Urthona

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Showing all 98 cards

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 C 
Creature – Human Soldier
As long as you control a Horse or Knight creature, Argent Squire gets +1/+1 and has Vigilance.
1/1
 M 
Legendary Planeswalker – Brienne
+1:Search your library for up to one enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
-1:Return target enchantment card from your graveyard to your hand.
-5:You gain an emblem with “Enchantments you control have Hexproof” and “Each non-Aura enchantment you control is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment.”
3
 U 
Creature – Human Druid
Whenever an Enchantment enters the battlefield, you gain 2 life.
0/2
 R 
Enchantment
Whenever you cast an enchantment spell, you may draw a card.
Enchantment Spells you cast cost you {1} less to cast
 C 
Enchantment – Aura
Enchant Creature
Enchanted creature gets +1/+1 and has Horsemanship (It can't be blocked except by creatures with Horsemanship.)
 C 
Creature – Horse
Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
Bred and Trained for war, they follow their stablemates, rider or no rider.
3/2
 C 
Creature – Human Knight
As long as you control a Horse creature, Debronian Cavalier gets +3/+3 and has Horsemanship (This creature can't be blocked except by creatures with Horsemanship.).
"A horse! a horse! my kingdom for a horse!" – Richard III – William Shakespeare.
1/1
 C 
Creature – Human Scout
Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
1/1
 C 
Creature – Human Soldier
Elite Pikemen can block as though it had Horsemanship.
Nothing disperses a cavalry charge like a wall of pikes wielded by well trained and disciplined soldiers.
2/1
 R 
Enchantment
Creatures you control get +1/+1 and have Horsemanship (They can't be blocked except by creatures with Horsemanship.)
 C 
Instant
Prevent the next X damage that would be dealt to target creature or player, where X is 2 plus the number of cards named Life Shield in all graveyards.
 U 
Creature – Human
{1}{w}{w}, {t}: Create a 2/2 White Horse creature token.
The master breeders of Debronia produce a superior breed of horse which they supply exclusively to the Debronian military.
1/1
{3}{w}
 
 C 
Creature – Ox
When Musk Ox enters the battlefield, you gain 3 life.
As the lands grew colder, the Musk Ox and Yak came into their own, replacing other herdbeasts less suited to the changing conditions.
2/3
 U 
Creature – Human Knight
First Strike, Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
They have sworn an oath to see the sun rekindled or to die with their world.
2/2
 C 
Creature – Cat
When Penumbra Lion dies, put a 2/2 black Cat creature token onto the battlefield.
2/2
 C 
Creature – Bird
Flying, Vigilance
1/2
 C 
Creature – Horse
Vigilance, Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
1/3
 C 
Creature – Human Soldier
{w}{w}: Twilight Guard gains Protection from Black until end of turn.
They stand vigil through the ever longer nights to guard Debronia from the encroaching darkness.
2/5
 C 
Creature – Horse
First Strike, Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
2/3
 C 
Creature – Bird
Flying
Whenever Courier Pigeon attacks and isn't blocked, you may draw a card and then discard a card. If you do, Courier Pigeon assigns no combat damage this turn.
1/1
 U 
Enchantment – Aura
Enchant Creature
When enchanted creature dies, return that card to the battlefield under your control.
"Death is not always what it appears to be." – Traver Quist.
 C 
Instant
Target creature with Horsemanship deals 3 damage to itself.
"Its not the fall that hurts, its their own gullibility." Traver Quist, Master Illusionist.
 U 
Enchantment
Whenever a creature with horsemanship attacks, it loses horsemanship until end of turn.
As they charged, the air around them thickened to the consistency of molasses, slowing them and leaving them vulnerable.
 C 
Creature – Crab
When Penumbra Crab dies, put a 0/3 black Crab creature token onto the battlefield.
0/3
 U 
Creature – Bird
Flying
When Penumbra Owl enters the battlefield, Scry 3.
When Penumbra Owl dies, put a 1/1 black Bird creature token with flying and "when this enters the battlefield Fateseal 3" onto the battlefield.
1/1
 C 
Instant
Counter target spell with converted mana cost X or less, where X is 2 plus the number of cards named Spell Freeze in all graveyards.
 C 
Creature – Human Wizard
When Studious Apprentice enters the battlefield you may reveal the top card of your library. If it is a Sorcery or Instant card put it in your hand, otherwise put it on the bottom of your library.
1/1
 C 
Creature – Drake
Flying
Swooping Drake can block as though it had Horsemanship.
Attracted by movement, they pounce on swift moving prey with backbreaking force.
2/3
 M 
Legendary Planeswalker – Traver
+2: Target land becomes the basic land type of your choice until end of turn.
-1: Put a 2/2 Blue Illusion token creature with Flying onto the battlefield.
-9: For each creature on the battlefield, put a token that is a copy of that creature except that it is a blue illusion onto the battlefield.
5
 U 
Instant
All non illusion creatures lose all abilities and become the creature type of your choice until end of turn.
 R 
Creature – Illusion
Traver's Phantasm is unblockable.
Traver's Phantasm's power and toughness are each equal to the number of Illusions on the battlefield.
*/*
 C 
Sorcery
Target creature gets -X/-X until end of turn, where X is equal to the number of creature cards in your graveyard.
 M 
Legendary Planeswalker – Daimon
+1: Target player puts the top two cards of their library into their graveyard.
-2: Destroy target creature, it can't be regenerated.
-8: Exile all creature cards from all graveyards, then put a 2/2 black Zombie creature token onto the battlefield for each card exiled.
4
 C 
Creature – Zombie
When Daimon's Drudge enters the battlefield, target player discards a card.
2/2
 U 
Sorcery
Destroy target creature, then return it to the battlefield under your control. It is a black Zombie in addition to its other types and colors.
Deathblow and Resurrection in one efficient package.
 R 
Enchantment
Nonblack creatures get -1/-1.
 C 
Instant
Target player loses X life and you gain X life, where X is 2 plus the number of cards named Lifedrain in all graveyards.
 R 
Creature – Human Wizard
Other black creatures you control have Intimidate.
Token creatures you control get +1/+1.
The Penumbral Lords rule the Twilight Cult from within the very shadows that they, themselves, have mastered.
1/1
 U 
Creature – Human Knight
First Strike, Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
As the sun faded, the twilight cult grew in power, even going so far as to establish its own knightly order.
2/2
 U 
Enchantment – Aura
Enchant Creature
When enchanted creature dies, put a token creature onto the battlefield under your control that is a copy of that creature, except it is black.
 C 
Creature – Skeleton Soldier
Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
{b}, Sacrifice a creature: Regenerate Skeletal Cavalry.
3/2
 U 
Creature – Centaur Rogue
When Centaur Pillager enters the battlefield, destroy target Artifact or Land.
3/3
 C 
Creature – Elemental
Sacrifice Frostbiter: Frostbiter deals 1 damage to target creature or player.
1/1
 R 
Creature – Dragon
Flying, Double Strike
Whenever Hoardbuilder Dragon deals combat damage to a player, you may discard two cards and then draw two cards.
5/5
 M 
Legendary Planeswalker – Kiara
+1:Target player discards a card and then draws a card.
0:Put a 3/1 red Elemental creature token with haste and “at the start of the next end phase sacrifice this creature” onto the battlefield.
-7:For each creature on the battlefield under your control, put a token creature that is a copy of that creature except that it has Haste and “at the start of the next end phase sacrifice this creature” onto the battlefield.”
4
 R 
Sorcery
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
 U 
Creature – Elemental
Trample, Haste
At the beginning of the end step, sacrifice Kiara's Elemental.
At the start of your upkeep, if Kiara's Elemental is in your graveyard you may return it to your hand. If you do, skip your next draw step.
3/1
{1}{r}
 
 C 
Instant
Kindle deals X damage to target creature or player, where X is equal to 2 plus the number of cards named Kindle in all graveyards.
The Pyromancer's early experiments were limited successes that were quickly adapted for other uses.
 C 
Creature – Human Barbarian
Longship Rager gets +2/-1 as long as it's attacking.
Longship Ragers invoke the spirits of the Iceclaw Bears whose skins they wear to lend them their strength during battle.
2/2
 C 
Creature – Human Barbarian
Longship Raiders Attacks each turn if able.
Whenever Longship Raiders deals combat damage to a player, you may draw a card and then discard a card.
They strike at will, pillaging their way up and down the coasts.
4/3
 U 
Creature – Cat
2/1
 C 
Creature – Cat
Haste
When Penumbra Lynx dies, put a 2/2 black Cat creature token onto the battlefield.
2/2
 C 
Creature – Centaur Shaman
When Sparkhoof Centaur enters the battlefield it deals 1 damage to target creature or player.
3/3
 C 
Sorcery
Add {r}{r}{r} to your mana pool.
Discard a card and then draw a card.
 C 
Creature – Aurochs
When Aurochs Yearling enters the battlefield, you may search your library for an Aurochs creature card, reveal it, and put it in your hand. Then shuffle your library.
Yearlings are NEVER encountered alone.
2/2
 C 
Creature – Elf Scout
When Beast Hunter enters the battlefield, reveal the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
2/2
 U 
Creature – Centaur Warrior
Trample, Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
3/3
 C 
Creature – Centaur Warrior
Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
The centaurs of Urthona are the undoubted masters of 'mounted' warfare.
3/3
 U 
Sorcery
Put two 3/3 green Centaur creature tokens with Horsemanship onto the battlefield.
 C 
Snow Creature – Bear
2/2
 M 
Legendary Planeswalker – Jehava
+1:put a 2/2 green Cat Warrior creature token onto the battlefield.
-2:Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.
-7:You gain an emblem with “Whenever a creature you control dies, you may search your library for a creature card with the same converted mana cost as that creature and put it onto the battlefield, then shuffle your library.”
4
 C 
Creture – Cat Warrior
When Jehava's Beaters enters the battlefield, you may have it Fight target creature.
4/4
 U 
Creature – Cat Scout
When Jehava's Scout enters the battlefield, reveal the top card of your library. If it is a creature card you may put it into your hand, otherwise put it into your graveyard.
2/2
 R 
Creature – Wurm
Trample
While you're searching your library, you may cast Panglacial Wurm from your library.
As the ice spread so too did dangers previously unknown.
9/5
 C 
Creature – Centaur Warrior
When Penumbra Centaur dies, put a 3/3 black Centaur creature token onto the battlefield.
The growing darkness began to affect those with a strong connection to the world.
3/3
 C 
Creature – Elf Druid
{t}: Add {g} to your mana pool.
When Penumbra Elf dies, put a 1/1 black Elf creature token with "{t}: Add {b} to your mana pool." onto the battlefield.
1/1
 R 
Creature – Aurochs
Trample
Whenever Stampeding Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
Stampeding Aurochs power and toughness are each equal to 2 plus the number of other Aurochs creatures you control.
2+*/2+*
 C 
Instant
Target creature gets +X/+X until end of turn, where X is 2 plus the number of cards named Strengthen in all graveyards.
 C 
Creature – Aurochs
Trample
Whenever Wild Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
2/3
 U 
Artifact
Whenever a player casts a white spell, you may gain 1 life.
{t}: Add {w} to your mana pool.
 R 
Artifact
Altar of Renewal enters the battlefield with X charge counters on it.
At the start of your upkeep add {1} to your mana pool for each charge counter on Altar of Renewal. This mana doesn't empty from your mana pool as steps and phases end.
 U 
Artifact
Whenever a player casts a blue spell, you may gain 1 life.
{t}: Add {u} to your mana pool.
 U 
Artifact
Whenever a player casts a red spell, you may gain 1 life.
{t}: Add {r} to your mana pool.
 C 
Artifact – Equipment
Equipped creature has Hexproof.
Equip {2}
They know you are there, they just don't know where there you are!
 U 
Artifact
Whenever a player casts a green spell, you may gain 1 life.
{t}: Add {g} to your mana pool.
 U 
Artifact
Whenever a player casts a black spell, you may gain 1 life.
{t}: Add {b} to your mana pool.
 C 
Artifact
Sacrifice Seeker's Amulet: Reveal the top card of your library. If the revealed card is a Land Card, put it in your hand; otherwise put it on the bottom of your library.
Given to seekers as a symbol of their vows, they can also guide them on their chosen path.
 U 
Artifact
As Seeker's Guardian enters the battlefield choose a colour.
{t}: Add one mana of the chosen colour to your mana pool.
{2}: Seeker's Guardian becomes a 2/2 Golem artifact creature of the chosen colour until end of turn.
 C 
Artifact – Equipment
Equipped creature gets +1/+2.
Equip {2}
One is presented to each seeker to protect them on their journeys.
 C 
Artifact Creature – Construct
Defender
Whenever Sentry Drone blocks, you may untap target creature you control.
As the sun failed, Sentry Drones became a popular replacement for regular guards.
0/3
 C 
Artifact
Solar Prism enters the battlefield with a charge counter on it.
{t}: Add {1} to your mana pool.
{t}, Remove a charge counter: Add one mana of any colour to your mana pool.
 C 
Snow Artifact
{t}: Target permanent becomes snow until end of turn.
 U 
Land
Centaur Hollow enters the battlefield tapped.
{t}: Add {g} to your mana pool.
{t}: Untap target Centaur. If it's a creature, it gains Trample until end of turn.
 U 
Land
Debronian Stud enters the battlefield tapped.
{t}: Add {w} to your mana pool.
{t}: Untap target Horse. If it's a creature, it gets +1/+1 until end of turn.
 U 
Land
Isle of the Unreal enters the battlefield tapped.
{t}: Add {u} to your mana pool.
{t}: Target land becomes the basic land type of your choice until end of turn.
 U 
Land
Raider's Encampment enters the battlefield tapped.
{t}: Add {r} to your mana pool.
{t}: Untap target Barbarian. If it's a creature, it gets +2/-1 until end of turn.
 U 
Land
Unhallowed Ground enters the battlefield tapped.
{t}: Add {b} to your mana pool.
{t}: Untap target Zombie, it gains "{b}: Regenerate this creature" until end of turn.
Cat
 T 
Creature – Cat
2/2
 T 
Creature – Cat Warrior
2/2
 T 
Creature – Centaur
Horsemanship (This creature can't be blocked except by creatures with Horsemanship.)
3/3
 T 
Creature – Elemental
At the start of the next end phase sacrifice this creature.
3/1
 T 
Creature – Centaur
3/3
 T 
Creature – Crab
0/3
Elf
 T 
Creature – Elf
{t}: Add {b} to your mana pool.
1/1
 T 
Emblem – Brienne
Enchantments you control have Hexproof
Whenever an enchantment would go to your graveyard, you may return it to your hand instead.
 T 
Emblem – Jehava
Whenever a creature you control dies, you may search your library for a creature card with the same converted mana cost, and put it onto the battlefield, then shuffle your library.
 T 
Creature – Illusion
Flying
2/2
Owl
 T 
Creature – Bird
When this creature enters the battlefield Fateseal 3 (Look at the top three cards of an opponent's library, then then put any number of them on the bottom of that player's library and the rest on top in any order.)
1/1

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Show rarities: C U R M T

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