Jumpstart

JMP · 496 cards · Released

Blessed Sanctuary
Enchantment

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

Whenever a nontoken creature you control enters, create a 2/2 white Unicorn creature token.

Brightmare
Creature — Unicorn

When this creature enters, tap up to one target creature. You gain life equal to that creature's power.

A ray of hope in the darkest night.

2/3
Emiel the Blessed
Legendary Creature — Unicorn

: Exile another target creature you control, then return it to the battlefield under its owner's control.

Whenever another creature you control enters, you may pay . If you do, put a +1/+1 counter on it. If it's a Unicorn, put two +1/+1 counters on it instead. ( can be paid with either or .)

4/4
Release the Dogs
Sorcery

Create four 1/1 white Dog creature tokens.

They charge into battle and out for their morning walk with the same exuberance.

Steel-Plume Marshal
Creature — Bird Soldier

Flying

Whenever this creature attacks, other attacking creatures you control with flying get +2/+2 until end of turn.

The defenders watched in terror as the flying V split apart into a bristling battle formation.

3/3
Stone Haven Pilgrim
Creature — Kor Cleric

Whenever this creature attacks, if you control an artifact or enchantment, this creature gets +1/+1 and gains lifelink until end of turn.

The persistence to overcome obstacles is the most esteemed of kor virtues.

2/2
Supply Runners
Creature — Dog

When this creature enters, put a +1/+1 counter on each other creature you control.

Good dogs stay by your side until the end. Great dogs leave to bring back aid.

2/2
Trusty Retriever
Creature — Dog

When this creature enters, choose one —

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

• Return target artifact or enchantment card from your graveyard to your hand.

Wipe away the slobber and it's as good as new, give or take a few bite marks.

2/3
Archaeomender
Creature — Human Wizard

When this creature enters, return target artifact card from your graveyard to your hand.

"Just as a broken relic can be mended, a shattered history can be made whole."

2/3
Bruvac the Grandiloquent
Legendary Creature — Human Advisor

If an opponent would mill one or more cards, they mill twice that many cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)

". . . and furthermore . . ."

1/4
Corsair Captain
Creature — Human Pirate

When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")

Other Pirates you control get +1/+1.

"Lungs full of sea air and a hold full of loot. Ah, what a life!"

2/2
Inniaz, the Gale Force
Legendary Creature — Djinn

Flying

: Attacking creatures with flying get +1/+1 until end of turn. ( can be paid with either or .)

Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.

4/4
Ormos, Archive Keeper
Legendary Creature — Sphinx

Flying

If you would draw a card while your library has no cards in it, instead put five +1/+1 counters on Ormos.

, Discard three cards with different names: Draw five cards.

5/5
Scholar of the Lost Trove
Creature — Sphinx

Flying

When this creature enters, you may cast target instant, sorcery, or artifact card from your graveyard without paying its mana cost. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.

5/5
Kels, Fight Fixer
Legendary Creature — Azra Warlock

Menace

Whenever you sacrifice a creature, you may pay . If you do, draw a card. ( can be paid with either or .)

, Sacrifice a creature: Kels gains indestructible until end of turn.

4/3
Nocturnal Feeder
Creature — Vampire Rogue

Flying

When this creature dies, each opponent loses 2 life and you gain 2 life.

A living pulse is an irresistible temptation.

2/1
Tinybones, Trinket Thief
Legendary Creature — Skeleton Rogue

At the beginning of each end step, if an opponent discarded a card this turn, you draw a card and you lose 1 life.

: Each opponent with no cards in hand loses 10 life.

Big distractions mean tiny nuisances can slip by unnoticed.

1/2
Witch of the Moors
Creature — Human Warlock

Deathtouch

At the beginning of your end step, if you gained life this turn, each opponent sacrifices a creature of their choice and you return up to one target creature card from your graveyard to your hand.

Many hands for many evils.

4/4
Chained Brute
Creature — Devil

This creature doesn't untap during your untap step.

, Sacrifice another creature: Untap this creature. Activate only during your turn.

A momentary lapse is all it needs to break free.

4/3
Immolating Gyre
Sorcery

Immolating Gyre deals X damage to each creature and planeswalker you don't control, where X is the number of instant and sorcery cards in your graveyard.

"Nice army you had there."

Lightning Phoenix
Creature — Phoenix

Flying, haste

This creature can't block.

At the beginning of your end step, if an opponent was dealt 3 or more damage this turn, you may pay . If you do, return this card from your graveyard to the battlefield.

2/2
Lightning Visionary
Creature — Minotaur Shaman

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

"The gods don't speak to mortals with gentle entreaties. They speak with thunder and fury."

2/1
Living Lightning
Creature — Elemental Shaman

When this creature dies, return target instant or sorcery card from your graveyard to your hand.

Not all storms come from the sky.

3/2
Muxus, Goblin Grandee
Legendary Creature — Goblin Noble

When Muxus enters, reveal the top six cards of your library. Put all Goblin creature cards with mana value 5 or less from among them onto the battlefield and the rest on the bottom of your library in a random order.

Whenever Muxus attacks, it gets +1/+1 until end of turn for each other Goblin you control.

4/4
Sethron, Hurloon General
Legendary Creature — Minotaur Warrior

Whenever Sethron or another nontoken Minotaur you control enters, create a 2/3 red Minotaur creature token.

: Minotaurs you control get +1/+0 and gain menace and haste until end of turn. ( can be paid with either or .)

4/4
Spiteful Prankster
Creature — Devil

During your turn, this creature has first strike.

Whenever another creature dies, this creature deals 1 damage to target player or planeswalker.

The devil appreciated the irony of using doves for ammunition. The townsfolk, not so much.

3/2
Zurzoth, Chaos Rider
Legendary Creature — Devil

Whenever an opponent draws their first card each turn, if it's not their turn, you create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."

Whenever one or more Devils you control attack one or more players, you and those players each draw a card, then discard a card at random.

2/3
Allosaurus Shepherd
Creature — Elf Shaman

This spell can't be countered.

Green spells you control can't be countered.

: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.

1/1
Branching Evolution
Enchantment

If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

"Is it the water? The stars? Whatever it is, something incredible is happening here."

—Eris, zoologist, journal entry

Neyith of the Dire Hunt
Legendary Creature — Human Warrior

Whenever one or more creatures you control fight or become blocked, draw a card.

At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)

3/3
Towering Titan
Creature — Giant

This creature enters with X +1/+1 counters on it, where X is the total toughness of other creatures you control.

Sacrifice a creature with defender: All creatures gain trample until end of turn.

"Knock, knock."

0/0
Lightning-Core Excavator
Artifact Creature — Golem

, , Sacrifice this creature: It deals 3 damage to any target.

"That's the third time this month it's exploded on site. Maybe we should switch to something a little less defective."

—Kerrin, archaeologist

0/3
Thriving Bluff
Land

This land enters tapped. As it enters, choose a color other than red.

: Add or one mana of the chosen color.

As eons passed, the rock wore away, revealing the rich colors at the mountain's heart.

Thriving Grove
Land

This land enters tapped. As it enters, choose a color other than green.

: Add or one mana of the chosen color.

Far from human eyes, birds flit between vivid blossoms in a hidden paradise.

Thriving Heath
Land

This land enters tapped. As it enters, choose a color other than white.

: Add or one mana of the chosen color.

Wildflowers here bloom not with the season but with the ebb and flow of magic.

Thriving Isle
Land

This land enters tapped. As it enters, choose a color other than blue.

: Add or one mana of the chosen color.

All the wonders of the natural world in one breathtaking microcosm.

Thriving Moor
Land

This land enters tapped. As it enters, choose a color other than black.

: Add or one mana of the chosen color.

Beauty appears in strange places for those with eyes to see it.

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Basic Land — Island

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Swamp
Basic Land — Swamp

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