Ulaqat
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Until end of turn if noncombat damage would be dealt to creatures you control prevent that damage and put a +1/+1 counter on that creature instead. If damage to a snowcreature would be prevented this way put two +1/+1 counters on that creature instead.
Choose 1:
•Destroy up to X target creatures with counters on them, where X is the number of artifacts and enchantments you control.
•Destroy up to X target artifacts or enchantments, where X is the number of creatures you control with counters on them.
•Destroy up to X target creatures with counters on them, where X is the number of artifacts and enchantments you control.
•Destroy up to X target artifacts or enchantments, where X is the number of creatures you control with counters on them.
Fliyng
When Cawfriend enters the battlefield you may put a +1/+1 counter on another target creature with flying and untap that creature.
When Cawfriend enters the battlefield you may put a +1/+1 counter on another target creature with flying and untap that creature.
Loudmouth Tulukurug are some of the most trustworthy.
1/2
Enchant creature
Enchanted creature gets +2/+2, flying, and vigilance
Enchanted creature gets +2/+2, flying, and vigilance
No Tulukarug flies alone, and many wish to fly with the great Chikuk.
Flying
Other creatures you control with flying get +1/+1
Morbid- If a creature died this turn, Bird spells you cast cost
less.
Other creatures you control with flying get +1/+1
Morbid- If a creature died this turn, Bird spells you cast cost

3/3
When Coldwave enters the battlefield, exile target nonsnow, nonland permanent until a player casts a nonsnow spell.
Whenever you cast a snow spell, if there are no cards exiled by Coldwave, you may exile target nonsnow, nonland permanent until a player casts a nonsnow spell.
Whenever you cast a snow spell, if there are no cards exiled by Coldwave, you may exile target nonsnow, nonland permanent until a player casts a nonsnow spell.
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Remove a +1/+1 counter from Doublechuck: Doublechuck gains doublestrike until end of turn.
Remove a +1/+1 counter from Doublechuck: Doublechuck gains doublestrike until end of turn.
3/3

Not the most frightening creatures in the Cold, foxes are the most fun.
2/1
Whenever you cast a snow spell put a +1/+1 counter on Flat Desert Warden.
Remove X +1/+1 counters from Flat Desert Warden: Destroy target attacking or blocking creature with a power of X or less.
Remove X +1/+1 counters from Flat Desert Warden: Destroy target attacking or blocking creature with a power of X or less.
2/3
When Frost Elemental enters the battlefield snow creatures you control get +1/+1 until end of turn.
Some call the inhospitable home.
2/2
When Frostbane enters the battlefield players can't cast snow spells or activate non-mana abilities of snow permanents until end of turn.
A stillness to halt even the mighty Winter.
2/1
Target creature you control gains indestructible until end of turn. Then, choose 1:
• Create a 1/1 white Warrior token.
• Gain 4 life.
• Create a 1/1 white Warrior token.
• Gain 4 life.
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
When Gorging Marmot enters the battlefield tap target snow creature.
When Gorging Marmot enters the battlefield tap target snow creature.
2/2
Gain 3 life. Then, if you have the most life create a 1/1 white Warrior token.
The stretch untouched by Winter is celebration for many who travel.
As an additional cost to cast Guard Circle, tap a creature you control.
Until end of turn, target creature you control gains indestructible. If a creature would deal damage to the targeted creature, the creature that would have dealt damage is dealt 3 damage instead.
Until end of turn, target creature you control gains indestructible. If a creature would deal damage to the targeted creature, the creature that would have dealt damage is dealt 3 damage instead.
When High Summit Lookout enters the battlefield snow creatures you control do gain first strike until end of turn.
2/1
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Horned Guardian can block an additional creature each combat as long as Horned Guardian has a +1/+1 counter on it.
Horned Guardian can block an additional creature each combat as long as Horned Guardian has a +1/+1 counter on it.
1/2
Target creature you control can block an additional creature this turn and gains "whenever this creature blocks a snow creature, it gains +2/+2 and first strike until end of turn."
Creatures you control get +1/+1 until end of turn and first strike until end of turn.
Morbid- If a creature died this turn, creatures you control get +2/+2 and gain doublestrike until end of turn instead.
Morbid- If a creature died this turn, creatures you control get +2/+2 and gain doublestrike until end of turn instead.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Ice Fisher gets +1/+0 and gains first strike.
Light thaws are both treasures and traps for marine fauna.
1/1
Enchant creature.
Enchanted creature has doublestrike and lifelink.

, Return Key To Survival to your hand: Gain 10 life.
Enchanted creature has doublestrike and lifelink.


Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Remove a +1/+1 counter from Lacksadaisy Guard: Lacksadaisy Guard gains first strike until end of turn.
Remove a +1/+1 counter from Lacksadaisy Guard: Lacksadaisy Guard gains first strike until end of turn.
2/2
Lifelink, vigilance
Creatures of beauty and strength, reindeer are a popular motif in home decor.
1/3
Nonsnow, nonland permanents enter the battlefield tapped.
Whenever a player casts a nonsnow, noncreature spell, that player taps a nonsnow creature they control.
Whenever a player casts a nonsnow, noncreature spell, that player taps a nonsnow creature they control.
The White Wastes keep Munnutik safe even from the Yetis.
Flying
When Migrating Pair enters the battlefield, create a 1/1 white Bird creature token with flying
When Migrating Pair enters the battlefield, create a 1/1 white Bird creature token with flying
1/1
Whenever you cast a snow spell, Mobile Glacier gains indestructible until end of turn.
The White Wastes are perilous, the landscape leaving its ghosts dressed in death to fell the living.
3/3
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Whenever Mother Bear untaps, you may put a +1/+1 counter on target creature with a power less than Mother Bear's.
Whenever Mother Bear untaps, you may put a +1/+1 counter on target creature with a power less than Mother Bear's.
3/3
When Nulun's Falsifier enters the battlefield gain 4 life if a creature you control attacked this turn.
"Nulun led humanity to where we could survive. The hearty stayed out in the frozen wastes, while we followed Nulun through the Green Band."
1/2
Destroy target enchantment.
Avalanche- If you cast another snow spell this turn, you may exile target artifact or enchantment instead.
Avalanche- If you cast another snow spell this turn, you may exile target artifact or enchantment instead.
When Pouncing Lynx enters the battlefield you may exile target creature with power 1 or less. If you do, gain 2 life.
Lynx make up for their small size with superior hunting efficiency.
3/2
Exile target attacking creature.
The reflection of light off of the glaciers is dangerous, worse than blinding.
Whenever Rolling Snow deals combat damage to a player you may pay
. If you do, put a +1/+1 counter on target snow creature you control with a power less than Rolling Snow's power.

3/5
Creatures can't be the target of spells or abilities during the next combat phase this turn.
Invoke clever and chaotic spirits that leave foes in a stupor.
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
As long as Shielded Squirrel is tapped, you have hexproof.
As long as Shielded Squirrel is tapped, you have hexproof.
1/2
When Snow Slayer enters the battlefield, you may destroy target snow creature with power four or greater.
Simisuk's guards use the heat of the Green Band to defend against the Cold and its allies.
3/3
Thawing- Whenever you cast a nonsnow spell for the first time each turn, tap target creature with a power of 3 or less.
The nulukanek had adapted to the Cold and brief moments of comfort in seclusion.
3/2
Flash
When Stalwart Peacekeeper enters the battlefield, target creature can't attack this turn.
When Stalwart Peacekeeper enters the battlefield, target creature can't attack this turn.
3/3
Vigilance
Creatures you control gain first strike when blocking.
Creatures you control gain first strike when blocking.
He fights ever ready, just like the stars in the sky.
2/1
Flying
When Thunderbird Authority enters the battlefield exile each other permanent with a converted mana cost of 2 or greater.
When Thunderbird Authority enters the battlefield exile each other permanent with a converted mana cost of 2 or greater.
The greatest of birds, one should know one's place before one.
5/5
Flying
You may cast Tulukarug Watcher as if this card has flash if you've cast a spell this turn.
You may cast Tulukarug Watcher as if this card has flash if you've cast a spell this turn.
The Tulukarug are always informed because they're always around.
1/1
Snow creatures you control get +X/+X until end of turn, where X is the number of nonland snow permanents you control.
Winter is a rage of a season, even at its lullest the cold calmly destroys lives.
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
When Wailing Seal enters the battlefield, you may tap this card. If you do, untap another target creature.
When Wailing Seal enters the battlefield, you may tap this card. If you do, untap another target creature.
The sounds of pinnipeds, despite their varied purposes, are usually cacophonous to the ears of others.
0/2
Destroy all nonsnow creatures.
Avalanche- If you cast another snow spell this turn exile all nonsnow creatures and planeswalkers instead.
Avalanche- If you cast another snow spell this turn exile all nonsnow creatures and planeswalkers instead.
Whenever a player draws a card you may pay
. If you do, put a +1/+1 counter on Accumulating Snow.

Snow takes form, and without the antagonism of the thaw, that form will continue to grow.
0/4
Whenever an opponent would search their library, that player exiles the top 5 cards of their library instead.
Whenever you would search your library, draw 5 cards instead.
Whenever you would search your library, draw 5 cards instead.
Genius is improvisation, not reliance on what's already understood.
Return target creature to its owner's hand.
Avalanche- If you cast another snow spell this turn, you may return target nonland permanent to its owner's hand instead.
Avalanche- If you cast another snow spell this turn, you may return target nonland permanent to its owner's hand instead.
Attacking creatures get -2/-0.
For many in Ulaqat, man versus nature is a conflict one faces daily.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, target player puts the top 2 cards of their library into their graveyard.
2/5
Target player puts the top X cards of their library into their graveyard, where X is the number of snow cards in your graveyard.
Individual snowflakes seem so frail and insignificant but powered by the Cold they can cover all.
Whenever Crystal Crown Jelly deals combat damage to a player you may search your library for a snow instant, reveal it, and add it to your hand. Shuffle your library afterward.
1/3
Until end of turn snow creatures can't be blocked by nonsnow creatures.
The suddenness of an early Winter is often fatal.


There is the Green Band, untouched by the cold. Then, there are the forests that know the seasons. Beyond is are White Wastes and Deserts that know only the Cold.
Enchant creature
Enchanted creature becomes tapped and doesn't untap during its controller's untap step. At the beginning of your upkeep you may pay
. If you do, you may attach Freezing Hex to another creature.
Enchanted creature becomes tapped and doesn't untap during its controller's untap step. At the beginning of your upkeep you may pay


Frigid Waters Shark's power can't become less than 3.
Frigid Waters Shark's toughness can't become less than 3.
Frigid Waters Shark's toughness can't become less than 3.
3/3
Enchant snow creature
Whenever enchanted creature deals combat damage to a player, you may tap X permanents that player controls, where X is the enchanted creature's power. Those permanents don't untap during that controller's next untap step.
Whenever enchanted creature deals combat damage to a player, you may tap X permanents that player controls, where X is the enchanted creature's power. Those permanents don't untap during that controller's next untap step.
Exile Greater Hookbeak: Until end of turn target creature you control gains "whenever this creature deals combat damage to a player, its controller may draw a card." Activate this ability only when you could cast a sorcery.
2/2
When Ice Artisan enters the battlefield snow artifacts you cast cost
less until end of turn.
Morbid- If a creature died this turn, when Ice Artisan enters the battlefield snow artifacts cost
less until end of turn instead.

Morbid- If a creature died this turn, when Ice Artisan enters the battlefield snow artifacts cost

2/3
Icestorm Rower can't be blocked.
: Target instant or sorcery spell gains the snow supertype.

Those who cannot create yields on their own turn to piracy to gather what they need.
1/2
When Icewind Sage enters the battlefield target snow creature you control gains flying until end of turn.
Stand against the freezing winds and you may die. Instead, try riding with them.
1/1
Counter target instant or sorcery spell. You may cast a copy of that spell without paying its mana cost, except the copy gains the snow supertype. You may choose new targets for the copy.
Counter target creature or planeswalker spell.
Avalanche- If you cast another snow spell this turn you may counter any target spell instead.
Avalanche- If you cast another snow spell this turn you may counter any target spell instead.
Lone Raven has flying as long as you control no other creatures with flying.
None know why he didn't join the others.
3/2
Draw four cards, then discard three cards unless you discard a snow card.
Every year many travel to the Green Band during the winter. Packing and moving becomes routine.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, draw a card then discard a card.
The daring who live in the frozen Miqtun take their kayaks down to Saqta for raids instead of a life of fishing and pinniped hunting.
2/1
When Nutritious Char dies you may draw a card.
The seas provide sustenance for many of the Ulaqat's humans.
1/2
Exile target creature, then return it to battlefield and create a token copy of that creature.
Watch the ocean.
Choose a card type, then reveal the top seven cards of your library. Put each card of the chosen type revealed this way into your hand, then put the rest into your graveyard.
Flying
The Tulukurug will put a price on anything. The foolish are one the ones who pay that price.
1/3
Exchange control of two target noncreature permanents until end of turn.
Whenever a creature deals damage to Rimeomancer Adept tap that creature and it doesn't untap during its controller next untap untap step.
2/3
When Ringed Seal enters the battlefield Fish you don't control get -1/-0 until end of turn.
Common food on most of Ulaqat, Ayuat fishers have trained the seals to help them with their work.
1/3
Flying
Whenever Sleet Elemental deals combat damage to a player you may pay
. If you do, that player puts the top 3 cards of their library into their graveyard.
Whenever Sleet Elemental deals combat damage to a player you may pay

2/4

Wolf weather shamans can track the fresh Snow's movements and make use of it when hunting.
1/1

Whales have a natural defense in the icy depths of Ulaqat's oceans.
2/4
Tap target creature. That creature's controller puts the top 2 cards of their library into their graveyard.
Stoneglare was suddenly too tired to hunt with his pack.
Exile target creature. That creature's controller creates a 2/2 blue Fish token.
Life began in the ocean, and some feel compelled to return to where life began.
When Tentacled Titan enters the battlefield tap up to 8 target creatures. Those creatures don't untap during their controller's next untap step.
At the beginning of your upkeep you pay
. If you do, return up to two target creatures with a total power less than Tentacled Titan to their owner's hand.
At the beginning of your upkeep you pay


10/10
Counter target snow spell with a converted mana cost of 2 or less.
The Green Band takes its name from the fact no snow ever touches on the land there.
Flying
Morbid- When Tulukarug Songthief enters the battlefield, if a creature died this turn, you may return target instant or sorcery from your graveyard to your hand.
Morbid- When Tulukarug Songthief enters the battlefield, if a creature died this turn, you may return target instant or sorcery from your graveyard to your hand.
1/2
Return target attacking creature to its owner's hand. Then, you may put a creature with a converted mana cost of 3 or less from your hand onto the battlefield.
Return up to two target snow permanents with a converted mana cost of 3 or less to their owner's hands.
There are rare days when Ulaqat's nature fights back against the Cold and Winter.
Flash
When Wavecrash Sage enters the battlefield if you control more nonsnow lands than each opponent you may untap target creature you control.
When Wavecrash Sage enters the battlefield if you control more nonsnow lands than each opponent you may untap target creature you control.
2/2
Draw a card.
Target player reveals their hand. Unless a snow card was revealed this way, discard a card.
Target player reveals their hand. Unless a snow card was revealed this way, discard a card.
Draw two cards. Then, if you've drawn five or more cards this turn create a blue 3/3 Whale token.
Where, when, the whale, the water, all combined make whales a challenge to hunt.
Flash, Flying
When Wind Wrangler enters the battlefield target creature gets -2/-0 until end of turn.
When Wind Wrangler enters the battlefield target creature gets -2/-0 until end of turn.
Wind delays even a skilled flier. A master flier knows when the wind will delay others.
2/2
Flying
Thawing- Whenever you cast a nonsnow spell for the first time each turn, you may gain control of target artifact, land, or enchantment.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, you may gain control of target artifact, land, or enchantment.
4/4
Target non-snow creature gets -1/-1 for each snow land you control.
Endless white will be the last thing you see.
Enchant creature
Whenever enchanted creature's power is increased, another target creature's toughness is decreased by the same amount until end of turn.
Whenever enchanted creature's power is increased, another target creature's toughness is decreased by the same amount until end of turn.
Flying
Whenever Bloodbeak Tulukarug attacks, you may pay
. If you do, each opponent loses 1 life and you gain 1 life.
Whenever Bloodbeak Tulukarug attacks, you may pay

1/1
Until end of turn, whenever a player is dealt combat damage, that player discards a card.
"As you bleed out, you will lose sanity and reason. You may even escape your pain."- Kulku
Sacrifice Bloodmaw Bear: Target creature gains menace until end of turn.
Most peoples of Ulaqat consider bears the most terrifying creatures. That terror is often evoked in effigies made from bears' remains.
2/1
Morbid- When Bloodshed Priest attacks, if a creature died this turn, Bloodshed Priest gains lifelink and gets +3/+3 until end of turn.
Nulun taught life through death, and the choice has been easy ever since.
1/2


Nothing survives the nights of the Great Flat Desert.
Whenever Brutal Spearman attacks a player with less life than you, Brutal Spearman gets +2/+0 until end of turn.
Nulun taught butchery for benefit, and so humans followed to survive the Cold.
2/4
At the beginning of each endstep, if a player lost life that turn, that player loses 2 life.
Nulun's teachings grant survival, not happiness.
Whenever a player casts a nonsnow spell, that player loses 1 life.
Yetis are armed with the Cold, making them formidable opponents when they do appear.
2/3
Whenever Cold Mummifier attacks you may pay
. If you do, put the top 3 cards of your library into your graveyard, then return a snow creature from your graveyard to your hand at random.

2/3
You gain X life and each opponent loses X life, where X is the number of spirits in your graveyard. Then, return a spirit from your graveyard to your hand.
Daunting Tuurngaq can't block.
Morbid- When Daunting Tuurngaq enters the battlefield, if a creature died this turn, draw a card and lose 1 life.
Morbid- When Daunting Tuurngaq enters the battlefield, if a creature died this turn, draw a card and lose 1 life.
A Tuurngaq that brings misery will not cease in its endeavors.
4/2
Thawing- Whenever you cast a nonsnow spell for the first time each turn, target creature gets -1/-1 until end of turn.
The most terrifying things trapped in the ice can't be seen.
0/1
Until end of turn target creature gains "creatures blocking this creature get -3/-3 until end of turn."
Kulku left the white snow red and mortals in a panic.
Defender
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Ghost in the Ice loses defender and gains menace until end of turn.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Ghost in the Ice loses defender and gains menace until end of turn.
3/5
As an additional cost to cast Grim Gains, sacrifice a creature you control.
Target creature you control gets +2/+2 and becomes indestructible until end of turn.
Target creature you control gets +2/+2 and becomes indestructible until end of turn.
When Grisly Exploitation enters the battlefield create a 1/1 black Cleric token with "Sacrifice this creature: Target player loses 1 life."
Whenever you sacrifice a creature, you may add
to your mana pool.
Whenever you sacrifice a creature, you may add

At the beginning of each endstep, if you lost 4 or more life this turn, return Haunting Ahkiyyini from your graveyard to your hand.
Even before the eternal Cold, the spirits played an unending percussion of death.
5/2
Flying
Thawing- Whenever you cast a nonsnow spell for the first time each turn, each opponent discards a card.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, each opponent discards a card.
2/3

Whenever a creature you don't control dies you may scry 2.
I have no zeal for choosing which spirits stay with me and which are chosen to become ethereal.
3/5
Nonsnow creatures get -1/-1.
Snow creatures gain "sacrifice a creature: this creature gains menace until end of turn."
Snow creatures gain "sacrifice a creature: this creature gains menace until end of turn."
Destroy target creature. That creature's controller loses 3 life.
Taking a life did not satisfy Kulku. She needed others to know life had been taken and squirm in fear that their life would be next.
+1: Until your next turn, whenever a creature dies, each opponent loses 1 life.
-1: Destroy target tapped creature.
-8: Destroy any number of target creatures and/ or planeswalkers.
-1: Destroy target tapped creature.
-8: Destroy any number of target creatures and/ or planeswalkers.
3
Enchant creature
Whenever enchanted creature is dealt damage, each player loses 2 life.
Whenever enchanted creature is dealt damage, each player loses 2 life.
Pain perfectly etched into wood.
When Mummified Mammoth enters the battlefield each player loses 1 life.
Some things should have been left in the ice.
4/4
Whenever a creature dies put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.

, Sacrifice a creature: Draw a card.


Morbid- When Murderous Initiate enters the battlefield, if a creature died this turn, each opponent loses 2 life and you gain 2 life
Kulku showed the Nulukanek the first step towards greatness- power over others' lives.
2/3
Sacrifice Nulun's Tuurngaq: Target creature gets -2/-2 until end of turn.
Nulun sends his spirits of ill-fortune to take revenge on those who murder without praising the Grim Idol.
2/2
Flying
Sacrifice a creature: Creatures you control gain indestructible until end of turn.
Whenever an indestructible creature you control attacks, each opponent loses 2 life.
Sacrifice a creature: Creatures you control gain indestructible until end of turn.
Whenever an indestructible creature you control attacks, each opponent loses 2 life.
6/5
Enchant creature

: Until end of turn enchanted creature gains indestructible and "Whenever this creature deals damage to a player, that player exiles their graveyard."


Each player sacrifices a creature.
Morbid- If a creature died this turn, each player sacrifices the creature they control with the greatest power instead.
Morbid- If a creature died this turn, each player sacrifices the creature they control with the greatest power instead.
Haste, deathtouch
When Reaping Wind dies, each player sacrifices a nonsnow creature.
When Reaping Wind dies, each player sacrifices a nonsnow creature.
Death roars and howls, but it is swift and sudden.
3/3
Flying
Whenever an opponent draws a card other than during their draw step you may pay
. If you do, that player loses 2 life.
Whenever an opponent draws a card other than during their draw step you may pay

3/1
Return target creature from a graveyard to the battlefield. The, if that creature is a snow creature, put two +1/+1 counters on it.
Target creature you control gains Menace until end of turn.
Target creature you control gains Lifelink until end of turn.
Target creature you control gains Lifelink until end of turn.
"My heart beats steady, calmed by the warmths I've taken from the deceased, the warmths Nulun has shown to us."- Kanguq.
When Seance Structurer enters the battlefield each opponent discards a card at random.
Some shamans are frauds. Some frauds believe they're not.
3/4
Destroy target creature. Then, you may pay 4 life. If you do, return Serial Killing to your hand as it resolves.
Lifelink
Release the warmth from the body and cloak oneself in that warmth.
1/1
Whenever Stalking Kigatilik attacks, each opponent loses 1 life for each creature they control.
Kigatilik are violent spirits that spread death and violence. Whispered rumors say Nulun is just a powerful, more involved Kigatilik.
6/6
Each opponent sacrifices a creature with a power of 1 or less.
Morbid- If a creature died this turn, each opponent sacrifices a creature with a power of 2 or less instead.
Morbid- If a creature died this turn, each opponent sacrifices a creature with a power of 2 or less instead.
Deathtouch
When Vengeful Wolverine enters the battlefield, if your opponents control any creatures with counters on them, put a +1/+1 counter on Vengeful Wolverine.
When Vengeful Wolverine enters the battlefield, if your opponents control any creatures with counters on them, put a +1/+1 counter on Vengeful Wolverine.
2/2
Target player reveals their hand. You choose a nonland snow card. That player discards that card.
Morbid- When Zombies in the Snow enters the battlefield, if a creature died this turn, scry 2.
Occasionally necromancers take up residence in The Great Flat Desert, their servants having no complaints about the inhospitality.
2/1
Deal 3 damage to any target.
Avalanche- If you cast another snow spell this turn, Arctic Thunder can't be countered.
Avalanche- If you cast another snow spell this turn, Arctic Thunder can't be countered.
"Louder than the fiercest winds"- Ttunli
When Awakened Lava Lad enters the battlefield, Awakened Lava Lad deals 2 damage to target snow creature.
Salkutun occasionally awakes from its slumber.
4/2
Whenever a snow source other than Biting Hail you control deals damage to an opponent choose 1-
• Create a 1/1 red snow Elemental token with haste.
• Biting Hail deals 1 damage to target opponent.
• Create a 1/1 red snow Elemental token with haste.
• Biting Hail deals 1 damage to target opponent.
As an additional cost to cast Bitter Regret, discard a creature.
Target creature gets +X+0 where X is the discarded creature's power and gains doublestrike until end of turn.
Target creature gets +X+0 where X is the discarded creature's power and gains doublestrike until end of turn.
Until end of turn double all damage that would be dealt to blocking creatures.
The ice, fur, flesh, and bone all yielded with ease to Rukat's single strike.
Deal 2 damage to target creature. If that creature was a snow creature, Burning Kiss deals 4 damage to that creature instead.
Create a 1/1 red Elemental token with haste. Then, if you control 5 or more Elementals, Elementals gain first strike until end of turn.
When Carnage Mountainman enters the battlefield, Carnage Mountainman fights target creature if you spent snow mana casting Carnage Mountainman.
6/3
Destroy target land. If a snow land was destroyed this way, creatures you control get +1/+0 until end of turn.
If the world will not accept warmth, then that warmth will burn the land to nothing.
Envious Entity enters the battlefield as a copy of any creature in your graveyard except it gains haste and "sacrifice this creature at the beginning of your next endstep."
0/0
Falling Icicles deals 1 damage to each creature.
Avalanche- If you cast another snow spell this turn Falling Icicles deals 2 damage to each opponent.
Avalanche- If you cast another snow spell this turn Falling Icicles deals 2 damage to each opponent.
Whenever a snow creature blocks Flame Zagger, Flame Zagger deals 1 damage to that creature.
Fire can run free in the Green Band, its nature so unfamiliar to the rest of Ulaqat.
3/2
Each player discards their hand, then draws seven cards.
Avalanche- If you cast another snow spell this turn, Flurried Mind deals 1 damage to each opponent for each nonsnow card discarded this way.
Avalanche- If you cast another snow spell this turn, Flurried Mind deals 1 damage to each opponent for each nonsnow card discarded this way.
At the beginning of your upkeep if you control four or more snow mountains you may sacrifice Foolish Howler. If you do, destroy target nonsnow land.
1/5
Whenever an opponent is dealt damage by a creature or spell you control you may pay
. If you do, opponents can't gain life until end of turn.

A sweat of fear colder than Winter.
3/3


Docile while undisturbed, reindeer are creatures of wrath and vengeance when provoked.
3/3
Flying
: Deal 1 damage to all nonsnow creatures.

: Frostline Wyrm gets +3/+0 until end of turn.



6/4
Add 

Avalanche- If you cast another snow spell this turn add


instead.



Avalanche- If you cast another snow spell this turn add




When Iquoonu Baron attacks Iquoonu Baron deals 1 damage to target player if you control no snow permanents.
Iquoonu lies in the heart of the Green Band, where the Cold and Winter never touch. Those who live there are often resentful of those who try and migrate to Iquoonu for the winter.
1/2
Until end of turn, whenever an instant or sorcery you control deals damage to a player, create an X/X red Elemental token, where X was the damage dealt that player.
Enchant creature
Whenever enchanted creature attacks, its controller flips a coin. If they win the flip, the enchanted creature deals 2 damage to the defending player. If the creature's controller loses the flip, the enchanted creature deals 2 damage to that player.
Whenever enchanted creature attacks, its controller flips a coin. If they win the flip, the enchanted creature deals 2 damage to the defending player. If the creature's controller loses the flip, the enchanted creature deals 2 damage to that player.
Whenever Masked Shaman attacks, for each other nontoken creature you control with equal power, create a token that's a copy of that creature and that's tapped and attacking.
At the beginning of your endstep, exile each other token creature that attacked this turn.
At the beginning of your endstep, exile each other token creature that attacked this turn.
3/2
Enchant creature
Enchanted creature gains "
: Discard a card, then draw a card. If you discarded a snow card this way, draw two cards instead."
Enchanted creature gains "

Thawing- Whenever you cast a nonsnow spell for the first time each turn, Nulukanek War-Singer gets +2/+0 until end of turn.
A song to give courage.
2/1
When Pack Rebel enters the battlefield, Pack Rebel deals 1 damage to you.
When Pack Rebel dies, Pack Rebel deals 1 damage to you.
When Pack Rebel dies, Pack Rebel deals 1 damage to you.
There are many tales of amazing wolfpacks on Ulaqat, and many tales of amazing lone wolves.
3/3
Whenever a player casts a nonsnow spell, exile Reclusive Mountain Strider until end of turn.
You only need to be worried when the yeti isn't running.
3/1
+1: Discard a card, then draw a card.
-3: Return target instant or sorcery from your graveyard to your hand.
-7: You gain an emblem with "
, sacrifice a creature: Deal 4 damage to any target."
-3: Return target instant or sorcery from your graveyard to your hand.
-7: You gain an emblem with "

4
Whenever Salkutun Shardslinger deals damage to a creature you may pay
. If you do, Salkutun Shardslinger deals 1 damage to that creature's controller.

2/2
Until end of turn damage can't be prevented.
Deal 1 damage to any target. If damage dealt this way would cause a creature or planeswalker to be put into a graveyard, you may draw a card.
Deal 1 damage to any target. If damage dealt this way would cause a creature or planeswalker to be put into a graveyard, you may draw a card.
As an additional cost to cast Snow Crash, you may sacrifice any number of snow lands you control.
Snow Crash deals X damage to each creature, where X is 3 plus the number of snow lands sacrificed.
Snow Crash deals X damage to each creature, where X is 3 plus the number of snow lands sacrificed.
When Sooqnuk's Caretaker enters the battlefield, it deals damage to each opponent equal to the number of snow lands they control.
The great phoenix is gone in name and body. Only its crumbling temple remains.
2/2
Target creature can't block until end of turn.
Morbid- If a creature died this turn, target creature and each creature sharing a color with it can't block this turn instead.
Morbid- If a creature died this turn, target creature and each creature sharing a color with it can't block this turn instead.




4/4
When Tunghit Flamewarden enters the battlefield, if an opponent controls five or more snow lands, you may destroy target snow land that player controls.
2/5
Trample
Unconquerable Forces and other Elementals you control have "Whenever this creature deals combat damage to a player, that player sacrifices a land they control."
Unconquerable Forces and other Elementals you control have "Whenever this creature deals combat damage to a player, that player sacrifices a land they control."
The World can change itself.
6/6
Thawing- Whenever you cast a nonsnow spell for the first time each turn, target creature gains haste until end of turn.
She revels and rallies at the first thaw.
1/1
When Vicious Wolverine enters the battlefield, Vicious Wolverine fights target creature.
Whenever Vicious Wolverine deals damage to a creature, that creature can't block until end of turn.
Whenever Vicious Wolverine deals damage to a creature, that creature can't block until end of turn.
2/2
When Warmwrath Nulukanek enters the battlefield destroy target artifact. If a snow artifact was destroyed this way add 
.


Some nulukanek embrace the cruel Cold. Others would fight it at every chance.
1/3
When Warring Natures enters the battlefield choose 1-
• Nonsnow elementals you control gain
: Deal 1 damage to target creature.
• This card gains the snow supertype and snow elemental creatures you control get +2/+0.
• Nonsnow elementals you control gain

• This card gains the snow supertype and snow elemental creatures you control get +2/+0.
Change the target of target instant or sorcery spell with a single nonsnow target.
Avalanche- Change the target of target instant or sorcery with a single target instead.
Avalanche- Change the target of target instant or sorcery with a single target instead.
Untap target creature with power 3 or less and gain control of it until end of turn. It gains haste.
Morbid- If a creature died this turn, that creature also gets +2/+0.
Morbid- If a creature died this turn, that creature also gets +2/+0.

The eldest wolves do not leave the pack so soon after death.
2/1
At the beginning of your endstep, if you cast no snow spells this turn, create a token copy of Wildfire Elemental.
Fires in the Green Band are a reminder that even the most necessary things can become dangerous if not controlled.
3/2
Target creature gets +2/+1 until end of turn. If target creature is a snow creature it gains menace until end of turn.
A crown one trembles to behold and to adorn.
Deathtouch
Absolute Cold must be blocked by each non-snow creature if possible unless that creature's controller pays
for each non-snow creature they control.
Absolute Cold must be blocked by each non-snow creature if possible unless that creature's controller pays

1/1
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Even a tree can defy the odds and grow unconquerable.
1/6
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
You may have Antlered Majesty enter the battlefield tapped, if you do, target creature gains vigilance until end of turn.
You may have Antlered Majesty enter the battlefield tapped, if you do, target creature gains vigilance until end of turn.
1/4
Put a +1/+1 counter on target creature you control. Then, that creatures deals damage equal to the amount of counters on it to another target creature.
Enchant creature
Enchanted creature gets +2/+2.
Sacrifice Bear Mask: Target creature gets +3/+3.
Enchanted creature gets +2/+2.
Sacrifice Bear Mask: Target creature gets +3/+3.
Morbid- When Bestial Harvester enters the battlefield, if a creature died this turn, gain 5 life.
Predators in the Green Band are aware when humans from the Northern and Southern Forests migrate in for the Winter.
5/5
Whenever a creature you control dies, you may untap target land you control.
Creatures and enchantments you own have flash.
Creatures and enchantments you own have flash.
Trample
Morbid- When Broken-Tusk Stray enters the battlefield, if a creature died this turn create a 2/2 green Wolf Warrior token.
Morbid- When Broken-Tusk Stray enters the battlefield, if a creature died this turn create a 2/2 green Wolf Warrior token.
4/4
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Pass the cave before the bears wake from Winter. Sleep inside the cave at your own risk.
2/2
Thawing- Whenever you cast a nonsnow spell for the first time each turn, you may have Coldfang Protector fight target creature.
Humans moving through our forest, taking our game. We'll push them back to the frozen lands.
2/2
Whenever a Emperor Mammoth attacks, reveal the top card of your library. If a creature card is revealed this way untap all creatures you control, then out a +1/+1 counter on all creatures you control.
Its trumpet can be heard across all of Ulaqat, from the the northern Yukanaq to the southern Onyat.
7/7
Enchant creature
Enchanted creature gains "when this creature dies search your library for a basic land and put it onto the battlefield tapped."
Enchanted creature gains "when this creature dies search your library for a basic land and put it onto the battlefield tapped."
Fir-Bound Colossus can't attack or block unless you control a snow forest.
: Target snow land becomes indestructible until end of turn.

A dryad can grow as large as its home.
7/7
Return target snow card from your graveyard to your hand, then exile Frozen Findings.
Avalanche- If you cast another snow spell this turn, return up to two target snow cards from your graveyard to your hand instead, then exile Frozen Findings.
Avalanche- If you cast another snow spell this turn, return up to two target snow cards from your graveyard to your hand instead, then exile Frozen Findings.
Grand Caribou has trample as long as you control at least three other creatures.
Wandering out in the wilds, caribou will fiercely protect their herds.
3/2
When Green Band Naturalist enters the battlefield, destroy target snow artifact, snow enchantment, or snow land.
1/3
Destroy target creature with flying. If a snow creature was destroyed this way you untap a nonsow land you control.
Even tulukurug have fallen during flight under the weight of the White.


Bears are enviable because they are known to overcome whatever odds nature places in their path.
2/3
When Learning Pup enters the battlefield, choose 1-
• Learning Pup fights target creature.
• Draw a card.
• Learning Pup fights target creature.
• Draw a card.
1/1
Create a 3/3 green snow elephant token with trample.
Avalanche- If you cast another snow spell this turn create two 3/3 green snow Elephant tokens with trample instead.
Avalanche- If you cast another snow spell this turn create two 3/3 green snow Elephant tokens with trample instead.
Enchant creature
At the beginning of your end step, put a +1/+1 counter on enchanted creature, then it fights up to one target snow creature.
At the beginning of your end step, put a +1/+1 counter on enchanted creature, then it fights up to one target snow creature.
Destroy target artifact or enchantment. If a snow permanent was destroyed this way, you may untap target land.
Whenever a creature with a power of 4 or greater enters the battlefield under your control, create a 2/2 green Wolf Warrior token.
A great individual can unite their fragmented kind.
6/6
When Pack's Howl enters the battlefield create a 2/2 green Wolf Warrior token.
If you control a Wolf at the beginning of your upkeep create a 2/2 green Wolf Warrior token.
If you control a Wolf at the beginning of your upkeep create a 2/2 green Wolf Warrior token.

The people of Ulaqat accept the Cold. Some embrace it.
1/1
Whenever an opponent spends mana produced by a snow land Pinemuzzle gets +1/+1 until end of turn.
: Gain life equal to Pinemuzzle's power.

2/2
As an additional cost to cast Predator's Boast, sacrifice a creature.
Add

to your mana pool. If that mana is spent on a creature, that creature enters the battlefield with two +1/+1 counters.
Add



At the beginning of your upkeep reveal the top two cards of your library. Add any cards revealed this way with a converted mana cost of 6 or greater to your hand. Put any permanents revealed this way with a converted mana cost of 2 or less onto the battlefield.
4/4
Choose 1-
• Destroy all creatures with flying.
• Destroy all artifacts.
• Destroy all enchantments.
Avalanche- If you cast another snow spell this turn, you may choose up to 3.
• Destroy all creatures with flying.
• Destroy all artifacts.
• Destroy all enchantments.
Avalanche- If you cast another snow spell this turn, you may choose up to 3.
Reach
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Simisuk Wolfspider has deathtouch as long as Simisuk Wolfspider has a counter on it.
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Simisuk Wolfspider has deathtouch as long as Simisuk Wolfspider has a counter on it.
1/4
Target snow creature you control gets +2/+2 until end of turn, then fights target creature.
Those who live in the Cold are accustomed to life far more challenging than those elsewhere.
Reach
Whenever you cast a snow spell, Snowthrower gets +1/+1 until end of turn.
Whenever you cast a snow spell, Snowthrower gets +1/+1 until end of turn.
Masters of the Cold, Yetis are aware to all its changes.
2/2
As an additional cost to play Snowy Terrain, sacrifice a non-snow land you control. Search your library for a snow land and put it onto the battlefield.
Those who can't escape to the Green Band during the Winters must make do.
Target creature you control gains "whenever this creature deals combat damage to a creature, exile target artifact or enchantment" until end of turn.
Sacrifice two snow lands: Prevent all combat damage that would be dealt by nonsnow creatures this turn.
"I command the Cold, and the Cold commands your body."
3/3
The Cold, Barren World's power and toughness are equal to the number of snow lands you control.
As long as you control at least five snow lands with different names The Cold, Barren World has haste, hexproof, deathtouch, reach trample, and vigilance.
As long as you control at least five snow lands with different names The Cold, Barren World has haste, hexproof, deathtouch, reach trample, and vigilance.
*/*
Trusty Packmate gets +1/+1 as long as you control another wolf.
Wolves of the forests are strong and wise on their own, and they're stronger and wiser when their friends are around.
4/4
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Wandering Mammoth enters the battlefield tapped unless you return a creature you control to its owner's hand.
Wandering Mammoth enters the battlefield tapped unless you return a creature you control to its owner's hand.
4/2
Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Whenever Winding Păl-raí-yûk gains a counter, you gain life equal to Winding Păl-raí-yûk's power.
Whenever Winding Păl-raí-yûk gains a counter, you gain life equal to Winding Păl-raí-yûk's power.
1/1
When Winterheart enters the battlefield, gain 1 life for each snow permanent you control.
Yeti culture remains undecipherable Ulaqat's other inhabitants.
5/5
Target creature gets +3/+3 until end of turn.
Morbid- If a creature died this turn, target creature gets +4/+4 and gains trample instead.
Morbid- If a creature died this turn, target creature gets +4/+4 and gains trample instead.
Whenever a snow land enters the battlefield under your control, you may draw a card.
Snow lands may tap for mana of any color.
Snow lands may tap for mana of any color.
Whenever you cast a snow spell add
.

Yukanaq may be a myth, so far north in the Ice and Cold that few could imagine anyone living there.
1/2
+1 Tap target creature and gain 1 life.
-4 Until end of turn, creatures can't block unless their controller pays
for each creature.
-9 Target player gains an emblem with "Whenever a nonland permanent you control becomes tapped, exile it at the beginning of the next endstep unless you pay
."
-4 Until end of turn, creatures can't block unless their controller pays

-9 Target player gains an emblem with "Whenever a nonland permanent you control becomes tapped, exile it at the beginning of the next endstep unless you pay

4
Whenever an island enters the battlefield under your control wolves you control gain "this creature can't be blocked until end of turn."
Whenever a forest enters the battlefield under your control create a 2/2 green Wolf token.
Whenever a forest enters the battlefield under your control create a 2/2 green Wolf token.
3/3
When Arcane Icicle enters the battlefield, snow instants and sorceries you cast cost
less until end of turn.
, Sacrifice Arcane Icicle: Deal 1 damage to target creature.



Sacrifice Bottled Summer: Deal 2 damage to target snow creature.
Iquoono traders capture the equator's essence and trade for items from all across Ulaqat.


Carved in the likeness of its origin, the tusk is both a mage's instrument and weapon.
Equipped creature gains hexproof from nonsnow.
Equip
Equip

Graced in pure ice, one can wrap themself in the power of the Cold.
Sacrifice Cold Oasis Compass: Add
When Cold Oasis Compass is put into a graveyard from the battlefield, search your library for a basic snow land and add it to your hand. Shuffle your library afterward.

When Cold Oasis Compass is put into a graveyard from the battlefield, search your library for a basic snow land and add it to your hand. Shuffle your library afterward.
A Yeti device, used before Cold claimed most of Ulaqat.




Frozen Lotus doesn't untap unless you control five or more snow permanents.
If Heart of Winter untapped at the beginning of a player's upkeep, that player taps a non-snow permanent they control.
: Untap target snow permanent you control.

Whenever equipped creature attacks, tap target creature and target land the defending player controls. Those permanents don't untap during their controller's next untap step.
Equip

Equip




Equipped creature gets +1/+1 whenever blocking or being blocked by a snow creature.
Equip
Equip

Trekking the White Wastes can be treacherous when one isn't properly equipped.

Dangerously sharp, the ulu is used to shear flesh and skin for food and warmth rather than as a weapon.

Arctic Flats enters the battlefield tapped.
: Add
or
.



The White Wastes south of Majukit at jagged casts of the world that was before the Cold.
Barren Patch enters the battlefield tapped.
: Add
or
.



Though the Cold is ever-reaching beyond the Green Band, there are areas untouched by snow.
Boreal Shelf enters the battlefield tapped.
: Add
or
.



Nature's solitude, witnessed by only passing birds.



The Green Band is filled with so much color in contrast to the stark white areas ruled by the Cold.
Foul Peaks enters the battlefield tapped.
: Add
or
.



The peaks of Salkutun are covered in red ice, blood from an ancient battle.
Freeze-Thaw Fields enters the battlefield tapped.
: Add
to your mana pool.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Fields becomes an island and a forest until end of turn.


Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Fields becomes an island and a forest until end of turn.
Freeze-Thaw Range enters the battlefield tapped.
: Add
to your mana pool.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Range becomes a swamp and a forest until end of turn.


Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Range becomes a swamp and a forest until end of turn.
Freeze-Thaw Slough enters the battlefield tapped.
: Add
to your mana pool.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Slough becomes an island and a mountain until end of turn.


Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Slough becomes an island and a mountain until end of turn.
Freeze-Thaw Tributaries enters the battlefield tapped.
: Add
to your mana pool.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Tributaries becomes a plains and a swamp until end of turn.


Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Tributaries becomes a plains and a swamp until end of turn.
Freeze-Thaw Woods enters the battlefield tapped.
: Add
to your mana pool.
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Woods becomes a mountain and a plains until end of turn.


Thawing- Whenever you cast a nonsnow spell for the first time each turn, Freeze-Thaw Woods becomes a mountain and a plains until end of turn.
Frost Marsh enters the battlefield tapped.
: Add
or
.



The Winter's ice encroaches, freezing the gentle fresh waters.
Highland Weald enters the battlefield tapped.
: Add
or
.



Mivivuk lies hidden, secluded between the southern tip of the Salkutun mountains and the enormous trees at the end of the northern forests.
Ice Plateau enters the battlefield tapped.
: Add
or
.



The structures jut up brazenly against the sunlight.
Icicle Geyser enters the battlefield tapped.
: Add
or
to your mana pool.



Far north in Ulaqat, the scalding water of the geyser is chilled to shards once it shoots into the air.
Lichen Atoll enters the battlefield tapped.
: Add
or
to your mana pool.



Reds and greens surround the ruins of Yuntuq and its islands; life on Ulaqat will endure.


Whenever a creature dies, put a lore counter on Nulun's Temple.
Remove a lore counter from Nulun's Temple,

Permafrost Grave enters the battlefield tapped.
: Add
or
.



The Cold shudders even rot and decay. Flora and fauna alike remain in icy tombs.
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When a creature you don't control attacks, it loses all abilities until end of turn.
last 2020-06-04 15:09:15 by dude1818