Tempest

TMP · 350 cards · Released

Advance Scout
Creature — Human Soldier Scout

First strike

: Target creature gains first strike until end of turn.

"The soldier's path is worn smooth by the tread of many feet—all in one direction, none returning."

—Oracle en-Vec

1/1
Angelic Protector
Creature — Angel

Flying

Whenever this creature becomes the target of a spell or ability, this creature gets +0/+3 until end of turn.

"My family sheltered in her light, the dark was content to wait."

—Crovax

2/2
Anoint
Instant

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)

Prevent the next 3 damage that would be dealt to target creature this turn.

Armor Sliver
Creature — Sliver

All Sliver creatures have ": This creature gets +0/+1 until end of turn."

Hanna: "We must learn how they protect each other."

Mirri: "After they're done trying to kill us, all right?"

2/2
Armored Pegasus
Creature — Pegasus

Flying

"I always charge a little extra to take on a pegasus. They fly like eagles, kick like mules, and hide like hermits."

—Tahli en-Dal, bounty hunter

1/2
Auratog
Creature — Atog

Sacrifice an enchantment: This creature gets +2/+2 until end of turn.

The auratog enjoys eating its wards.

1/2
Avenging Angel
Creature — Angel

Flying

When this creature dies, you may put it on top of its owner's library.

3/3
Circle of Protection: Black
Enchantment

: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Blue
Enchantment

: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Green
Enchantment

: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Red
Enchantment

: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Shadow
Enchantment

: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.

Circle of Protection: White
Enchantment

: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Clergy en-Vec
Creature — Human Cleric

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

"Faith's shield is hammered out by the blows of unbelievers."

—Oracle en-Vec

1/1
Cloudchaser Eagle
Creature — Bird

Flying

When this creature enters, destroy target enchantment.

When the eagle catches a cloud, it tears it into strips that fall to earth.

—Vec myth of the rains

2/2
Disenchant
Instant

Destroy target artifact or enchantment.

The swarm seemed unmoved by the artificial slivers' destruction. "They clearly were not the leaders," Hanna cursed. "I guess we'll have to do this the hard way."

Elite Javelineer
Creature — Human Soldier

Whenever this creature blocks, it deals 1 damage to target attacking creature.

"Precision is frequently more valuable than force."

—Gerrard of the Weatherlight

2/2
Field of Souls
Enchantment

Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.

Flickering Ward
Enchantment — Aura

Enchant creature

As this Aura enters, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.

: Return this Aura to its owner's hand.

Gallantry
Instant

Target blocking creature gets +4/+4 until end of turn.

Draw a card.

"Forgive me," Mirri whispered. "I thought you a burden, and you saved my life." Hanna quietly accepted the apology.

Gerrard's Battle Cry
Enchantment

: Creatures you control get +1/+1 until end of turn.

Gerrard grinned and drew his sword. "This won't be a fair fight," he called to his crew. "They should have brought a second ship!"

Hanna's Custody
Enchantment

All artifacts have shroud. (They can't be the targets of spells or abilities.)

"I protect the Legacy with my life if necessary, for its purpose is far more important than my own."

—Hanna, Weatherlight navigator

Hero's Resolve
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+5.

"Destiny, chance, fate, fortune—they're all just ways of claiming your successes without claiming your failures."

—Gerrard of the Weatherlight

Humility
Enchantment

All creatures lose all abilities and have base power and toughness 1/1.

"One cannot cleanse the wounds of failure."

—Karn, silver golem

Invulnerability
Instant

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)

The next time a source of your choice would deal damage to you this turn, prevent that damage.

Knight of Dawn
Creature — Human Knight

First strike

: This creature gains protection from the color of your choice until end of turn.

Flash like daybreak to the fray.

—Motto of the Knights of Dawn

2/2
Light of Day
Enchantment

Black creatures can't attack or block.

"I do not miss sunlight. The very memory of it burns my eyes."

—Volrath

Marble Titan
Creature — Giant

Creatures with power 3 or greater don't untap during their controllers' untap steps.

"Strapping on nine hundred pounds of armor every morning would make any warrior cross."

—Gerrard of the Weatherlight

3/3
Master Decoy
Creature — Human Soldier

, : Tap target creature.

"A skilled decoy can throw your enemies off your trail. A master decoy can survive to do it again."

—Gerrard of the Weatherlight

1/2
Mounted Archers
Creature — Human Soldier Archer

Reach (This creature can block creatures with flying.)

: This creature can block an additional creature this turn.

2/3
Oracle en-Vec
Creature — Human Wizard

: Target opponent chooses any number of creatures they control. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the beginning of that turn's end step, destroy each of the chosen creatures that didn't attack this turn. Activate only during your turn.

1/1
Orim's Prayer
Enchantment

Whenever one or more creatures attack you, you gain 1 life for each attacking creature.

"As usual, there will be time for prayer only after the worst happens."

—Orim, Samite healer

Orim, Samite Healer
Legendary Creature — Human Cleric

: Prevent the next 3 damage that would be dealt to any target this turn.

"The silkworm spins itself a new existence. So the healer weaves the threads of life."

—Orim, Samite healer

1/3
Pacifism
Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

Frozen by conscience, Karn did not resist as the moggs carried him to the Predator.

Pegasus Refuge
Enchantment

, Discard a card: Create a 1/1 white Pegasus creature token with flying.

The first Rath-born pegasus was so offended by the sky that it hid its eyes in the earth.

—Vec lore

Quickening Licid
Creature — Licid

, : This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.

Enchanted creature has first strike.

1/1
Repentance
Sorcery

Target creature deals damage to itself equal to its power.

"The cannon wasn't aimed at you!" pleaded Vhati. "I'm not sure which is more pathetic," replied Greven, "your judgment or your aim."

Sacred Guide
Creature — Human Cleric

, Sacrifice this creature: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.

1/1
Safeguard
Enchantment

: Prevent all combat damage that would be dealt by target creature this turn.

"I'm amused by wasted effort when it's not my own."

—Hanna, Weatherlight navigator

Serene Offering
Instant

Destroy target enchantment. You gain life equal to its mana value.

"A sacrifice made in peace is worth a dozen made in panic."

—Orim, Samite healer

Soltari Crusader
Creature — Soltari Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

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

"Carry war to the Dauthi, no matter the way, no matter the world."

—Soltari battle chant

2/1
Soltari Emissary
Creature — Soltari Soldier

: This creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Alone at the portal, Ertai began his meditation. He realized immediately that he was not alone.

2/1
Soltari Foot Soldier
Creature — Soltari Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

"Children of the Ruins, raised to be warriors, know that life begins when another speaks their names."

—Soltari Tales of Life

1/1
Soltari Lancer
Creature — Soltari Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

This creature has first strike as long as it's attacking.

"In times of war the victors rarely save their best for last."

—Gerrard of the Weatherlight

2/2
Soltari Monk
Creature — Soltari Monk Cleric

Protection from black

Shadow (This creature can block or be blocked by only creatures with shadow.)

"Prayer rarely explains."

—Orim, Samite healer

2/1
Soltari Priest
Creature — Soltari Cleric

Protection from red

Shadow (This creature can block or be blocked by only creatures with shadow.)

"In Rath," the priest said, "there is even greater need for prayer."

2/1
Soltari Trooper
Creature — Soltari Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever this creature attacks, it gets +1/+1 until end of turn.

"Dauthi blood is Soltari wine."

—Soltari Tales of Life

1/1
Spirit Mirror
Enchantment

At the beginning of your upkeep, if there are no Reflection tokens on the battlefield, create a 2/2 white Reflection creature token.

: Destroy target Reflection.

Staunch Defenders
Creature — Human Soldier

When this creature enters, you gain 4 life.

"Hold your position! Leave doubt for the dying!"

—Tahngarth of the Weatherlight

3/4
Talon Sliver
Creature — Sliver

All Sliver creatures have first strike.

"Keep them at sword's length!" Gerrard's order fell flat as each sliver's talon suddenly grew longer. "Hold on—break out the polearms!"

1/1
Warmth
Enchantment

Whenever an opponent casts a red spell, you gain 2 life.

"Flame grows gentle with but a little distance."

—Orim, Samite healer

Winds of Rath
Sorcery

Destroy all creatures that aren't enchanted. They can't be regenerated.

"There shall be a vast shout and then a vaster silence."

—Oracle en-Vec

Worthy Cause
Instant

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)

As an additional cost to cast this spell, sacrifice a creature.

You gain life equal to the sacrificed creature's toughness.

Benthic Behemoth
Creature — Serpent

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

"Deep devourer concealed in darkhome

Shrouded it seeks all becomes fodder

Once we swam alone and asea

But no more."

Rootwater Saga

7/6
Capsize
Instant

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)

Return target permanent to its owner's hand.

Chill
Enchantment

Red spells cost more to cast.

"Temper, temper."

—Ertai, wizard adept

Counterspell
Instant

Counter target spell.

"It was probably a lousy spell in the first place."

—Ertai, wizard adept

Dismiss
Instant

Counter target spell.

Draw a card.

"There is nothing you can do that I cannot simply deny."

—Ertai, wizard adept

Dream Cache
Sorcery

Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.

"The sanctity of poverty is an invention of the rich."

—Starke

Duplicity
Enchantment

When this enchantment enters, exile the top five cards of your library face down.

At the beginning of your upkeep, you may exile all cards from your hand face down. If you do, put all other cards you own exiled with this enchantment into your hand.

At the beginning of your end step, discard a card.

When you lose control of this enchantment, put all cards exiled with this enchantment into their owner's graveyard.