Zendikar Rising Promos

PZNR · 153 cards · Released

Angel of Destiny
Creature — Angel Cleric

Flying, double strike

Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.

At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.

2/6
Angel of Destiny
Creature — Angel Cleric

Flying, double strike

Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.

At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.

2/6
Archon of Emeria
Creature — Archon

Flying

Each player can't cast more than one spell each turn.

Nonbasic lands your opponents control enter tapped.

"Archons dispense justice according to an ancient, and flawed, premise."

—Nissa Revane

2/3
Archon of Emeria
Creature — Archon

Flying

Each player can't cast more than one spell each turn.

Nonbasic lands your opponents control enter tapped.

"Archons dispense justice according to an ancient, and flawed, premise."

—Nissa Revane

2/3
Archpriest of Iona
Creature — Human Cleric

Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.

*/2
Archpriest of Iona
Creature — Human Cleric

Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.

*/2
Emeria's Call
Sorcery

Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.

"Iona no longer guards this place. We do."

—Kasla, Emeria shepherd

Emeria, Shattered Skyclave
Land

As this land enters, you may pay 3 life. If you don't, it enters tapped.

: Add .

"You called it the castle of a god. It is less than that, and so much more."

—Kasla, Emeria shepherd

Felidar Retreat
Enchantment

Landfall — Whenever a land you control enters, choose one —

• Create a 2/2 white Cat Beast creature token.

• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Felidar Retreat
Enchantment

Landfall — Whenever a land you control enters, choose one —

• Create a 2/2 white Cat Beast creature token.

• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Legion Angel
Creature — Angel Warrior

Flying

When this creature enters, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.

"We are many, and righteous."

4/3
Legion Angel
Creature — Angel Warrior

Flying

When this creature enters, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.

"We are many, and righteous."

4/3
Luminarch Aspirant
Creature — Human Cleric

At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.

"Rally to my light, and together we will drive out this darkness!"

1/1
Luminarch Aspirant
Creature — Human Cleric

At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.

"Rally to my light, and together we will drive out this darkness!"

1/1
Maul of the Skyclaves
Artifact — Equipment

When this Equipment enters, attach it to target creature you control.

Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)

Equip

Maul of the Skyclaves
Artifact — Equipment

When this Equipment enters, attach it to target creature you control.

Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)

Equip

Ondu Inversion
Sorcery

Destroy all nonland permanents.

"At first rumble you'd best hold on tight and pray to any gods you still hold dear."

—Nys Dal, Sea Gate trapfinder

Ondu Skyruins
Land

This land enters tapped.

: Add .

"It always seems so quiet in the aftermath of wrenching violence."

—Nys Dal, Sea Gate trapfinder

Skyclave Apparition
Creature — Kor Spirit

When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.

When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.

2/2
Skyclave Apparition
Creature — Kor Spirit

When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.

When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.

2/2
Squad Commander
Creature — Kor Warrior

When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.

3/3
Squad Commander
Creature — Kor Warrior

When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.

3/3
Tazri, Beacon of Unity
Legendary Creature — Human Warrior

This spell costs less to cast for each creature in your party.

: Look at the top six cards of your library. You may reveal up to two Cleric, Rogue, Warrior, Wizard, and/or Ally cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.

4/6
Tazri, Beacon of Unity
Legendary Creature — Human Warrior

This spell costs less to cast for each creature in your party.

: Look at the top six cards of your library. You may reveal up to two Cleric, Rogue, Warrior, Wizard, and/or Ally cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.

4/6
Charix, the Raging Isle
Legendary Creature — Leviathan Crab

Spells your opponents cast that target Charix cost more to cast.

: Charix gets +X/-X until end of turn, where X is the number of Islands you control.

Zendikar's seas are deeper than anyone can fathom.

0/17
Charix, the Raging Isle
Legendary Creature — Leviathan Crab

Spells your opponents cast that target Charix cost more to cast.

: Charix gets +X/-X until end of turn, where X is the number of Islands you control.

Zendikar's seas are deeper than anyone can fathom.

0/17
Confounding Conundrum
Enchantment

When this enchantment enters, draw a card.

Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.

Confounding Conundrum
Enchantment

When this enchantment enters, draw a card.

Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.

Coralhelm Chronicler
Creature — Merfolk Wizard

Whenever you cast a kicked spell, draw a card, then discard a card.

When this creature enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

2/2
Coralhelm Chronicler
Creature — Merfolk Wizard

Whenever you cast a kicked spell, draw a card, then discard a card.

When this creature enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

2/2
Glasspool Mimic
Creature — Shapeshifter Rogue

You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.

"When I touched the Glasspool, I tasted infinite possibility."

—Ashen Wal, Akoum Expeditionary House

0/0
Glasspool Shore
Land

This land enters tapped.

: Add .

"Past and possibility come together in the vastness of infinite reflection."

—Ashen Wal, Akoum Expeditionary House

Inscription of Insight
Sorcery

Kicker

Choose one. If this spell was kicked, choose any number instead.

• Return up to two target creatures to their owners' hands.

• Scry 2, then draw two cards.

• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.

Inscription of Insight
Sorcery

Kicker

Choose one. If this spell was kicked, choose any number instead.

• Return up to two target creatures to their owners' hands.

• Scry 2, then draw two cards.

• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.

Jace, Mirror Mage
Legendary Planeswalker — Jace

Kicker

When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.

[+1]: Scry 2.

[0]: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.

Loyalty: 4
Jace, Mirror Mage
Legendary Planeswalker — Jace

Kicker

When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.

[+1]: Scry 2.

[0]: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.

Loyalty: 4
Maddening Cacophony
Sorcery

Kicker

Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.

Jace traced Nahiri to the Singing City, but the magic of the ancient ruins threatened to overwhelm his mind.

Maddening Cacophony
Sorcery

Kicker

Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.

Jace traced Nahiri to the Singing City, but the magic of the ancient ruins threatened to overwhelm his mind.

Master of Winds
Creature — Sphinx Wizard

Flying

When this creature enters, draw two cards, then discard a card.

Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.

1/4
Master of Winds
Creature — Sphinx Wizard

Flying

When this creature enters, draw two cards, then discard a card.

Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.

1/4
Nimble Trapfinder
Creature — Human Rogue

This creature can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn.

At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.

2/1
Nimble Trapfinder
Creature — Human Rogue

This creature can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn.

At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.

2/1
Sea Gate Restoration
Sorcery

Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.

"We have much to remember ... and much we can never forget."

—Tazri

Sea Gate, Reborn
Land

As this land enters, you may pay 3 life. If you don't, it enters tapped.

: Add .

"We carry on the legacy of those who defended our world by continuing to unearth its secrets."

—Tazri

Sea Gate Stormcaller
Creature — Human Wizard

Kicker

When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.

2/1
Sea Gate Stormcaller
Creature — Human Wizard

Kicker

When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.

2/1
Thieving Skydiver
Creature — Merfolk Rogue

Kicker . X can't be 0. (You may pay an additional as you cast this spell.)

Flying

When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.

2/1
Thieving Skydiver
Creature — Merfolk Rogue

Kicker . X can't be 0. (You may pay an additional as you cast this spell.)

Flying

When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.

2/1
Agadeem's Awakening
Sorcery

Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.

"Now is the death-hour, just before dawn. Wake, sleepers, and haunt the living!"

—Vivias, Witch Vessel

Agadeem, the Undercrypt
Land

As this land enters, you may pay 3 life. If you don't, it enters tapped.

: Add .

"Here below the hedron fields, souls and secrets lie entombed."

—Vivias, Witch Vessel

Coveted Prize
Sorcery

This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.

Coveted Prize
Sorcery

This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.

Drana, the Last Bloodchief
Legendary Creature — Vampire Cleric

Flying

Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.

4/4
Drana, the Last Bloodchief
Legendary Creature — Vampire Cleric

Flying

Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.

4/4
Hagra Mauling
Instant

This spell costs less to cast if an opponent controls no basic lands.

Destroy target creature.

"Din, turn around! Now!"

—Doros, expedition guide

Hagra Broodpit
Land

This land enters tapped.

: Add .

"I think we somehow got turned around."

—Doros, expedition guide

Inscription of Ruin
Sorcery

Kicker

Choose one. If this spell was kicked, choose any number instead.

• Target opponent discards two cards.

• Return target creature card with mana value 2 or less from your graveyard to the battlefield.

• Destroy target creature with mana value 3 or less.

Inscription of Ruin
Sorcery

Kicker

Choose one. If this spell was kicked, choose any number instead.

• Target opponent discards two cards.

• Return target creature card with mana value 2 or less from your graveyard to the battlefield.

• Destroy target creature with mana value 3 or less.

Nighthawk Scavenger
Creature — Vampire Rogue

Flying, deathtouch, lifelink

Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.

Under Drana's leadership, vampires are finding new strength in unity.

1+*/3
Nighthawk Scavenger
Creature — Vampire Rogue

Flying, deathtouch, lifelink

Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.

Under Drana's leadership, vampires are finding new strength in unity.

1+*/3
Nullpriest of Oblivion
Creature — Vampire Cleric

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

Lifelink

Menace (This creature can't be blocked except by two or more creatures.)

When this creature enters, if it was kicked, return target creature card from your graveyard to the battlefield.

2/1
Nullpriest of Oblivion
Creature — Vampire Cleric

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

Lifelink

Menace (This creature can't be blocked except by two or more creatures.)

When this creature enters, if it was kicked, return target creature card from your graveyard to the battlefield.

2/1
Scourge of the Skyclaves
Creature — Demon

Kicker

When you cast this spell, if it was kicked, each player loses half their life, rounded up.

Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.

*/*
Scourge of the Skyclaves
Creature — Demon

Kicker

When you cast this spell, if it was kicked, each player loses half their life, rounded up.

Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.

*/*
Shadows' Verdict
Sorcery

Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.

The shadows of death fall over everyone in the end.

Shadows' Verdict
Sorcery

Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.

The shadows of death fall over everyone in the end.