Shifting Plane
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Enchanted creature gets +1/+0 and has first strike and lifelink.
Those chosen by the Order to carry out their decisions are given immense power and prestige.
Choose one-
-Create a 2/2 White Knight Creature token with Vigilance
-Destroy target nonhuman creature
-Create a 2/2 White Knight Creature token with Vigilance
-Destroy target nonhuman creature
When Caretaker of the Core enters the battlefield, choose one-
-Gain 5 life
-Destroy target artifact. It's controller gains 3 life.
-Gain 5 life
-Destroy target artifact. It's controller gains 3 life.
2/2
At the beginning of your upkeep, you may reveal a white card in your hand. If you do, you may gain life equal to its converted mana cost.
The priests of the Order believe that all are entitled to life.
1/1
Lifelink, vigilance, first strike
When Cleric of Ruin enters the battlefield, choose one-
-Each player chooses one creature from among creatures they control, then sacrifices the rest.
-Put 4 +1/+1 counters on Cleric of Ruin.
When Cleric of Ruin enters the battlefield, choose one-
-Each player chooses one creature from among creatures they control, then sacrifices the rest.
-Put 4 +1/+1 counters on Cleric of Ruin.
Some of the Order's priests practice a discipline at ends with their professed love of peace.
0/1
Choose one-
-Target player sacrifices an attacking or blocking creature
-Destroy target artifact
-Target player sacrifices an attacking or blocking creature
-Destroy target artifact
The Order has refined light warfare to an art.
When Faithful Attendant enters the battlefield, you gain 3 life.
Those lower in the Order only exist to serve.
1/1
When Furious Protector enters the battlefield, you may choose to put a charge counter on it.
As long as Furious Protector has a charge counter on it, it has first strike. Otherwise, it has lifelink.
As long as Furious Protector has a charge counter on it, it has first strike. Otherwise, it has lifelink.
3/1
Deal 3 damage to target attacking or blocking creature. Gain 2 life
While many wonder at the massive dunes of sand scattered around the Shifting Planes, few notice the bodies of the dead slowly being ground down to nothing.
Flash (You may cast this spell any time you could cast an instant.)
When Halt in Place enters the battlefield, exile target attacking creature until Halt in Place leaves the battlefield. (That creature returns under its owner's control.)
When Halt in Place enters the battlefield, exile target attacking creature until Halt in Place leaves the battlefield. (That creature returns under its owner's control.)
Lifelink
Holy Guardian can't attack or block unless you have 10 or less life.
Holy Guardian can't attack or block unless you have 10 or less life.
They are the last line of defense within the sanctums of the Order.
7/7
Whenever you choose a mode for a spell or ability, you may give target creature +1/+1 until end of turn.
Most of the Order is made up of lower castes of knights.
2/3
When Lonely Golem enters the battlefield, you may gain 4 life.
Whenever you gain life, return Lonely Golem to your hand at the beginning of the next end step.
Whenever you gain life, return Lonely Golem to your hand at the beginning of the next end step.
"Are you my new master?"
1/4
When Master Guardsman enters the battlefield, choose one:
-Put X +1/+1 counters onto this creature, where X is your devotion to white
-Create X 1/1 white soldier creature tokens, where X is your devotion to white
-Put X +1/+1 counters onto this creature, where X is your devotion to white
-Create X 1/1 white soldier creature tokens, where X is your devotion to white
2/2
+2 Gain 2 life. If you control a Human, draw a card.
-2 Target creature gets -X/-X until end of turn, where X is the amount of life you have gained this turn.
-10 Search your library for any number of Human cards and exile them. You get an emblem with "You may cast up to one card exiled with Natha, Desert Healer on each of your turns without paying it's mana cost."
-2 Target creature gets -X/-X until end of turn, where X is the amount of life you have gained this turn.
-10 Search your library for any number of Human cards and exile them. You get an emblem with "You may cast up to one card exiled with Natha, Desert Healer on each of your turns without paying it's mana cost."
3


The Order has many believers, both large and small.
2/1
Whenever you gain life, each opponent loses 1 life.
They channel the bright magics of their allies into a weapon to fight those who would seek to end the Order
1/1
Exile target creature.
If you have at least 10 more life than your starting life total, you may exile up to two target creatures instead.
If you have at least 10 more life than your starting life total, you may exile up to two target creatures instead.
The Order reserves their deadliest songs for their deadliest enemies.
Destroy target enchantment. You gain 2 life.
The Clerics of the Order use their divine powers to destroy any magical remnants that hurt the Order.
When Sherrif's Orders enters the battlefield, choose one-
-Tap target creature. That creature remains tapped for as long as you control Sherrif's Orders
-Create a 2/2 White Knight token with Vigilance
-Tap target creature. That creature remains tapped for as long as you control Sherrif's Orders
-Create a 2/2 White Knight token with Vigilance
Even on the Shifting Plane, there is still order in some places.
When Technical Combatant enters the battlefield, you may put a +1+1 counter on another target creature you control.
"Born into a warrior's life he yearns for someone to pass on his skills to before the fight finally consumes him."
2/2
Enchant Creature
Whenever enchanted creature deals damage, you gain that much life.
Whenever enchanted creature deals damage, you gain that much life.
Those who work for the order, and sometimes those who work against it, can be made to further its plans.
When The Order's Choice enters the battlefield, choose Crackdown or Arrest.
Crackdown- At the beginning of your upkeep, create a 2/2 white Knight token with vigilance.
Arrest- At the beginning of each opponent's first main phase and combat phase, tap target creature that player controls.
Crackdown- At the beginning of your upkeep, create a 2/2 white Knight token with vigilance.
Arrest- At the beginning of each opponent's first main phase and combat phase, tap target creature that player controls.
Target creature gains flying and +1/+1 until end of turn.
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Despite the shifting landscape, some creatures are too tough or large to care about the environment around them.
5/4
When Cultist of Rezz'x enters the battlefield or dies, scry 2
"He will come. And when he does, this whole plane will suffer."
1/1
Flash
When Deceiver Exarch enters the battlefield, choose one-
• Untap target permanent you control.
• Tap target permanent an opponent controls.
When Deceiver Exarch enters the battlefield, choose one-
• Untap target permanent you control.
• Tap target permanent an opponent controls.
1/4
Enchant creature
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
On the Shifting Plane, travelers need to watch out for sudden blizzards in the desert.
When Fanatical Worshipper enters the battlefield, choose one-
-Return target tapped creature with power 2 or less it it's owner's hand.
-Scry 2.
-Return target tapped creature with power 2 or less it it's owner's hand.
-Scry 2.
Some who worship Rezz'x do so only to further their own goals. Some are just insane.
1/1
Flash
When Flowing Tidespirit enters the battlefield, choose one-
-Tap up to two target creatures.
-Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
When Flowing Tidespirit enters the battlefield, choose one-
-Tap up to two target creatures.
-Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
1/1
At the beginning of your upkeep, choose one:
-Tap target creature an opponent controls
-Exile a creature you control and then return it to the battlefield
-Tap target creature an opponent controls
-Exile a creature you control and then return it to the battlefield

Many humans on the Shifting Plane choose to study it's strange features.
0/1
When Keagan, Cult Leader enters the battlefield, choose one-
-Draw cards equal to the number of Cultists you control.
-Return up to X target tapped creatures to their owner's hand, where X is the number of Cultists you control.
-Draw cards equal to the number of Cultists you control.
-Return up to X target tapped creatures to their owner's hand, where X is the number of Cultists you control.
"Get out, Unbelievers!"
3/2
When Note, Rezz'x's Favoured enters the battlefield, choose one-
-Draw 2 cards.
-Search your library for an instant or sorcery spell and put it in your hand. Then, shuffle your library.
-Draw 2 cards.
-Search your library for an instant or sorcery spell and put it in your hand. Then, shuffle your library.
1/2
Whenever you would choose a mode for a spell or ability you control, you may draw a card.
Choose one:
-Scry one, then draw two cards
-Return an instant or sorcery card from your graveyard to your hand.
-Scry one, then draw two cards
-Return an instant or sorcery card from your graveyard to your hand.
When Riptide Scholar enters the battlefield, choose one:
-Draw a card
-Scry 3
-Draw a card
-Scry 3
Many have tried to explain the Shifting Plane, and all have failed.
1/1
When ever you choose an option on a card, target player puts the top 2 cards of their library into their graveyard.
1/2
Choose creature or noncreature.
Look at the top X+1 cards of your library. Put all cards of the chosen type into your hand, and the rest into your graveyard.
Look at the top X+1 cards of your library. Put all cards of the chosen type into your hand, and the rest into your graveyard.


-The owner of Shifting Mists puts that card into their hand.
-If the revealed card is a spell, Shifting Mists's owner may cast it without paying it's mana cost. If they do, sacrifice Shifting Mists.
Flash
When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to it's mana cost.
When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to it's mana cost.
2/1
Flash
When Streamlined Serpent enters the battlefield, choose one:
-Untap up to 3 lands.
-Target creature cannot be blocked until the end of your next turn.
When Streamlined Serpent enters the battlefield, choose one:
-Untap up to 3 lands.
-Target creature cannot be blocked until the end of your next turn.
3/3
Counter target spell.
Its controller chooses one-
-Its controller draws a card
-Its controller chooses a creature. Exile that creature, then return it to the battlefield at the beginning of the next end step.
Its controller chooses one-
-Its controller draws a card
-Its controller chooses a creature. Exile that creature, then return it to the battlefield at the beginning of the next end step.
Choose one-
-Counter target spell
-Scry 2, then draw a card.
-Counter target spell
-Scry 2, then draw a card.
As the researchers studied the Shifting Plane, it started to take hold of them, changing them as it was changed.
Flying.
When Tide Swallow enters the battlefield, you may scry 2.
When Tide Swallow enters the battlefield, you may scry 2.
They fly over the many rivers, twisting water into visions.
1/1
Whenever you would choose a mode for a spell or ability you control, you may have target player put the top 3 cards of their library into their graveyard.
1/3
Choose one-
-Destroy all creatures.
-Destroy target creature and draw two cards.
-Destroy all creatures.
-Destroy target creature and draw two cards.
As long as you have 25 or more life, Ancient Vampire costs
less to cast.
Flying

Flying
Lain dormant for years, the smell of fresh blood awakens it's primal instincts
4/5
It stalks the scattered marshes of the Shifting Planes, feeding on those unlucky enough to get trapped in the bog.
6/4
At the beginning of you upkeep, choose one-
-Create a 1/1 black wurm token.
-Draw a card, then put the top card of your library into your graveyard.
-Create a 1/1 black wurm token.
-Draw a card, then put the top card of your library into your graveyard.
Lifelink
2/1
Lifelink
Cursed to help those that turned it into this abomination, it takes out it's frustrations and supernatural strength on anything it can get it's teeth into.
3/2
These creatures stalk the Shifting Plane, searching for their next meal.
3/2
When Dung Beatle dies, target creature get's -1/-1 until end of turn
2/1
Target creature gets -2-2 until end of turn. It's controller gains 2 life.
Lifelink

: Feasting Skeleton gains indestructible until end of turn.


I hate those things. They're like big mosquitoes that are impossible to kill.
-Trap Bait, Veteran Explorer
-Trap Bait, Veteran Explorer
2/1
Choose one-
-Put target creature card from a graveyard onto the battlefield under your control.
-Put the top 7 cards of your library into your graveyard, then return target creature card from your graveyard to your hand.
-Put target creature card from a graveyard onto the battlefield under your control.
-Put the top 7 cards of your library into your graveyard, then return target creature card from your graveyard to your hand.
Choose one-
-Destroy target creature or planeswalker
-All creatures get -3-3 until end of turn
-Destroy target creature or planeswalker
-All creatures get -3-3 until end of turn
When everyone's dead, everything will finally be fair.
Choose 5. You may choose the same mode more than once.
-Gain 2 life
-You draw 1 card and you lose 2 life
-Tap target creature and you lose 2 life
-Destroy target creature if it's tapped and you lose 3 life
-Gain 2 life
-You draw 1 card and you lose 2 life
-Tap target creature and you lose 2 life
-Destroy target creature if it's tapped and you lose 3 life
Whenever you would choose a mode for a spell or ability you control, you may also give target creature -1-1 until end of turn
1/1
Lifelink. (Whenever this creature deals damage, you gain that much life)
Whenever Midnight Devourer attacks, put a charge counter on it, then it deals damage to any target equal to the number of charge counters on it.
Whenever Midnight Devourer attacks, put a charge counter on it, then it deals damage to any target equal to the number of charge counters on it.
It stalks the Wastes of the Shifting Plane, looking for its next meal.
3/3
Destroy target creature.
Even on the Shifting Plane, the dark arts are still as to-the-point as ever.
Flying
When Murderous Raven enters the battlefield, target player discards a card.
When Murderous Raven enters the battlefield, target player discards a card.
They fly around the civilized lands, desecrating the dead.
2/1
When Shadowed Caretaker enters the battlefield, choose one-
-Create 2 1/1 black wurm tokens.
-Give target creature -2/-2 until end of turn.
-Create 2 1/1 black wurm tokens.
-Give target creature -2/-2 until end of turn.
2/2


Sacrifice another creature: Starving Wraith's activated abilities cost

This creature continues it's existence in the same way it left it's old one: hungry.
2/2
Lifelink
Whenever a creature dies, choose one-
-Add
-Put a +1+1 counter on The Butcher
Whenever a creature dies, choose one-
-Add

-Put a +1+1 counter on The Butcher
MEAT!!
3/5
Choose one-
-Target opponent discards 2 cards
-Draw 2 cards and lose 4 life
-Target opponent discards 2 cards
-Draw 2 cards and lose 4 life
Every person who has achieved immortality, or something close to it, eventually reaches their breaking point. this was just one of many
When Token Game Ender Boi enters the battlefield, choose one-
-Creatures you control gain +1+1 and lifelink until end of turn.
-You lose 4 life and draws 2 cards
-Creatures you control gain +1+1 and lifelink until end of turn.
-You lose 4 life and draws 2 cards
3/4
Target creature get's -2-2 until end of turn. If it's a vampire, it get's +2+2 and lifelink until end of turn instead
A vampires curse causes those new to the disease to wither, becoming sickly, while revitalizing those who have already been changed
Whenever you would choose a mode for a spell or ability you control, you may have target player lose 1 life. If you do, gain 1 life
Best healer in town. Just don't ask where she gets her transplants.
2/2

-Return target creature card from your graveyard to your hand.
-Sacrifice another creature: You gain life equal to its power plus its toughness.
Varshna sits deep beneath the ground, gathering the forgotten and unloved to bolster his legions.
2/5
Choose one:
-Deal 3 damage to a creature
-Destroy an artifact
-Deal 3 damage to a creature
-Destroy an artifact
Discard a card: choose one-
-Target creature gets +2/+1 until end of turn.
-Create two 1/1 red goblin creature tokens.
-Target creature gets +2/+1 until end of turn.
-Create two 1/1 red goblin creature tokens.
Goblins are always attracted to the lunatics.
1/1
When Charred Cavalry enters the battlefield, choose one-
-Create a 1/1 red goblin token.
-Deal 1 damage to target creature.
-Create a 1/1 red goblin token.
-Deal 1 damage to target creature.
2/1
Choose one-
-Deal X to target player.
-Deal X damage to target creature
-Deal X to target player.
-Deal X damage to target creature
It isn't really much of a choice.
When Crazed Shatterer enters the battlefield, choose one —
• Destroy target artifact
• Crazed Shatterer deals 2 damage to target creature or player
• Destroy target artifact
• Crazed Shatterer deals 2 damage to target creature or player
Gangs roam the wastes, looking for stuff to destroy and a people to rule.
2/1
Deal 1 damage to each creature your opponents control. Those creatures can't block this turn.
Target opponent chooses one -
-That player sacrifices half the permanents they control, rounded up.
-Final Choice deals two times X damage to that player.
-That player sacrifices half the permanents they control, rounded up.
-Final Choice deals two times X damage to that player.
"A choice like that isn't really a choice at all."
-Al-Kalli
-Al-Kalli
Choose one-
-Deal 5 damage to target player.
-Deal 7 damage split as you choose to any number of creatures.
-Deal 5 damage to target player.
-Deal 7 damage split as you choose to any number of creatures.
The best mages can conjure up entire citadels of flaming weaponry. The best use it.
Choose one —
• Flaming Volley deals 4 damage to target creature
• Flaming Volley deals 3 damage to target player
• Flaming Volley deals 4 damage to target creature
• Flaming Volley deals 3 damage to target player
Rivers of flame wind all over the surface of the Shifting Plane, bursting their shores randomly.
First Strike
Whenever you choose an option for a spell or ability, you may draw two cards. If you do, discard two cards.
Whenever you choose an option for a spell or ability, you may draw two cards. If you do, discard two cards.
2/2
Sacrifice a creature: choose one-
-Put a +1+1 counter on Gluttonous Goblin
-Deal 1 damage to target player
-Put a +1+1 counter on Gluttonous Goblin
-Deal 1 damage to target player
Goblins can turn to cannibalism when they feel weak and useless. It's a surprise so few do.
1/1

GETTEM BOYS
2/2
Create 2 1/1 red goblin creature tokens on the battlefield.
Deal 2 damage to any target.
Deal 2 damage to any target.
Goblins are like insects: small, irritating, and everywhere.
When Goblin Spiker enters the battlefield, choose one:
-Put a +1/+1 counter on Goblin Spiker
-Deal 2 damage to target player
-Put a +1/+1 counter on Goblin Spiker
-Deal 2 damage to target player
1/1
Flying.
Whenever Hoardcaster Dragon deals combat damage to a player, you may cast an instant or sorcery spell from your graveyard without paying it's mana cost. Then exile it.
Whenever Hoardcaster Dragon deals combat damage to a player, you may cast an instant or sorcery spell from your graveyard without paying it's mana cost. Then exile it.
4/4
These lumbering beasts stalk the great planes. No one knows what they eat, because there are never any leftovers.
5/4
Whenever you choose an option for a spell or ability, you may deal 1 damage to any target.
1/4
Whenever you choose an option for a spell or ability, create a 1/1 red elemental creature token.
2/1
Haste
He's been screaming for years. Does he even need to breathe?
-Revnek
-Revnek
1/1
When Revnek's Vow enters the battlefield, choose Chaos or Fire:
Chaos- Return a instant or sorcery card from your graveyard you your hand at the beginning of your turn.
Fire- At the beginning of your turn, deal 2 damage to any target
Chaos- Return a instant or sorcery card from your graveyard you your hand at the beginning of your turn.
Fire- At the beginning of your turn, deal 2 damage to any target
Whenever you would choose an option for a spell or ability, you may instead draw a card then discard a card
2/1
Flying
Sacrifice a creature: choose one-
-Put two +1+1 counters on Starved Dragon
-Deal damage equal to Starved Dragon's power to target creature
Sacrifice a creature: choose one-
-Put two +1+1 counters on Starved Dragon
-Deal damage equal to Starved Dragon's power to target creature
When finally released, the first thing the dragon did was eat it's captors.
1/1
As an additional cost to cast Tormenting Voice, discard a card.
Draw two cards.
Draw two cards.
"The voice has grown louder, its accusations angrier and more insistent. By morning, it will likely drown out all else. I fear what I will do."
—Letter discovered in an abandoned estate
—Letter discovered in an abandoned estate
Attacking creatures get +2+0 until end of turn.
"I don't know what it is about the trumpet, but it drives the goblins wild" -Argan, army bugler
When Aggressive Boar enter the battlefield, choose 1-
-Aggressive Boar Fights another creature
-Put a +1+1 counter on Aggressive Boar
-Aggressive Boar Fights another creature
-Put a +1+1 counter on Aggressive Boar
4/4


1/1
Choose one-
-Create a 3/3 green beast token
-Search your library for a basic land card, and put it onto the battlefield tapped. Then shuffle your library.
-Create a 3/3 green beast token
-Search your library for a basic land card, and put it onto the battlefield tapped. Then shuffle your library.
The forests of the Shifting Plane are just as chaotic as the plane itself.
When Hunted Mirdebeast enters the battlefield, target opponent may search their deck for a creature card, reveal it, and put into their hand. If that player does, put two +1/+1 counters on Hunted Mirdebeast. If that player doesn't, draw a card.
3/4
Choose one-
-Put three +1+1 counters on target creature.
-Gain 8 life.
-Put three +1+1 counters on target creature.
-Gain 8 life.
Nothing helps one grow stronger than a good diet.
Reach
When Penumbra Spider dies, put a 2/4 black spider creature token with reach onto the battlefield.
When Penumbra Spider dies, put a 2/4 black spider creature token with reach onto the battlefield.
When it snared a passing cockatrice, it's own soul darkly doubled.
2/4
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Even the land rejects order and law.
Trample
As long as you control an island, Rezz'x's Axe has +2+2.
As long as you control an island, Rezz'x's Axe has +2+2.
"Rezz'x has brought me power. What can you do besides die?"
3/4







Those who know of Rezz'x's imprisonment believe he shall be freed one day, and await the reckoning that will arrive with him.
2/1
These creatures have infested the Shifting Plane, devouring and digging towards the core.
8/8
Choose one-
-Search your deck for two forest cards and put them onto the battlefield tapped.
-Search your library for a creature, reveal it, and put it into your hand.
-Search your deck for two forest cards and put them onto the battlefield tapped.
-Search your library for a creature, reveal it, and put it into your hand.
Whenever you choose an option for a spell or ability, you may put a +1+1 counter on another target creature.
3/3
Trample
These beasts roam the planes, waiting for anything, small animals, humans, entire civilizations, to fall into their jaws.
7/7
Undergrowth Hydra enters the battlefield with X +1+1 counters on it.
When Undergrowth Hydra dies, choose one-
-Place X +1+1 counters on target creature, where X is Undergrowth Hydra's power.
-Gain X life, where X is Undergrowth Hydra's power.
When Undergrowth Hydra dies, choose one-
-Place X +1+1 counters on target creature, where X is Undergrowth Hydra's power.
-Gain X life, where X is Undergrowth Hydra's power.
o/o
Choose one:
- Scry 3, then reveal the top card of your library. You may cast it without paying it's mana cost.
-Choose a card in your graveyard. You may cast it without paying it's mana cost.
- Scry 3, then reveal the top card of your library. You may cast it without paying it's mana cost.
-Choose a card in your graveyard. You may cast it without paying it's mana cost.
Flying
When Aviary Hatcher enters the battlefield, choose one:
Create a 1/1 blue bird token with flying
Put a +1/+1 counter on Aviary Hatcher
When Aviary Hatcher enters the battlefield, choose one:
Create a 1/1 blue bird token with flying
Put a +1/+1 counter on Aviary Hatcher
1/1
Lifelink
Whenever you gain life, you may put a +1/+1 counter on each creature you control.
Whenever you gain life, you may put a +1/+1 counter on each creature you control.
From behind the scenes, he directs the Order, hoping to eventually drive them to total domination of the Shifting Plane.
0/1
Destroy target creature with power 2 or less. You gain life equal to it's toughness.
"And then all the blood left his body, just like that!"
Whenever you gain life, choose one:
-Wastes Vampire gains first strike until end of turn
-Put a +1/+1 counter on Wastes Vampire
-Wastes Vampire gains first strike until end of turn
-Put a +1/+1 counter on Wastes Vampire
They wander the empty dunes, looking for others to turn into shells like them.
1/2
Deathtouch
Whenever a creature dies, choose one-
-Each player puts the top 2 cards of their library into their graveyard.
-Each player lose X life, where X is the number of noncreature cards in that player's graveyard.
Whenever a creature dies, choose one-
-Each player puts the top 2 cards of their library into their graveyard.
-Each player lose X life, where X is the number of noncreature cards in that player's graveyard.
1/3
Whenever a creature dies, put a -1/-1 counter on Nreten, and create a 3/3 green Core Beast token.
Nreten was given the sacred duty of guarding the Core of the Shifting Plane, and preventing the being contained within from escaping.
0/6
Flash
When Vicious Viper enters the battlefield, choose one:
-Vicious Viper gains deathtouch until end of turn
-Put a -1/-1 counter on target creature
When Vicious Viper enters the battlefield, choose one:
-Vicious Viper gains deathtouch until end of turn
-Put a -1/-1 counter on target creature
2/1
Create X 1/1 blue Cultist tokens, then draw a card for every 2 Cultists you control.
"Ten millennia of imprisonment, but now I am free! This whole wretched plane shall feel my wrath!"
Trample. Rezz'x cannot be countered.
When Rezz'x enters the battlefield, choose one-
-For each land you control, create a token that's a copy of that land.
-Draw a card for each nonland permanent you control.
When Rezz'x enters the battlefield, choose one-
-For each land you control, create a token that's a copy of that land.
-Draw a card for each nonland permanent you control.
"He is free. Brace yourselves."
8/8
Choose one-
-Deal 2 damage to each creature.
-Draw a card for each creature that was dealt damage this turn.
-Deal 2 damage to each creature.
-Draw a card for each creature that was dealt damage this turn.
Whenever you cast an instant or sorcery spell, choose one:
-Deal 1 damage to any target
-Choose a card in any player's graveyard. That player shuffles that card into their library.
-Deal 1 damage to any target
-Choose a card in any player's graveyard. That player shuffles that card into their library.
2/2
+2 Deal damage to each player equal to the number of creatures that player controls.
-1 Deal 3 damage to target creature you control, then deal 6 damage to target creature an opponent controls.
-10 Sacrifice 5 permanents. Gain control of all permanents target player controls. That player gains control of all other permanents you control.
-1 Deal 3 damage to target creature you control, then deal 6 damage to target creature an opponent controls.
-10 Sacrifice 5 permanents. Gain control of all permanents target player controls. That player gains control of all other permanents you control.
X
Whenever you cast an instant or sorcery spell, you may pay
. If you do, create a 2/2 red Chaos Spark creature token with prowess.

“You are brilliant, sir. Whatever you say, sir. “
2/2
Whenever one or more cards enter exile, create a 1/1 white Soldier creature token with Vigilance.
: Exile the top card of your library. You may cast that card this turn.

"I'll save this for later."
1/2
Choose 2-
-Dark Helix deals 4 damage to target creature.
-You gain 4 life
-You lose 2 life and draw 2 cards
-Dark Helix deals 4 damage to target creature.
-You gain 4 life
-You lose 2 life and draw 2 cards
Whenever you cast a spell, you may pay
. If you do, create a 1/1 Soldier creature token.

The Order keeps soldiers in the hospitable areas of the Plane, in an effort to widen their reach.
Equipped creature gets +1/+0 and has lifelink.
At the beginning of each end step, if 3 or more creatures died this turn, transform Arthas (Still attached to the creature).
Equip
At the beginning of each end step, if 3 or more creatures died this turn, transform Arthas (Still attached to the creature).
Equip

Although appearing to be a normal holy hammer, Arthas was simply waiting for its master to return.
Whenever equipped creature dies, return it to the battlefield at the beginning of the next end step.
Pay 4 life: Attach Maledict, the Phylactery to target creature you control
Equip
Pay 4 life: Attach Maledict, the Phylactery to target creature you control
Equip

When the Lich finally returned, Arthas showed it's true colors, assisting in the slaughter of hundreds.
Equip nontoken
Equipped creature gets +1/+0 and has first strike
Whenever equipped creature dies, if it's a nontoken creature, you may exile it. If you do, create a token that's a copy of it, except it's 1/1, it's a Spirit in addition to its other types, and it has flying.

Equipped creature gets +1/+0 and has first strike
Whenever equipped creature dies, if it's a nontoken creature, you may exile it. If you do, create a token that's a copy of it, except it's 1/1, it's a Spirit in addition to its other types, and it has flying.
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.
All who step inside are changed, yet still the same.
At the beginning of each opponent's upkeep, that player choose one-
-The controller of Dark Engine gains 7 life.
-The controller of Dark Engine creates a 7/7 artifact Construct token.
-The controller of Dark Engine gains 7 life.
-The controller of Dark Engine creates a 7/7 artifact Construct token.
Beneath the surface of the world, it churned, spitting out monstrosities.
Whenever you would choose a mode for a spell or ability you control, you may make an additional choice.
It controls alternate timelines, weaving them together for some unknown purpose.
When Dying Homunculus leaves the battlefield, choose one-
-Put a +1+1 counter on any creature
-Scry 2
-Put a +1+1 counter on any creature
-Scry 2
The shifting of the planes unearths strange things long forgotten
2/1
Whenever a creature you control attacks, you may pay 
. If you do, that creature gets +1/+0 and trample until end of turn.


The last remaining pieces of a man whose body and mind have scattered through the multiverse.


The Order, started by the planeswalker Gerrick, wishes all things an equal opportunity to live, although some may be more equal than others...

-Gain 2 life
-Prevent the next 2 damage that would be dealt to target creature you control
As useful as a healer is, they can't bring someone back from the dead.
Whenever a nontoken creature an opponent controls dies, you may pay

. If you do, create a 2/2 black Vampire creature token.


Many slain planeswalkers scatter the Shifting Plane. Their ancient relics are buried with them, ready to be seized by any brave enough.
Whenever an opponent casts a noncreature spell, you may pay 
. If you do, you may draw a card.


"So that's where that was!" -Revnek, Chaos Mage


Arashimo was known for his brutal conflagrations. His magical remnants cause the lava pools on the Shifting Plane.
Clifftop Retreat enters the battlefield tapped unless you control a Plains or a Mountain.
: Add
or
to your mana pool.



Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
: Add
or
to your mana pool.



Drowned Catacombs enters the battlefield tapped unless you control an Island or a Swamp.
: Add
or
to your mana pool.



Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
: Add
or
to your mana pool.



Hinterland Harbor enters the battlefield tapped unless you control an Island or a Forest.
: Add
or
to your mana pool.



Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
: Add
or
to your mana pool.



When Mutated Catacombs enters the battlefield, you may put a charge counter on it.
As long as Mutated Catacombs has a charge counter on it, it's a Forest. Otherwise, it's an Swamp.
As long as Mutated Catacombs has a charge counter on it, it's a Forest. Otherwise, it's an Swamp.
When Mutated Delta enters the battlefield, you may put a charge counter on it.
As long as Mutated Delta has a charge counter on it, it's a Swamp. Otherwise, it's an Island.
As long as Mutated Delta has a charge counter on it, it's a Swamp. Otherwise, it's an Island.
When Mutated Flats enters the battlefield, you may put a charge counter on it.
As long as Mutated Flats has a charge counter on it, it's a Plains. Otherwise, it's a Swamp.
As long as Mutated Flats has a charge counter on it, it's a Plains. Otherwise, it's a Swamp.
When Mutated Foothills enters the battlefield, you may put a charge counter on it.
As long as Mutated Foothills has a charge counter on it, it's a Forest. Otherwise, it's a Mountain.
As long as Mutated Foothills has a charge counter on it, it's a Forest. Otherwise, it's a Mountain.
When Mutated Heath enters the battlefield, you may put a charge counter on it.
As long as Mutated Heath has a charge counter on it, it's a Forest. Otherwise, it's a Plains.
As long as Mutated Heath has a charge counter on it, it's a Forest. Otherwise, it's a Plains.
When Mutated Mesa enters the battlefield, you may put a charge counter on it.
As long as Mutated Mesa has a charge counter on it, it's a Plains. Otherwise, it's a Mountain.
As long as Mutated Mesa has a charge counter on it, it's a Plains. Otherwise, it's a Mountain.
When Mutated Mire enters the battlefield, you may put a charge counter on it.
As long as Mutated Mire has a charge counter on it, it's a Swamp. Otherwise, it's a Mountain.
As long as Mutated Mire has a charge counter on it, it's a Swamp. Otherwise, it's a Mountain.
When Mutated Rainforest enters the battlefield, you may put a charge counter on it.
As long as Mutated Rainforest has a charge counter on it, it's a Forest. Otherwise, it's an Island.
As long as Mutated Rainforest has a charge counter on it, it's a Forest. Otherwise, it's an Island.
When Mutated Strand enters the battlefield, you may put a charge counter on it.
As long as Mutated Strand has a charge counter on it, it's a Plains. Otherwise, it's an Island.
As long as Mutated Strand has a charge counter on it, it's a Plains. Otherwise, it's an Island.
When Mutated Tarn enters the battlefield, you may put a charge counter on it.
As long as Mutated Tarn has a charge counter on it, it's a Mountain. Otherwise, it's an Island.
As long as Mutated Tarn has a charge counter on it, it's a Mountain. Otherwise, it's an Island.
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
: Add
or
to your mana pool.



Lands you control enter the battlefield tapped. (Including Shifting Core)
Lands you control have "
, add one mana of any color to your mana pool."
Lands you control have "

At the very center of the Shifting Plane lies a sliver of the Aether itself.
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.
: Add
or
to your mana pool.



Sunpetal Grove enters the battlefield tapped unless you control a Plains or a Forest.
: Add
or
to your mana pool.



Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
: Add
or
to your mana pool.



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Whenever you would choose a mode for a spell or ability you control, you may gain 2 life.
-Revnek