Harmony
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Protection from black
Queen Cecilia disliked her huband, but she never ignored him. By contrary, she was certain Forteplaza would grow by knowing its enemies.
1/1
Creatures you control are 7/7 white Angel creatures with flying.
At the beginning of your upkeep, put a white 1/1 Human creature token onto the battlefield.
At the beginning of your upkeep, put a white 1/1 Human creature token onto the battlefield.
In a world ruled by power, the little ones are the most grateful to Mertinia’s wish for balance.
With King Paolo and the rebels gone, Cecilia’s country can shine again. Its soldiers may be growing older, but they now battle with a vigor they had never felt before.
2/1
If an opponent controls more lands than you, dig 5 for up to two Plains or Islands. (Look at the top five cards of your library. You may reveal up to two Plains or Island cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Vigilance
: Creatures you control with converted mana cost 1 or less get +1/+1 until end of turn.

Though giants of Mertinia have always had love to share, until now, they didn’t have any people who needed it.
3/3
Whenever a creature attacks, if you’re the defending player, you may put a quest counter on Holder of the Just Light.
: Exile target attacking creature. Activate this ability only if Holder of the Just Light has four or more quest counters on it.

As selfishness is blinded, justice is illuminated.
1/1
1/1
Exile target creature or enchantment. Its controller puts a 1/1 Human creature token onto the battlefield.
Mertinia, rid of the vitterfolk, has now become a land for friendly kithkin, loving jötuns, and free humans to enjoy together as a family.
Prevent all damage that a source of your choice would deal to you this turn. If damage from a black or red source is prevented this way, that source deals that much damage to its controller.
No dwarf ever saw the kithkin coming.
When Loyal Mertinian blocks a creature, destroy that creature and Loyal Mertinian.
Adapt—If you control a Forest and a Plains, and a creature with power 4 or greater is attacking, you may cast Loyal Mertinian without paying its mana cost and as though it had flash.
Adapt—If you control a Forest and a Plains, and a creature with power 4 or greater is attacking, you may cast Loyal Mertinian without paying its mana cost and as though it had flash.
1/1
Creatures you control with converted mana cost 1 or less can’t be blocked by creatures with power 4 or greater.
“Many think our small size is a direct disadvantage. Those are prejudices I am bound to clear for my people.”
1/1
Dig 5 for any number of creatures with total power 3 or less. (Look at the top five cards of your library. You may reveal any number of creature cards from among them with total power 3 or less and put them into your hand. Put the rest on the bottom in any order.)
Return target creature card with converted mana cost 1 or less from your graveyard to the battlefield with a +1/+1 counter on it.
“Wherever the soul of my brother is now, our Masked Guardian isn’t guarding him anymore. But I still am.” —Matteo the Pastor
Creatures can’t attack you unless their controller pays
for each creature that’s attacking you.
Adapt—If an opponent controls a Plains, you may pay
rather than pay Shield of Purity’s mana cost.

Adapt—If an opponent controls a Plains, you may pay


When Spiritual Affinity enters the battlefield, put two 1/1 white Human creature tokens onto the battlefield.
Creatures you control with converted mana cost 1 or less have protection from black.
Adapt—If you control a token, you may pay
rather than pay Spiritual Affinity’s mana cost.
Creatures you control with converted mana cost 1 or less have protection from black.
Adapt—If you control a token, you may pay


Creatures you control get +2/+2 and gain lifelink until end of turn.
“If everything else fails, we still have each other. We call ourselves a country for a reason. No matter how we may be losing, we can recover together.” —Cecilia, Queen of Forteplaza
Waterfall of Peace can block an additional creature.
Adapt—If an opponent controls three or more creatures, you may pay
rather than pay Waterfall of Peace’s mana cost.
Adapt—If an opponent controls three or more creatures, you may pay


Once violence sees itself not working, it simply disappears.
0/4
Creatures your opponents controls get -2/-0 until end of turn.
“Common beings can’t resist the darkness, but we, who have managed to embrace the night, don’t have a problem with it.”
—Icya, Queen of the Fae
—Icya, Queen of the Fae
Careful Moonborn has flying as long as you control a Swamp.
The faeries used to embrace both lunar and solar magic. With the Soleils out of the way now, the newly born children can learn from more powerful parents.
2/1
Flash
Sacrifice Carrier of Wisdom: Counter target spell. Its controller may draw up to two cards. You draw a card.
Sacrifice Carrier of Wisdom: Counter target spell. Its controller may draw up to two cards. You draw a card.
“I didn’t learn this magic because of my skill, but because of my sense of justice.”
1/1
Return an unblocked nontoken creature you control to its owner’s hand, then put X unblockable 1/1 blue Illusion creature tokens onto the battlefield tapped and attacking, where X is that creature’s power.
Knowledge is a powerful weapon. Exclusive knowledge is just deadly.
Flying
“Forteplaza was a country without vision, and not because of our Queen. She made the smartest choice by bringing the merfolk. Now the lack of knowledge is a thing of the past.”
1/1
Put an unblockable 1/1 blue Illusion creature token onto the battlefield. Return Carry All Memories to your hand.
The ocean is as infinite as one’s mind allows it to be.
This creature is unblockable.
1/1
Return target creature to its owner’s hand. If that creature is red or green, its controller discards a card.
“May the minds of those who chose the irrational and illogical way never bother the good world again.”
Counter target spell. Its controller puts the top X cards of his or her library into his or her graveyard, where X is the spell’s converted mana cost.
Adapt—If Mind Crime targets a spell with converted mana cost 1 or less, you may pay
rather than pay its mana cost.
Adapt—If Mind Crime targets a spell with converted mana cost 1 or less, you may pay


At the beginning of each player’s upkeep, that player taps a land he or she controls.
“Without the influence of Sunguided magic, won’t my new child grow as perfect as all Lunes were intended to?”
—Icya, Queen of the Fae
—Icya, Queen of the Fae
1/1
Return target nonland permanent with converted mana cost X to its owner’s hand.
Draw a card.
Draw a card.
The merfolk’s magic tells the sea who to attack and who to protect.
Tap two target creatures. Those creatures don’t untap during their controller’s next untap step.
Adapt—If you control a Plains and an Island, and Repelling Chant targets only creatures with haste, you may cast it without paying its mana cost.
Adapt—If you control a Plains and an Island, and Repelling Chant targets only creatures with haste, you may cast it without paying its mana cost.
Seeker of Order has shroud as long an opponent controls a Mountain.
“If you fight for order, not even the most chaotic will be able to touch you.”
—Merfolk ladyhealer
—Merfolk ladyhealer
3/4
Whenever you cast a white spell, you may put a quest counter on Seeker of the New Beginning.
Remove a quest counter from Seeker of the New Beginning: Until end of turn, target creature gets +1/+1 and gains your choice of flying, first strike, lifelink, or vigilance.
Remove a quest counter from Seeker of the New Beginning: Until end of turn, target creature gets +1/+1 and gains your choice of flying, first strike, lifelink, or vigilance.
2/3
Flying
When Umbra Farseer enters the battlefield, you may dig 6 for up to two instants. (Look at the top six cards of your library. You may reveal up to two instant cards from among them and put them into your hand. Put the rest on the bottom in any order.)
When Umbra Farseer enters the battlefield, you may dig 6 for up to two instants. (Look at the top six cards of your library. You may reveal up to two instant cards from among them and put them into your hand. Put the rest on the bottom in any order.)
3/2
You may have Umbra Grandfather enter the battlefield as a copy of any creature with converted mana cost 1 or less on the battlefield.
What an old man desires the most is to relive his youth.
1/1
Dig 4 for up to two nonland cards. (Look at the top four cards of your library. You may reveal up to two nonland cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Adapt—You may pay

and 2 life rather than pay Umbra’s Gathering’s mana cost.
Adapt—You may pay



Counter target spell unless its controller pays U.
Draw a card.
Adapt—If an opponent controls an Island, you may pay
rather than pay Word of Prohibition’s mana cost.
Draw a card.
Adapt—If an opponent controls an Island, you may pay


Sacrifice Carrier of Guilt: Destroy target green or white creature. It can’t be regenerated. Draw a card.
“The weakest beings are not those that can’t go on by themselves, but those that waste time helping others.”
2/2
Carrion Feeder can’t block.
Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.
Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.
While King Paolo has a strong affection for the Umbras, the rest of the army is seen as disposable.
1/1
Carrion Vitterfolk can’t block.
Whenever another creature is put into a graveyard from the battlefield, you may put a quest counter on Carrion Vitterfolk.
If Carrion Vitterfolk would be destroyed while it has four or more quest counters on it, regenerate it.
Whenever another creature is put into a graveyard from the battlefield, you may put a quest counter on Carrion Vitterfolk.
If Carrion Vitterfolk would be destroyed while it has four or more quest counters on it, regenerate it.
4/2
Haste
Whenever Expert Thief deals damage to an opponent, that player puts the cards from his or her hand on top of his or her library. Search that player’s library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library.
Whenever Expert Thief deals damage to an opponent, that player puts the cards from his or her hand on top of his or her library. Search that player’s library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library.
3/4
Target creature gets +1/+0 and gains flying, haste, intimidate and swampwalk until end of turn.
In an effort to forget their embarassing past, the analytical minds once known as Lunes became the now ambicious and selfish beings known as Umbras.
When Fragile Bones becomes blocked by a nongreen creature, sacrifice it.
Weak and useless as they are, they are trained to serve, and so Queen Icya gave them that chance.
3/1
Creatures with power 2 or less get -2/-0.
Creatures with power 3 or greater get +2/+0.
Adapt—You may sacrifice a Swamp and three creatures with power 2 or less rather than pay Gnarlok the Slicer’s mana cost.
Creatures with power 3 or greater get +2/+0.
Adapt—You may sacrifice a Swamp and three creatures with power 2 or less rather than pay Gnarlok the Slicer’s mana cost.
“Mediocre souls are only there to serve the strong, and I want them to know that.”
3/3
Protection from converted mana cost 1 or less.
At the beginning of each player’s upkeep, that player loses 1 life for each creature with converted mana cost 1 or less he or she controls.
At the beginning of each player’s upkeep, that player loses 1 life for each creature with converted mana cost 1 or less he or she controls.
3/1
Each opponent discards a card.
Draw a card.
Adapt—If you have two or more cards in hand than an opponent, you may pay

rather than pay Proof of Superiority’s mana cost.
Draw a card.
Adapt—If you have two or more cards in hand than an opponent, you may pay



An Umbra is as smart as the night is dark.
Intimidate
When Punisher Dwarf enters the battlefield, you may have target creature get -X/-X until end of turn, where X is its converted mana cost.
When Punisher Dwarf enters the battlefield, you may have target creature get -X/-X until end of turn, where X is its converted mana cost.
Dwarves hate the biggest creatures for the same reason they hate their tiny bodies.
2/2
Spend only black and/or red mana on X.
Spirit Burn deals X damage to target creature or player. You gain life equal to the damage dealt this way.
Spirit Burn deals X damage to target creature or player. You gain life equal to the damage dealt this way.
Every night, screams can be heard all over Mertinia. It is only after that that the Skullriders finish their victims.
Return target creature card with converted mana cost X or less from your graveyard to the battlefield.
Queen Cecilia got rid of her husband Paolo a long time ago, but every now and then a new body rises in Forteplaza, swearing loyalty to the king.
Flying
, Exile a card from your graveyard: Umbra Necrofeeder gets +3/+0 until end of turn. Activate this ability only once each turn.

Paolo’s arrival at Moongrove revealed not only the faeries’ potential but also their darker side.
0/1
Dig 4 for any number of cards. You lose that much life. (To dig, look at the top four cards of your library. You may reveal any number of cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Adapt—If you have no cards in hand, you may pay
rather than pay Umbra’s Vision’s mana cost.
Adapt—If you have no cards in hand, you may pay


Destroy all creatures. You may dig X for a blue or black card, where X is the number of creatures put into a graveyard this way. (Look at the top X cards of your library. You may reveal a blue or black card from among them and put it into your hand. Put the rest on the bottom.)
King Paolo’s name became known in Moongrove as soon as he became the father of a new Princess.
Creatures you control gain intimidate until end of turn.
Adapt—If you control only black or red creatures, you may pay
rather than pay Wave of Fear’s mana cost.
Adapt—If you control only black or red creatures, you may pay


With the kithkin gone, Irecliff can only be a land that feeds on the blood of the innocent.
Target opponent discards two cards. You draw a card for each green or white card discarded this way.
“He remembers nothing of his past, of his old friends. This way, he doesn’t need to worry about mercy either.”
—King Paolo
—King Paolo
Flying, haste
When Autumn Soleil enters the battlefield, discard a card at random.
When Autumn Soleil enters the battlefield, discard a card at random.
The beautiful grace of nature touched only with a drop of passion.
2/1
Double strike
Whenever Careless Dancer becomes blocked by a nonred creature, that creature gains blessing 2 until end of turn. (If a source would deal only 2 or less damage to that creature, prevent it.)
Whenever Careless Dancer becomes blocked by a nonred creature, that creature gains blessing 2 until end of turn. (If a source would deal only 2 or less damage to that creature, prevent it.)
2/2
Flying
Sacrifice Carrier of Dust: Destroy target nonbasic land. Draw a card. Activate this ability only anytime you could cast a sorcery.
Sacrifice Carrier of Dust: Destroy target nonbasic land. Draw a card. Activate this ability only anytime you could cast a sorcery.
“It is not my fire what will burn your impurity. It will be the sadness inside your own heart.”
3/2
Add 



to your mana pool. At the beginning of the end step, discard your hand.





“Magic is not calculated or studied. It is felt in our heart. Thanks to the sirens, we now understand that.”
—Tamya, autumn Soleil
—Tamya, autumn Soleil
Target creature gets +2/+0 and gains double strike until end of turn.
Adapt—If Crush with Might targets a creature with power 4 or more, you may pay

rather than pay its mana cost.
Adapt—If Crush with Might targets a creature with power 4 or more, you may pay



Destroy target artifact with converted mana cost X. It can’t be regenerated. Detonate deals X damage to that artifact’s controller.
Skullriders kill their victims in creative ways, for their own amusement. With artifacts, they have no fun, so they just blow them up.
Dwarf Avalanche deals damage to target creature or player equal to the number of creatures with converted mana cost 1 or less you control.
The weakest dwarves are not guided by skill, but by numbers.
Dwarf Mercenary blocks and must be blocked by a white creature if able.
With so many treasures in Liberia, many dwarves have become bounty hunters. No shame for any job, they only seek the right reward.
4/1
Dwarf’s Revenge deals 4 damage to target creature. If that creature is white or blue, Dwarf’s Revenge also deals 4 damage to that creature’s controller.
Skullriders condemn the kithkin, the other race of old Irecliff, the one who followed the shameful path of love.
Each creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, each player sacrifices all creatures he or she controls.
It only takes two angry dwarves to turn an innocent drink into chaos.
Whenever Ground Hunter is dealt damage, it deals that much damage to you.
A siren receives the support from all her family. If hurt, the pain is also passed to all her family.
2/1
When Jail Liberator enters the battlefield, other creatures you control with converted mana cost 1 or less get +1/+0 until end of turn.
Releasing dwarves is releasing chaos.
1/1
Pact of Blood deals X damage to target creature.
Adapt—If you control a Swamp and a Mountain, and Pact of Blood targets a white creature, you may pay X life rather than pay its mana cost.
Adapt—If you control a Swamp and a Mountain, and Pact of Blood targets a white creature, you may pay X life rather than pay its mana cost.
Attacking creatures you control get +1/+1.
Adapt—If a creature with converted mana cost 1 or less attacked this turn, you may pay
rather than pay Promise to Flamegrove’s mana cost.
Adapt—If a creature with converted mana cost 1 or less attacked this turn, you may pay


Creatures you control get +2/+0 until end of turn.
Adapt—If an opponent controls no creatures, you may pay
rather than pay Raiding Together’s mana cost.
Adapt—If an opponent controls no creatures, you may pay


Its easier to destroy an empty village, but, for Skullriders, it’s also less enjoying.
Haste
At the beginning of the end step, return Rushed Dancer to its owner’s hand.
At the beginning of the end step, return Rushed Dancer to its owner’s hand.
Sirens and Soleils have each learned customs from each other, hoping to forge a new nation known for its friendly philosophy.
4/1
Skull Burn deals 1 damage to target creature.
Draw a card.
Draw a card.
Some say Skullriders try their victims to end up looking like their own masks.
You gain 2 life for each green or white permanent on the battlefield.
When the vitterfolk lived, jötuns had never felt Mertinia so clean as it is now with kithkin and humans.
Sacrifice Carrier of Expansion: You may play an additional land this turn. Draw a card.
“Conquering is not controlling the land, but making it accept you.”
1/1
Trample, reach
Whenever Cloudreaching Jötun blocks or becomes blocked by a creature with flying, Cloudreaching Jötun deals 5 damage to that creature.
Whenever Cloudreaching Jötun blocks or becomes blocked by a creature with flying, Cloudreaching Jötun deals 5 damage to that creature.
With that many little beings in Mertinia, somebody had to take care of them.
5/5
Target creature gets +4/+4 and blue creatures lose flying until end of turn.
“After leaving Moongrove, we found a new place, and new beings. They called themselves sirens. We didn’t know them, but we felt in our hearts that we could trust them.”
Lands you control have “
: Add one mana of any color to your mana pool. Spend this mana only to cast spells with converted mana cost 1 or less.”

“Mertinia is not our tool, but our friend. We help it as much as it helps us.”
1/2
Creatures you control with converted mana cost 1 or less get +2/+2.
Adapt—If you control four or more creatures with converted mana cost 1 or less, you pay
rather than pay Humble Hearts’s mana cost.
Adapt—If you control four or more creatures with converted mana cost 1 or less, you pay


Under the tiniest bodies lie the purest souls.
Flying
1/1
Destroy target creature with flying, artifact or enchantment with converted mana cost X.
“Mertinia helps us because it knows us. It’s when a stranger appears that it becomes enraged and defensive.”
—Matteo the Pastor
—Matteo the Pastor
Untap all basic lands you control.
Adapt—You may sacrifice a Mountain and a Forest rather than pay Landbound Passion’s mana cost.
Adapt—You may sacrifice a Mountain and a Forest rather than pay Landbound Passion’s mana cost.
“Nature doesn’t need to think. It acts as it sees fit, and we are nature.”
—Tamya, autumn Soleil
—Tamya, autumn Soleil
Reach
If Landfeeling Soleil would be destroyed, you may have an opponent gain 3 life. If you do, regenerate Landfeeling Soleil.
If Landfeeling Soleil would be destroyed, you may have an opponent gain 3 life. If you do, regenerate Landfeeling Soleil.
“We’ve left our belief in the forest. We are confident we must only believe in ourselves.”
3/2
Enchant creature you control
When enchanted creature is put into a graveyard, put X 1/1 green Insect creature tokens with flying onto the battlefield, where X is that creature’s converted mana cost.
When enchanted creature is put into a graveyard, put X 1/1 green Insect creature tokens with flying onto the battlefield, where X is that creature’s converted mana cost.
Mertinians believe that, when one dies, the forest keeps his knowledge forever.
Flying
All creatures have “
: Regenerate this creature.”
All creatures have “

Murdered in the conflict between faeries, Marcya, in her last moments, swore to protect not only her people, but anyone who would need a hand.
2/1
Dig 7 for up to three basic lands. (Look at the top seven cards of your library. You may reveal up to three basic land cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Adapt—If an opponent controls more lands than you, you may pay
rather than pay Mertinia Farming’s mana cost.
Adapt—If an opponent controls more lands than you, you may pay


Reach
: Siren of Flamegrove gets +1/+0 until end of turn.

While sirens are capable of flying, some like so much the teachings of the Soleils that they decide to imitate even their limitations.
2/4
Adapt—If an opponent controls a creature with converted mana cost 1 or less, you may pay 

rather than pay Sirens’ Wurm’s mana cost.



Being the last animal still living in Liberia, Flamegrove adopted it as their sacred pet, their own weapon.
6/4
When Soleil Pioneer enters the battlefield, you may put a basic land card from your hand onto the battlefield tapped.
Having left Heavenlake and Moongrove, respectively, sirens and Soleils met. They’d be the founders of a what they would later call Flamegrove, their new home.
1/1
Put a seed counter on each up to two target lands. Each of those lands is a 2/2 green Elemental creature that’s still a land as long as it has a seed counter on it. If an opponent controls a blue or black creature, put a +1/+1 counter on each of those lands.
Search your library for a basic land card and put it onto the battlefield with a seed counter on it. Then shuffle your library. As long as that land has a seed counter on it, it’s a 2/2 green Elemental creature that’s still a land. (It’s affected by summoning sickness)
When Auratouched Master enters the battlefield, if it’s still on the battlefield, you may search your library for a white or blue Aura card and put it onto the battlefield attached to Auratouched Master. If you do, shuffle your library.
2/3
Enchant creature
Healer’s Blessing enters the battlefield with X healing counters on it.
Enchanted creature has blessing X, where X is the number of healing counters on Healer’s Blessing. (If a source would deal only X or less damage to that creature, prevent that damage.)
Healer’s Blessing enters the battlefield with X healing counters on it.
Enchanted creature has blessing X, where X is the number of healing counters on Healer’s Blessing. (If a source would deal only X or less damage to that creature, prevent that damage.)
Vigilance
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
The struggles in Heavenlake created violent people. The harmony now there is in Forteplaza creates only peace.
2/3
Target creature gets +2/+2 and gains flying and shroud until end of turn.
“Forget Forteplaza or the Queen. I’m doing this in the name of justice!”
You have shroud and blessing 2. (You can’t be the target of spells or abilities. If a source would deal only 2 or less damage to you, prevent it.)
“Deep, wise ocean, endless sea,
would you lend your hand to me?”
would you lend your hand to me?”
2/3

Remove a quest counter from Mermaid Ladyhealer: Prevent the next 1 damage that would be dealt to you this turn.
A women works to help her companions. A mermaid dedicates her life to it.
1/2
No more than one creature can attack each combat.
“Let not Forteplaza catch you with its laws. What they are doing is an insult to the freedom we represent.”
—Tamya, autumn Soleil
—Tamya, autumn Soleil
Enchant creature
Enchanted creature has lifelink.
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
Enchanted creature has lifelink.

Dig 5 for up to three creatures, then discard three cards unless you discard a creature card. (To dig, look at the top five cards of your library. You may reveal up to three creature cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Flying
When Moongrove Stalker enters the battlefield, target opponent reveals his or her hand. You choose a card from it. That player discards that card.
When Moongrove Stalker enters the battlefield, target opponent reveals his or her hand. You choose a card from it. That player discards that card.
“Won’t you tell this curious lady the deepest secrets of your mind?”
1/1
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
What took years of research for King Paolo’s necromancers was perfected at once with the knowledge of the Umbras.
3/1
Flying
Whenever Sisters of Perfection deals combat damage to a player, you may dig 12 for up to three cards. (Look at the top twelve cards of your library. You may reveal up to three cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Whenever Sisters of Perfection deals combat damage to a player, you may dig 12 for up to three cards. (Look at the top twelve cards of your library. You may reveal up to three cards from among them and put them into your hand. Put the rest on the bottom in any order.)
1/1
Flying
Whenever Umbra Shade deals combat damage to a player, put a quest counter on it.
Remove two quest counters from Umbra Shade: Umbra Shade gains blessing 4 until end of turn. (If a source would deal only 4 or less damage to this creature, prevent it.)
Whenever Umbra Shade deals combat damage to a player, put a quest counter on it.
Remove two quest counters from Umbra Shade: Umbra Shade gains blessing 4 until end of turn. (If a source would deal only 4 or less damage to this creature, prevent it.)
2/3
Search your library and/or graveyard for a blue or black card, reveal it, and put it into your hand. Then shuffle your library.
While you’re digging, you may reveal Umbra’s Gambit and cast it without paying its mana cost rather than revealing a card and putting it into your hand.
While you’re digging, you may reveal Umbra’s Gambit and cast it without paying its mana cost rather than revealing a card and putting it into your hand.
When Vitterfolk Slave becomes the target of a spell or ability, sacrifice it.
The few vitterfolk that King Paolo didn’t turn into undead ended up as slaves, their frozen hands representing the limits of their actions.
4/2
Return target creature card from your graveyard to the battlefield and put an unblockable 1/1 blue Illusion creature token onto the battlefield. If one of them would leave the battlefield, instead exile both.
Blood Tax deals 5 damage to target creature unless its controller has Blood Tax deal 5 damage to him or her.
“Get in a deal with a dwarf and you’re in trouble. Either you pay him back or he makes you pay him back.”
—Thadeo, Mertinian liberator
—Thadeo, Mertinian liberator
Target player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.
“The guys ahead of you have fallen. The group following you is dead. Now that you’re alone, what are you going to do, young boy?”
—Tarv, heartless Skullrider
—Tarv, heartless Skullrider
Flying
Damage that would be dealt by Heavenlake Remains can’t be prevented.
Damage that would be dealt by Heavenlake Remains can’t be prevented.
“I’m used to picking those unlucky vitterfolk, sometimes maybe an old soldier from Forteplaza, but this is a nice find.”
—King Paolo
—King Paolo
3/1
Destroy target creature with converted mana cost X and target land with the same controller.
Those who feel themselves connected to the land often end up being suffering the same death.
Haste
Skullrider Blademaster has first strike as long as an opponent controls a Plains.
When Skullrider Blademaster is put into a graveyard from the battlefield, put it into its owner’s library third from the top.
Skullrider Blademaster has first strike as long as an opponent controls a Plains.
When Skullrider Blademaster is put into a graveyard from the battlefield, put it into its owner’s library third from the top.
3/2
Haste
When Skullrider Fighter is put into a graveyard from the battlefield, put it into its owner’s library second from the top.
When Skullrider Fighter is put into a graveyard from the battlefield, put it into its owner’s library second from the top.
Skullriders now laugh at how they used to call others for help.
2/1
Haste, protection from Kithkin
Whenever Skullrider Infernal or another Dwarf you control is put into a graveyard from the battlefield, put it into its owner’s library fifth from the top.
Whenever Skullrider Infernal or another Dwarf you control is put into a graveyard from the battlefield, put it into its owner’s library fifth from the top.
5/4
When Tarv is put into a graveyard from the battlefield, discard your hand, dig 4 for any number of Dwarfs, then put it into its owner’s library fourth from the top. (To dig, look at the top four cards of your library. You may reveal any number of Dwarf cards from among them and put them into your hand. Put the rest on the bottom in any order.)
4/3
Put a +1/+1 counter on target creature and two 1/1 green Insect creature tokens with flying onto the battlefield. Artistic Appeal deals 3 damage to each player and creature without flying. You gain 4 life.
The creativity the sirens brought has made Soleils druids as experienced as elegant.
Trample, haste
When Autumn’s Voice is put into a graveyard from the battlefield, draw a card.
When Autumn’s Voice is put into a graveyard from the battlefield, draw a card.
Flamegrove chose her as its voice. When she falls, she will be remembered in the hearts of all faeries and sirens.
3/1
When Caller of Leaves enters the battlefield, put a seed counter on each land. Each of those lands is a 2/2 green Elemental creature that’s still a land as long as it has a seed counter on it.
Lands that are also creatures have haste and attack each turn if able.
Lands that are also creatures have haste and attack each turn if able.
2/3
Flying
: Hunting Siren gets +1/+0 until end of turn.
: Hunting Siren loses flying until end of turn and target creature blocks it this turn if able.


4/3
Islandwalk
Sirens may have liked their new place with the faeries, but they have not forgotten their old home with the merfolk.
2/2
Target creature gets +4/+0 until end of turn and must be blocked this turn if able.
“Fairness dictates I must fight you alone. But believe me! I’ve got the support of an entire nation.”
Destroy target land. You may dig 5 for a basic land. (Look at the top five cards of your library. You may reveal a basic land card from among them and put it into your hand. Put the rest on the bottom in any order.)
You may cast creature cards as though they had flash.
Creatures you control have haste.
Creatures you control have haste.
“This forest has no magic. It is another feeling that inspires us and keeps us together. We like to call that feeling ‘love’.”
—Tamya, autumn Soleil
—Tamya, autumn Soleil
When Adoptive Jötun enters the battlefield, put two 1/1 white Human creature token onto the battlefield.
: Regenerate each creature you control with converted mana cost 1 or less.

The twins lost their father in Forteplaza’s rebellion, but they can see him reflected in the giant’s kindness.
3/4
Flying
Whenever Ascending Snake becomes the target of a spell or ability, it gains blessing 3 until end of turn. (If a source would deal only 3 or less damage to this creature, prevent it.)
Whenever Ascending Snake becomes the target of a spell or ability, it gains blessing 3 until end of turn. (If a source would deal only 3 or less damage to this creature, prevent it.)
2/2
Whenever Caller of Strength attacks or blocks, target creature gets +3/+3 until end of turn.
“The jötuns have taught us about the strength of the body. The kithkin have taught us about the strength of the heart.”
2/2
When Kithkin Druid enters the battlefield, you may dig 3 for a land. (Look at the top three cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
Exile target artifact or enchantment.
“The jötun’s previous world died because of these same weapons. Mertinia is just asking for calm and balance, and this is how I am responding.”
—Thadeo, Mertinian liberator
—Thadeo, Mertinian liberator
Trample
Blessing 2 (If a source would deal only 2 or less damage to this creature, prevent it.)
Blessing 2 (If a source would deal only 2 or less damage to this creature, prevent it.)
If the top of the world hasn’t been reached, this jötun is very close.
4/4
Untap target creature. It gets +3/+3 and gains vigilance until end of turn.
The druid stopped running. She felt something. Her enemies were getting close, but she didn’t move. She knew Mertinia had foreseen her victory.
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
Other green or white creatures you control have blessing 1.
Other green or white creatures you control have blessing 1.
“As long as I live, never will my people be bothered again by those violent Skullriders.”
2/1
Intimidate
Whenever Arrogance Entity deals combat damage, each player discards that many cards, then returns that many cards from his or her graveyard to his or her hand.
Whenever Arrogance Entity deals combat damage, each player discards that many cards, then returns that many cards from his or her graveyard to his or her hand.
7/7
Trample
Whenever Reincarnation Entity deals combat damage, each player sacrifices that many non-Insect creatures. For each creature sacrificed this way, its controller puts two 1/1 green Insect creature tokens with flying onto the battlefield.
Whenever Reincarnation Entity deals combat damage, each player sacrifices that many non-Insect creatures. For each creature sacrificed this way, its controller puts two 1/1 green Insect creature tokens with flying onto the battlefield.
1/3
Shroud
Whenever Ambition Entity deals combat damage, each player returns that many permanents he or she controls to their owners’ hands and draws that many cards.
Whenever Ambition Entity deals combat damage, each player returns that many permanents he or she controls to their owners’ hands and draws that many cards.
3/4
Haste
Whenever Amnesia Entity deals combat damage, each player puts that many cards from the top of his or her library into his or her graveyard, then each player may cast an instant or sorcery card from his or her graveyard without paying its mana cost.
Whenever Amnesia Entity deals combat damage, each player puts that many cards from the top of his or her library into his or her graveyard, then each player may cast an instant or sorcery card from his or her graveyard without paying its mana cost.
4/1
Flying
Whenever Rage Entity deals combat damage, each player sacrifices that many artifacts, enchantments or lands and gains that much life.
Whenever Rage Entity deals combat damage, each player sacrifices that many artifacts, enchantments or lands and gains that much life.
4/4

Forteplaza used to execute their criminals. The merfolk suggested a less violent punishment, but with the same feeling of justice behind.
When Cauldron of Lost Dreams enters the battlefield, you may pay 
. If you do, it deals X damage to each creature and each player.
,
, Sacrifice Cauldron of Lost Dreams: Destroy all creatures.




Defender
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
A fraction of lost magic that refuses to leave the land.
0/2
Protection from multicolored
Each creature gets -1/-1 for each colored mana symbol on its mana cost.
Each spell costs an additional
for each colored mana symbol on its mana cost.
Each creature gets -1/-1 for each colored mana symbol on its mana cost.
Each spell costs an additional

The final end of the sinful souls.
8/8


“Let your mind forget this sadness now. Until there is harmony in the world, the cycle will repeat itself infinitely.”
—Legend of the Entities, final page
—Legend of the Entities, final page
Flying
“There are some things we can’t explain, like the disappeareance of most animals, the wisdom of our forest, or the strange inventions that come from nowhere.”
—Matteo the Pastor
—Matteo the Pastor
0/2
Whenever a creature with converted mana cost 1 or less enters the battlefield under your control, you may attach Orphan’s Dagger to that creature.
Equipped creature gets +2/+1.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+1.
Equip


Whenever a creature is put into a graveyard from the battlefield, its controller may put a creature card from his or her hand onto the battlefield.
The Legend of the Entities knew a future few Liberians ever imagined.
Equipped creature gets +3/+1 and has haste and “At the beginning of the end step, sacrifice this creature.”
: Shakk becomes a 3/1 Spirit artifact creature with haste and “At the beginning of the end step, sacrifice this creature.” (Equipment that’s a creature can’t equip a creature.)
Equip

Equip

Vial of Creation enters the battlefield tapped.
: You may put a creature card with converted mana cost 1 or less from your hand onto the battlefield.






A land where intellect and guts are both tested in the cruelest ways.








A land where moral and justice guide.






A land to become nature’s faithful ally.



A land to abandon all fear and doubt and just go for the power.





A land for the heart and emotion to become the purest part of every being.
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2011-02-12 15:03:07 by Shiny_Umbreon