Code Geass: Card List

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Mechanics | Introduction and General Invitation | Proxies for playtest | Design Challenge 2 | Colour-pair archetypes | Skeleton

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# Name Colour Rarity Cost Type P T Code Card text
1 Events / possible sorcery names Colourless None 0
2 Named Characters / Legendary Creatures Colourless None 0
3 Playtest plans Colourless None 0
4 Benevolent Landowner White Common 2{1}{w} Creature – Human Noble 2 2 CW03 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, you gain that much life.
5 Blaze Luminous White Common 1{w} Sorcery CW16 Prepare {w} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Prevent the next 3 damage that would be dealt to creatures you control.
Gain 3 life.
6 Britannian Arms Dealer White Rare 3{1}{w}{w} Creature – Human Noble 1 2 RW01 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, put that many +1/+1 counters on target creature.
7 Compassionate Athlete White Common 2{1}{w} Creature – Human Student 2 1 CW04 Lifelink
Channel{w}, Discard Compassionate Athlete: Target creature gains lifelink until end of turn.
8 Cornelia, "Goddess of Victory" White Mythic 6{5}{w} Legendary Creature – Human Noble 5 5 MW01 When Cornelia, "Goddess of Victory" enters the battlefield, exile target nonland permanent an opponent controls with converted mana cost 3 or less until Cornelia leaves the battlefield.
When Cornelia dies, exile target permanent an opponent controls with converted mana cost 4 or greater.
9 Cécile Croomy White Rare 3{2}{w} Legendary Creature – Human Artificer 2 3 RW03 Equipment spells cost you {1} less to cast.
{t}: Look at the top four cards of your library. You may cast an Equipment card from among them. Put the rest back in any order.
10 Desert Scout White Common 1{w} Creature – Human Soldier 1 1 CW01 When Desert Scout enters the battlefield, you may search your library for a Plains card, reveal it and put it into your hand, then shuffle your library.
11 Drop from the Ceiling White Uncommon 1{w} Instant UW12 The next creature card you play this turn can be played as though it had flash.
Draw a card.
12 End Hostilities White Rare 5{3}{w}{w} Sorcery RW05 Destroy all creatures and all permanents attached to creatures.
13 Expansionist Princess White Rare 4{2}{w}{w} Creature – Human Noble 3 3 RW04 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, you may search your library for up to that many Plains cards, reveal them, put them into your hand, then shuffle your library.
14 Geass of Inaction White Common 2{1}{w} Enchantment – Aura Geass CW11 (Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature can't attack or block.
15 Geass to Withstand White Common 1{w} Instant – Geass CW14 (Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gets +1/+1 and first strike until end of turn.
16 Gloucester Royal RPI-00/SC White Uncommon 3{1}{w}{w} Artifact – Equipment UW11 Equipped creature gets +2/+2 and has first strike.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
17 Imperious Guardians White Uncommon 5{4}{w} Creature – Human Soldier 3 3 UW04 Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, you may tap up to that many target creatures.
18 Inspired Charge White Common 4{2}{w}{w} Instant CW15 Creatures you control get +2/+1 until end of turn.
19 Inspiring Captain White Common 4{3}{w} Creature – Human Knight 3 3 CW09 When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.
20 Lancelot Z-01 White Rare 3{1}{w}{w} Artifact – Equipment RW07 Equipped creature gets +3/+3.
At the beginning of each combat, choose first strike, vigilance, or lifelink. Equipped creature gains that ability until end of turn.
Equip {3}
21 Material Gambit White Common 2{1}{w} Sorcery CW06 Create two 1/1 white Soldier creature tokens.
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
22 Miraculous Recovery White Uncommon 5{4}{w} Instant UW07 Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.
23 Obsolescence White Common 3{2}{w} Instant CW13 Exile target artifact or enchantment.
24 Ordnance Strategist White Uncommon 3{2}{w} Creature – Human Soldier 2 2 UW03 Whenever you attack with one or more equipped creatures, put a +1/+1 counter on Ordnance Strategist.
25 Point-Blank Airstrike White Uncommon 3{2}{w} Sorcery UW08 Prepare {1}{w} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Destroy target tapped creature.
26 Police Copter White Uncommon 2{1}{w} Creature – Human Enforcer 2 1 UW02 Flying
When Police Copter enters the battlefield, up to one target creature can't attack or block this turn.
27 Prepared Guardian White Common 4{3}{w} Creature – Human Soldier 3 3 CW07 Prepare {2}{w} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
As long as you're being attacked by a creature with toughness 2 or less, Prepared Guardian has lifelink.
28 Promise a Miracle White Uncommon 3{2}{w} Sorcery Choose target creature an opponent controls with greater power and toughness than any creature you control. When that creature dies this turn, if no creatures you control have died this turn, put two +1/+1 counters on each creature you control.
29 Reeducate the Rebels White Common 4{3}{w} Instant CW12 Destroy target attacking creature.
Create a 1/1 white Soldier creature token.
30 Sergeant Exemplar White Uncommon 1{w} Creature – Human Soldier 1 2 UW01 First strike, vigilance
When Sergeant Exemplar enters the battlefield, choose one:
• Creatures you control gain vigilance until end of turn.
• Creatures you control gain first strike until end of turn.
31 Shielded Fighters White Common 3{2}{w} Creature – Human Soldier 2 2 CW08 Flying
Protection from artifacts (This creature can't be blocked, targeted, dealt damage, or equipped by artifacts.)
32 Smug Cavalier White Common 1{w} Creature – Human Soldier 1 1 CW02 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, Smug Cavalier gets +X/+X until end of turn, where X is the amount you paid.
33 Strike Squadron White Common 6{5}{w} Creature – Human Soldier 3 5 CW10 Flying
Strike Squadron can't be equipped.
34 Suddenly Leaderless White Rare 1{w} Sorcery Prepare {w} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Target player can't cast spells or activate abilities this turn. (Spells and abilities played before this resolves are unaffected.)
35 Surprise Deployment White Uncommon 4{3}{w} Instant Cast Surprise Deployment only during combat.
You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)
36 Sutherland R13 White Common 2{1}{w} Artifact – Equipment CW17 Equipped creature gets +3/+2.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
37 Suzaku Kururugi White Uncommon 5{3}{w}{w} Legendary Creature – Human Soldier 5 5 UW05 Vigilance
Suzaku Kururugi attacks or blocks each combat if able.
38 Technophile Duke White Rare 2{w}{w} Creature – Human Noble 2 2 RW02 Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, you may look at that many cards from the top of your library. You may put an artifact with that converted mana cost or less onto the battlefield. Put the rest on the bottom in a random order.
39 Test Pilot White Common 2{1}{w} Creature – Human Soldier 2 1 CW05 Flash
When Test Pilot enters the battlefield, you may attach target Equipment you control to it.
40 The Ends Don't Justify the Means White Rare 4{2}{w}{w} Enchantment RW08 Creatures you control get +1/+1 and have lifelink.
When you pay a cost that includes life or sacrificing a creature, sacrifice The Ends Don't Justify the Means.
41 Tristan RZA-3F9 White Uncommon 2{1}{w} Artifact – Equipment UW10 {2}: Equipped creature becomes 3/2 and gains flying.
{2}: Equipped creature becomes 5/4 and loses flying.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
42 White cards White None 0
43 Winsome Mercy White Rare 3{1}{w}{w} Instant RW06 When target creature you don't control dies this turn, return that card to the battlefield under your control.
44 Allure of the Shiny Blue Rare 3{1}{u}{u} Sorcery RU06 Attach target Equipment you control to target creature with converted mana cost less than or equal to that Equipment's. Gain control of that creature for as long as the Equipment is attached to it.
45 Aquatic Squadron Blue Common 6{5}{u} Creature – Human Soldier 5 5 CU08 Aquatic Squadron can't be equipped.
{5}{u}: Aquatic Squadron can't be blocked this turn.
46 Armour Under Clothes Blue Common 4{3}{u} Instant Prepare {u} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Until end of turn, target creature gains hexproof and gets +0/+2.
47 Blue cards Blue None 0
48 Camelot Faction Blue None 0 "Camelot", Lloyd Asplund's special research division, is definitely blue.
49 Concealed Informant Blue Common 1{u} Creature – Human Rogue 1 1 Whenever Concealed Informant deals combat damage to a player, look at the top card of that player's library.
{2}: Concealed Informant can't be blocked this turn.
50 Contemptuous Dismissal Blue Uncommon 3{2}{u} Instant UU11 Counter target noncreature spell.
Prepare {u} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
51 Diethard, Information Officer Blue Mythic 2{1}{u} Legendary Creature – Human Rebel 2 3 MU01 Flash
When Diethard, Information Officer enters the battlefield, draw three cards, then put two cards from your hand on top of your library. Then pay {2} or sacrifice Diethard.
52 Disown Blue Common 3{1}{u}{u} Instant CU11 Counter up to one target spell.
Draw a card, then discard a card.
53 Fleetfoot Ninja Blue Common 3{2}{u} Creature – Human Ninja 2 2 CU04 Hexproof
Channel{u}, Discard Fleetfoot Ninja: Target creature gains hexproof until end of turn.
54 Geass Canceller Blue Uncommon 1{u} Instant UU10 Exile target creature, then return it to the battlefield under its owner's control.
55 Geass of Desertion Blue Common 4{2}{u}{u} Enchantment – Aura Geass CU13 (Enchanted creature has protection from other Geasses.)
Enchant creature
You control enchanted creature.
When enchanted creature becomes untapped, return it to its owner's hand.
56 Geass to Evade Blue Common 2{1}{u} Instant – Geass CU17a (Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gains protection from creatures your opponents control until end of turn.
57 Geass to Forget Blue Common 2{1}{u} Instant – Geass CU18 (Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Tap target creature. That creature doesn't untap during its controller's next untap step.
58 Geass to Inform Blue Uncommon 2{1}{u} Enchantment – Aura Geass UU12 (Enchanted creature has protection from other Geasses.)
Enchant creature
Whenever enchanted creature becomes tapped, you draw a card.
59 Geass to Obey Blue Uncommon 5{3}{u}{u} Enchantment – Aura Geass UU06 (Enchanted creature has protection from other Geasses.)
Enchant creature
You control enchanted creature.
60 Gefjun Disturber Blue Common 3{2}{u} Enchantment – Aura CU12 Prepare {1}{u} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Enchant creature
Enchanted creature gets -5/-0, doesn't untap during its controller's untap step, and its activated abilities can't be activated.
61 Giant Broadcast Screen Blue Rare 2{1}{u} Artifact RU04 Whenever you draw your second card each turn, Giant Broadcast Screen becomes a 4/4 artifact creature until end of turn.
62 Gun-Ru Blue Common 2{1}{u} Artifact – Equipment CU15 When Gun-Ru enters the battlefield, draw a card.
Equipped creature gets +0/+2.
Equip {1}
63 Hostage Exchange Blue Uncommon 5{4}{u} Sorcery Exchange control of two target creatures.
64 Imperial Informant Blue Common 2{1}{u} Creature – Human Rogue 1 1 Flying
Whenever Imperial Informant deals combat damage to a player, choose one:
• Look at that player's hand.
• Look at a face-down exiled card that player owns.
65 Informational Gambit Blue Common 4{3}{u} Sorcery CU16 Draw two cards.
Gambit — When target creature you control dies during combat this turn, draw two cards.
66 Institute Pioneer Blue Uncommon 2{1}{u} Creature – Human Advisor 2 1 UU01 {t}: Look at the top card of your library. If it’s a Geass or Equipment card, you may reveal it and put it into your hand. If you don’t put the card into your hand, you may put it on the bottom of your library.
67 Inventive Technician Blue Common 4{3}{u} Creature – Human Artificer 2 4 CU07 Whenever Inventive Technician attacks, you may reveal the top two cards of your library, put an artifact card from among them into your hand, and put the rest on the bottom of your library in any order.
68 Lloyd Asplund Blue Rare 3{2}{u} Legendary Creature – Human Artificer 1 4 RU03 Whenever an equipped creature you control attacks, draw a card.
Whenever an equipped creature you control blocks, draw a card.
69 Mass Disguise Blue Rare 4{2}{u}{u} Sorcery RU07 Prepare {1}{u} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Each creature you control becomes a copy of target creature you control until end of turn, except they aren't legendary if that creature is legendary.
70 Misdirector Blue Common 3{2}{u} Creature – Human Citizen 1 1 CU02 Flash
When Misdirector enters the battlefield, tap target permanent and untap another target permanent.
71 Misinform Blue Common 4{3}{u} Instant CU09 Return target nonland permanent to its owner's hand.
Draw a card.
72 Newscasting Blimp Blue Common 1{u} Creature – Human Citizen 1 1 CU01 Flying
Whenever Newscasting Blimp deals combat damage to a player, look at top card of that player's library.
73 Ninja in Disguise Blue Uncommon 1{x}{u} Instant UU09 Return target attacking unblocked creature you control to its owner's hand. You may put a creature card with converted mana cost X or less from your hand onto the battlefield tapped, attacking and unblocked.
74 Operations Expert Blue Common 3{2}{u} Creature – Human Advisor 1 2 At the beginning of your upkeep, look at the top two cards of your library. You may put one of them into your graveyard. Put the rest back in any order.
75 Patient Negotiator Blue Uncommon 3{2}{u} Creature – Human Rebel 1 4 UU02 Flash
Whenever Patient Negotiator blocks a creature, at end of combat, gain control of that creature until the end of your next turn.
76 Persuasion Strategist Blue Uncommon 5{4}{u} Creature – Human Soldier 3 3 UU05 Whenever you gain control of a permanent or a permanent an opponent owns enters the battlefield under your control, put two +1/+1 counters on Persuasion Strategist.
77 Propaganda Airdropper Blue Rare 3{2}{u} Creature – Human Citizen 2 1 Flying
Whenever you draw your second card each turn, gain control of target creature with power 2 or less until end of turn. If you gain control of a creature this way, untap it.
78 Propaganda Officer Blue Uncommon 3{2}{u} Creature – Human 2 2 UU03 When Propaganda Officer enters the battlefield, gain control of target creature with power 1 or less for as long as Propaganda Officer remains on the battlefield.
79 Recruitment Officer Blue Rare 2{1}{u} Creature – Human 1 1 RU01 Whenever Recruitment Officer deals combat damage to a player, that player reveals his or her hand. You may cast a creature card from that player's hand this turn.
80 Sakuradite Engineer Blue Common 2{1}{u} Creature – Human Artificer 1 1 CU03 {t}: Add two mana of any one color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.
81 Shinkiro Type-0/0A Blue Rare 4{2}{u}{u} Artifact – Equipment RU05 Equipped creature gets +1/+3 and has flying and hexproof.
Eject
{2}: Equipped creature gets +0/+2 until end of turn.
{4}: Target creature gets +0/+2 until end of turn.
Equip {2}
82 Static Blue Common 2{1}{u} Instant CU10 Counter target instant, sorcery or Aura spell.
83 Steal the Prototype Blue Uncommon 3{1}{u}{u} Enchantment – Aura UU08 Enchant Aura or Equipment
When Steal the Prototype enters the battlefield, you may attach enchanted permanent to a creature you control.
You control enchanted permanent.
84 Stealer of Secrets Blue Common 3{2}{u} Creature – Human Rogue 2 2 CU05 Whenever Stealer of Secrets deals combat damage to a player, draw a card.
85 Subtle Betrayal Blue Uncommon 2{1}{u} Instant UU07 Prepare {u} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Gain control of target tapped creature until end of turn. (It remains tapped.)
86 Time Stop Blue Rare 6{3}{u}{u}{u} Instant RU08 End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
87 Unethical Researchers Blue Common 4{3}{u} Creature – Human Advisor 3 3 CU06 Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, look at that many cards from the top of your library, put one of them back and the rest on the bottom of your library in any order.
88 Vault Skyward Blue Common 1{u} Instant CU17 Target creature gains flying until end of turn. Untap it.
89 Xing-Ke, Dragon of the North Blue Rare 4{2}{u}{u} Legendary Creature – Human Soldier 4 3 RU02 Whenever Xing-Ke, Dragon of the North attacks, you may pay {2} to tap or untap target creature.
{2}: Change the target of target spell that targets a single creature you control to another creature you control.
90 Agent of Decay Black Common 3{2}{b} Creature – Human Soldier 2 1 CB02 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, target opponent loses that much life.
91 Assassin's Strike Black Common 3{2}{b} Sorcery Target creature gets -2/-2 until end of turn.
Raid — If you attacked with a creature this turn, that creature gets -4/-4 until end of turn instead.
92 Attended Duke Black Uncommon 4{3}{b} Creature – Human Noble 1 4 UB05 When Attended Duke enters the battlefield, create two 1/1 black Soldier tokens.
93 Attrition Strategist Black Uncommon 5{4}{b} Creature – Human Soldier 3 3 UB06 Whenever a spell or ability you control causes one or more cards to leave a graveyard, put two +1/+1 counters on Attrition Strategist.
94 Black cards Black None 0
95 Britannian Torturer Black Uncommon 5{4}{b} Creature – Human Noble 3 3 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, target opponent reveals that many cards from their hand. You choose one of them. That player discards that card.
96 Brutal Assault Black Common 4{2}{b}{b} Sorcery CB10 Destroy target creature.
Raid — If you attacked with a creature this turn, its controller discards a card.
97 Catastrophic Orders Black Common 2{1}{b} Sorcery CB11 Prepare {1}{b} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If target creature attacked or blocked this turn, it gets +3/-3.
98 Chainsaw Madness Black Rare 3{2}{b} Enchantment RB07 Whenever a creature dies, another target creature gets -1/-1 until end of turn.
99 Credit Squanderer Black Rare 2{b}{b} Creature – Human Noble 1 1 RB01 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, you lose that much life and draw that many cards.
100 Cruel Princess Black Rare 2{1}{b} Creature – Human Noble 2 1 RB02 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, you may destroy target creature with converted mana cost that much or less.
101 Data Siphon Black Common 2{1}{b} Sorcery CB12 Target opponent loses 1 life and you gain 1 life.
Whenever one or more creatures you control attack or block, return Data Siphon from your graveyard to your hand.
102 Disposable Vigilantes Black Common 4{3}{b} Creature – Human Rebel 3 2 Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn and if Disposable Vigilantes is in your graveyard, you may return Disposable Vigilantes to your hand.
103 Drug Dealer Black Common 1{b} Creature – Human Citizen 1 1 CB03 Deathtouch
Channel{b}, Discard Drug Dealer: Target creature gains deathtouch until end of turn.
104 Egotistical Captain Black Common 4{2}{b}{b} Creature – Human Soldier 2 2 CB04 Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, Egotistical Captain gets +X/+X until end of turn, where X is the amount you paid.
105 Forgotten Identity Black Uncommon 4{3}{b} Enchantment – Aura UB12 Enchant player
Whenever enchanted player attacks with one or more creatures, that player exiles a card from their graveyard. If they can't, you draw a card.
106 Forsake Compassion Black Rare 3{1}{b}{b} Instant RB06 Until end of turn, whenever a creature is dealt damage, destroy it and its controller loses 1 life.
107 Funeral Rites Black Common 3{2}{b} Sorcery CB16 You draw two cards, lose 2 life, then mill two cards.
108 Geass of Paralysis Black Common 1{b} Enchantment – Aura Geass CB09 (Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature gets -1/-1, and its activated abilities can't be activated.
109 Geass of Ruthlessness Black Common 3{2}{b} Enchantment – Aura Geass CB17 (Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature gets +2/+1 and has lifelink.
110 Geass to Die Black Uncommon 3{2}{b} Sorcery – Geass UB07 (Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature deals damage to itself equal to its power.
111 Geass to Murder Black Common 3{2}{b} Instant – Geass (Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gains deathtouch until end of turn. Regenerate it.
112 Ghetto Cleanser Black Common 4{3}{b} Creature – Human Soldier 2 3 CB05 Raid — When Ghetto Cleanser enters the battlefield, if you attacked with a creature this turn, you may destroy target land.
113 Glasgow RPI-11 Black Common 2{1}{b} Artifact – Equipment CB15 Equipped creature gets +2/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {1}
114 Gloucester RPI-209 Black Uncommon 3{2}{b} Artifact – Equipment UB10 Equipped creature gets +2/+4.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
115 Incriminate with Complicity Black Uncommon 5{3}{b}{b} Sorcery UB09 Choose target creature. If you attacked that creature's controller this turn, and that creature didn't block, gain control of it.
116 Jailbreak Liberator Black Uncommon 2{1}{b} Creature – Human Soldier 2 1 UB02 Raid — When Jailbreak Liberator enters the battlefield, if you attacked with a creature this turn, you may return target creature card from a graveyard to its owner's hand.
117 Lose Morale Black Common 2{1}{b} Instant CB11a When target creature an opponent controls dies this turn, other creatures that player controls get -1/-1 until end of turn.
Draw a card.
118 Mao Black Mythic 4{2}{b}{b} Legendary Creature – Human Wizard 2 2 MB01 At the beginning of your upkeep, look at target opponent's hand. You may cast a card from it and you may spend mana as if it were many of any colour to cast that card.
119 Not As Dead As You Thought Black Common 3{2}{b} Instant CB13 Target creature gains indestructible until end of turn.
Draw a card.
120 Ostentatious Prince Black Rare 3{1}{b}{b} Creature – Human Noble 2 3 RB03 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, gain that much life.
{1}: Pay decadence.
121 Persistent Sergeant Black Common 2{1}{b} Creature – Human Soldier 1 2 {1}{b}: Regenerate Persistent Sergeant.
Channel{1}{b}, Discard Persistent Sergeant: Regenerate target creature.
122 Proclaim Obsolete Black Uncommon 2{1}{b} Sorcery UB08 Destroy target creature with toughness less than or equal to the number of cards in its controller's graveyard.
123 Recovery Gambit Black Common 2{1}{b} Sorcery CB18 Return target creature card from your graveyard to your hand.
Gambit — When target creature you control dies during combat this turn, choose another target creature card in your graveyard and return it to your hand.
124 Resources Misdirector Black Uncommon 3{2}{b} Creature – Human Soldier 2 2 UB04 Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, , until end of turn, target creature gets -X/-0 and target creature gets +X/+0, where X is the amount you paid.
125 Return on the Other Side Black Rare 4{2}{b}{b} Sorcery RB05 Prepare {1}{b}{b} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
When target creature deals combat damage to an opponent this turn, put target creature card from that player's graveyard onto the battlefield under your control.
126 Rolo Lamperouge Black Rare 4{2}{b}{b} Legendary Creature – Human Assassin 4 3 RB04 Deathtouch
At the beginning of each player's upkeep, Rolo Lamperouge deals 1 damage to target creature that player controls.
127 Ruthless Strike Force Black Common 5{4}{b} Creature – Human Soldier 3 4 CB07 Raid — When Ruthless Strike Force enters the battlefield, if you attacked with a creature this turn, target player discards a card.
128 Supercilious Trooper Black Common 2{1}{b} Creature – Human Soldier 2 2 CB01 Decadence 1 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, up to that many target creatures gain lifelink until end of turn.
129 Tenacious Pilot Black Uncommon 3{2}{b} Creature – Human Soldier 2 2 UB03 Whenever an Equipment enters the battlefield under your control, you may return Tenacious Pilot from your graveyard to the battlefield.
130 Terror Squadron Black Common 6{5}{b} Creature – Human Soldier 4 5 CB08 Menace
Terror Squadron can't be equipped.
131 VTOL Gunship Black Common 3{2}{b} Creature – Human Soldier 2 1 CB06 Flying
{1}: VTOL Gunship gains haste until end of turn.
132 We Have Reserves Black Rare 2{1}{b} Enchantment RB08 When We Have Reserves enters the battlefield, create a 2/2 black Soldier creature token.
Whenever one or more creatures you control die, you may pay {2}{b}. If you do, create a 2/2 black Soldier creature token.
133 Aggressive Gambit Red Common 2{1}{r} Sorcery CR09 Aggressive Gambit deals 3 damage to target creature.
Gambit — When target creature you control dies during combat this turn, choose up to one target creature. Aggressive Gambit deals 3 damage to that creature.
134 Antagonise Red Common 2{1}{r} Instant CR10 Choose one or both -
• Antagonise deals 2 damage to target creature or planeswalker.
• Target creature gets +2/+0 until end of turn.
135 Black Knights Faction Red None 0 (Faction) – Discussion The rebel insurgency. Once terrorists, now a fully-fledged resistance movement, a rebel army, trying to kick out the oppressors and reclaim their homeland for themselves.
136 Black Knights Hangar Red Rare 2{1}{r} Enchantment RR03 Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a colourless Equipment artifact token named Knightmare. It has equip {1} and "Equipped creature gets +1/+1."
137 Blustering Coward Red Common 1{r} Creature – Human Rebel 0 2 CR02 Haste
As long as you control more creatures than each opponent, Blustering Coward gets +1/+0.
138 Bragging Skirmisher Red Common 2{1}{r} Creature – Human Rebel 2 1 CR03 Raid — When Bragging Skirmisher enters the battlefield, if you attacked with a creature this turn, you may discard a card. If you do, draw a card.
139 Burai Kai Type-1R Red Uncommon 2{r}{r} Artifact – Equipment UR08 Equipped creature gets +3/+1 and has first strike.
Equip {3}
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
140 Burai Type-10 Red Common 1{r} Artifact – Equipment CR16 Equipped creature gets +2/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
141 Card126361 Red Uncommon 3{2}{r} Creature – Human Citizen 2 2 Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, ~ deals 1 damage to target opponent. If a permanent you controlled but didn't own left the battlefield, ~ deals 2 damage to any target instead.
142 Challenge Red Common 3{2}{r} Sorcery CR15 Target creature you control fights target creature you don't control.
Draw a card.
143 Charismatic Revolutionary Red Mythic 2{1}{r} Creature – Human Rebel 3 1 MR01 Raid — When Charismatic Revolutionary enters the battlefield, if you attacked with a creature this turn, look at the top five cards of target opponent's library. You may put a creature card with converted mana cost 4 or less from among them onto the battlefield under your control. That player puts the other cards on the bottom in a random order.
144 Daring Hijacker Red Rare 1{r} Creature – Human Rebel 1 1 RR01 Raid — When Daring Hijacker enters the battlefield, if you attacked with a creature this turn, gain control of target artifact. If it's an Equipment, you may attach it to target creature you control.
145 Defiant Victim Red Common 2{1}{r} Creature – Human Rebel 2 1 CR97 When Defiant Victim enters the battlefield, if an opponent controls a creature with power greater than it, it gets +3/+0 and gains haste until end of turn.
146 Distraction Agent Red Common 1{r} Creature – Human Rebel 1 1 CR01 When Distraction Agent enters the battlefield, target creature can't block this turn.
147 Fervor of the Converted Red Uncommon 2{1}{r} Enchantment UR07 Creatures you control but don't own get +2/+2 and have trample.
148 Furious Rebel Red Common 2{1}{r} Creature – Human Rebel 1 1 CR98 Whenever Furious Rebel attacks, it gets +2/+0 until end of turn.
Channel{r}, Discard Furious Rebel: Target attacking creature gets +2/+0 until end of turn.
149 Gawain IFX-V301 Red Rare 3{1}{r}{r} Artifact – Equipment RR05 Equipped creature has flying and gets +0/+3.
Whenever equipped creature blocks, you may pay {4}{r}{r}. If you do, Gawain deals 5 damage to each attacking creature.
Equip {2}
150 Geass of Recklessness Red Common 1{r} Enchantment – Aura Geass CR18 (Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature attacks each turn if able.
Enchanted creature loses first strike.
151 Geass to Betray Red Common 4{3}{r} Instant – Geass (Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
152 Geass to Betray Red Common 4{3}{r} Enchantment – Aura Geass CR11 Flash
Enchant creature
Enchanted creature has haste.
When Geass to Betray enters the battlefield, untap enchanted creature and gain control of it until end of turn.
(Enchanted creature has protection from other Geasses.)
153 Guerrilla Tactician Red Uncommon 2{1}{r} Creature – Human Rebel 1 1 UR02 Raid – At the beginning of your postcombat main phase, if you attacked with a creature this turn, put a +1/+1 counter on Guerrilla Tactician.
154 Gung-Ho Strategist Red Uncommon 4{3}{r} Creature – Human Rebel 3 3 UR05 Whenever you attack with three or more creatures, put a +1/+1 counter on Gung-Ho Strategist.
155 Guren Mk-II Red Rare 3{1}{r}{r} Artifact – Equipment RR06 Equipped creature gets +2/+2 and double strike.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {3}
156 Hit-and-Run Saboteur Red Common 3{2}{r} Creature – Human Rebel 3 1 CR17 Haste
At the beginning of the end step, return Hit-and-Run Saboteur to its owner’s hand.
157 Impatient Pilot Red Common 3{2}{r} Creature – Human Rebel 3 2 CR04 Revolt — When Impatient Pilot enters the battlefield, if a permanent you controlled left the battlefield this turn, you may attach target Equipment you control to it.
158 Improvised Ordnance Red Uncommon 3{2}{r} Sorcery UR12 Improvised Ordnance deals 5 damage to target creature.
Revolt — It also deals 5 damage to that creature's controller if a permanent you controlled left the battlefield this turn.
159 Incendiary Preacher Red Common 3{2}{r} Creature – Human Cleric 1 1 When Incendiary Preacher enters the battlefield or dies, create a 1/1 red Rebel creature token.
160 Incensed Firebrand Red Common 4{3}{r} Creature – Human Rebel 3 3 CR05 Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, Incensed Firebrand deals 2 damage to each opponent.
161 Incite the Rabble Red Uncommon 3{2}{r} Sorcery UR09 Prepare {r} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Create three 1/1 red Rebel creature tokens with haste and "This creature can't block". Sacrifice those tokens at end of combat.
162 Inspired Bladecaptain Red Uncommon 3{2}{r} Creature – Human Rebel 2 2 UR06 Trample
Whenever another Rebel creature you control attacks, Inspired Bladecaptain gets +1/+0 until end of turn.
163 Kallen Kouzuki Red Rare 4{2}{r}{r} Creature – Human Soldier 4 4 RR04 Whenever Kallen becomes blocked, she deals 2 damage to target creature blocking her.
Whenever a creature you control deals combat damage to a player, you may discard a card. If you do, draw two cards.
164 Outnumber Red Uncommon 1{r} Instant UR10 Outnumber deals damage to target creature equal to the number of creatures you control.
165 People's Champion Red Common 3{2}{r} Creature – Human Rebel 3 1 CR06 Raid — When People's Champion enters the battlefield, if you attacked with a creature this turn, create a 1/1 red Citizen creature token.
166 Radiant Wave Surger Red Common 2{1}{r} Instant CR12 Target creature gains double strike until end of turn.
167 Raid & Revolt Red None 0 Mechanic Raid – If you attacked with a creature this turn, [get a cool bonus].
Revolt – If a permanent you controlled left the battlefield this turn, [get another cool bonus].
168 Rakshata, Engineer Improviser Red Rare 2{1}{r} Legendary Creature – Human Artificer 2 2 RR02 You may cast Equipment spells and activate equip abilities any time you could cast an instant.
{1}: Target equipped creature or artifact creature gains haste until end of turn.
169 Rebel Spy Red Uncommon 2{1}{r} Creature – Human Rebel 2 1 UR03 Raid — When Rebel Spy enters the battlefield, if you attacked with a creature this turn, exile the top two cards of your library. Until end of turn, you may play cards exiled this way.
170 Red cards Red None 0
171 Reluctant Rebel Red Common 2{1}{r} Creature – Human Rebel 1 2 As long as you control three or more Rebels, Reluctant Rebel gets +2/+2.
172 Ruthless Insurgent Red Uncommon 1{r} Creature – Human Rebel 1 2 UR01 {1}{r}, Sacrifice another creature: Exile the top card of your library. You may play it this turn.
173 Seismic Instability Red Rare 2{x}{r}{r} Sorcery RR07 Prepare {x}{r} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Seismic Instability deals X damage to each creature without flying and each planeswalker.
174 Self-Destruct Red Common 1{x}{r} Instant CR14 Destroy target artifact with converted mana cost X. Detonate deals X damage to that artifact's controller.
175 Shocking Arrival Red Rare 2{1}{r} Instant RR08 You may put a creature with converted mana cost 2 or less from your hand onto the battlefield. When you do, Shocking Arrival deals 2 damage to up to one other target creature.
176 Silvertongued Rebel Red Common 5{4}{r} Creature – Human Rebel Rogue 3 3 CR07 When Silvertongued Rebel enters the battlefield, gain control of target creature an opponent controls with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
177 Sneaky Infiltrator Red Uncommon 3{2}{r} Creature – Human Rebel 2 2 UR04 Whenever Sneaky Infiltrator attacks, target creature with power 2 or less can't be blocked this turn.
178 Supply Raids Red Uncommon 3{2}{r} Enchantment UR11 Raid — At the beginning of your end step, if you attacked with a creature this turn, exile the top card of your library. You may play that card until you exile another card with Supply Raids.
179 The People's Sword Red Common 4{2}{r}{r} Creature – Human Rebel 3 3 Whenever The People's Sword attacks with another Rebel, it gets +2/+0 until end of turn.
180 Urgent Exhortation Red Common 2{1}{r} Sorcery CR13 Prepare {1}{r} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Creatures you control get +2/+0 until end of turn.
181 Vigilante Squadron Red Common 6{5}{r} Creature – Human Rebel 5 3 CR08 Haste
Vigilante Squadron can't be equipped.
182 Aggressive Urge Green Common 2{1}{g} Instant CG12 Target creature gets +1/+1 until end of turn.
Draw a card.
183 Avenging Samurai Green Rare 3{2}{g} Creature – Human Samurai 3 2 RG03 Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, Avenging Samurai deals damage equal to its power to up to one creature or planeswalker an opponent controls.
184 Belligerent Brawler Green Common 4{3}{g} Creature – Human Warrior 2 2 CG07 Whenever Belligerent Brawler attacks, it gets +1/+1 and gains trample until end of turn.
Channel{g}, Discard Belligerent Brawler: Target attacking creature gets +1/+1 and gains trample until end of turn.
185 Beloved Figurehead Green Uncommon 1{g} Creature – Human Citizen 1 1 UG01 When Beloved Figurehead dies, choose target creature an opponent controls. Each other creature you control deals damage equal to its power to the chosen creature.
186 C.C., Impulsive Witch Green Rare 4{2}{g}{g} Legendary Creature – Human Witch 3 3 RG04 Vigilance
Other legendary creatures you control have vigilance.
When C.C., Impulsive Witch dies, return her to the battlefield tapped under her owner's control at the beginning of their next upkeep.
187 Custodians of Nippon Green Common 5{4}{g} Creature – Human Warrior 3 3 CG09 When Custodians of Nippon enters the battlefield or dies, you may search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
188 Elder Surveyor Green Common 1{g} Creature – Human Citizen 1 1 CG01 Sacrifice Elder Surveyor: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
189 Enduring Custodians Green None 5{4}{g} Creature – Human Warrior 3 3 At the beginning of your upkeep, if Enduring Custodians is in your graveyard, you may pay {g} to return it to your hand.
190 Geass to Fight Green None 1{g} Enchantment – Aura Geass (Enchanted creature has protection from other Geasses.)
Enchant creature
When Geass to Fight enters the battlefield, enchanted creature fights another target creature with a different controller.
191 Geass to Live Green Uncommon 2{1}{g} Enchantment – Aura Geass UG11 (Enchanted creature has protection from other Geasses.)
Enchant creature
If enchanted creature would be destroyed, instead it gains indestructible until end of turn and its controller sacrifices another permanent or discards a card.
192 Geass to Obstruct Green Common 3{2}{g} Enchantment – Aura Geass CG16 (Enchanted creature has protection from other Geasses.)
Enchant creature
Enchanted creature blocks each turn if able.
193 Gekka Type-03F Green Common 2{1}{g} Artifact – Equipment CG17 Equipped creature gets +2/+2 and has reach.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
194 General Tohdoh Green Rare 5{3}{g}{g} Legendary Creature – Human Samurai * * RG05 General Tohdoh's power and toughness are each equal to the number of cards in your hand.
Vigilance
Whenever you attack with one or more creatures, draw a card.
Bushido 3
195 Green cards Green None 0
196 Hazmat Squad Green Uncommon 3{2}{g} Creature – Human Soldier 2 2 UG05 Hexproof
Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, add that much {g}. Until end of turn, you don't lose this mana as steps and phases end.
197 Holy Sword Asahina Green Common 2{1}{g} Legendary Creature – Human Samurai 2 2 CG02 Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
198 Holy Sword Chiba Green Common 3{2}{g} Legendary Creature – Human Samurai 3 1 CG06 Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
199 Holy Sword Senba Green Uncommon 4{3}{g} Legendary Creature – Human Samurai 3 3 UG04 Trample
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
200 Holy Sword Urabe Green Common 4{3}{g} Legendary Creature – Human Samurai 2 3 CG03 Reach
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
201 Japanese Traditionalists Faction Green None 0
202 Nationalist Brawlers Green Common 3{2}{g} Creature – Human Warrior 3 3 CG05 Revolt — When Nationalist Brawlers enters the battlefield, if a permanent you controlled left the battlefield this turn, you may have it fight target creature.
203 Natural Energy Green Uncommon 2{1}{g} Enchantment – Aura UG12 Enchant permanent
Whenever enchanted permanent becomes tapped for the first time each turn, untap it.
{2}{g}: Return Natural Energy to its owner's hand.
204 Nimble Sensei Green Common 1{g} Creature – Human Monk 1 1 CG10 Whenever you draw your second card each turn, Nimble Sensei gets +2/+2 until end of turn.
205 Positional Gambit Green Common 2{1}{g} Sorcery CG11 Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
Gambit — You may choose target creature you control. When that creature dies during combat this turn, search your library for another basic land card, put that card onto the battlefield tapped, then shuffle your library.
206 Return to the Old Ways Green Uncommon 3{2}{g} Instant UG10 Return target permanent card in your graveyard with converted mana cost less than or equal to the number of lands you control to your hand.
Revolt — Put it onto the battlefield instead if a permanent you controlled left the battlefield this turn.
207 Revert Allegiance Green Rare 2{1}{g} Instant RG06 Each player gains control of all permanents he or she owns.
Draw a card.
208 Rising Masses Green Common 2{1}{g} Creature – Human Citizen 2 2 CG04 Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on Rising Masses.
209 Shen Fu Green Rare 2{g}{g} Artifact – Equipment RG07 Equipped creature gets +3/+3.
{1}: Target creature blocks equipped creature this turn if able.
{g}: Equipped creature gets +1/+1 until end of turn.
Equip {3}
210 Stay of Execution Green Common 2{1}{g} Sorcery CG15 Prepare {1}{g} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Prevent all combat damage that up to two target creatures would deal this turn.
211 Subjugated Gardener Green Uncommon 2{1}{g} Creature – Human Citizen 2 1 UG03 Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
212 Supply Drop Green Common 2{1}{g} Sorcery CG14 Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you own a face-down exiled card, add two mana in any combination of colours to your mana pool and draw a card.
213 Synchronised Training Green Common 1{g} Sorcery CG13 Prepare {g} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Put a +1/+1 counter on each of up to two target creatures.
214 Taizō Kirihara Green Rare 4{2}{g}{g} Legendary Creature – Human Merchant 1 3 RG02 Whenever a land enters the battlefield under your control, you may pay {1}. If you do, draw a card.
215 Thoughtful Strategist Green Uncommon 5{4}{g} Creature – Human Soldier 4 4 UG06 Whenever you draw your second card each turn, put a +1/+1 counter on Thoughtful Strategist.
216 Traditionalist Council Green Rare 3{2}{g} Enchantment RG08 Whenever a land or a green creature enters the battlefield under your control, put a +1/+1 counter on target creature you control.
Green creatures you control have trample.
217 Traditionalist Insurgents Green Uncommon 4{3}{g} Creature – Human Rebel 2 2 UG02 Flash
When Traditionalist Insurgents enters the battlefield, draw a card.
Revolt — Traditionalist Insurgents costs {2} less to cast if a permanent you controlled left the battlefield this turn.
218 Traditionalist Squadron Green Common 6{5}{g} Creature – Human Soldier 5 4 CG08 Trample
Traditionalist Squadron can't be equipped.
219 Unlikely Team-Up Green Uncommon 2{1}{g} Sorcery UG08 Choose three target creatures. If no two of them share a colour, two of them each deal damage equal to their power to the third.
220 Venerated Tactician Green Uncommon 2{1}{g} Creature – Human Soldier 2 3 Spells you cast during combat cast {1} less.
221 Geass Multicolour None 0 Mechanic Instants and sorceries say:
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Auras say:
(Enchanted creature has protection from other Geasses.)
222 Prototype Deployment Multicolour Uncommon 2{w}{u} Instant UZ01 You may put an Equipment card from your hand onto the battlefield and attach it to a creature you control. If you do, return that card to your hand at the beginning of the next turn's upkeep.
223 Gareth RPI-V4L Multicolour Uncommon 3{1}{u}{b} Artifact – Equipment UZ02 Equipped creature gets +1/+3 and has flying and ward {2}.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
224 V.V., Institute Director Multicolour Rare 4{2}{u}{b} Legendary Creature – Human Noble 2 2 RZ02 Indestructible
{1}{u}{u}, Sacrifice V.V.: Counter target spell.
225 Uncontrolled Power Multicolour Rare 2{b}{r} Enchantment RZ03 Whenever you cast an instant, sorcery or Aura spell, put a charge counter on Uncontrolled Power. If it's a Geass spell, draw a card and lose 1 life.
At the beginning of combat on your turn, if Uncontrolled Power has four or more charge counters on it, reveal a card at random from your hand. You must cast that spell without paying its mana cost if able.
226 Vicious Raider Multicolour Uncommon 2{b}{r} Creature – Human Soldier 2 1 UZ03 First strike, menace
227 Warcry Aggressor Multicolour Rare 3{1}{b}{r} Creature – Human Soldier 1 3 Haste
Attacking creatures you control get +1/+0.
Unblocked attacking creatures you control get an additional +1/+0.
228 Recruiter for the Elevens Multicolour Uncommon 2{r}{g} Creature – Human Rebel 2 2 UZ04 Revolt — At the beginning of each end step, if a permanent you controlled left the battlefield this turn, create a 1/1 red Rebel creature token.
{1}, Sacrifice a creature: You gain 1 life.
229 Euphemia, Beloved Princess Multicolour Rare 3{1}{g}{w} Legendary Creature – Human Noble 1 1 RZ05 Whenever another nontoken creature enters the battlefield under your control, you may pay {1} to put a +1/+1 counter on it, and/or pay {2} to draw a card.
230 Palace Gardener Multicolour Uncommon 2{g}{w} Creature – Human 1 3 UZ05 Vigilance
{t}: Add to your mana pool an amount of {g} equal to Palace Gardener's power.
231 Recon Squadron Multicolour Uncommon 2{g}{w} Creature – Human Soldier 2 2 When Recon Squadron enters the battlefield, you may search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
When Recon Squadron dies, you may search your library for a Forest card, put it onto the battlefield tapped, then shuffle your library.
232 Emperor Charles zi Britannia Multicolour Mythic 5{3}{w}{b} Legendary Creature – Human Noble 4 4 MZ02 Whenever a nontoken creature you control dies, create a 1/1 white Human creature token.
{w}, Sacrifice a creature: Target creature becomes 1/1 until end of turn.
{b}, Sacrifice a creature: Target player sacrifices a creature.
233 Real Estate Dealer Multicolour Uncommon 3{1}{w}{b} Creature – Human Noble 1 4 Decadence 2
Whenever you pay decadence, look at that many cards from the top of your library, reveal any number of land cards from among them and put them into your hand, then put the rest on the bottom of your library in a random order.
234 Royal Sky Carrier Multicolour Uncommon 2{w}{b} Artifact UZ06 Decadence 2 (At the beginning of your upkeep, if you haven't paid decadence this turn, you may pay {x}, where X is your total decadence.)
Whenever you pay decadence, Royal Sky Carrier becomes an X/X Soldier creature with flying until end of turn, where X is the amount you paid. It's still an artifact.
235 Zero Requiem Multicolour Mythic 3{1}{w}{b} Sorcery MZ01 Prepare {w}{b} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
Until your next turn, if damage dealt by a source an opponent controls would reduce your life total to less than 1, instead prevent that damage and gain control of that source.
236 Kusakabe, Liberationist Zealot Multicolour Rare 3{1}{b}{g} Legendary Creature – Human Soldier 3 3 RZ01 At the beginning of your upkeep, mill two cards. Then sacrifice Kusakabe, Liberationist Zealot unless you return a land card from your graveyard to your hand.
237 Undercity Scavengers Multicolour Uncommon 4{2}{b}{g} Creature – Human Rebel 3 3 UZ08 When Undercity Scavengers dies, return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.
238 Collective Subconscious Multicolour Mythic 6{4}{g}{u} Enchantment MZ05 Each player plays with the top card of their library revealed.
You may play the top card of each player's library and may spend mana as though it were mana of any colour to do so.
You may play an additional land on each of your turns.
239 Kirihara Engineers Multicolour Uncommon 2{g}{u} Creature – Human Artificer 2 2 UZ10 Whenever you draw a card, target creature gets +1/+1 until end of turn.
240 Hostage Situation Multicolour Uncommon 4{2}{u}{r} Enchantment UZ07 When Hostage Situation enters the battlefield, you may exchange control of two target permanents that share a permanent type.
At the beginning of combat on your turn, up to two target creatures get +X/+X, where X is the number of permanents you control but don't own.
241 Lelouch, the Chessmaster Multicolour Mythic 3{1}{u}{r} Legendary Creature – Human Rebel 2 4 MZ03 You may look at and prepare the top card of your library at any time.
Nonland cards in your hand and on top of your library have prepare. The prepare cost is the card's mana cost reduced by up to {2}. ({2} as a sorcery: Exile the card face down. On future turns you may cast it from exile for its prepare cost as if it had flash.)
242 Marianne, "The Flash" Multicolour Rare 3{1}{w}{r} Legendary Creature – Human Noble 3 2 RZ04 Flash, lifelink
When Marianne, "The Flash" dies, exile the top card of each player's library. Until the end of your next turn, you may play those cards and may spend mana as though it was mana of any colour to do so.
243 Urban Guerrilla Multicolour Uncommon 2{r}{w} Creature – Human Soldier 2 1 UZ09 Haste
When Urban Guerrilla enters the battlefield, other creatures you control get +1/+0 and gain haste until end of turn.
244 (Black-green archetype) Hybrid None 0 (Archetype) – Discussion The black-green limited archetype.
Possibly graveyard / recursion.
Possibly grindy attrition.
245 (Black-red archetype) Hybrid None 0 (Archetype) – Discussion The black-red limited archetype.
Currently planning on Raid.
246 (Blue-black archetype) Hybrid None 0 (Archetype) – Discussion The blue-black limited archetype. Probably Knightmare Control.
247 (Blue-red archetype) Hybrid None 0 (Archetype) – Discussion The blue-red limited archetype. Possibly control-change?
248 (Green-blue archetype) Hybrid None 0 (Archetype) – Discussion The green-blue limited archetype.
Possibly heroic-style spell triggers and card-draw?
249 (Green-white archetype) Hybrid None 0 (Archetype) – Discussion The green-white limited archetype.
Possibly decadence ramp? Possibly graveyard recursion?
250 (Red-green archetype) Hybrid None 0 (Archetype) – Discussion The red-green limited archetype.
Revolt.
251 (Red-white archetype) Hybrid None 0 (Archetype) – Discussion The red-white limited archetype.
Possibly Overthrow "go-wide" with tokens?
252 (White-black archetype) Hybrid None 0 (Archetype) – Discussion The white-black limited archetype. Probably Decadence Control.
253 (White-blue archetype) Hybrid None 0 (Archetype) – Discussion The white-blue limited archetype. Probably "Rapid Deployment", knightmares aggro.
Possibly blink/flicker.
254 Britannian Faction Hybrid None 0 (Faction) – Discussion The decadent oppressors, the world-spanning civilised empire who believe they're naturally superior to other races. Have a very well-organised military, but suffer from excessive internal politics, entitlement, arrogance, and racism, especially towards the conquered natives.
255 Instants theme Hybrid None 0 Perhaps the set can have a mechanical theme of instants, representing battlefield tactics, secret plans, and thinking on your feet.
256 Kyoto House Faction Hybrid None 0 What colour are Kyoto House?
257 Lelouch Hybrid None 0
258 Prediction / planning mechanic Hybrid None 0 Mechanic Related to the instants theme: Code Geass is all about predicting your opponents' actions, staying two steps ahead, being a tactical mastermind. How do we reflect this on cards?
259 Prepare for Heroism Hybrid Uncommon 1{w/b} Sorcery UH01 Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Plains or a Swamp, target creature gets +1/+1 and gains lifelink until end of turn.
260 Prepare for Survival Hybrid Uncommon 1{g/b} Sorcery UH03 Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Swamp or a Forest, draw a card and target creature you control gains indestructible until end of turn.
261 Prepare for Readiness Hybrid Uncommon 1{g/u} Sorcery UH05 Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Forest or an Island, untap target creature and it gets +1/+1 until end of turn.
262 Prepare for Infiltration Hybrid Uncommon 1{u/r} Sorcery UH02 Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
When target creature deals combat damage to a player this turn, if you control an Island or a Mountain, draw three cards then discard a card.
263 Prepare for Ambush Hybrid Uncommon 1{r/w} Sorcery UH04 Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.
264 Float Unit Artifact Common 2{2} Artifact – Equipment CA01 Equipped creature has flying.
As long as another Equipment is attached to equipped creature, it gets +1/+1.
Equip {1}
265 Gaudy Decoration Artifact Common 3{3} Artifact CA05 {t}: Add one mana of any colour.
{t}: Add {w}{b}. Activate this ability only during your upkeep.
266 Gefjun Network Artifact Rare 4{4} Artifact RA02 {x}{x}, {t}: Put a neutralisation counter on target permanent. X is the number of permanents with neutralisation counters on them.
Permanents with neutralisation counters don't untap during their controllers' untap steps and their activated abilities can't be activated.
267 Mecha Artifact None 0
268 Mecha vs Equipment Artifact None 0 Discussion Should mecha be their own card type? Should they just be Equipment? Should they be somewhere in between?
269 Mechanical needs Artifact None 0
270 Underwater Mine Artifact Common 1{1} Artifact CA02 {2}, Sacrifice Underwater Mine: It deals 3 damage to target attacking creature.
271 Evolving Wilds Land Common 0 Land CL01 {t}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
272 Thriving Bluff Land Common 0 Land CL05 Thriving Bluff enters the battlefield tapped.
As Thriving Bluff enters the battlefield, choose a color other than red.
{t}: Add {r} or one mana of the chosen color.
273 Thriving Grove Land Common 0 Land CL06 Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a color other than green.
{t}: Add {g} or one mana of the chosen color.
274 Thriving Heath Land Common 0 Land CL02 Thriving Heath enters the battlefield tapped.
As Thriving Heath enters the battlefield, choose a color other than white.
{t}: Add {w} or one mana of the chosen color.
275 Thriving Isle Land Common 0 Land CL03 Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a color other than blue.
{t}: Add {u} or one mana of the chosen color.
276 Thriving Moor Land Common 0 Land CL04 Thriving Moor enters the battlefield tapped.
As Thriving Moor enters the battlefield, choose a color other than black.
{t}: Add {b} or one mana of the chosen color.
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