Jumpstart

JMP · 496 cards · Released

Mentor of the Meek
Creature — Human Soldier

Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.

"In these halls there is no pass or fail. Your true test comes with the first full moon."

2/2
Mesa Unicorn
Creature — Unicorn

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

The unicorns of Sursi are a manifestation of Serra's joy and compassion. They frolic and dance like children, offering blessings to anyone they encounter.

2/2
Mikaeus, the Lunarch
Legendary Creature — Human Cleric

Mikaeus enters with X +1/+1 counters on it.

: Put a +1/+1 counter on Mikaeus.

, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.

0/0
Moment of Heroism
Instant

Target creature gets +2/+2 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)

"My faith is stronger than fang, claw, or mindless hunger."

Pacifism
Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

"Can't a fella get a moment's peace around here?"

Path of Bravery
Enchantment

As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.

Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.

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.

Patron of the Valiant
Creature — Angel

Flying

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

"Bant's most gallant knights wear my sigil, and for that I am humbled."

4/4
Raise the Alarm
Instant

Create two 1/1 white Soldier creature tokens.

Like blinking or breathing, responding to an alarm is an involuntary reflex.

Rhox Faithmender
Creature — Rhino Monk

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

If you would gain life, you gain twice that much life instead.

Rhoxes who live long enough to retire from war lend support with their extensive knowledge of combat injuries.

1/5
Ronom Unicorn
Creature — Unicorn

Sacrifice this creature: Destroy target enchantment.

The aberrant magic of the Rimewind drew the unicorns back from the northern wastes to do battle once again.

2/2
Serra Angel
Creature — Angel

Flying

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

The angel remembers her past lives like dreams. Her song held up meadows. Her blade drove back darkness. Her wings carried her across the ages.

4/4
Sky Tether
Enchantment — Aura

Enchant creature

Enchanted creature has defender and loses flying.

"If you can't control your mount, I will control it for you."

—Mirela, Azorius hussar

Take Heart
Instant

Target creature gets +2/+2 until end of turn. You gain 1 life for each attacking creature you control.

In the quiet before a battle, Boros soldiers whisper prayers that steady their nerves and focus their minds.

Tandem Tactics
Instant

Up to two target creatures each get +1/+2 until end of turn. You gain 2 life.

In times of infestation and war, Zendikar favors the blades that strike in unison.

Valorous Stance
Instant

Choose one —

• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

• Destroy target creature with toughness 4 or greater.

"Every choice alters the path of fate."

—Sarkhan Vol

Voice of the Provinces
Creature — Angel

Flying

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

Her horn is heard across Innistrad, lifting the hearts of the righteous.

3/3
Aegis Turtle
Creature — Turtle

"The endurance of the ancient turtles in a land so harsh makes a strong case for patience, tranquility, and composure."

—Gavi, nest warden

0/5
Battleground Geist
Creature — Spirit

Flying

Other Spirit creatures you control get +1/+0.

Not content to nudge vases and chill drawing rooms, some geists muster spectral armies to claw at the hearts of the living.

3/3
Befuddle
Instant

Target creature gets -4/-0 until end of turn.

Draw a card.

The trick to talking sense into Keldons is getting them to hold still.

Belltower Sphinx
Creature — Sphinx

Flying

Whenever a source deals damage to this creature, that source's controller mills that many cards.

2/5
Chart a Course
Sorcery

Draw two cards. Then discard a card unless you attacked this turn.

While other pirates prowl for treasure, Captain Parrish plunders secrets.

Cloudreader Sphinx
Creature — Sphinx

Flying

When this creature 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.)

3/4
Coastal Piracy
Enchantment

Whenever a creature you control deals combat damage to an opponent, you may draw a card.

"I don't like to think of myself as a pirate. I'm more like a stimulator of the local economy."

Crookclaw Transmuter
Creature — Bird Wizard

Flash

Flying

When this creature enters, switch target creature's power and toughness until end of turn.

3/1
Cryptic Serpent
Creature — Serpent

This spell costs less to cast for each instant and sorcery card in your graveyard.

It slithers through the senses, constricting consciousness and poisoning perceptions.

6/5
Curiosity
Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.

"Surely you know the joy of the hunt, my furry friend. My kind of hunt just takes a different form than yours."

Curious Obsession
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.

Departed Deckhand
Creature — Spirit Pirate

When this creature becomes the target of a spell, sacrifice it.

This creature can't be blocked except by Spirits.

: Another target creature you control can't be blocked this turn except by Spirits.

2/2
Erratic Visionary
Creature — Human Wizard

, : Draw a card, then discard a card.

An Izzet experiment begins with a "what if," gets approved with a "why not," and concludes with a "eureka!"

1/3
Essence Flux
Instant

Exile target creature you control, then return that card to the battlefield under its owner's control. If it's a Spirit, put a +1/+1 counter on it.

A spirit is both fettered and free—bound in some ways to its previous existence, yet able to transcend much of the corporeal.

Exclude
Instant

Counter target creature spell.

Draw a card.

"Terrifying, but thankfully temporary."

—Teferi

Exclusion Mage
Creature — Human Wizard

When this creature enters, return target creature an opponent controls to its owner's hand.

Successful battles start with knowing who's worth fighting.

2/2
Kira, Great Glass-Spinner
Legendary Creature — Spirit

Flying

Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."

Each spell is an intricate tapestry, and Kira is the great unraveler.

2/2
Kitesail Corsair
Creature — Human Pirate

This creature has flying as long as it's attacking.

"Why perch in the crow's nest when I can fly like the crows?"

2/1
Leave in the Dust
Instant

Return target nonland permanent to its owner's hand.

Draw a card.

The daredevil racers of the Derby Crows, long at odds with the Consulate, were quick to join the renegades in open revolt.

Murmuring Phantasm
Creature — Spirit

Defender

"The most insidious thing in the world is nonsense that sounds just plausible enough to listen to."

—Lazav

0/5
Mystic Archaeologist
Creature — Human Wizard

: Draw two cards.

The delight of discovery drives the pursuit of knowledge.

2/1
Narcolepsy
Enchantment — Aura

Enchant creature

At the beginning of each upkeep, if enchanted creature is untapped, tap it.

"It's so cute when it's sleeping, isn't it? Actually, it's still as abhorrent as ever, but at least it's not trying to kill us."

—Noyan Dar, Tazeem lullmage

Nebelgast Herald
Creature — Spirit

Flash

Flying

Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.

2/1
Octoprophet
Creature — Octopus

When this creature 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.)

In every swirl of the tide, it sees the awakening of things yet to come.

3/3
Oneirophage
Creature — Squid Illusion

Flying

Whenever you draw a card, put a +1/+1 counter on this creature.

It manifests at wizard academies to siphon inspiration from young prodigies.

1/2
Peel from Reality
Instant

Return target creature you control and target creature you don't control to their owners' hands.

"Soulless demon, you are bound to me. Now we will both dwell in oblivion."

Prescient Chimera
Creature — Chimera

Flying

Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

3/4
Prosperous Pirates
Creature — Human Pirate

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

The floating city of High and Dry hasn't yet sunk under the weight of gold, but it's not for want of trying.

3/4
Rattlechains
Creature — Spirit

Flash

Flying

When this creature enters, target Spirit gains hexproof until end of turn.

You may cast Spirit spells as though they had flash.

2/1
Read the Runes
Instant

Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.

"The world is a puzzle, and the mind is its key."

Reckless Scholar
Creature — Human Wizard

: Target player draws a card, then discards a card.

Progress comes at a price.

2/1
Rhystic Study
Enchantment

Whenever an opponent casts a spell, you may draw a card unless that player pays .

Friends teach what you want to know. Enemies teach what you need to know.

Rishadan Airship
Creature — Human Pirate

Flying

This creature can block only creatures with flying.

The view is truly spectacular—as long as you don't look at Rishada itself.

3/1
Sage's Row Savant
Creature — Vedalken Wizard

When this creature enters, scry 2.

The streets of Ravnica are full of former guild members now using their institutional skills for personal gain.

2/1
Sailor of Means
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.")

The rising tide of Orazca's plunder lifted all ships.

1/4
Sea Gate Oracle
Creature — Human Wizard

When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

"The secret entrance should be near."

1/3
Selhoff Occultist
Creature — Human Rogue

Whenever this creature or another creature dies, target player mills a card.

"The mist whispers to those who know it to be more than a mundane fog."

2/3
Serendib Efreet
Creature — Efreet

Flying

At the beginning of your upkeep, this creature deals 1 damage to you.

Summoners of efreeti remember only the power of command, never the sting of regret.

3/4
Sharding Sphinx
Artifact Creature — Sphinx

Flying

Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.

Whether mechanical or biological, life finds a way to propagate itself.

4/4
Sigiled Starfish
Creature — Starfish

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

Kruphix hid the most dire prophecies about humankind where humans would never find them and tritons wouldn't care to read them.

0/3
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
Storm Sculptor
Creature — Merfolk Wizard

This creature can't be blocked.

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

In his hands, the wind can become a weapon or a means of escape.

3/2
Sweep Away
Instant

Return target creature to its owner's hand. If that creature is attacking, you may put it on top of its owner's library instead.

The Roil takes many forms. It also takes many victims.