost: 1U Type: Creature - Merfolk Wizard Pow/Tgh: 2/1 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard. Set/Rarity: Morningtide Common CardName: Inspired Sprite Cost: 3U Type: Creature - Faerie Wizard Pow/Tgh: 2/2 Rules Text: Flash Flying Whenever you play a Wizard spell, you may untap Inspired Sprite. T Draw a card, then discard a card. Set/Rarity: Morningtide Uncommon CardName: Knowledge Exploitation Cost: 5UU Type: Tribal Sorcery - Rogue Pow/Tgh: / Rules Text: Prowl 3U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Search target opponent's library for an instant or sorcery card. You may play that card without paying its mana cost. Then that player shuffles his or her library. Set/Rarity: Morningtide Rare CardName: Latchkey Faerie Cost: 3U Type: Creature - Faerie Rogue Pow/Tgh: 3/1 Rules Text: Flying Prowl 2U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.) When Latchkey Faerie comes into play, if its prowl cost was paid, draw a card. Set/Rarity: Morningtide Common CardName: Merrow Witsniper Cost: U Type: Creature - Merfolk Rogue Pow/Tgh: 1/1 Rules Text: When Merrow Witsniper comes into play, target player puts the top card of his or her library into his or her graveyard. Set/Rarity: Morningtide Common CardName: Mind Spring Cost: XUU Type: Sorcery Pow/Tgh: / Rules Text: Draw X cards. Set/Rarity: Morningtide Rare CardName: Mothdust Changeling Cost: U Type: Creature - Shapeshifter Pow/Tgh: 1/1 Rules Text: Changeling (This card is every creature type at all times.) Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn. Set/Rarity: Morningtide Common CardName: Negate Cost: 1U Type: Instant Pow/Tgh: / Rules Text: Counter target noncreature spell. Set/Rarity: Morningtide Common CardName: Nevermaker Cost: 3U Type: Creature - Elemental Pow/Tgh: 2/3 Rules Text: Flying When Nevermaker leaves play, put target nonland permanent on top of its owner's library. Evoke 3U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Set/Rarity: Morningtide Uncommon CardName: Notorious Throng Cost: 3U Type: Tribal Sorcery - Rogue Pow/Tgh: / Rules Text: Prowl 5U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Put X 1/1 black Faerie Rogue creature tokens with flying into play, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one. Set/Rarity: Morningtide Rare CardName: Research the Deep Cost: 1U Type: Sorcery Pow/Tgh: / Rules Text: Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Uncommon CardName: Sage of Fables Cost: 2U Type: Creature - Merfolk Wizard Pow/Tgh: 2/2 Rules Text: Each other Wizard creature you control comes into play with an additional +1/+1 counter on it. 2, Remove a +1/+1 counter from a creature you control: Draw a card. Set/Rarity: Morningtide Uncommon CardName: Sage's Dousing Cost: 2U Type: Tribal Instant - Wizard Pow/Tgh: / Rules Text: Counter target spell unless its controller pays 3. If you control a Wizard, draw a card. Set/Rarity: Morningtide Uncommon CardName: Sigil Tracer Cost: 1UU Type: Creature - Merfolk Wizard Pow/Tgh: 2/2 Rules Text: 1U, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy. Set/Rarity: Morningtide Rare CardName: Slithermuse Cost: 2UU Type: Creature - Elemental Pow/Tgh: 3/3 Rules Text: When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference. Evoke 3U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Set/Rarity: Morningtide Rare CardName: Stonybrook Banneret Cost: 1U Type: Creature - Merfolk Wizard Pow/Tgh: 1/1 Rules Text: Islandwalk Merfolk spells and Wizard spells you play cost 1 less to play. Set/Rarity: Morningtide Common CardName: Stream of Unconsciousness Cost: U Type: Tribal Instant - Wizard Pow/Tgh: / Rules Text: Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card. Set/Rarity: Morningtide Common CardName: Supreme Exemplar Cost: 6U Type: Creature - Elemental Pow/Tgh: 10/10 Rules Text: Flying Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.) Set/Rarity: Morningtide Rare CardName: Thieves' Fortune Cost: 2U Type: Tribal Instant - Rogue Pow/Tgh: / Rules Text: Prowl U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Set/Rarity: Morningtide Uncommon CardName: Vendilion Clique Cost: 1UU Type: Legendary Creature - Faerie Wizard Pow/Tgh: 3/1 Rules Text: Flash Flying When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card. Set/Rarity: Morningtide Rare CardName: Waterspout Weavers Cost: 3UU Type: Creature - Merfolk Wizard Pow/Tgh: 3/3 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn. Set/Rarity: Morningtide Uncommon CardName: Auntie's Snitch Cost: 2B Type: Creature - Goblin Rogue Pow/Tgh: 3/1 Rules Text: Auntie's Snitch can't block. Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand. Set/Rarity: Morningtide Rare CardName: Bitterblossom Cost: 1B Type: Tribal Enchantment - Faerie Pow/Tgh: / Rules Text: At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play. Set/Rarity: Morningtide Rare CardName: Blightsoil Druid Cost: 1B Type: Creature - Elf Druid Pow/Tgh: 1/2 Rules Text: T, Pay 1 life: Add G to your mana pool. Set/Rarity: Morningtide Common CardName: Earwig Squad Cost: 3BB Type: Creature - Goblin Rogue Pow/Tgh: 5/3 Rules Text: Prowl 2B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library. Set/Rarity: Morningtide Rare CardName: Fendeep Summoner Cost: 4B Type: Creature - Treefolk Shaman Pow/Tgh: 3/5 Rules Text: T Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn. Set/Rarity: Morningtide Rare CardName: Festercreep Cost: 1B Type: Creature - Elemental Pow/Tgh: 0/0 Rules Text: Festercreep comes into play with a +1/+1 counter on it. 1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn. Set/Rarity: Morningtide Common CardName: Final-Sting Faerie Cost: 3B Type: Creature - Faerie Assassin Pow/Tgh: 2/2 Rules Text: Flying When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn. Set/Rarity: Morningtide Common CardName: Frogtosser Banneret Cost: 1B Type: Creature - Goblin Rogue Pow/Tgh: 1/1 Rules Text: Haste Goblin spells and Rogue spells you play cost 1 less to play. Set/Rarity: Morningtide Common CardName: Maralen of the Mornsong Cost: 1BB Type: Legendary Creature - Elf Wizard Pow/Tgh: 2/3 Rules Text: Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library. Set/Rarity: Morningtide Rare CardName: Mind Shatter Cost: XBB Type: Sorcery Pow/Tgh: / Rules Text: Target player discards X cards at random. Set/Rarity: Morningtide Rare CardName: Moonglove Changeling Cost: 2B Type: Creature - Shapeshifter Pow/Tgh: 2/2 Rules Text: Changeling (This card is every creature type at all times.) B: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.) Set/Rarity: Morningtide Common CardName: Morsel Theft Cost: 2BB Type: Tribal Sorcery - Rogue Pow/Tgh: / Rules Text: Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card. Set/Rarity: Morningtide Common CardName: Nightshade Schemers Cost: 4B Type: Creature - Faerie Wizard Pow/Tgh: 3/2 Rules Text: Flying Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life. Set/Rarity: Morningtide Uncommon CardName: Noggin Whack Cost: 2BB Type: Tribal Sorcery - Rogue Pow/Tgh: / Rules Text: Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Target player reveals three cards from his or her hand. You choose two of them. That player discards those cards. Set/Rarity: Morningtide Uncommon CardName: Offalsnout Cost: 2B Type: Creature - Elemental Pow/Tgh: 2/2 Rules Text: Flash When Offalsnout leaves play, remove target card in a graveyard from the game. Evoke B (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Set/Rarity: Morningtide Uncommon CardName: Oona's Blackguard Cost: 1B Type: Creature - Faerie Rogue Pow/Tgh: 1/1 Rules Text: Flying Each other Rogue creature you control comes into play with an additional +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card. Set/Rarity: Morningtide Uncommon CardName: Pack's Disdain Cost: 1B Type: Instant Pow/Tgh: / Rules Text: Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent of the chosen type you control. Set/Rarity: Morningtide Common CardName: Prickly Boggart Cost: B Type: Creature - Goblin Rogue Pow/Tgh: 1/1 Rules Text: Fear Set/Rarity: Morningtide Common CardName: Pulling Teeth Cost: 1B Type: Sorcery Pow/Tgh: / Rules Text: Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Common CardName: Revive the Fallen Cost: 1B Type: Sorcery Pow/Tgh: / Rules Text: Return target creature card in a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Uncommon CardName: Scarblade Elite Cost: BB Type: Creature - Elf Assassin Pow/Tgh: 2/2 Rules Text: T, Remove an Assassin card in your graveyard from the game: Destroy target creature. Set/Rarity: Morningtide Rare CardName: Squeaking Pie Grubfellows Cost: 3B Type: Creature - Goblin Shaman Pow/Tgh: 3/2 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking Pie Grubfellows, you may reveal it. If you do, each opponent discards a card. Set/Rarity: Morningtide Common CardName: Stenchskipper Cost: 3B Type: Creature - Elemental Pow/Tgh: 6/5 Rules Text: Flying At end of turn, if you control no Goblins, sacrifice Stenchskipper. Set/Rarity: Morningtide Rare CardName: Stinkdrinker Bandit Cost: 3B Type: Creature - Goblin Rogue Pow/Tgh: 2/1 Rules Text: Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn. Set/Rarity: Morningtide Uncommon CardName: Violet Pall Cost: 4B Type: Tribal Instant - Faerie Pow/Tgh: / Rules Text: Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying into play. Set/Rarity: Morningtide Common CardName: Warren Weirding Cost: 1B Type: Tribal Sorcery - Goblin Pow/Tgh: / Rules Text: Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn. Set/Rarity: Morningtide Uncommon CardName: Weed-Pruner Poplar Cost: 4B Type: Creature - Treefolk Assassin Pow/Tgh: 3/3 Rules Text: At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn. Set/Rarity: Morningtide Common CardName: Weirding Shaman Cost: 1B Type: Creature - Goblin Shaman Pow/Tgh: 2/1 Rules Text: 3B, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play. Set/Rarity: Morningtide Rare CardName: Boldwyr Heavyweights Cost: 2RR Type: Creature - Giant Warrior Pow/Tgh: 8/8 Rules Text: Trample When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it. Set/Rarity: Morningtide Rare CardName: Boldwyr Intimidator Cost: 5RR Type: Creature - Giant Warrior Pow/Tgh: 5/5 Rules Text: Cowards can't block Warriors. R: Target creature becomes a Coward until end of turn. 2R: Target creature becomes a Warrior until end of turn. Set/Rarity: Morningtide Uncommon, Future Sight Uncommon CardName: Borderland Behemoth Cost: 5RR Type: Creature - Giant Warrior Pow/Tgh: 4/4 Rules Text: Trample Borderland Behemoth gets +4/+4 for each other Giant you control. Set/Rarity: Morningtide Rare CardName: Brighthearth Banneret Cost: 1R Type: Creature - Elemental Warrior Pow/Tgh: 1/1 Rules Text: Elemental spells and Warrior spells you play cost 1 less to play. Reinforce 1-1R (1R, Discard this card: Put a +1/+1 counter on target creature.) Set/Rarity: Morningtide Common CardName: Countryside Crusher Cost: 1RR Type: Creature - Giant Warrior Pow/Tgh: 3/3 Rules Text: At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process. Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher. Set/Rarity: Morningtide Rare CardName: Fire Juggler Cost: 2R Type: Creature - Goblin Shaman Pow/Tgh: 2/2 Rules Text: Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Common CardName: Hostile Realm Cost: 2R Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant land Enchanted land has "T Target creature can't block this turn." Set/Rarity: Morningtide Common CardName: Kindled Fury Cost: R Type: Instant Pow/Tgh: / Rules Text: Target creature gets +1/+0 and gains first strike until end of turn. Set/Rarity: Morningtide Common CardName: Lightning Crafter Cost: 3R Type: Creature - Goblin Shaman Pow/Tgh: 3/3 Rules Text: Champion a Goblin or Shaman (When this comes into play, sacrifice it unless you remove another Goblin or Shaman you control from the game. When this leaves play, that card returns to play.) T Lightning Crafter deals 3 damage to target creature or player. Set/Rarity: Morningtide Rare CardName: Lunk Errant Cost: 5R Type: Creature - Giant Warrior Pow/Tgh: 4/4 Rules Text: Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn. Set/Rarity: Morningtide Common CardName: Mudbutton Clanger Cost: R Type: Creature - Goblin Warrior Pow/Tgh: 1/1 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn. Set/Rarity: Morningtide Common CardName: Pyroclast Consul Cost: 3RR Type: Creature - Elemental Shaman Pow/Tgh: 3/3 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature. Set/Rarity: Morningtide Uncommon CardName: Rage Forger Cost: 2R Type: Creature - Elemental Shaman Pow/Tgh: 2/2 Rules Text: When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control. Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player. Set/Rarity: Morningtide Uncommon CardName: Release the Ants Cost: 1R Type: Instant Pow/Tgh: / Rules Text: Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Uncommon CardName: Rivals' Duel Cost: 3R Type: Sorcery Pow/Tgh: / Rules Text: Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other. Set/Rarity: Morningtide Uncommon CardName: Roar of the Crowd Cost: 3R Type: Sorcery Pow/Tgh: / Rules Text: Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents you control of the chosen type. Set/Rarity: Morningtide Common CardName: Seething Pathblazer Cost: 2R Type: Creature - Elemental Warrior Pow/Tgh: 2/2 Rules Text: Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn. Set/Rarity: Morningtide Common CardName: Sensation Gorger Cost: 1RR Type: Creature - Goblin Shaman Pow/Tgh: 2/2 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand and draws four cards. Set/Rarity: Morningtide Rare CardName: Shard Volley Cost: R Type: Instant Pow/Tgh: / Rules Text: As an additional cost to play Shard Volley, sacrifice a land. Shard Volley deals 3 damage to target creature or player. Set/Rarity: Morningtide Common CardName: Shared Animosity Cost: 2R Type: Enchantment Pow/Tgh: / Rules Text: Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it. Set/Rarity: Morningtide Rare CardName: Spitebellows Cost: 5R Type: Creature - Elemental Pow/Tgh: 6/1 Rules Text: When Spitebellows leaves play, it deals 6 damage to target creature. Evoke 1RR (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Set/Rarity: Morningtide Uncommon CardName: Stingmoggie Cost: 3R Type: Creature - Elemental Pow/Tgh: 0/0 Rules Text: Stingmoggie comes into play with two +1/+1 counters on it. 3R, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land. Set/Rarity: Morningtide Common CardName: Stomping Slabs Cost: 2R Type: Sorcery Pow/Tgh: / Rules Text: Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player. Set/Rarity: Morningtide Uncommon CardName: Sunflare Shaman Cost: 1R Type: Creature - Elemental Shaman Pow/Tgh: 2/1 Rules Text: 1R, T Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard. Set/Rarity: Morningtide Common CardName: Taurean Mauler Cost: 2R Type: Creature - Shapeshifter Pow/Tgh: 2/2 Rules Text: Changeling (This card is every creature type at all times.) Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler. Set/Rarity: Morningtide Rare CardName: Titan's Revenge Cost: XRR Type: Sorcery Pow/Tgh: / Rules Text: Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Rare CardName: Vengeful Firebrand Cost: 3R Type: Creature - Elemental Warrior Pow/Tgh: 5/2 Rules Text: Vengeful Firebrand has haste as long as a Warrior card is in your graveyard. R: Vengeful Firebrand gets +1/+0 until end of turn. Set/Rarity: Morningtide Rare CardName: War-Spike Changeling Cost: 3R Type: Creature - Shapeshifter Pow/Tgh: 3/3 Rules Text: Changeling (This card is every creature type at all times.) R: War-Spike Changeling gains first strike until end of turn. Set/Rarity: Morningtide Common CardName: Ambassador Oak Cost: 3G Type: Creature - Treefolk Warrior Pow/Tgh: 3/3 Rules Text: When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play. Set/Rarity: Morningtide Common CardName: Bosk Banneret Cost: 1G Type: Creature - Treefolk Shaman Pow/Tgh: 1/3 Rules Text: Treefolk spells and Shaman spells you play cost 1 less to play. Set/Rarity: Morningtide Common CardName: Bramblewood Paragon Cost: 1G Type: Creature - Elf Warrior Pow/Tgh: 2/2 Rules Text: Each other Warrior creature you control comes into play with an additional +1/+1 counter on it. Each creature you control with a +1/+1 counter on it has trample. Set/Rarity: Morningtide Uncommon CardName: Chameleon Colossus Cost: 2GG Type: Creature - Shapeshifter Pow/Tgh: 4/4 Rules Text: Changeling (This card is every creature type at all times.) Protection from black 2GG: Chameleon Colossus gets +X/+X until end of turn, where X is its power. Set/Rarity: Morningtide Rare CardName: Cream of the Crop Cost: 1G Type: Enchantment Pow/Tgh: / Rules Text: Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order. Set/Rarity: Morningtide Rare CardName: Deglamer Cost: 1G Type: Instant Pow/Tgh: / Rules Text: Choose target artifact or enchantment. Its owner shuffles it into his or her library. Set/Rarity: Morningtide Common CardName: Earthbrawn Cost: 1G Type: Instant Pow/Tgh: / Rules Text: Target creature gets +3/+3 until end of turn. Reinforce 1-1G (1G, Discard this card: Put a +1/+1 counter on target creature.) Set/Rarity: Morningtide Common CardName: Elvish Warrior Cost: GG Type: Creature - Elf Warrior Pow/Tgh: 2/3 Rules Text: Set/Rarity: Morningtide Common, Ninth Edition Common, Onslaught Common CardName: Everbark Shaman Cost: 4G Type: Creature - Treefolk Shaman Pow/Tgh: 3/5 Rules Text: T, Remove a Treefolk card in your graveyard from the game: Search your library for two Forest cards and put them into play tapped. Then shuffle your library. Set/Rarity: Morningtide Common CardName: Fertilid Cost: 2G Type: Creature - Elemental Pow/Tgh: 0/0 Rules Text: Fertilid comes into play with two +1/+1 counters on it. 1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library. Set/Rarity: Morningtide Common CardName: Game-Trail Changeling Cost: 3GG Type: Creature - Shapeshifter Pow/Tgh: 4/4 Rules Text: Changeling (This card is every creature type at all times.) Trample Set/Rarity: Morningtide Common CardName: Gilt-Leaf Archdruid Cost: 3GG Type: Creature - Elf Druid Pow/Tgh: 3/3 Rules Text: Whenever you play a Druid spell, you may draw a card. Tap seven untapped Druids you control: Gain control of all lands target player controls. Set/Rarity: Morningtide Rare CardName: Greatbow Doyen Cost: 4G Type: Creature - Elf Archer Pow/Tgh: 2/4 Rules Text: Other Archer creatures you control get +1/+1. Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller. Set/Rarity: Morningtide Rare CardName: Heritage Druid Cost: G Type: Creature - Elf Druid Pow/Tgh: 1/1 Rules Text: Tap three untapped Elves you control: Add GGG to your mana pool. Set/Rarity: Morningtide Uncommon CardName: Hunting Triad Cost: 3G Type: Tribal Sorcery - Elf Pow/Tgh: / Rules Text: Put three 1/1 green Elf Warrior creature tokens into play. Reinforce 3-3G (3G, Discard this card: Put three +1/+1 counters on target creature.) Set/Rarity: Morningtide Uncommon CardName: Leaf-Crowned Elder Cost: 2GG Type: Creature - Treefolk Shaman Pow/Tgh: 3/5 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost. Set/Rarity: Morningtide Rare CardName: Luminescent Rain Cost: 2G Type: Instant Pow/Tgh: / Rules Text: Choose a creature type. You gain 2 life for each permanent you control of that type. Set/Rarity: Morningtide Common CardName: Lys Alana Bowmaster Cost: 2G Type: Creature - Elf Archer Pow/Tgh: 2/2 Rules Text: Reach (This can block creatures with flying.) Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying. Set/Rarity: Morningtide Common CardName: Orchard Warden Cost: 4GG Type: Creature - Treefolk Shaman Pow/Tgh: 4/6 Rules Text: Whenever another Treefolk creature comes into play under your control, you may gain life equal to that creature's toughness. Set/Rarity: Morningtide Uncommon CardName: Reach of Branches Cost: 4G Type: Tribal Instant - Treefolk Pow/Tgh: / Rules Text: Put a 2/5 green Treefolk Shaman creature token into play. Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand. Set/Rarity: Morningtide Rare CardName: Recross the Paths Cost: 2G Type: Sorcery Pow/Tgh: / Rules Text: Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Set/Rarity: Morningtide Uncommon CardName: Reins of the Vinesteed Cost: 3G Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature Enchanted creature gets +2/+2. When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature. Set/Rarity: Morningtide Common CardName: Rhys the Exiled Cost: 2G Type: Legendary Creature - Elf Warrior Pow/Tgh: 3/2 Rules Text: Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control. B, Sacrifice an Elf: Regenerate Rhys the Exiled. Set/Rarity: Morningtide Rare CardName: Scapeshift Cost: 2GG Type: Sorcery Pow/Tgh: / Rules Text: Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library. Set/Rarity: Morningtide Rare CardName: Unstoppable Ash Cost: 3G Type: Creature - Treefolk Warrior Pow/Tgh: 5/5 Rules Text: Trample Champion a Treefolk or Warrior (When this comes into play, sacrifice it unless you remove another Treefolk or Warrior you control from the game. When this leaves play, that card returns to play.) Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn. Set/Rarity: Morningtide Rare CardName: Walker of the Grove Cost: 6GG Type: Creature - Elemental Pow/Tgh: 7/7 Rules Text: When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play. Evoke 4G (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Set/Rarity: Morningtide Uncommon CardName: Winnower Patrol Cost: 2G Type: Creature - Elf Warrior Pow/Tgh: 3/2 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol. Set/Rarity: Morningtide Common CardName: Wolf-Skull Shaman Cost: 1G Type: Creature - Elf Shaman Pow/Tgh: 2/2 Rules Text: Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play. Set/Rarity: Morningtide Uncommon CardName: Cloak and Dagger Cost: 2 Type: Tribal Artifact - Rogue Equipment Pow/Tgh: / Rules Text: Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it. Equip 3 Set/Rarity: Morningtide Uncommon CardName: Diviner's Wand Cost: 3 Type: Tribal Artifact - Wizard Equipment Pow/Tgh: / Rules Text: Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "4: Draw a card." Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it. Equip 3 Set/Rarity: Morningtide Uncommon CardName: Door of Destinies Cost: 4 Type: Artifact Pow/Tgh: / Rules Text: As Door of Destinies comes into play, choose a creature type. Whenever you play a spell of the chosen type, put a charge counter on Door of Destinies. Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies. Set/Rarity: Morningtide Rare CardName: Obsidian Battle-Axe Cost: 3 Type: Tribal Artifact - Warrior Equipment Pow/Tgh: / Rules Text: Equipped creature gets +2/+1 and has haste. Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it. Equip 3 Set/Rarity: Morningtide Uncommon CardName: Thornbite Staff Cost: 2 Type: Tribal Artifact - Shaman Equipment Pow/Tgh: / Rules Text: Equipped creature has "2, T This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature." Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it. Equip 4 Set/Rarity: Morningtide Uncommon CardName: Veteran's Armaments Cost: 2 Type: Tribal Artifact - Soldier Equipment Pow/Tgh: / Rules Text: Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature." Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it. Equip 2 Set/Rarity: Morningtide Uncommon CardName: Murmuring Bosk Cost: Type: Land - Forest Pow/Tgh: / Rules Text: (T Add G to your mana pool.) As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped. T Add W or B to your mana pool. Murmuring Bosk deals 1 damage to you. Set/Rarity: Morningtide Rare CardName: Mutavault Cost: Type: Land Pow/Tgh: / Rules Text: T Add 1 to your mana pool. 1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land. Set/Rarity: Morningtide Rare CardName: Primal Beyond Cost: Type: Land Pow/Tgh: / Rules Text: As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped. T Add 1 to your mana pool. T Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals. Set/Rarity: Morningtide Rare CardName: Rustic Clachan Cost: Type: Land Pow/Tgh: / Rules Text: As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped. T Add W to your mana pool. Reinforce 1-1W (1W, Discard this card: Put a +1/+1 counter on target creature.) Set/Rarity: Morningtide Rare © 1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.