Zendikar

ZEN · 269 cards · Released

Armament Master
Creature — Kor Soldier

Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.

"We prepare for the known with daggers, rations, rope, and pitons. But we also prepare for the unknown with billycat tails, pikku roots, hedron chips . . ."

2/2
Arrow Volley Trap
Instant — Trap

If four or more creatures are attacking, you may pay rather than pay this spell's mana cost.

Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.

Bold Defense
Instant

Kicker (You may pay an additional as you cast this spell.)

Creatures you control get +1/+1 until end of turn. If this spell was kicked, instead creatures you control get +2/+2 and gain first strike until end of turn.

Brave the Elements
Instant

Choose a color. White creatures you control gain protection from the chosen color until end of turn.

"Trust me, your lost fingers and toes are nothing compared to the lost treasures of Sejiri."

—Zahr Gada, Halimar expedition leader

Caravan Hurda
Creature — Giant

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

"Not too bright, but good enough for the job required—carrying and walking in a straight line."

—Bruse Tarl, Goma Fada nomad

1/5
Celestial Mantle
Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its controller's life total.

Upon such armor, even a mountain would break.

Cliff Threader
Creature — Kor Scout

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

"The crossing demands singular focus. Your life consists of these ropes, these hooks, and these rocky crags. Your past is miles below."

2/1
Conqueror's Pledge
Sorcery

Kicker (You may pay an additional as you cast this spell.)

Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.

Day of Judgment
Sorcery

Destroy all creatures.

"I have seen planes leveled and all life rendered to dust. It brought no pleasure, even to a heart as dark as mine."

—Sorin Markov

Devout Lightcaster
Creature — Kor Cleric

Protection from black

When this creature enters, exile target black permanent.

"Goddess, grant us light to banish the world's shadows."

—Prayer to Kamsa

2/2
Emeria Angel
Creature — Angel

Flying

Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.

When the earth shudders, the sky overflows.

3/3
Felidar Sovereign
Creature — Cat Beast

Vigilance (Attacking doesn't cause this creature to tap.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

At the beginning of your upkeep, if you have 40 or more life, you win the game.

"If survival is a game, I've seen the winner."

—Hazir, Sejiri cartographer

4/6
Iona, Shield of Emeria
Legendary Creature — Angel

Flying

As Iona enters, choose a color.

Your opponents can't cast spells of the chosen color.

No more shall the righteous cower before evil.

7/7
Journey to Nowhere
Enchantment

When this enchantment enters, exile target creature.

When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.

Kabira Evangel
Creature — Human Cleric Ally

Whenever this creature or another Ally you control enters, you may choose a color. If you do, Allies you control gain protection from the chosen color until end of turn.

2/3
Kazandu Blademaster
Creature — Human Soldier Ally

First strike, vigilance

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

"If you hire a sell-sword, you'd better watch your back. Hire me, and I'll watch it for you."

1/1
Kor Aeronaut
Creature — Kor Soldier

Kicker (You may pay an additional as you cast this spell.)

Flying

When this creature enters, if it was kicked, target creature gains flying until end of turn.

2/2
Kor Cartographer
Creature — Kor Scout

When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Kor have no concept of exploration. They return to homelands forgotten.

2/2
Kor Duelist
Creature — Kor Soldier

As long as this creature is equipped, it has double strike. (It deals both first-strike and regular combat damage.)

"Swords cannot reach far enough. Chains cannot strike hard enough. An eternal dilemma, but a simple one."

1/1
Kor Hookmaster
Creature — Kor Soldier

When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.

"For us, a rope represents the ties that bind the kor. For you, it's more literal."

2/2
Kor Outfitter
Creature — Kor Soldier

When this creature enters, you may attach target Equipment you control to target creature you control.

"We take only what we need to survive. Believe me, you will need this."

2/2
Kor Sanctifiers
Creature — Kor Cleric

Kicker (You may pay an additional as you cast this spell.)

When this creature enters, if it was kicked, destroy target artifact or enchantment.

"Why keep such trinkets? They only add weight to your travels."

2/3
Kor Skyfisher
Creature — Kor Soldier

Flying

When this creature enters, return a permanent you control to its owner's hand.

"Sometimes I snare the unexpected, but I know its purpose will be revealed in time."

2/3
Landbind Ritual
Sorcery

You gain 2 life for each Plains you control.

"Honor this place, for our children's children will stand here and speak these same words again."

—Ayli, Kamsa cleric

Luminarch Ascension
Enchantment

At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)

: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.

Makindi Shieldmate
Creature — Kor Soldier Ally

Defender

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

The more who rely on him, the more resolute he becomes.

0/3
Narrow Escape
Instant

Return target permanent you control to its owner's hand. You gain 4 life.

"A good explorer has to be as slippery as a gomazoa, as tough as a scute bug, and luckier than a ten-fingered trapfinder."

—Arhana, Kazandu trapfinder

Nimbus Wings
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2 and has flying.

Explorers may find ways into the Sky Ruin, but they find its secrets well protected by shifting hedrons and Roil winds.

Noble Vestige
Creature — Spirit

Flying

: Prevent the next 1 damage that would be dealt to target player or planeswalker this turn.

Most spirits are chained to this world by their despair, but he remains tethered by his hope for better days.

1/2
Ondu Cleric
Creature — Kor Cleric Ally

Whenever this creature or another Ally you control enters, you may gain life equal to the number of Allies you control.

A cleric's true balm is the confidence he inspires in his compatriots.

1/1
Pillarfield Ox
Creature — Ox

These stubborn and unpredictable oxen inspire the plains nomads' most colorful curses.

2/4
Pitfall Trap
Instant — Trap

If exactly one creature is attacking, you may pay rather than pay this spell's mana cost.

Destroy target attacking creature without flying.

Each spike is poisoned—the trapmaker's idea of mercy.

Quest for the Holy Relic
Enchantment

Whenever you cast a creature spell, you may put a quest counter on this enchantment.

Remove five quest counters from this enchantment and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.

Shepherd of the Lost
Creature — Angel

Flying, first strike, vigilance

"Should you fall in the wilds, lift your voice to the Sky Realm. The one who answers will be your salvation."

—Emeria's Creed

3/3
Shieldmate's Blessing
Instant

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

"Even land dwellers may call for Emeria's grace in times of need."

—Emeria's Creed

Steppe Lynx
Creature — Cat

Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.

Nothing quickens the predator's blood like the unfamiliar scents of new hunting grounds and the mewling cries of new prey.

0/1
Sunspring Expedition
Enchantment

Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.

Remove three quest counters from this enchantment and sacrifice it: You gain 8 life.

Windborne Charge
Sorcery

Two target creatures you control each get +2/+2 and gain flying until end of turn.

The merfolk call the sky goddess Emeria. The kor call her Kamsa. The two races agree on little except that she offers many blessings to the faithful.

World Queller
Creature — Avatar

At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of their choice of that type.

"Why fight the world when you know who will win?"

—Nissa Revane

4/4
Aether Figment
Creature — Illusion

Kicker (You may pay an additional as you cast this spell.)

If this creature was kicked, it enters with two +1/+1 counters on it.

This creature can't be blocked.

1/1
Archive Trap
Instant — Trap

If an opponent searched their library this turn, you may pay rather than pay this spell's mana cost.

Target opponent mills thirteen cards.

Archmage Ascension
Enchantment

At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment.

As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.

Caller of Gales
Creature — Merfolk Wizard

, : Target creature gains flying until end of turn.

"Some merfolk choose to rest their fins in the water. I believe wisdom exists not only where we were born but where we were told not to go."

1/1
Cancel
Instant

Counter target spell.

Zendikar's volatile mana is the basis for many spectacular spells—and some equally astonishing failures.

Cosi's Trickster
Creature — Merfolk Wizard

Whenever an opponent shuffles their library, you may put a +1/+1 counter on this creature.

She watches the chaos created by the Roil, seeking strength in the patterns of anarchy.

1/1
Gomazoa
Creature — Jellyfish

Defender, flying

: Put this creature and each creature it's blocking on top of their owners' libraries, then those players shuffle.

To explorers, "point man" is a polite way of saying "gomazoa fodder."

0/3
Hedron Crab
Creature — Crab

Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)

Hedrons perplex minds both great and small.

0/2
Into the Roil
Instant

Kicker (You may pay an additional as you cast this spell.)

Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.

"Roil tide! Roil tide! Tie yourselves down!"

Ior Ruin Expedition
Enchantment

Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.

Remove three quest counters from this enchantment and sacrifice it: Draw two cards.

Kraken Hatchling
Creature — Kraken

A spike and a maul are needed to crack their shells, but the taste is worth the effort.

0/4
Lethargy Trap
Instant — Trap

If three or more creatures are attacking, you may pay rather than pay this spell's mana cost.

Attacking creatures get -3/-0 until end of turn.

Suddenly, Zurdi didn't care about treasure, glory, food . . . or the drakes circling above.

Living Tsunami
Creature — Elemental

Flying

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

At low tide it slumbers. At high tide it devours.

4/4
Lorthos, the Tidemaker
Legendary Creature — Octopus

Whenever Lorthos attacks, you may pay . If you do, tap up to eight target permanents. Those permanents don't untap during their controllers' next untap steps.

When Lorthos emerges from his deepwater realm, the tides bow to his will and the coastline cowers in his presence.

8/8
Lullmage Mentor
Creature — Merfolk Wizard

Whenever a spell or ability you control counters a spell, you may create a 1/1 blue Merfolk creature token.

Tap seven untapped Merfolk you control: Counter target spell.

"Many voices are needed to quiet this land."

2/2
Merfolk Seastalkers
Creature — Merfolk Scout

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

: Tap target creature without flying.

"Do they seek knowledge or wealth? Are they bandits or benefactors? It depends on who is chanting the tale."

—Nikou, Joraga bard

2/3
Merfolk Wayfinder
Creature — Merfolk Scout

Flying

When this creature enters, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order.

1/2
Mindbreak Trap
Instant — Trap

If an opponent cast three or more spells this turn, you may pay rather than pay this spell's mana cost.

Exile any number of target spells.

"Life is a maze. This is one of its dead ends."

—Noyan Dar, Tazeem lullmage

Paralyzing Grasp
Enchantment — Aura

Enchant creature

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

The Halimar Sea Caves are both the breeding ground of giant squids and the dumping ground of hardened criminals.

Quest for Ancient Secrets
Enchantment

Whenever a card is put into your graveyard from anywhere, you may put a quest counter on this enchantment.

Remove five quest counters from this enchantment and sacrifice it: Target player shuffles their graveyard into their library.

Reckless Scholar
Creature — Human Wizard

: Target player draws a card, then discards a card.

"Any good prospector must sift the gold from the sand."

2/1