Shadowmoor

SHM · 302 cards · Released

Apothecary Initiate
Creature — Kithkin Cleric

Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.

Kithkin jealously hoard their knowledge of poultices and remedies so that no outside threat can benefit from their wisdom.

1/1
Armored Ascension
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each Plains you control and has flying.

"Why enchant feathers to make them sturdy when we can enchant shields to make them fly?"

—Braenna, cobblesmith

Ballynock Cohort
Creature — Kithkin Soldier

First strike

This creature gets +1/+1 as long as you control another white creature.

A kithkin's worst enemy is solitude.

2/2
Barrenton Medic
Creature — Kithkin Cleric

: Prevent the next 1 damage that would be dealt to any target this turn.

Put a -1/-1 counter on this creature: Untap this creature.

His dreams are filled with noxious powders and clinking vials.

0/4
Boon Reflection
Enchantment

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

Kithkin healers chant the clan songs of both their parents over the broth to double its curative effect.

Goldenglow Moth
Creature — Insect

Flying

Whenever this creature blocks, you may gain 4 life.

Ordinary moths follow it, drawn to its light.

0/1
Greater Auramancy
Enchantment

Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)

Enchanted creatures you control have shroud.

A delicate veil of glamers can prove as sturdy as iron.

Inquisitor's Snare
Instant

Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.

Driven by their paranoia, kithkin inflict on their foes all the agonies they believe would have been inflicted on them.

Kithkin Rabble
Creature — Kithkin

Vigilance

Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.

If even the slightest hint of panic enters the thoughtweft, bakers, potters, and even medics drop their spoons and salves to take up arms.

*/*
Kithkin Shielddare
Creature — Kithkin Soldier

, : Target blocking creature gets +2/+2 until end of turn.

The nova glyph is a potent symbol. A shield embossed with it can resist the force of even the most determined giant.

1/1
Last Breath
Instant

Exile target creature with power 2 or less. Its controller gains 4 life.

"Tsk. You'd think those nasty merrows would know how to hold their breath."

—Olka, mistmeadow witch

Mass Calcify
Sorcery

Destroy all nonwhite creatures.

The dead serve as their own tombstones.

Mine Excavation
Sorcery

Return target artifact or enchantment card from a graveyard to its owner's hand.

Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Mistmeadow Skulk
Creature — Kithkin Rogue

Lifelink, protection from mana value 3 or greater

Doyo suspected the boggarts of brewing a plot against his crop, so he scythed away his grain to clear the sightlines.

1/1
Niveous Wisps
Instant

Target creature becomes white until end of turn. Tap that creature.

Draw a card.

In a world devoid of sun, illumination comes from cheerless fires or the wandering spirits of the dead.

Order of Whiteclay
Creature — Kithkin Cleric

, : Return target creature card with mana value 3 or less from your graveyard to the battlefield. ( is the untap symbol.)

Made from the clay of burial mounds, the face paint of the priests is a sign of their respect for those whose rest they interrupt.

1/4
Pale Wayfarer
Creature — Spirit Giant

, : Target creature gains protection from the color of its controller's choice until end of turn. ( is the untap symbol.)

As it wandered Shadowmoor, it did not remember its crime—only its shame.

4/4
Prison Term
Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Whenever a creature an opponent controls enters, you may attach this Aura to that creature.

Clear out the cell. Bring in the next prisoner.

Resplendent Mentor
Creature — Kithkin Cleric

White creatures you control have ": You gain 1 life."

Thoughtweft gives new meaning to the phrase "common knowledge."

2/2
Rune-Cervin Rider
Creature — Elf Knight

Flying

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

Things of beauty are in constant peril. The riders whisk them to safety, ahead of the encroaching darkness.

2/2
Runed Halo
Enchantment

As this enchantment enters, choose a card name.

You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)

Safehold Sentry
Creature — Elf Warrior

, : This creature gets +0/+2 until end of turn. ( is the untap symbol.)

"These bracers were worn by my father and by his mother before him. Boggart fangs have shattered on them. Cinder flames have withered at their touch. While I wear them, the safehold will not fall."

2/2
Spectral Procession
Sorcery

Create three 1/1 white Spirit creature tokens with flying.

"The dead have it easy. They suffer no more. If breaking their rest helps the living, so be it."

—Olka, mistmeadow witch

Strip Bare
Instant

Destroy all Auras and Equipment attached to target creature.

"All glamers lifted, all lies revealed, all flesh exposed."

—Awylla, elvish safewright

Twilight Shepherd
Creature — Angel

Flying, vigilance

When this creature enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn.

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

5/5
Windbrisk Raptor
Creature — Bird

Flying

Attacking creatures you control have lifelink.

It awakened to gloom-fouled skies and responded with a righteous rage that shook the heavens.

5/7
Woeleecher
Creature — Elemental

, : Remove a -1/-1 counter from target creature. If you do, you gain 2 life.

One head senses the curse. The second loosens it from the soul. The third drinks it as an invigorating mist.

3/5
Advice from the Fae
Sorcery

( can be paid with any two mana or with . This card's mana value is 6.)

Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.

Biting Tether
Enchantment — Aura

Enchant creature

You control enchanted creature.

At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.

A chain of lies as strong as steel.

Briarberry Cohort
Creature — Faerie Soldier

Flying

This creature gets +1/+1 as long as you control another blue creature.

A clique can cause far more mischief than one faerie on its own.

1/1
Cerulean Wisps
Instant

Target creature becomes blue until end of turn. Untap that creature.

Draw a card.

"If you see ghostly lights by the river, eat three twigs of marshroot to ward off kelpies."

—Kithkin superstition

Consign to Dream
Instant

Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.

"Dreams are fleeting. Reality even more so."

—Oona, queen of the fae

Counterbore
Instant

Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and exile them. Then that player shuffles.

Cursecatcher
Creature — Merfolk Wizard

Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays .

"Of all the things that can be stolen, opportunity is the most valuable."

1/1
Deepchannel Mentor
Creature — Merfolk Rogue

Blue creatures you control can't be blocked.

The rivers can no longer provide safe passage for travelers and commerce. They serve only as highways for raiders and channels for blood and woe.

2/2
Drowner Initiate
Creature — Merfolk Wizard

Whenever a player casts a blue spell, you may pay . If you do, target player mills two cards.

Nothing satisfies a merrow as much as drowning what it cannot have.

1/1
Faerie Swarm
Creature — Faerie

Flying

Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.

Untouched by the Aurora, Oona's faeries greeted the night like any other day.

*/*
Flow of Ideas
Sorcery

Draw a card for each Island you control.

"Beware the merrows, whose envy and covetousness surpasses even that of the ravenous whirlpools where they dwell."

The Book of Other Folk

Ghastly Discovery
Sorcery

Draw two cards, then discard a card.

Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Korrigans, spirits bound to sources of water, shriek when they come upon their own drowned corpses.

Isleback Spawn
Creature — Kraken

Shroud (This creature can't be the target of spells or abilities.)

This creature gets +4/+8 as long as a library has twenty or fewer cards in it.

The more deadly the lake monster, the shorter the tale.

4/8
Kinscaer Harpoonist
Creature — Kithkin Soldier

Flying

Whenever this creature attacks, you may have target creature lose flying until end of turn.

The suspicious kithkin of Kinscaer patrol the skies, their eyes attuned to the shapes of outsiders.

2/2
Knacksaw Clique
Creature — Faerie Rogue

Flying

, : Target opponent exiles the top card of their library. Until end of turn, you may play that card. ( is the untap symbol.)

Most of the Knacksaw clique's skills were hewn from the minds of others.

1/4
Leech Bonder
Creature — Merfolk Soldier

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

, : Move a counter from target creature onto a second target creature. ( is the untap symbol.)

Some don't know his face, but his pets are a dead giveaway.

3/3
Merrow Wavebreakers
Creature — Merfolk Soldier

, : This creature gains flying until end of turn. ( is the untap symbol.)

The merrows' prey have retreated from the shore, so they have learned to follow.

3/3
Parapet Watchers
Creature — Kithkin Soldier

: This creature gets +0/+1 until end of turn.

A kithkin doun is not so much a town as a fortress, built to withstand the constantly besieging darkness. Only those most watchful and trustworthy are tasked with guarding its walls.

2/2
Prismwake Merrow
Creature — Merfolk Wizard

Flash

When this creature enters, target permanent becomes the color or colors of your choice until end of turn.

"Seeing is believing" is a fact the merrows ruthlessly exploit in their dealings with the other residents of Shadowmoor.

2/1
Puca's Mischief
Enchantment

At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with equal or lesser mana value.

Put Away
Instant

Counter target spell. You may shuffle up to one target card from your graveyard into your library.

Kithkin spellbottlers spend half their time preserving old memories and the other half punishing the new.

River Kelpie
Creature — Beast

Whenever this creature or another permanent enters from a graveyard, draw a card.

Whenever a player casts a spell from a graveyard, draw a card.

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

3/3
Savor the Moment
Sorcery

Take an extra turn after this one. Skip the untap step of that turn.

The merrow took a moment for herself. She never gave it back.

Sinking Feeling
Enchantment — Aura

Enchant creature

Enchanted creature doesn't untap during its controller's untap step.

Enchanted creature has ", Put a -1/-1 counter on this creature: Untap this creature."

Spell Syphon
Instant

Counter target spell unless its controller pays for each blue permanent you control.

Warrik Brutehexer felt betrayed that his aura favored the depths of the Wanderbrine River over its rightful place, hovering around him.

Thought Reflection
Enchantment

If you would draw a card, draw two cards instead.

Knowledge fills the mind of a fool and opens the mind of the sage.

Whimwader
Creature — Elemental

This creature can't attack unless defending player controls a blue permanent.

"Thought? Deceit? Progress? Now you're just making it hungry."

—Abral, kithkin alchemist

6/4
Aphotic Wisps
Instant

Target creature becomes black and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)

Draw a card.

Merrows skulk the silty bogs around the Wanderbrine, their very thoughts stained with evil.

Ashenmoor Cohort
Creature — Elemental Warrior

This creature gets +1/+1 as long as you control another black creature.

"None will concede a place for us in this world. If it is not for us, neither shall it be for them. We rest not until they choke in its cold ashes."

—Illulia of Nighthearth

4/3
Beseech the Queen
Sorcery

( can be paid with any two mana or with . This card's mana value is 6.)

Search your library for a card with mana value less than or equal to the number of lands you control, reveal it, put it into your hand, then shuffle.

Those who hear her go mad with inspiration.

Blowfly Infestation
Enchantment

Whenever a creature dies, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature.

When the giant Tollek Worldslayer fell, a corruption erupted from his corpse to carry on his name.

Cinderbones
Creature — Elemental Skeleton

Wither (This deals damage to creatures in the form of -1/-1 counters.)

: Regenerate this creature.

Not all coals lie quietly in their beds of cold ash.

1/1
Cinderhaze Wretch
Creature — Elemental Shaman

: Target player discards a card. Activate only during your turn.

Put a -1/-1 counter on this creature: Untap this creature.

Thick smoke billows and twists to form disturbing faces that cackle and click their teeth to the popping embers.

3/2