Shadowmoor

SHM · 302 cards · Released

Ashenmoor Liege
Creature — Elemental Knight

Other black creatures you control get +1/+1.

Other red creatures you control get +1/+1.

Whenever this creature becomes the target of a spell or ability an opponent controls, that player loses 4 life.

Cinders carry an ancestral grudge that makes them slow to trust and quick to retaliate.

4/1
Cultbrand Cinder
Creature — Elemental Shaman

When this creature enters, put a -1/-1 counter on target creature.

"Your seared flesh will be the first step in your journey to dark enlightenment."

3/3
Demigod of Revenge
Creature — Spirit Avatar

When you cast this spell, return all cards named Demigod of Revenge from your graveyard to the battlefield.

Flying, haste

"His laugh, a bellowing, deathly din, slices through the heavens, making them bleed."

The Seer's Parables

5/4
Din of the Fireherd
Sorcery

Create a 5/5 black and red Elemental creature token. Target opponent sacrifices a creature of their choice for each black creature you control, then sacrifices a land of their choice for each red creature you control.

Vengeance in stampede form.

Emberstrike Duo
Creature — Elemental Warrior Shaman

Whenever you cast a black spell, this creature gets +1/+1 until end of turn.

Whenever you cast a red spell, this creature gains first strike until end of turn.

1/1
Everlasting Torment
Enchantment

Players can't gain life.

Damage can't be prevented.

All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)

When night fell, the plane itself was scarred.

Fists of the Demigod
Enchantment — Aura

Enchant creature

As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)

As long as enchanted creature is red, it gets +1/+1 and has first strike.

Fulminator Mage
Creature — Elemental Shaman

Sacrifice this creature: Destroy target nonbasic land.

"Unsafe Terrain Ahead—Turn Back"

—Sign near the former location of Pyrtagh Cairn

2/2
Grief Tyrant
Creature — Horror

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

When this creature dies, put a -1/-1 counter on target creature for each -1/-1 counter on this creature.

8/8
Kulrath Knight
Creature — Elemental Knight

Flying

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

Creatures your opponents control with counters on them can't attack or block.

Mounted cinders circle the blasted peak at Kulrath, hunting the Extinguisher.

3/3
Manaforge Cinder
Creature — Elemental Shaman

: Add or . Activate no more than three times each turn.

Cinder mystics set traps for sluaghs and other spirits of flame, seeking to extract the secrets of the fire their own hearts have lost.

1/1
Murderous Redcap
Creature — Goblin Assassin

When this creature enters, it deals damage equal to its power to any target.

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.)

2/2
Poison the Well
Sorcery

Destroy target land. Poison the Well deals 2 damage to that land's controller.

Wells that provide clean, unhaunted water are rare enough to be worth building an entire town around.

Scar
Instant

Put a -1/-1 counter on target creature.

"What is a scar? A sign of courage in the face of danger? A mere trick of flesh? Or a constant reminder of agonizing pain, and the follies of war."

—Illulia of Nighthearth

Sootstoke Kindler
Creature — Elemental Shaman

Haste

: Target black or red creature gains haste until end of turn.

"Nothing warms my heart better than a spirit kindled with rage."

1/1
Sootwalkers
Creature — Elemental Rogue

This creature can't be blocked by white creatures.

"Why allow the fires of others to burn, when ours do not? Why leave them content, while we suffer? If there is to be misery, let it be borne by all."

3/3
Spiteflame Witch
Creature — Elemental Shaman

: Each player loses 1 life.

Cinder beliefs revolve around the Path of Sorrow, a spiritual descent into oblivion. They don't mind taking others on their journey down.

2/1
Spiteful Visions
Enchantment

At the beginning of each player's draw step, that player draws an additional card.

Whenever a player draws a card, this enchantment deals 1 damage to that player.

Knowledge brings the sting of disillusionment, but the pain teaches perspective.

Torrent of Souls
Sorcery

Return up to one target creature card from your graveyard to the battlefield if was spent to cast this spell. Creatures target player controls get +2/+0 and gain haste until end of turn if was spent to cast this spell. (Do both if was spent.)

Traitor's Roar
Sorcery

Tap target untapped creature. It deals damage equal to its power to its controller.

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.)

Tyrannize
Sorcery

Target player discards their hand unless they pay 7 life.

"I can stab you where it hurts, or where you will feel absolutely nothing."

—Illulia of Nighthearth

Boartusk Liege
Creature — Goblin Knight

Trample

Other red creatures you control get +1/+1.

Other green creatures you control get +1/+1.

The boar leads its rider to victory in battle, but it doesn't know how close it is to becoming the victory feast.

3/4
Boggart Ram-Gang
Creature — Goblin Warrior

Haste

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

"We're going to need a bigger gate."

—Bowen, Barrenton guardcaptain

3/3
Deus of Calamity
Creature — Spirit Avatar

Trample

Whenever this creature deals 6 or more damage to an opponent, destroy target land that player controls.

"He bears the marks of ages upon his skin, memories of dreams long dead and best left buried."

The Seer's Parables

6/6
Firespout
Sorcery

Firespout deals 3 damage to each creature without flying if was spent to cast this spell and 3 damage to each creature with flying if was spent to cast this spell. (Do both if was spent.)

Fossil Find
Sorcery

Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose.

"Some secrets want to be revealed. They burst through the soil of their own accord."

—Dindun of Kulrath Mine

Giantbaiting
Sorcery

Create a 4/4 red and green Giant Warrior creature token with haste. Exile it at the beginning of the next end step.

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.)

Guttural Response
Instant

Counter target blue instant spell.

Wort had a raiding-bellow that could shatter steel, melt auras, and slice countermagic in half.

Impromptu Raid
Enchantment

: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card onto the battlefield. That creature gains haste. Sacrifice it at the beginning of the next end step.

For the Scuzzback gang, it's always "raid o'clock."

Loamdragger Giant
Creature — Giant Warrior

Giants sleep soundly and long, sometimes for long enough that a crust of earth and moss grows over them. But inevitably something disturbs their slumber, and they wake unhappy.

7/6
Manamorphose
Instant

Add two mana in any combination of colors.

Draw a card.

For a moment, objects of pure mana glimmered in the wonderstruck boggart's hands. In the next moment, they were in his mouth, as he chewed contentedly.

Morselhoarder
Creature — Elemental

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

Remove a -1/-1 counter from this creature: Add one mana of any color.

It scours the hills for living matter, savoring even the tang of poisonous fungi.

6/4
Mudbrawler Raiders
Creature — Goblin Warrior

This creature can't be blocked by blue creatures.

To reach the ravine of the Wanderbrine River, they were told to take the shortcut "through the mountains." They took the directions literally.

3/3
Rosheen Meanderer
Legendary Creature — Giant Shaman

: Add . Spend this mana only on costs that contain .

Night after night, Rosheen babbled about a bygone sunlit world, her every word dismissed as a madwoman's ravings.

4/4
Runes of the Deus
Enchantment — Aura

Enchant creature

As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)

As long as enchanted creature is green, it gets +1/+1 and has trample.

Scuzzback Marauders
Creature — Goblin Warrior

Trample

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.)

5/2
Scuzzback Scrapper
Creature — Goblin Warrior

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

The Scuzzback gang scavenges rusty armor covered in barbed protrusions. No threat is more effective than the threat of infection.

1/1
Tattermunge Duo
Creature — Goblin Warrior Shaman

Whenever you cast a red spell, this creature gets +1/+1 until end of turn.

Whenever you cast a green spell, this creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)

2/3
Tattermunge Maniac
Creature — Goblin Warrior

This creature attacks each combat if able.

It shows up at one meal wearing the carcass of the last.

2/1
Tattermunge Witch
Creature — Goblin Shaman

: Each blocked creature gets +1/+0 and gains trample until end of turn.

The Tattermunge gang has no words for the spell that whips their instinctual rage into a frenzy. They only know they like it.

2/1
Valleymaker
Creature — Giant Shaman

, Sacrifice a Mountain: This creature deals 3 damage to target creature.

, Sacrifice a Forest: Choose a player. That player adds .

Their home uprooted by a giant, the gang of boggarts mourned their old stomping ground.

5/5
Vexing Shusher
Creature — Goblin Shaman

This spell can't be countered.

: Target spell can't be countered.

The stench of bloodcap mushrooms on the breath is enough to ward off even the most potent magics, especially when combined with a special chant: "Hushhh."

2/2
Wort, the Raidmother
Legendary Creature — Goblin Shaman

When Wort enters, create two 1/1 red and green Goblin Warrior creature tokens.

Each red or green instant or sorcery spell you cast has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)

3/3
Barkshell Blessing
Instant

Target creature gets +2/+2 until end of turn.

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.)

Dawnglow Infusion
Sorcery

You gain X life if was spent to cast this spell and X life if was spent to cast this spell. (Do both if was spent.)

Dawnglove bloom is a potent nostrum, but the dawnglow brewed from its sap is nothing less than life itself.

Elvish Hexhunter
Creature — Elf Shaman

, , Sacrifice this creature: Destroy target enchantment.

"All manner of curses, blights, and luckspoils infect Shadowmoor. We stalk them all, one perilous quest at a time."

1/1
Fracturing Gust
Instant

Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.

Elvish dawnhands test a relic's worthiness before collecting it for the safehold. If it can't stand up to a stiff breeze, it's left behind.

Heartmender
Creature — Elemental

At the beginning of your upkeep, remove a -1/-1 counter from each creature you control.

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.)

2/2
Kitchen Finks
Creature — Ouphe

When this creature enters, you gain 2 life.

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.)

Accept one favor from an ouphe, and you're doomed to accept another.

3/2
Medicine Runner
Creature — Elf Cleric

When this creature enters, you may remove a counter from target permanent.

Elvish healers carry vials of the balm known as dawnglow, reserving it for those wounds that herbs cannot treat.

2/1
Mercy Killing
Instant

Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.

"We will give you the peace you seek, though you may not yet know you seek it."

Old Ghastbark
Creature — Treefolk Warrior

"Beware of trees that talk. Their words are threats. And mind the ones that sway and creak. They too threaten us, but in a foreign tongue."

The Book of Other Folk

3/6
Oracle of Nectars
Creature — Elf Cleric

, : You gain X life.

When elves find a fount of beauty, they protect it. Where there is beauty, there is hope.

2/2
Oversoul of Dusk
Creature — Spirit Avatar

Protection from blue, from black, and from red

"Some say she hid the sun herself, a desperate act to save it from its ultimate extinction."

The Seer's Parables

5/5
Raven's Run Dragoon
Creature — Elf Knight

This creature can't be blocked by black creatures.

"I have a gift. The ability to sense encroaching darkness has saved many lives. And yet constantly feeling the force of so much ugliness is a terrible burden."

3/3
Reknit
Instant

Regenerate target permanent.

"An axe may break upon a ribbon if the ribbon's will is the stronger."

—Awylla, elvish safewright

Rhys the Redeemed
Legendary Creature — Elf Warrior

, : Create a 1/1 green and white Elf Warrior creature token.

, : For each creature token you control, create a token that's a copy of that creature.

Whole again in honor and horn.

1/1
Safehold Duo
Creature — Elf Warrior Shaman

Whenever you cast a green spell, this creature gets +1/+1 until end of turn.

Whenever you cast a white spell, this creature gains vigilance until end of turn.

2/4
Safehold Elite
Creature — Elf Scout

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.)

"I refuse to die—not at the hands of one such as you."

2/2
Safewright Quest
Sorcery

Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.

Elves search for sources of beauty in a nighted world. Meanwhile, the nighted world searches for the blood of elves.