Avacyn Restored

AVR · 244 cards · Released

Grounded
Enchantment — Aura

Enchant creature

Enchanted creature loses flying.

"We've tracked Ludevic's monster across four provinces. When it lands, make sure it stays put."

—Alena, trapper of Kessig, to Halana of Ulvenwald

Howlgeist
Creature — Spirit Wolf

Creatures with power less than this creature's power can't block it.

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

4/2
Joint Assault
Instant

Target creature gets +2/+2 until end of turn. If it's paired with a creature, that creature also gets +2/+2 until end of turn.

"By my power, werewolves shall become the wolfir, our allies in combat against darkness."

—Avacyn's Cursemute Decree

Lair Delve
Sorcery

Reveal the top two cards of your library. Put all creature and land cards revealed this way into your hand and the rest on the bottom of your library in any order.

"The fiends have fled. Well, good riddance. Nothing I like more than an empty lair."

Natural End
Instant

Destroy target artifact or enchantment. You gain 3 life.

The haunted blade shattered, and the geist drifted gratefully to the Blessed Sleep.

Nettle Swine
Creature — Boar

"I killed one and found bricks and bones in its belly. It had eaten a whole cottage, thatch and all."

—Paulin, Somberwald trapper

4/3
Nightshade Peddler
Creature — Human Druid

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)

As long as this creature is paired with another creature, both creatures have deathtouch.

1/1
Pathbreaker Wurm
Creature — Wurm

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)

As long as this creature is paired with another creature, both creatures have trample.

6/4
Primal Surge
Sorcery

Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.

With Avacyn's return, the flow of life became a tidal wave.

Rain of Thorns
Sorcery

Choose one or more —

• Destroy target artifact.

• Destroy target enchantment.

• Destroy target land.

When the forests became havens for evil, the archmages devised new ways to cleanse the wilds.

Revenge of the Hunted
Sorcery

Until end of turn, target creature gets +6/+6 and gains trample, and all creatures able to block it this turn do so.

Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Sheltering Word
Instant

Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)

Snare the Skies
Instant

Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.)

A hunter's precision and a durkvine's strength are a potent combination.

Somberwald Sage
Creature — Human Druid

: Add three mana of any one color. Spend this mana only to cast creature spells.

"You can face any danger when all of nature is on your side."

0/1
Soul of the Harvest
Creature — Elemental

Trample

Whenever another nontoken creature you control enters, you may draw a card.

It's there when a seed sprouts, when gourds ripen on the vines, and when the reapers cut the grains under the Harvest Moon.

6/6
Terrifying Presence
Instant

Prevent all combat damage that would be dealt by creatures other than target creature this turn.

Elmut had slaughtered vampires, slain werewolves, and destroyed hordes of zombies. Sadly, he never got over his fear of spiders.

Timberland Guide
Creature — Human Scout

When this creature enters, put a +1/+1 counter on target creature.

"Can you build a fire? Track a deer? Identify killer trees? Then you'll never survive Kessig without me."

1/1
Triumph of Ferocity
Enchantment

At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.

"Rid me of this curse, witch, or die with me."

—Garruk Wildspeaker

Trusted Forcemage
Creature — Human Shaman

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)

As long as this creature is paired with another creature, each of those creatures gets +1/+1.

2/2
Ulvenwald Tracker
Creature — Human Shaman

, : Target creature you control fights another target creature.

"Peace will come to Innistrad, but only after all abominations have been dealt with, one by one."

1/1
Vorstclaw
Creature — Elemental Horror

"Where'd the werewolves go? Maybe that got hungry."

—Halana of Ulvenwald

7/7
Wandering Wolf
Creature — Wolf

Creatures with power less than this creature's power can't block it.

Humans still feared wolves, though no connection between them and the curse of lycanthropy had ever been proved.

2/1
Wild Defiance
Enchantment

Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.

"When civilization reaches out its greedy hand, take it off at the wrist."

—Garruk Wildspeaker

Wildwood Geist
Creature — Spirit

During your turn, this creature gets +2/+2.

The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.

3/3
Wolfir Avenger
Creature — Wolf Warrior

Flash (You may cast this spell any time you could cast an instant.)

: Regenerate this creature.

Released from a dark curse and bound to a higher calling.

3/3
Wolfir Silverheart
Creature — Wolf Warrior

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)

As long as this creature is paired with another creature, each of those creatures gets +4/+4.

4/4
Yew Spirit
Creature — Spirit Treefolk

: This creature gets +X/+X until end of turn, where X is its power.

"I wonder what dwelled in the primordial forests before humans existed."

—Elder Rimheit

3/3
Bruna, Light of Alabaster
Legendary Creature — Angel

Flying, vigilance

Whenever Bruna attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.

5/5
Gisela, Blade of Goldnight
Legendary Creature — Angel

Flying, first strike

If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.

If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.

5/5
Sigarda, Host of Herons
Legendary Creature — Angel

Flying, hexproof

Spells and abilities your opponents control can't cause you to sacrifice permanents.

Great devotion yields great reward.

5/5
Angel's Tomb
Artifact

Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.

"Faith can quicken the stones themselves with life."

—Writings of Mikaeus

Angelic Armaments
Artifact — Equipment

Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Forged in dark hours from the flame that would not die.

Bladed Bracers
Artifact — Equipment

Equipped creature gets +1/+1.

As long as equipped creature is a Human or an Angel, it has vigilance.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Forged from the rubble of the Helvault.

Conjurer's Closet
Artifact

At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.

"Tomorrow wears yesterday's face."

—Kordel the Cryptic

Gallows at Willow Hill
Artifact

, , Tap three untapped Humans you control: Destroy target creature. Its controller creates a 1/1 white Spirit creature token with flying.

Haunted Guardian
Artifact Creature — Construct

Defender, first strike

"Drain the victim's blood, sell the corpse, and use the soul on guard duty. No muss, no fuss, no problems."

—Olivia Voldaren

2/1
Moonsilver Spear
Artifact — Equipment

Equipped creature has first strike.

Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying.

Equip

Narstad Scrapper
Artifact Creature — Construct

: This creature gets +1/+0 until end of turn.

"Finally, the principles of corpse animation applied to bloodless materials!"

—Ludevic, necro-alchemist

3/3
Otherworld Atlas
Artifact — Book

: Put a charge counter on this artifact.

: Each player draws a card for each charge counter on this artifact.

"Any fool can open it. But it takes a genius to decipher the blank pages."

—Kordel the Cryptic

Scroll of Avacyn
Artifact

, Sacrifice this artifact: Draw a card. If you control an Angel, you gain 5 life.

Words to bless the eye that reads them, telling of a future beyond the reach of fear.

Scroll of Griselbrand
Artifact

, Sacrifice this artifact: Target opponent discards a card. If you control a Demon, that player loses 3 life.

Words no eyes should see, telling of things no sane mind could fathom.

Tormentor's Trident
Artifact — Equipment

Equipped creature gets +3/+0 and attacks each combat if able.

Equip

To a demon there is no such thing as restraint.

Vanguard's Shield
Artifact — Equipment

Equipped creature gets +0/+3 and can block an additional creature each combat.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Wars are not fought on a single front.

Vessel of Endless Rest
Artifact

When this artifact enters, put target card from a graveyard on the bottom of its owner's library.

: Add one mana of any color.

Alchemist's Refuge
Land

: Add .

, : You may cast spells this turn as though they had flash.

Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.

Cavern of Souls
Land

As this land enters, choose a creature type.

: Add .

: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Desolate Lighthouse
Land

: Add .

, : Draw a card, then discard a card.

A lonely sentinel facing gales, hurricanes, and tides of homicidal spirits.

Seraph Sanctuary
Land

When this land enters, you gain 1 life.

Whenever an Angel you control enters, you gain 1 life.

: Add .

Slayers' Stronghold
Land

: Add .

, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.

Its courtyards are lit during every hour of the day so that night may never fall within its walls.

Plains
Basic Land — Plains

(: Add .)

Plains
Basic Land — Plains

(: Add .)

Plains
Basic Land — Plains

(: Add .)

Island
Basic Land — Island

(: Add .)

Island
Basic Land — Island

(: Add .)

Island
Basic Land — Island

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)