Worldwake

WWK · 145 cards · Released

Admonition Angel
Creature — Angel

Flying

Landfall — Whenever a land you control enters, you may exile target nonland permanent other than this creature.

When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.

6/6
Apex Hawks
Creature — Bird

Multikicker (You may pay an additional any number of times as you cast this spell.)

Flying

This creature enters with a +1/+1 counter on it for each time it was kicked.

2/2
Archon of Redemption
Creature — Archon

Flying

Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.

Until Emeria is freed, he raises his sword in her name.

3/4
Battle Hurda
Creature — Giant

First strike

"Murasan hurdas were too aggressive to tolerate a harness, so we put them on guard duty. Now the bandits can't get within spitting distance of us."

—Bruse Tarl, Goma Fada nomad

3/3
Fledgling Griffin
Creature — Griffin

Landfall — Whenever a land you control enters, this creature gains flying until end of turn.

"We're making progress, but its desire to explore still far exceeds its ability."

—Amadi, Halimar griffin-master

2/2
Guardian Zendikon
Enchantment — Aura

Enchant land

Enchanted land is a 2/6 white Wall creature with defender. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Hada Freeblade
Creature — Human Soldier Ally

Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.

"I toiled in Kazuul's mines when I was eight. I think I'm tough enough for a little hiking."

0/1
Iona's Judgment
Sorcery

Exile target creature or enchantment.

Beneath the gaze of angels, only the righteous may stand without fear.

Join the Ranks
Instant

Create two 1/1 white Soldier Ally creature tokens.

Expeditionary houses are notorious for their rivalries. But when adventurers meet in the wilderness, the instinct for mutual survival outweighs petty grudges.

Kitesail Apprentice
Creature — Kor Soldier

As long as this creature is equipped, it gets +1/+1 and has flying.

Carving lines through the sky, kite sailors map trails for the pilgrims below to follow.

1/1
Kor Firewalker
Creature — Kor Soldier

Protection from red

Whenever a player casts a red spell, you may gain 1 life.

"A river of lava is just another river to cross."

2/2
Lightkeeper of Emeria
Creature — Angel

Multikicker (You may pay an additional any number of times as you cast this spell.)

Flying

When this creature enters, you gain 2 life for each time it was kicked.

2/4
Loam Lion
Creature — Cat

This creature gets +1/+2 as long as you control a Forest.

In Zendikar, today's grassland could be tomorrow's jungle, and hunting grounds change as quickly as the weather.

1/1
Marsh Threader
Creature — Kor Scout

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

"Give me a sturdy rope over the advice of any so-called expert. I can thread the dark wilds better than anyone."

2/1
Marshal's Anthem
Enchantment

Multikicker (You may pay an additional any number of times as you cast this spell.)

Creatures you control get +1/+1.

When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.

Perimeter Captain
Creature — Human Soldier

Defender

Whenever a creature you control with defender blocks, you may gain 2 life.

"We stand between the jaws of chaos and the mantle of order."

0/4
Refraction Trap
Instant — Trap

If an opponent cast a red instant or sorcery spell this turn, you may pay rather than pay this spell's mana cost.

Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to any target.

Rest for the Weary
Instant

Target player gains 4 life.

Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.

Zendikar is a brutal taskmaster, but sometimes it offers unexpected solace.

Ruin Ghost
Creature — Spirit

, : Exile target land you control, then return it to the battlefield under your control.

The Forsaken Ones haunt the ruins that flicker in and out of the spirit realm. Such sites are hard to find and even harder to loot.

1/1
Stoneforge Mystic
Creature — Kor Artificer

When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

, : You may put an Equipment card from your hand onto the battlefield.

1/2
Talus Paladin
Creature — Human Knight Ally

Whenever this creature or another Ally you control enters, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on this creature.

"Why fill pockets with gold when you can fill hearts with conviction?"

2/3
Terra Eternal
Enchantment

All lands have indestructible.

"If this world could make a wish, it would be to survive the parasites who loot its treasures and threaten its life force."

—Saidah, Joraga hunter

Veteran's Reflexes
Instant

Target creature gets +1/+1 until end of turn. Untap that creature.

"Assume everything wants to kill you. At the very least, assume everything wants what's in your pack."

Aether Tradewinds
Instant

Return target permanent you control and target permanent you don't control to their owners' hands.

"The wind smells of misfortune. Check your knots."

—Anitan, Ondu cleric

Calcite Snapper
Creature — Turtle

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

Landfall — Whenever a land you control enters, you may switch this creature's power and toughness until end of turn.

1/4
Dispel
Instant

Counter target instant spell.

The Jwari winds undo reality as easily as they scatter a pile of leaves.

Enclave Elite
Creature — Merfolk Soldier

Multikicker (You may pay an additional any number of times as you cast this spell.)

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

This creature enters with a +1/+1 counter on it for each time it was kicked.

2/2
Goliath Sphinx
Creature — Sphinx

Flying

He makes his home on the tallest mountain in Sejiri, where the vista is as endless as his patience.

8/7
Halimar Excavator
Creature — Human Wizard Ally

Whenever this creature or another Ally you control enters, target player mills X cards, where X is the number of Allies you control.

1/3
Horizon Drake
Creature — Drake

Flying, protection from lands

Using thermal updrafts and gravity currents, drakes eat and sleep in the air. Some never touch the ground from birth until death.

3/1
Jace, the Mind Sculptor
Legendary Planeswalker — Jace

[+2]: Look at the top card of target player's library. You may put that card on the bottom of that player's library.

[0]: Draw three cards, then put two cards from your hand on top of your library in any order.

[−1]: Return target creature to its owner's hand.

[−12]: Exile all cards from target player's library, then that player shuffles their hand into their library.

Loyalty: 3
Jwari Shapeshifter
Creature — Shapeshifter Ally

You may have this creature enter as a copy of any Ally creature on the battlefield.

"The best expedition would be an entire team of me."

0/0
Mysteries of the Deep
Instant

Draw two cards.

Landfall — If you had a land enter the battlefield under your control this turn, draw three cards instead.

"The Roil is destructive, but not random. It's Zendikar's way of revealing secrets."

—Ilori, merfolk falconer

Permafrost Trap
Instant — Trap

If an opponent had a green creature enter the battlefield under their control this turn, you may pay rather than pay this spell's mana cost.

Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.

Quest for Ula's Temple
Enchantment

At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on this enchantment.

At the beginning of each end step, if there are three or more quest counters on this enchantment, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.

Sejiri Merfolk
Creature — Merfolk Soldier

As long as you control a Plains, this creature has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

2/1
Selective Memory
Sorcery

Search your library for any number of nonland cards, exile them, then shuffle.

"I of all people know that memory is not a safe place to hide valuables."

—Jace Beleren

Spell Contortion
Instant

Multikicker (You may pay an additional any number of times as you cast this spell.)

Counter target spell unless its controller pays . Draw a card for each time Spell Contortion was kicked.

Surrakar Banisher
Creature — Surrakar

When this creature enters, you may return target tapped creature to its owner's hand.

Surrakar grab things they don't want.

3/3
Thada Adel, Acquisitor
Legendary Creature — Merfolk Rogue

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

Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.

2/2
Tideforce Elemental
Creature — Elemental

, : You may tap or untap another target creature.

Landfall — Whenever a land you control enters, you may untap this creature.

Ebb and flow, high tide and low, quick as sand and just as slow.

2/1
Treasure Hunt
Sorcery

Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.

"The longer the journey, the more one learns."

—Isanke, Halimar seastalker

Twitch
Instant

You may tap or untap target artifact, creature, or land.

Draw a card.

"The flow is diverted. Your path is clear. What are you waiting for—the cave to bid you welcome?"

—Maizah Shere, Tazeem lullmage

Vapor Snare
Enchantment — Aura

Enchant creature

You control enchanted creature.

At the beginning of your upkeep, sacrifice this Aura unless you return a land you control to its owner's hand.

Voyager Drake
Creature — Drake

Multikicker (You may pay an additional any number of times as you cast this spell.)

Flying

When this creature enters, up to X target creatures gain flying until end of turn, where X is the number of times this creature was kicked.

3/3
Wind Zendikon
Enchantment — Aura

Enchant land

Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Abyssal Persecutor
Creature — Demon

Flying, trample

You can't win the game and your opponents can't lose the game.

His slaves crave death more than they desire freedom. He denies them both.

6/6
Agadeem Occultist
Creature — Human Shaman Ally

: Put target creature card from an opponent's graveyard onto the battlefield under your control if its mana value is less than or equal to the number of Allies you control.

0/2
Anowon, the Ruin Sage
Legendary Creature — Vampire Shaman

At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.

"So many have died in search of that map. And now it appears in the hands of the arrogant child Chandra Nalaar."

4/3
Bloodhusk Ritualist
Creature — Vampire Shaman

Multikicker (You may pay an additional any number of times as you cast this spell.)

When this creature enters, target opponent discards a card for each time it was kicked.

2/2
Bojuka Brigand
Creature — Human Warrior Ally

This creature can't block.

Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.

"I don't do tactics. I don't do guard duty. I do damage. Take it or leave it."

1/1
Brink of Disaster
Enchantment — Aura

Enchant creature or land

When enchanted permanent becomes tapped, destroy it.

"You always have a choice. That doesn't mean you always have a good choice."

—Alubri, Guul Draz gatekeeper

Butcher of Malakir
Creature — Vampire Warrior

Flying

Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.

His verdict is always guilty. His sentence is always death.

5/4
Caustic Crawler
Creature — Insect

Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.

Novice explorers can mistake the acid-carved stone lairs for ancient ruins. They rarely survive to learn better.

4/3
Corrupted Zendikon
Enchantment — Aura

Enchant land

Enchanted land is a 3/3 black Ooze creature. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Dead Reckoning
Sorcery

You may put target creature card from your graveyard on top of your library. If you do, Dead Reckoning deals damage equal to that card's power to target creature.

Many venture out to hunt for treasures. Others lie in wait to hunt the hunters.

Death's Shadow
Creature — Avatar

This creature gets -X/-X, where X is your life total.

The shadow of the candle looms tall even as its light grows dim.

13/13
Jagwasp Swarm
Creature — Insect

Flying

"You know how to tell a sapling explorer from an old hardhead? See which one mistakes a swarm of jagwasps for the setting sun."

—Chadir the Navigator

3/2
Kalastria Highborn
Creature — Vampire Shaman

Whenever this creature or another Vampire you control dies, you may pay . If you do, target player loses 2 life and you gain 2 life.

Each of Malakir's great families boasts a contingent of nulls appropriate to its rank in society.

2/2
Mire's Toll
Sorcery

Target player reveals a number of cards from their hand equal to the number of Swamps you control. You choose one of them. That player discards that card.

As the bridge snapped, Berko was sure he heard the swamp laughing at him.