Shadowmoor

SHM · 302 cards · Released

Seedcradle Witch
Creature — Elf Shaman

: Target creature gets +3/+3 until end of turn. Untap that creature.

She whispered a prayer for strength, and her wishes wafted away like seeds on the wind.

1/1
Shield of the Oversoul
Enchantment — Aura

Enchant creature

As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)

As long as enchanted creature is white, it gets +1/+1 and has flying.

Wheel of Sun and Moon
Enchantment — Aura

Enchant player

If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.

Every life ends, but life itself never does.

Wilt-Leaf Cavaliers
Creature — Elf Knight

Vigilance

Every elf in Shadowmoor is charged from birth with a terrible duty: to strike back against the ugliness and darkness, even though they are all around and seemingly without end.

3/4
Wilt-Leaf Liege
Creature — Elf Knight

( can be paid with either or .)

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

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

If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.

4/4
Blazethorn Scarecrow
Artifact Creature — Scarecrow

This creature has haste as long as you control a red creature.

This creature has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)

3/3
Blight Sickle
Artifact — Equipment

Equipped creature gets +1/+0 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)

Equip

Its scars cut deeper than its blade.

Cauldron of Souls
Artifact

: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it 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.)

Chainbreaker
Artifact Creature — Scarecrow

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

, : Remove a -1/-1 counter from target creature.

Scarecrows deemed too malevolent to roam free are shackled to boulders or dolmen stones. Their animosity usually outlives the chains.

3/3
Elsewhere Flask
Artifact

When this artifact enters, draw a card.

Sacrifice this artifact: Choose a basic land type. Each land you control becomes that type until end of turn.

One night Oona bottled the sky. The next night she aligned the stars and released it.

Gnarled Effigy
Artifact

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

"Bits of fallen scarecrow, laces of elfskin leather, teeth of an axeshark merrow . . . An industrious soul can find new uses for the most mundane items."

—Mowagh the Gwyllion

Grim Poppet
Artifact Creature — Scarecrow

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

Remove a -1/-1 counter from this creature: Put a -1/-1 counter on another target creature.

Beware a scarecrow bearing gifts—especially sloshing vessels of acid.

4/4
Heap Doll
Artifact Creature — Scarecrow

Sacrifice this creature: Exile target card from a graveyard.

"I know one night it won't come back. Then I'll know it's truly done its job."

—Braenna, cobblesmith

1/1
Illuminated Folio
Artifact — Book

, , Reveal two cards from your hand that share a color: Draw a card.

Most such relics remain clasped shut for fear of what ominous truths might be carved into the diptych inside.

Lockjaw Snapper
Artifact Creature — Scarecrow

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

When this creature dies, put a -1/-1 counter on each creature with a -1/-1 counter on it.

2/2
Lurebound Scarecrow
Artifact Creature — Scarecrow

As this creature enters, choose a color.

When you control no permanents of the chosen color, sacrifice this creature.

It's a fool's race to run if all is lost if it be won.

4/4
Painter's Servant
Artifact Creature — Scarecrow

As this creature enters, choose a color.

All cards that aren't on the battlefield, spells, and permanents are the chosen color in addition to their other colors.

It gathers hues from the twilight mist so that its master can paint a better world.

1/3
Pili-Pala
Artifact Creature — Scarecrow

Flying

, : Add one mana of any color. ( is the untap symbol.)

It wasn't really expected to fly. Then again, it wasn't expected to move, either.

1/1
Rattleblaze Scarecrow
Artifact Creature — Scarecrow

This creature has persist as long as you control a black creature. (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.)

This creature has haste as long as you control a red creature.

5/3
Reaper King
Legendary Artifact Creature — Scarecrow

( can be paid with any two mana or with . This card's mana value is 10.)

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

Whenever another Scarecrow you control enters, destroy target permanent.

It's harvest time.

6/6
Revelsong Horn
Artifact

, , Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.

A deflated sigh breathed into the horn emerges as an inspiring melody.

Scrapbasket
Artifact Creature — Scarecrow

: This creature becomes all colors until end of turn.

Once a tool of kithkin farmers, scarecrows of all shapes now skitter and lurch across Shadowmoor, animated by residual rustic magics.

3/2
Scuttlemutt
Artifact Creature — Scarecrow

: Add one mana of any color.

: Target creature becomes the color or colors of your choice until end of turn.

Built to shuttle goods from the river, it took off one day carrying a cauldron of dyes.

2/2
Tatterkite
Artifact Creature — Scarecrow

Flying

This creature can't have counters put on it.

"I rigged it together from wicker and scrap, yet somehow I find it unalterably perfect."

—Braenna, cobblesmith

2/1
Thornwatch Scarecrow
Artifact Creature — Scarecrow

This creature has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)

This creature has vigilance as long as you control a white creature.

4/4
Trip Noose
Artifact

, : Tap target creature.

A taut slipknot trigger is the only thing standing between you and standing.

Umbral Mantle
Artifact — Equipment

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

Equip

It harnesses the power of night in a land where daylight fears to show itself.

Watchwing Scarecrow
Artifact Creature — Scarecrow

This creature has vigilance as long as you control a white creature.

This creature has flying as long as you control a blue creature.

The wings are held in place by wicker rods. The rods are held in place by pure faith.

2/4
Wicker Warcrawler
Artifact Creature — Scarecrow

Whenever this creature attacks or blocks, put a -1/-1 counter on it at end of combat.

It's the twisted creation of a kithkin diviner who dreamed of very large crows.

6/6
Wingrattle Scarecrow
Artifact Creature — Scarecrow

This creature has flying as long as you control a blue creature.

This creature has persist as long as you control a black creature. (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
Fire-Lit Thicket
Land

: Add .

, : Add , , or .

Occupancy of the den changes from night to night as boggart gangs fight for control of a place they aren't willing to simply eat.

Graven Cairns
Land

: Add .

, : Add , , or .

"Here did the Extinguisher steal the light from the world. Here will we sacrifice her to bring the Great Rekindling to our people."

—Illulia of Nighthearth

Leechridden Swamp
Land — Swamp

(: Add .)

This land enters tapped.

, : Each opponent loses 1 life. Activate only if you control two or more black permanents.

Madblind Mountain
Land — Mountain

(: Add .)

This land enters tapped.

, : Shuffle your library. Activate only if you control two or more red permanents.

Mistveil Plains
Land — Plains

(: Add .)

This land enters tapped.

, : Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.

Moonring Island
Land — Island

(: Add .)

This land enters tapped.

, : Look at the top card of target player's library. Activate only if you control two or more blue permanents.

Mystic Gate
Land

: Add .

, : Add , , or .

The gate of every kithkin doun is a cunning trap, intended to spill visitors into an oubliette from which there is no escape.

Reflecting Pool
Land

: Add one mana of any type that a land you control could produce.

Does it reflect the future that once was or the past that can never be?

Reflecting Pool
Land

: Add one mana of any type that a land you control could produce.

Does it reflect the future that once was or the past that can never be?

Sapseep Forest
Land — Forest

(: Add .)

This land enters tapped.

, : You gain 1 life. Activate only if you control two or more green permanents.

Sunken Ruins
Land

: Add .

, : Add , , or .

Without the care of the tideshapers, the Lanes lie neglected. Some have flooded entire towns; others dried to cracked mud.

Wooded Bastion
Land

: Add .

, : Add , , or .

The elves of Wilt-Leaf Wood continually expand the palisade surrounding the sanctuary. They hope to one day enclose the entire forest within its walls.

Plains
Basic Land — Plains

(: Add .)

Plains
Basic Land — Plains

(: Add .)

Plains
Basic Land — Plains

(: Add .)

Plains
Basic Land — Plains

(: Add .)

Island
Basic Land — Island

(: Add .)

Island
Basic Land — Island

(: Add .)

Island
Basic Land — Island

(: Add .)

Island
Basic Land — Island

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Forest
Basic Land — Forest

(: Add .)

Forest
Basic Land — Forest

(: Add .)