Conflux

CON · 145 cards · Released

Aerie Mystics
Creature — Bird Wizard

Flying

: Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)

They are cautious with their body language and facial expressions. Any stray movement could betray the positions of the troops they protect and cost many lives.

3/3
Asha's Favor
Enchantment — Aura

Enchant creature

Enchanted creature has flying, first strike, and vigilance.

As his new wings lifted him high above Bant, Taric felt his earthly aspirations transform into heavenly resolve.

Aven Squire
Creature — Bird Soldier

Flying

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

When the meek charge into battle, courage becomes infectious.

1/1
Aven Trailblazer
Creature — Bird Soldier

Flying

Domain — Aven Trailblazer's toughness is equal to the number of basic land types among lands you control.

"The bird wore the form of a man, bereft of filigree. Why do the Texts not speak of it?"

—Belator of Esper

2/*
Celestial Purge
Instant

Exile target black or red permanent.

"This new chaos confounds us. We must fling it into our winds, our storms. These we can control."

—Bezzit Plar, Esper stormcaller

Court Homunculus
Artifact Creature — Homunculus

This creature gets +1/+1 as long as you control another artifact.

Mages of Esper measure their wealth and status by the number of servants in their retinues.

1/1
Darklit Gargoyle
Artifact Creature — Gargoyle

Flying

: This creature gets +2/-1 until end of turn.

It shines in the darkness of its master's ambitions.

1/2
Gleam of Resistance
Instant

Creatures you control get +1/+2 until end of turn. Untap those creatures.

Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Lapse of Certainty
Instant

Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.

Without a connection of mind and body, magic is just an idea stuck in the head, a word on the tip of a tongue.

Mark of Asylum
Enchantment

Prevent all noncombat damage that would be dealt to creatures you control.

A paragon of honor, Galo Aher fell to a blast of fire. The Order of the White Orchid was so saddened that they forged a new sigil in his likeness.

Martial Coup
Sorcery

Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.

Their war forgotten, the nations of Bant stood united in the face of a common threat.

Mirror-Sigil Sergeant
Creature — Rhino Soldier

Trample

At the beginning of your upkeep, if you control a blue permanent, you may create a token that's a copy of this creature.

"If I had many lives, I would give them all for Bant."

4/4
Nacatl Hunt-Pride
Creature — Cat Warrior

Vigilance

, : Target creature can't block this turn.

, : Target creature blocks this turn if able.

"We must hunt and kill the dragon before it can return to raze our ancient city."

5/4
Paragon of the Amesha
Creature — Human Knight

First strike

: Until end of turn, this creature becomes an Angel, gets +3/+3, and gains flying and lifelink.

"Let my lance sing with the voices of angels and the heathen cower before my shield, for I will teach this land the meaning of honor."

2/2
Path to Exile
Instant

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Rhox Meditant
Creature — Rhino Monk

When this creature enters, if you control a green permanent, draw a card.

The weight of her conviction balances on the harmony of her soul.

2/4
Scepter of Dominance
Artifact

, : Tap target permanent.

"Whether or not you will bow to me is not open to debate. The question is, will I ever let you rise?"

—Fridius, telemin master

Sigil of the Empty Throne
Enchantment

Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.

When Asha left Bant, she ensured that the world would have protection and order in her absence.

Valiant Guard
Creature — Human Soldier

As the outsiders invaded Bant, soldiers who once saw sigils as the highest marks of glory began to see the scars of battle as tokens of equal worth.

0/3
Wall of Reverence
Creature — Spirit Wall

Defender, flying

At the beginning of your end step, you may gain life equal to the power of target creature you control.

The lives of elves are long, but their memories are longer. Even after death, they do not desert their homes.

1/6
Brackwater Elemental
Creature — Elemental

When this creature attacks or blocks, sacrifice it at the beginning of the next end step.

Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

4/4
Constricting Tendrils
Instant

Target creature gets -3/-0 until end of turn.

Cycling (, Discard this card: Draw a card.)

Priests of Bant protect their temples with traps more elaborate than any mosaic floor.

Controlled Instincts
Enchantment — Aura

Enchant red or green creature

Enchanted creature doesn't untap during its controller's untap step.

Togk Manytooth struggled helplessly as the kathari circled above him. For a warrior, immobilization is a fate worse than death.

Cumber Stone
Artifact

Creatures your opponents control get -1/-0.

"The stone is more potent than ever. The flesh that creeps into our land will become even more slovenly and weak."

—Niclavs, archmage of Esper

Esperzoa
Artifact Creature — Jellyfish

Flying

At the beginning of your upkeep, return an artifact you control to its owner's hand.

The more metal it digests, the more its jelly will fetch on the alchemists' market.

4/3
Ethersworn Adjudicator
Artifact Creature — Vedalken Knight

Flying

, : Destroy target creature or enchantment.

: Untap this creature.

Esper mages devised their weapons to be so devastating that war seemed unnecessary.

4/4
Faerie Mechanist
Artifact Creature — Faerie Artificer

Flying

When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

2/2
Frontline Sage
Creature — Human Wizard

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

, : Draw a card, then discard a card.

The battle was won in the commander's head before the first weapon was drawn.

0/1
Grixis Illusionist
Creature — Human Wizard

: Target land you control becomes the basic land type of your choice until end of turn.

"It's simple, really. If they can't find us, they can't kill us."

1/1
Inkwell Leviathan
Artifact Creature — Leviathan

Trample

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Shroud (This creature can't be the target of spells or abilities.)

"Into its maw went the seventh sea, never to be seen again while the world remains."

—Esper fable

7/11
Master Transmuter
Artifact Creature — Human Artificer

, , Return an artifact you control to its owner's hand: You may put an artifact card from your hand onto the battlefield.

"Wasted potential surrounds us. Lend me that bauble, and let me see what it can be made to be."

1/2
Parasitic Strix
Artifact Creature — Bird

Flying

When this creature enters, if you control a black permanent, target player loses 2 life and you gain 2 life.

After finding no sustenance on the edges of Grixis, it turned to the skies of Bant.

2/2
Scepter of Insight
Artifact

, : Draw a card.

"The road to truth has many branches, and so must the cane with which I walk it."

—Voln the Elder

Scornful Aether-Lich
Artifact Creature — Zombie Wizard

: This creature gains fear and vigilance until end of turn. (Attacking doesn't cause it to tap, and it can't be blocked except by artifact creatures and/or black creatures.)

"With no flesh, there is no pain, no hesitation, no emotion of any kind. He is crafted perfection."

—Tezzeret

2/4
Telemin Performance
Sorcery

Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.

Traumatic Visions
Instant

Counter target spell.

Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Unsummon
Instant

Return target creature to its owner's hand.

"Send it back to its own strange world so we can avoid another inglorious combat with these wicked beings."

—Captain Valek of Jhess

View from Above
Instant

Target creature gains flying until end of turn. If you control a white permanent, return View from Above to its owner's hand.

"This air feels so heavy and thick. There are no winds to speak of. I fear the knowledge that comes from a place like this."

Worldly Counsel
Instant

Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.

Every horizon hides a new possibility.

Absorb Vis
Sorcery

Target player loses 4 life and you gain 4 life.

Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Corrupted Roots
Enchantment — Aura

Enchant Forest or Plains

Whenever enchanted land becomes tapped, its controller loses 2 life.

The bones of Jund's dead resurfaced in Naya, poisoning the jungle and killing the sunseeders' crops.

Drag Down
Instant

Domain — Target creature gets -1/-1 until end of turn for each basic land type among lands you control.

The barbarians of Jund believe the bottomless tar pits extend forever into other, darker worlds.

Dreadwing
Creature — Zombie

: This creature gets +3/+0 and gains flying until end of turn.

Dreadwings spring from lofty perches to surprise kathari in midflight. They smother their prey and then consume it as they glide gently toward the ground.

1/1
Extractor Demon
Creature — Demon

Flying

Whenever another creature leaves the battlefield, you may have target player mill two cards.

Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

5/5
Fleshformer
Creature — Human Wizard

: This creature gets +2/+2 and gains fear until end of turn. Target creature gets -2/-2 until end of turn. Activate only during your turn. (A creature with fear can't be blocked except by artifact creatures and/or black creatures.)

Necromancers who discovered the new sources of mana were quick to dream up new nightmares with them.

2/2
Grixis Slavedriver
Creature — Zombie Giant

When this creature leaves the battlefield, create a 2/2 black Zombie creature token.

Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

4/4
Infectious Horror
Creature — Zombie Horror

Whenever this creature attacks, each opponent loses 2 life.

Not once in the history of Grixis has anyone died of old age.

2/2
Kederekt Parasite
Creature — Horror

Whenever an opponent draws a card, if you control a red permanent, you may have this creature deal 1 damage to that player.

When the smell of passing thoughts piques its hunger, its maw becomes primed with acid and a taste for brains.

1/1
Nyxathid
Creature — Elemental

As this creature enters, choose an opponent.

This creature gets -1/-1 for each card in the chosen player's hand.

Born of volcanic forces, it thrives on the absolute panic it inspires.

7/7
Pestilent Kathari
Creature — Bird Warrior

Flying

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

: This creature gains first strike until end of turn.

1/1
Rotting Rats
Creature — Zombie Rat

When this creature enters, each player discards a card.

Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

1/1
Salvage Slasher
Artifact Creature — Human Rogue

This creature gets +1/+0 for each artifact card in your graveyard.

Esper artificers never imagined that one day their scraps would be pressed against their soft and fragile throats.

1/1
Scepter of Fugue
Artifact

, : Target player discards a card. Activate only during your turn.

One goes to Tidehollow either to forget or to be forgotten. Either way, the scullers will oblige.

Sedraxis Alchemist
Creature — Zombie Wizard

When this creature enters, if you control a blue permanent, return target nonland permanent to its owner's hand.

The problem with a liquid that can dissolve anything is finding something to carry it in.

2/2
Voices from the Void
Sorcery

Domain — Target player discards a card for each basic land type among lands you control.

As Grixis collided with the rest of Alara, the worlds began to hear the hateful whispers of the forgotten dead.

Wretched Banquet
Sorcery

Destroy target creature if it has the least power or is tied for least power among creatures on the battlefield.

"The meek inherit nothing."

—Sedris, the Traitor King

Yoke of the Damned
Enchantment — Aura

Enchant creature

When a creature dies, destroy enchanted creature.

The demon's yoke is part leash, part noose.

Banefire
Sorcery

Banefire deals X damage to any target.

If X is 5 or more, this spell can't be countered and the damage can't be prevented.

For Sarkhan Vol, the dragon is the purest expression of life's savage splendor.

Bloodhall Ooze
Creature — Ooze

At the beginning of your upkeep, if you control a black permanent, you may put a +1/+1 counter on this creature.

At the beginning of your upkeep, if you control a green permanent, you may put a +1/+1 counter on this creature.

A drop of blood spilled from the first dragon.

1/1
Canyon Minotaur
Creature — Minotaur Warrior

On Jund, the deep canyons were the best places to hide. When the goblins wandered into Naya, they found that was not so true.

3/3