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WHITE


COMMON

creature
 C 
Creature – Nomad Cleric
Whenever you play a Plains, you may gain 1 life.
2/3
 C 
Creature – Human Nomad Scout
Kicker {1}{w} (You may pay an additional {1}{w} as you cast this spell.)
Lifelink
If Blessed Outriders was kicked, it enters the battlefield with a +1/+1 counter on it.
2/2
 C 
Creature – Human Nomad
Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
 C 
Creature – Bird Scout
Flying, lifelink
When Farguide's Hawk enters the battlefield, create a 2/2 white Nomad Scout creature token with vigilance.
1/1

noncreature
 C 
Sorcery
Put a +1/+1 counter on each of up to three target creatures. You gain 3 life.
The guards know their craft. There are more bones of raiders than merchants bleaching in the sun.
 C 
Enchantment
Flash (You may cast this spell any time you could cast an instant.)
When Misleading Mirage enters the battlefield, exile up to one target attacking creature until Misleading Mirage leaves the the battlefield.

UNCOMMON

noncreature
 U 
Sorcery
Kicker {1}{w} (You may pay an additional {1}{w} as you cast this spell.)
Create two 2/2 white Nomad Scout creature tokens with vigilance. If Explore the Ruins was kicked, create three of those tokens instead.

BLUE


COMMON

creature
 C 
Creature – Djinn Wizard
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Knowledgable Sanzan enters the battlefield, draw a card.
2/2
 C 
Creature – Bird
Flying
When Cactus Wren enters the battlefield, if you control a Desert, scry 2.
1/1
 C 
Creature – Lizard Wizard
When Sahal Glyphreader enters the battlefield, scry 2.
It is dangerous to enter deep into the ruins without a guide that can decipher the inscribed warnings.
2/3
 C 
Creature – Djinn Warrior
Flying
When Dereliction Guard enters the battlefield, mill three cards. Then if there's a Desert card in your graveyard, put a +1/+1 counter on Dereliction Guard.
1/1

noncreature
 C 
Enchantment – Aura
Enchant land
Enchanted land is an island.
When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard.

UNCOMMON

creature
 U 
Creature – Djinn
Flying
When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn.
2/3
 U 
Creature – Drake
Flying
{2}{c}: Ruinroost Drake gains indestructible and hexproof until end of turn.
3/2

RARE

creature
 R 
Legendary Creature – Djinn Wizard
Flying
Whenever you cast a spell, scry 1. Then draw a card if it was the third spell you cast this turn.
3/3

BLACK


COMMON

creature
 C 
Creature – Zombie Nomad
When Tattered Caravan dies, create a 2/2 black Zombie creature token.
Desiccated as they are, they still remain in formation, following one another.
2/2
 C 
Creature – Djinn Warlock
When Fell Seer enters the battlefield, choose one —
• Each player on your team draws a card and loses 1 life.
• Each opponent discards a card.
"Villainous creature, grinning and scheming, serving a master even more wicked."
–Khamed, chief warden
2/3
 C 
Creature – Zombie Bird
Flying
Whenever you play a Swamp, each opponent loses 1 life.
2/2

noncreature
 C 
Sorcery
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
 C 
Sorcery
Kicker {2}{b} (You may pay an additional {2}{b} as you cast this spell.)
Return target creature card from your graveyard to your hand. If Open the Sarcophagus was kicked, return two target creature cards from your graveyard to your hand instead.

UNCOMMON

creature
 U 
Creature – Sand Horror
Lifelink
When Dusthill Lurker enters the battlefield, sacrifice a creature. If you do, create three 1/1 colorless Sand creature tokens.
3/1

noncreature
 U 
Sorcery
Destroy up to two target creatures that attacked last turn. They can't be regenerated. For each creature that died this way, put a 2/2 black Zombie token into the battlefield.

RED


COMMON

creature
 C 
Creature – Elemental
Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn.
4/1
 C 
Creature – Dwarf Nomad Warrior
The Kuakhim defy the desert's scorching winds and blistering sands. Their tempers equally firey and their wills just as tough.
3/2
 C 
Creature – Pangolin Beast
When Ranging Pangolin enters the battlefield, you may discard a card. If you do, draw a card.
2/4
 C 
Creature – Giant Nomad
Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4

noncreature
 C 
Sorcery
Scorching Sun deals 6 damage divided as you choose between target creature and its controller.

UNCOMMON

noncreature
 U 
Instant
Parching Ray deals damage to target creature or planeswalker equal to 2 plus the number of Deserts you control.

RARE

creature
 R 
Creature – Ogre Warrior
Kicker {1}{b} and/or {1}{g}
When Bellowing Deathraider enters the battlefield, return a creature card from your hand onto the battlefield for each time it was kicked.
Whenever Bellowing Deathraider attacks, you may put a creature card with mana value 3 or less from your hand onto the battlefield tapped and attacking.
2/4

GREEN


COMMON

creature
 C 
Creature – Insect
Desertwalk
2/1
 C 
Creature – Human Warrior
Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
2/2
{3}{g}
 
 C 
Creature – Scorpion Beast
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Its carapace shimmers like gold in the desert sun, its sapphire-blue eyes suggest a more valuable treasure: Water.
2/4
 C 
Creature – Beast
Kicker {1}{g} (You may pay an additional {1}{g} as you cast this spell.)
Reach (This creature can block creatures with flying.)
When Stingshot Hystrix enters the battlefield, if it was kicked, it deals 4 damage to target creature with flying.
2/4

noncreature
 C 
Sorcery
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.

UNCOMMON

creature
 U 
Creature – Human Shaman
{1}{g}, {t}: Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.
2/2

noncreature
 U 
Sorcery
Choose one or both —
• Return target creature card from your graveyard to your hand.
• Return target noncreature permanent card from your graveyard to your hand.
Buried under the dunes are treasures both material and immaterial.

RARE

creature
 R 
Creature – Human Nomad
Sandshaper Overseer gets +1/+1 for each Desert you control.
3/3

GOLD


COMMON

noncreature
 C 
Sorcery
As an additional cost to cast Swirling Sandstorm, sacrifice a land.
Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm deals 2 damage to that creature's controller.
 C 
Sorcery
Create two 1/1 colorless Sand creature tokens.
Creatures you control gain haste and vigilance until end of turn.

UNCOMMON

noncreature
 U 
Enchantment – Saga
[I] Create two 1/1 colorless Sand creature tokens.
[II] Put two +1/+1 counters on target creature you control.
[III] Target creature you control deals damage equal to its power to target creature an opponent controls.

LAND


COMMON

noncreature
 C 
Land – Desert
{t}: Add {c} to your mana pool.
{r}, Sacrifice Windy Cavern: Target creature gains haste until end of turn.
 C 
Land – Desert
{t}: Add {c}.
{w}, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn.

BASIC

noncreature
 
 B 
Basic Land – Plains
 
 B 
Basic Land – Island
 
 B 
Basic Land – Swamp
 B 
Basic Land – Mountain
 
 B 
Basic Land – Forest

TOKEN


TOKEN

creature
 T 
Token Creature – Zombie
2/2
 T 
Creature – Nomad Scout
Vigilance (Attacking doesn't cause this creature to tap.)
2/2

Created on 24 Mar 2023 by SecretInfiltrator