Foundations Jumpstart

J25 · 779 cards · Released

Stolen Vitality
Instant

Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)

Titan's Strength
Instant

Target creature gets +3/+1 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Trial of Zeal
Enchantment

When this enchantment enters, it deals 3 damage to any target.

When a Cartouche you control enters, return this enchantment to its owner's hand.

"Eternal glory awaits you, my child."

Trueheart Twins
Creature — Jackal Warrior

You may exert this creature as it attacks. (It won't untap during your next untap step.)

Whenever you exert a creature, creatures you control get +1/+0 until end of turn.

Shoulder to shoulder until blade must turn against blade.

4/4
Twinferno
Instant

Choose one —

• When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

• Target creature you control gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

Uncaged Fury
Instant

Target creature gets +1/+1 and gains double strike until end of turn.

The cage is a crucible for the rage that builds inside, refining it into something pure and terrible.

Unleash Fury
Instant

Double the power of target creature until end of turn.

Might doesn't make right, but it does win the fight.

Unstoppable Ogre
Artifact Creature — Ogre Warrior

When this creature enters, target creature can't block this turn.

Touma never met a door he didn't hate.

4/1
Vampiric Fury
Instant

Vampire creatures you control get +2/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)

Many peasants secretly admire vampires' glamour and elegance—until they witness a moment of pure bloodlust.

Voldaren Ambusher
Creature — Vampire Archer

When this creature enters, if an opponent lost life this turn, it deals X damage to up to one target creature or planeswalker, where X is the number of Vampires you control.

"Gotcha."

2/2
Voldaren Duelist
Creature — Vampire Warrior

Haste

When this creature enters, target creature can't block this turn.

"I have yet to find my equal."

3/2
Voldaren Epicure
Creature — Vampire

When this creature enters, it deals 1 damage to each opponent. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")

"If you're not refining your tastes, what's the point of living forever?"

1/1
Weaselback Redcap
Creature — Goblin Knight

: This creature gets +2/+0 until end of turn.

"I would rather cast myself into the abyss than let my blood stain the cap of those monsters."

—Syr Alin, the Lion's Claw

1/1
Weaver of Lightning
Creature — Human Shaman

Reach (This creature can block creatures with flying.)

Whenever you cast an instant or sorcery spell, this creature deals 1 damage to target creature an opponent controls.

"Lightning in a bottle? That's not where I need it."

1/4
Wildfire Elemental
Creature — Elemental

Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.

"Fire is always dancing, leaping and whirling, seeking more fuel. It never rests, so why should I?"

—Chandra Nalaar

3/3
Wrecking Crew
Creature — Human Warrior

Reach (This creature can block creatures with flying.)

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

4/5
Young Pyromancer
Creature — Human Shaman

Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.

Immolation is the sincerest form of flattery.

2/1
Zealot of the God-Pharaoh
Creature — Minotaur Archer

: This creature deals 2 damage to target opponent or planeswalker.

The God-Pharaoh's most devoted took it upon themselves to follow his example.

4/3
Adventure Awaits
Sorcery

Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.

"Good, we're all here. Let's get started!"

Adventurous Impulse
Sorcery

Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Every odyssey begins with a single step.

Advocate of the Beast
Creature — Elf Shaman

At the beginning of your end step, put a +1/+1 counter on target Beast creature you control.

"I am neither their drover nor their leader. To these majestic beasts, I am simply their herdmate and nothing more."

2/3
Aggressive Instinct
Sorcery

Target creature you control deals damage equal to its power to target creature you don't control.

"Mowu was wary that day, as though he sensed the danger ahead."

—Jiang Yanggu's travelogue

Ainok Artillerist
Creature — Dog Archer

This creature has reach as long as it has a +1/+1 counter on it. (It can block creatures with flying.)

"In the Tarkir I once knew, the Abzan revered their ancestor trees. Now, as Dromoka, they cut their finest groves to make weapons."

—Sarkhan Vol

4/1
Ainok Guide
Creature — Dog Scout

When this creature enters, choose one —

• Put a +1/+1 counter on this creature.

• Search your library for a basic land card, reveal it, then shuffle and put that card on top.

1/1
Ambassador Oak
Creature — Treefolk Warrior

When this creature enters, create a 1/1 green Elf Warrior creature token.

Treefolk and elves share a common interest in the forests, but really the elves just feel at home with the view from above.

3/3
Ancient Greenwarden
Creature — Elemental

Reach (This creature can block creatures with flying.)

You may play lands from your graveyard.

If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

5/7
Arbor Armament
Instant

Put a +1/+1 counter on target creature. That creature gains reach until end of turn. (It can block creatures with flying.)

"Llanowar's boughs are ever ready

To unleash an autumn of steel leaves."

—"Song of Freyalise"

Armorcraft Judge
Creature — Elf Artificer

When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.

Were she not a judge, she'd win the division herself.

3/3
Armored Kincaller
Creature — Dinosaur

When this creature enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.

"She's devoted to protecting her herd. We're just lucky she considers us part of it."

—Huatli

3/3
Audacity
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)

When this Aura is put into a graveyard from the battlefield, draw a card.

Bravery outlives the brave.

Baloth Gorger
Creature — Beast

Kicker (You may pay an additional as you cast this spell.)

If this creature was kicked, it enters with three +1/+1 counters on it.

A baloth only cares about the many things it eats and the few things that eat it.

4/4
Baloth Woodcrasher
Creature — Beast

Landfall — Whenever a land you control enters, this creature gets +4/+4 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)

Its insatiable hunger quickly depletes a region of prey. It must migrate from place to place to feed its massive bulk.

4/4
Band Together
Instant

Up to two target creatures you control each deal damage equal to their power to another target creature.

In times of peril, the vision the ancient paruns had for their city comes into focus.

Big Play
Instant

Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it. (A creature with reach can block creatures with flying.)

"Quandrix is running out of time. If they're going to capture the Witherbloom mascot, they need something big here."

—Cremik, Mage Tower commentator

Bite Down
Instant

Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.

"Yavimaya takes care of herself; the kavu are evidence of this. What does your Coalition offer that the forest cannot provide?"

—Jenson Carthalion

Bond of Flourishing
Sorcery

Look at the top three cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order. You gain 3 life.

"We agree that life should flourish. We disagree on the optimal number of limbs."

Bounty of Skemfar
Sorcery

Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.

Even war cannot dull Skemfar's beauty.

Briarbridge Tracker
Creature — Human Scout

Vigilance (Attacking doesn't cause this creature to tap.)

When this creature enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

As long as you control a token, this creature gets +2/+0.

2/3
Brushstrider
Creature — Beast

Vigilance (Attacking doesn't cause this creature to tap.)

Magistrate Ludy agreed to designate land for the brushstriders only after several broken windows and dozens of missing blini-cakes.

3/1
Bushwhack
Sorcery

Choose one —

• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.

• Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Byway Courier
Creature — Human Scout

When this creature dies, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

A good courier travels fast and asks no questions.

3/2
Canopy Baloth
Creature — Beast

Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.

"You can almost see it calculating—are we a tasty enough treat to risk the jump?"

—Samila, Murasa Expeditionary House

4/3
Cherished Hatchling
Creature — Dinosaur

When this creature dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters, you may have it fight another target creature."

Despite its appearance, it's anything but defenseless.

2/1
Clear Shot
Instant

Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.

As werewolf attacks increased, brutal weapons not seen since the Travails were dusted off and put to work.

Colossal Dreadmaw
Creature — Dinosaur

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

If you feel the ground quake, run. If you hear its bellow, flee. If you see its teeth, it's too late.

6/6
Commune with Dinosaurs
Sorcery

Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Deepwood Denizen
Creature — Elf Warrior

Vigilance (Attacking doesn't cause this creature to tap.)

, : Draw a card. This ability costs less to activate for each +1/+1 counter on creatures you control.

"You didn't come all this way just to bother me, did you? Say your piece and be gone."

3/2
Defend the Celestus
Instant

Distribute three +1/+1 counters among one, two, or three target creatures you control.

Witch, werewolf, and cathar stood shoulder to shoulder around the Sungold Lock at the center of the ritual, ready to stop Tovolar's assault—or die trying.

Drover of the Mighty
Creature — Human Druid

This creature gets +2/+2 as long as you control a Dinosaur.

: Add one mana of any color.

"I do not lead. They do not follow. We walk together."

1/1
Drowsing Tyrannodon
Creature — Dinosaur

Defender (This creature can't attack.)

As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.

What the rangers thought were warning growls turned out to be nothing but monstrous snoring.

3/3
Druid of the Anima
Creature — Elf Druid

: Add , , or .

Although the Anima herself remains at the Sacellum, her druids roam Naya, collecting mana bonds with every location in the world.

1/1
Duskshell Crawler
Creature — Insect

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

Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)

They often perch on street lamps, causing the poles to buckle under their weight.

0/3
Dwynen's Elite
Creature — Elf Warrior

When this creature enters, if you control another Elf, create a 1/1 green Elf Warrior creature token.

"Come, my beautiful brothers and sisters. Let us hunt."

—Dwynen, Gilt-Leaf daen

2/2
Elvish Archdruid
Creature — Elf Druid

Other Elf creatures you control get +1/+1.

: Add for each Elf you control.

He knows the name of every elf born in the last four centuries. More importantly, they all know his.

2/2
Fierce Witchstalker
Creature — Wolf

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")

While the realm has laws, in the wilds there are other ways of balancing power.

4/4
For the Family
Instant

Target creature gets +2/+2 until end of turn. If you control four or more creatures, that creature gets +4/+4 until end of turn instead.

The Cabaretti cultivate an image of harmless hedonism, happy for the other families to underestimate their formidable firepower.

Fungal Plots
Enchantment

, Exile a creature card from your graveyard: Create a 1/1 green Saproling creature token.

Sacrifice two Saprolings: You gain 2 life and draw a card.

Thallids nurture saprolings, entertain them, and eat them.

Garruk, Caller of Beasts
Legendary Planeswalker — Garruk

[+1]: Reveal the top five cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.

[−3]: You may put a green creature card from your hand onto the battlefield.

[−7]: You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle."

Loyalty: 4
Garruk's Packleader
Creature — Beast

Whenever another creature you control with power 3 or greater enters, you may draw a card.

"He has learned much in his long years. And unlike selfish humans, he's willing to share."

—Garruk Wildspeaker

4/4
Ghirapur Guide
Creature — Elf Scout

: Target creature you control can't be blocked by creatures with power 2 or less this turn.

Fairgoers were delighted to find that even outside the fairgrounds, Ghirapur was a city of wonders.

3/2