Foundations Jumpstart

J25 · 779 cards · Released

Soul Read
Instant

Choose one —

• Counter target spell unless its controller pays .

• Draw two cards.

It's easy to be two steps ahead when you can see their every thought.

Spectral Sailor
Creature — Spirit Pirate

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

Flying

: Draw a card.

"Any ship that sails on these mean seas for long is bound to pick up a ghost or two."

—Admiral Beckett Brass

1/1
Sphinx of Enlightenment
Creature — Sphinx

Flying

When this creature enters, target opponent draws a card and you draw three cards.

"I would be a fool if I taught you everything I know."

5/5
Sprite Noble
Creature — Faerie Noble

Flying

Other creatures you control with flying get +0/+1.

: Other creatures you control with flying get +1/+0 until end of turn.

"By thorn and by stone, we will fight to see the day when beauty returns to this world."

2/2
Starlit Mantle
Enchantment — Aura

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

Enchant creature you control

When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Enchanted creature gets +1/+1.

Stinging Lionfish
Enchantment Creature — Fish

Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.

Starfish are its favorite prey.

2/1
Stitched Drake
Creature — Zombie Drake

As an additional cost to cast this spell, exile a creature card from your graveyard.

Flying

"The best skaab are more powerful and more beautiful than the sum of their parts."

—Stitcher Geralf

3/4
Stolen by the Fae
Sorcery

Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.

Denizens of the wilds don't always seek to harm intruders. Sometimes they simply misplace them.

Supreme Will
Instant

Choose one —

• Counter target spell unless its controller pays .

• Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

Teferi's Ageless Insight
Legendary Enchantment

If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.

"Fine, you know more than me. But do you have to be such a show-off about it?"

—Chandra Nalaar, to Teferi

Thopter Mechanic
Creature — Human Artificer

Whenever you draw your second card each turn, put a +1/+1 counter on this creature.

When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying.

"You want me to install a seat belt? Please. You're lucky to get a seat!"

2/1
Thought Monitor
Artifact Creature — Construct

Affinity for artifacts (This spell costs less to cast for each artifact you control.)

Flying

When this creature enters, draw two cards.

It roams the skies over the Quicksilver Sea, alert for any hint of aberrant thought.

2/2
Thoughtcast
Sorcery

Affinity for artifacts (This spell costs less to cast for each artifact you control.)

Draw two cards.

Vedalken eyes don't see the beauty in things. They see only what those things can teach.

Tide Skimmer
Creature — Drake

Flying

Whenever you attack with two or more creatures with flying, draw a card.

Fishing boats often follow hunting drakes to find the largest schools of fish.

2/3
Tidepool Turtle
Creature — Turtle

: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Prized by wizards as a mobile scrying pool, it bears visions drawn from the depths of the sea.

2/5
Tolarian Kraken
Creature — Kraken

Whenever you draw a card, you may pay . When you do, you may tap or untap target creature.

"It's contemplative, resourceful, and original. Everything else aside, it's the perfect student."

—Naban, dean of iteration

4/6
Towering-Wave Mystic
Creature — Merfolk Wizard

Whenever this creature deals damage, target player mills that many cards.

Thassa's favor followed him to the Underworld. Even the waves of Nerono obeyed his will.

2/1
Trial of Knowledge
Enchantment

When this enchantment enters, draw three cards, then discard a card.

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

Undersea Invader
Creature — Giant Rogue

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

This creature enters tapped.

"The currents are strange today, and the fish are fearful. Something's stirring in the depths."

—Rathstaf, Kannah fisherman

5/6
Vexing Gull
Creature — Bird

Flash

Flying

"May the skies be clear of gales and gulls."

—Meletian prayer

2/2
Voracious Greatshark
Creature — Shark

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

When this creature enters, counter target artifact or creature spell.

There is no boat big enough.

5/4
Waker of Waves
Creature — Whale

Creatures your opponents control get -1/-0.

, Discard this card: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

On the open sea, there is nowhere to hide.

7/7
Wall of Lost Thoughts
Creature — Wall

Defender (This creature can't attack.)

When this creature enters, target player mills four cards. (They put the top four cards of their library into their graveyard.)

Those who intrude upon the Dimir seldom remember that they have done so.

0/4
Warden of Evos Isle
Creature — Bird Wizard

Flying

Creature spells with flying you cast cost less to cast.

On Evos Isle, the swift and formidable aven enforce the will of the ruling sphinxes.

2/2
Waterkin Shaman
Creature — Elemental Shaman

Whenever a creature you control with flying enters, this creature gets +1/+1 until end of turn.

"They come to drink, to bathe, and—I believe—to play."

2/1
Wavebreak Hippocamp
Enchantment Creature — Horse Fish

Whenever you cast your first spell during each opponent's turn, draw a card.

Tritons search for omens in its wake.

2/2
Whirlwind Denial
Instant

For each spell and ability your opponents control, counter it unless its controller pays .

"No, no, and . . . no."

Wind Strider
Creature — Merfolk Wizard

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

Flying

"Currents are currents, whether in sea or sky."

3/3
Windcaller Aven
Creature — Bird Wizard

Flying

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

When you cycle this card, target creature gains flying until end of turn.

Every cry lifts her allies toward the thunder.

4/3
Windreader Sphinx
Creature — Sphinx

Flying

Whenever a creature with flying attacks, you may draw a card.

"Your mind is too filled with foolish concerns to hear the subtle whispers that the breeze brings."

3/7
Windstorm Drake
Creature — Drake

Flying

Other creatures you control with flying get +1/+0.

Drakes become especially voracious as they prepare for their autumn migration, hunting the city's thoroughfares from dawn to dusk.

3/3
Winged Words
Sorcery

This spell costs less to cast if you control a creature with flying.

Draw two cards.

Magic written across the sky falls like rain on thirsty ground, bringing forth wisdom in its season.

Witching Well
Artifact

When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

, Sacrifice this artifact: Draw two cards.

It was built by the Witch of Lochmere. Most of the wishes it grants are its own.

Yarok's Wavecrasher
Creature — Elemental

When this creature enters, return another creature you control to its owner's hand.

"Yarok's waters rush and rage

Where armies bled into the sand."

Lament for Bala Ged, stanza 2

4/4
Agonizing Syphon
Sorcery

Agonizing Syphon deals 3 damage to any target and you gain 3 life.

"Your death will take a mere moment, but it will feel like an eternity."

—Vilis, Broker of Blood

Alchemist's Gift
Instant

Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

Archfiend's Vessel
Creature — Human Cleric

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

When this creature enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.

1/1
Army of the Damned
Sorcery

Create thirteen tapped 2/2 black Zombie creature tokens.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sometimes death comes knocking. Sometimes it tears down the walls.

Arrogant Outlaw
Creature — Vampire Noble

When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.

The debased remnants of the Falkenrath bloodline prowl the passes near their ruined castles.

3/2
Audacious Thief
Creature — Human Rogue

Whenever this creature attacks, you draw a card and you lose 1 life.

"Skill, imagination, smarts: none of it matters unless you have the nerve to use it."

2/2
Balustrade Spy
Creature — Vampire Rogue

Flying

When this creature enters, target player reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

2/3
Bastion of Remembrance
Enchantment

When this enchantment enters, create a 1/1 white Human Soldier creature token.

Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.

Lives taken are lives not easily forgotten.

Bleed Dry
Instant

Target creature gets -13/-13 until end of turn. If that creature would die this turn, exile it instead.

"Wipe your chin, child. We can't have Olivia thinking we're uncivilized."

—Anje Falkenrath

Blood Beckoning
Sorcery

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

Return target creature card from your graveyard to your hand. If this spell was kicked, instead return two target creature cards from your graveyard to your hand.

Blood Burglar
Creature — Vampire Rogue

During your turn, this creature has lifelink.(Damage dealt by this creature also causes you to gain that much life.)

"You've heard that a vampire can't enter a home without an invitation? A lie meant to help you sleep at night."

—Kerin, watch sergeant

2/2
Blood Fountain
Artifact

When this artifact enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")

, , Sacrifice this artifact: Return up to two target creature cards from your graveyard to your hand.

Bloodgift Demon
Creature — Demon

Flying

At the beginning of your upkeep, target player draws a card and loses 1 life.

He relishes the devotion of his Skirsdag puppets and their belief that it will earn them immortality.

5/4
Bloodthirsty Aerialist
Creature — Vampire Rogue

Flying

Whenever you gain life, put a +1/+1 counter on this creature.

A circus acrobat in life, she kills with such fluid grace that even her victims are awed by her performance.

2/3
Bloodtithe Collector
Creature — Vampire Noble

Flying

When this creature enters, if an opponent lost life this turn, each opponent discards a card.

For the more refined vampire, breaking a victim's will is far more satisfying than simply taking their blood.

3/4
Boneclad Necromancer
Creature — Human Wizard

When this creature enters, you may exile target creature card from a graveyard. If you do, create a 2/2 black Zombie creature token.

"Living or dead, everyone responds to the proper motivation."

3/3
Coat with Venom
Instant

Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)

"Every Silumgar blade carries the blessing of our dragonlord."

—Xathi the Infallible

Contract Killing
Sorcery

Destroy target creature. Create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")

For a price, the floating city of High and Dry offers all the amenities a pirate could want: rest, recreation, and revenge.

Crawl from the Cellar
Sorcery

Return target creature card from your graveyard to your hand. Put a +1/+1 counter on up to one target Zombie you control.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Creeping Bloodsucker
Creature — Vampire

At the beginning of your upkeep, this creature deals 1 damage to each opponent. You gain life equal to the damage dealt this way.

"If a vampire were feeding on you every night, wouldn't you have bite marks? Stop wasting my time."

—Donya, village healer

1/2
Crooked Custodian
Creature — Ogre Rogue

This creature enters tapped.

"Nothing to see here. Just carrying a carpet. Yes, the carpet wears boots. Stop asking questions."

3/2
Crossway Troublemakers
Creature — Vampire

Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.)

Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.

5/5
Dark Supplicant
Creature — Human Cleric

, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.

Cabal clerics serve two masters: their patriarch and their god.

1/1
Deal Gone Bad
Instant

Target creature gets -3/-3 until end of turn. Target player mills three cards. (They put the top three cards of their library into their graveyard.)

"Feed the rumor mills with delicious treachery. Bad blood between those two is a good deal for us."

—Kamiz, Obscura Oculus

Defenestrate
Instant

Destroy target creature without flying.

The chaplain would perhaps have found some small comfort had he known that the replacement window would be named in his honor.

Devouring Swarm
Creature — Insect

Flying

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

Their arrival is heralded by the deafening hum of ten thousand wings. Their departure is marked by the silence of the dead.

2/1