Judgment

JUD · 143 cards · Released

Ancestor's Chosen
Creature — Human Cleric

First strike (This creature deals combat damage before creatures without first strike.)

When this creature enters, you gain 1 life for each card in your graveyard.

Empowered by generations of strength.

4/4
Aven Warcraft
Instant

Creatures you control get +0/+2 until end of turn.

Threshold — If there are seven or more cards in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.

Battle Screech
Sorcery

Create two 1/1 white Bird creature tokens with flying.

Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Battlewise Aven
Creature — Bird Soldier

Flying

Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and has first strike.

Experience is a good teacher, not a kind one.

2/2
Benevolent Bodyguard
Creature — Human Cleric

Sacrifice this creature: Target creature you control gains protection from the color of your choice until end of turn.

"My destiny is to save others so their destinies may be achieved."

1/1
Border Patrol
Creature — Human Nomad

Vigilance

"We have been victims of treachery, of the Cabal, and of our own ambitions. No more."

—Commander Eesha

1/6
Cagemail
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and can't attack.

"Power often costs too high a price."

—Commander Eesha

Chastise
Instant

Destroy target attacking creature. You gain life equal to its power.

"Why do we pray to the Ancestor? Because She listens."

—Mystic elder

Commander Eesha
Legendary Creature — Bird Soldier

Flying, protection from creatures

"War glides on the simplest updrafts while peace struggles against hurricane winds. It is the way of the world. It must change."

2/4
Funeral Pyre
Instant

Exile target card from a graveyard. Its owner creates a 1/1 white Spirit creature token with flying.

"Raze the body. Raise the soul."

—Mystic elder

Glory
Creature — Incarnation

Flying

: Choose a color. Creatures you control gain protection from the chosen color until end of turn. Activate only if this card is in your graveyard.

"Glory was gone; Glory was everywhere."

Scroll of Beginnings

3/3
Golden Wish
Sorcery

You may reveal an artifact or enchantment card you own from outside the game and put it into your hand. Exile Golden Wish.

She wished for nobility, but not for a nation to honor it.

Guided Strike
Instant

Target creature gets +1/+0 and gains first strike until end of turn.

Draw a card.

"May the Ancestor strengthen my hand and guide my blade."

—Nomad war prayer

Lead Astray
Instant

Tap up to two target creatures.

"Never underestimate our enemy's strength, brutality, . . . or stupidity."

—Commander Eesha

Nomad Mythmaker
Creature — Human Nomad Cleric

, : Put target Aura card from a graveyard onto the battlefield under your control attached to a creature you control.

Nomads weave tales thicker than tapestries.

2/2
Phantom Flock
Creature — Bird Soldier Spirit

Flying

This creature enters with three +1/+1 counters on it.

If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.

0/0
Phantom Nomad
Creature — Spirit Nomad

This creature enters with two +1/+1 counters on it.

If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.

0/0
Prismatic Strands
Instant

Prevent all damage that sources of the color of your choice would deal this turn.

Flashback—Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Pulsemage Advocate
Creature — Human Cleric

: Return three target cards from an opponent's graveyard to their hand. Return target creature card from your graveyard to the battlefield.

"Our unity revives our hopes."

1/3
Ray of Revelation
Instant

Destroy target enchantment.

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

Webs of illusion unravel in the light of truth.

Selfless Exorcist
Creature — Human Cleric

: Exile target creature card from a graveyard. That card deals damage equal to its power to this creature.

3/4
Shieldmage Advocate
Creature — Human Cleric

: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.

"Our unity conquers all fears."

1/3
Silver Seraph
Creature — Angel

Flying

Threshold — Other creatures you control get +2/+2 as long as there are seven or more cards in your graveyard.

A symbol of hope for hopeless times.

6/6
Solitary Confinement
Enchantment

At the beginning of your upkeep, sacrifice this enchantment unless you discard a card.

Skip your draw step.

You have shroud. (You can't be the target of spells or abilities.)

Prevent all damage that would be dealt to you.

Soulcatchers' Aerie
Enchantment

Whenever a Bird is put into your graveyard from the battlefield, put a feather counter on this enchantment.

Bird creatures get +1/+1 for each feather counter on this enchantment.

Spirit Cairn
Enchantment

Whenever a player discards a card, you may pay . If you do, create a 1/1 white Spirit creature token with flying.

It marks the border between here and hereafter.

Spurnmage Advocate
Creature — Human Nomad

: Return two target cards from an opponent's graveyard to their hand. Destroy target attacking creature.

"Our unity humbles our foes."

1/1
Suntail Hawk
Creature — Bird

Flying

"Our forebears once flew like this—carefree, needing nothing but a warm nest and a full belly. Our intellect may be more burden than blessing."

—Commander Eesha

1/1
Test of Endurance
Enchantment

At the beginning of your upkeep, if you have 50 or more life, you win the game.

"If we have learned nothing else, we have learned to survive."

—Mystic elder

Trained Pronghorn
Creature — Antelope

Discard a card: Prevent all damage that would be dealt to this creature this turn.

"The desert asked the Ancestor for children, and the antelope were born."

—Nomad myth

1/1
Unquestioned Authority
Enchantment — Aura

Enchant creature

When this Aura enters, draw a card.

Enchanted creature has protection from creatures.

"Only the Ancestor should be revered."

—Mystic heretic

Valor
Creature — Incarnation

First strike

As long as this card is in your graveyard and you control a Plains, creatures you control have first strike.

"The cracks widened, the shell crumbled, and Valor spread throughout the land."

Scroll of Beginnings

2/2
Vigilant Sentry
Creature — Human Nomad

Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and has ": Target attacking or blocking creature gets +3/+3 until end of turn."

2/2
Aven Fogbringer
Creature — Bird Wizard

Flying

When this creature enters, return target land to its owner's hand.

"I cover the land with blankets and it sleeps."

2/1
Cephalid Constable
Creature — Octopus Wizard

Whenever this creature deals combat damage to a player, return up to that many target permanents that player controls to their owner's hand.

Cephalids don't police people. They police loyalties.

1/1
Cephalid Inkshrouder
Creature — Octopus

Discard a card: This creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)

Cephalids shrink from the harsh glare of scrutiny.

2/1
Cunning Wish
Instant

You may reveal an instant card you own from outside the game and put it into your hand. Exile Cunning Wish.

He wished for knowledge, but not for the will to apply it.

Defy Gravity
Instant

Target creature gains flying until end of turn.

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

Magical or not, it's still a cloud.

Envelop
Instant

Counter target sorcery spell.

"What you made will be unmade. What you learned will be unlearned. And when you're done, you will be undone."

—Ambassador Laquatus

Flash of Insight
Instant

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

Flashback, Exile X blue cards from your graveyard. (You may cast this card from your graveyard for its flashback cost, then exile it. You can't exile Flash of Insight to pay for its own flashback cost.)

Grip of Amnesia
Instant

Counter target spell unless its controller exiles all cards from their graveyard.

Draw a card.

"Would you abandon your past to save your future?"

—Ambassador Laquatus

Hapless Researcher
Creature — Human Wizard

Sacrifice this creature: Draw a card, then discard a card.

Scholars possess such lofty knowledge that it shouldn't be surprising when they fall.

1/1
Keep Watch
Instant

Draw a card for each attacking creature.

"I see their moral dilemmas. I see their raw courage. I see their self-sacrifice. I see our victory."

Laquatus's Disdain
Instant

Counter target spell cast from a graveyard.

Draw a card.

"The first time was amusing, but now you're getting tiresome."

Lost in Thought
Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.

Mental Note
Instant

Mill two cards.

Draw a card.

Some minds are more open than others.

Mirror Wall
Creature — Wall

Defender (This creature can't attack.)

: This creature can attack this turn as though it didn't have defender.

"Breaking it would be about four hundred years bad luck."

—Nomad sentry

3/4
Mist of Stagnation
Enchantment

Permanents don't untap during their controllers' untap steps.

At the beginning of each player's upkeep, that player chooses a permanent for each card in their graveyard, then untaps those permanents.

Quiet Speculation
Sorcery

Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles.

"The best foresight is hindsight."

—Empress Llawan

Scalpelexis
Creature — Beast

Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever this creature deals combat damage to a player, that player exiles the top four cards of their library. If two or more of those cards have the same name, repeat this process.

1/5
Spelljack
Instant

Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may play it without paying its mana cost for as long as it remains exiled. (If it has X in its mana cost, X is 0.)

Telekinetic Bonds
Enchantment

Whenever a player discards a card, you may pay . If you do, you may tap or untap target permanent.

"Nature's been fired. The oceans are under new management."

—Ambassador Laquatus

Web of Inertia
Enchantment

At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.

Cephalids specialize in lose-lose situations.

Wonder
Creature — Incarnation

Flying

As long as this card is in your graveyard and you control an Island, creatures you control have flying.

"The awestruck birds gazed at Wonder. Slowly, timidly, they rose into the air."

Scroll of Beginnings

2/2
Wormfang Behemoth
Creature — Nightmare Fish Beast

When this creature enters, exile all cards from your hand.

When this creature leaves the battlefield, return the exiled cards to their owner's hand.

5/5
Wormfang Crab
Creature — Nightmare Crab

This creature can't be blocked.

When this creature enters, an opponent chooses a permanent you control other than this creature and exiles it.

When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.

3/6
Wormfang Drake
Creature — Nightmare Drake

Flying

When this creature enters, sacrifice it unless you exile a creature you control other than this creature.

When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.

3/4
Wormfang Manta
Creature — Nightmare Fish Beast

Flying

When this creature enters, you skip your next turn.

When this creature leaves the battlefield, you take an extra turn after this one.

6/1
Wormfang Newt
Creature — Nightmare Salamander Beast

When this creature enters, exile a land you control.

When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.

Spawned by mages emulating the insane.

2/2
Wormfang Turtle
Creature — Nightmare Turtle Beast

When this creature enters, exile a land you control.

When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.

Chainer's admirers keep his dreams alive.

2/4