Zendikar Rising

ZNR · 391 cards · Released

Inscription of Insight
Sorcery

Kicker

Choose one. If this spell was kicked, choose any number instead.

• Return up to two target creatures to their owners' hands.

• Scry 2, then draw two cards.

• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.

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.

In theory, the death of the Eldrazi should have stilled the Roil. It did not.

Jace, Mirror Mage
Legendary Planeswalker — Jace

Kicker

When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.

[+1]: Scry 2.

[0]: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.

Loyalty: 4
Jwari Disruption
Instant

Counter target spell unless its controller pays .

"You worry too much."

—Nys Dal, Sea Gate trapfinder

Jwari Ruins
Land

This land enters tapped.

: Add .

"The Ondu Skyclave was a center for rebellion against the capital in Makindi. Of course they built in deadly traps."

—Nys Dal, Sea Gate trapfinder

Living Tempest
Creature — Elemental

Flash

Flying

"If you don't like the weather, just wait a few minutes and it'll change ... probably for the worse."

—Amandi, kitesail expert

3/3
Lullmage's Domination
Sorcery

This spell costs less to cast if it targets a creature whose controller has eight or more cards in their graveyard.

Gain control of target creature with mana value X.

"One spell to quiet the Roil, one to quash the will. The principle is the same."

Maddening Cacophony
Sorcery

Kicker

Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.

Jace traced Nahiri to the Singing City, but the magic of the ancient ruins threatened to overwhelm his mind.

Master of Winds
Creature — Sphinx Wizard

Flying

When this creature enters, draw two cards, then discard a card.

Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.

1/4
Merfolk Falconer
Creature — Merfolk Wizard

Flying

Whenever you cast a kicked spell, scry 2.

"For generations, we have bred and trained falcons for expeditions into Emeria. Now more sky ruins open themselves to those with the means to reach the heights!"

4/4
Merfolk Windrobber
Creature — Merfolk Rogue

Flying

Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)

Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.

1/1
Negate
Instant

Counter target noncreature spell.

"The ancient kor were a clever bunch with a taste for nasty traps. Spikes, poison, fire pouring forth with no warning . . . I've seen and disabled them all. If you intend to raid a Skyclave, you'd be wise to hire me on."

Nimble Trapfinder
Creature — Human Rogue

This creature can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn.

At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.

2/1
Risen Riptide
Creature — Elemental

Whenever you cast a kicked spell, this creature has base power and toughness 5/5 until end of turn.

"Most days the sea is my friend. But only most days."

—Jori En, expedition leader

0/5
Roost of Drakes
Enchantment

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

When this enchantment enters, if it was kicked, create a 2/2 blue Drake creature token with flying.

Whenever you cast a kicked spell, create a 2/2 blue Drake creature token with flying.

Ruin Crab
Creature — Crab

Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)

To an explorer, a priceless treasure. To the crab, a rock to call home.

0/3
Sea Gate Restoration
Sorcery

Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.

"We have much to remember ... and much we can never forget."

—Tazri

Sea Gate, Reborn
Land

As this land enters, you may pay 3 life. If you don't, it enters tapped.

: Add .

"We carry on the legacy of those who defended our world by continuing to unearth its secrets."

—Tazri

Sea Gate Stormcaller
Creature — Human Wizard

Kicker

When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.

2/1
Seafloor Stalker
Creature — Merfolk Rogue

: This creature gets +1/+0 until end of turn and can't be blocked this turn. This ability costs less to activate for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

"Sunken ruins? My specialty."

2/3
Shell Shield
Instant

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

Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Silundi Vision
Instant

Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

"Feel the current? Rough waters lie ahead."

—Jori En, expedition leader

Silundi Isle
Land

This land enters tapped.

: Add .

"From the hedron fields of Agadeem to the Faduun of Jwar Isle, the islands of the Silundi Sea offer one mystery after another."

—Jori En, expedition leader

Skyclave Plunder
Sorcery

Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Skyclave Squid
Creature — Squid

Defender

Landfall — Whenever a land you control enters, this creature can attack this turn as though it didn't have defender.

An ancient sea monster dragged the Murasa Skyclave under the waves, then smaller sea monsters moved in.

3/2
Sure-Footed Infiltrator
Creature — Merfolk Rogue

Tap another untapped Rogue you control: This creature can't be blocked this turn.

Whenever this creature deals combat damage to a player, draw a card.

"I've yet to discover the ruin that can keep me out."

2/3
Tazeem Roilmage
Creature — Merfolk Wizard

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

When this creature enters, if it was kicked, return target instant or sorcery card from your graveyard to your hand.

"The Roil can be directed. Observe."

2/1
Thieving Skydiver
Creature — Merfolk Rogue

Kicker . X can't be 0. (You may pay an additional as you cast this spell.)

Flying

When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.

2/1
Umara Wizard
Creature — Merfolk Wizard

Whenever you cast an instant, sorcery, or Wizard spell, this creature gains flying until end of turn.

"You see a waterfall. I see a way up."

—Ko Dari, expedition wizard

4/3
Umara Skyfalls
Land

This land enters tapped.

: Add .

"The source of the Umara River sits high above Oran-Rief, ever weeping on the jungle below."

—Ko Dari, expedition wizard

Windrider Wizard
Creature — Human Wizard

Flying

Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.

"It's an ideal method for exploring sky ruins. The drakes sniff me briefly but then lose interest."

2/2
Zulaport Duelist
Creature — Human Rogue

Flash

When this creature enters, up to one target creature gets -2/-0 until end of turn. Its controller mills two cards. (They put the top two cards of their library into their graveyard.)

1/1
Acquisitions Expert
Creature — Human Rogue

When this creature enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

1/2
Agadeem's Awakening
Sorcery

Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.

"Now is the death-hour, just before dawn. Wake, sleepers, and haunt the living!"

—Vivias, Witch Vessel

Agadeem, the Undercrypt
Land

As this land enters, you may pay 3 life. If you don't, it enters tapped.

: Add .

"Here below the hedron fields, souls and secrets lie entombed."

—Vivias, Witch Vessel

Blackbloom Rogue
Creature — Human Rogue

Menace (This creature can't be blocked except by two or more creatures.)

This creature gets +3/+0 as long as an opponent has eight or more cards in their graveyard.

"If you ever want to get back up, do what I say."

—Exena, expedition rogue

2/3
Blackbloom Bog
Land

This land enters tapped.

: Add .

"The Raimunza River flows along the branches of jaddi trees for miles before plunging down to feed Blackbloom Lake."

—Exena, expedition rogue

Blood Beckoning
Sorcery

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

Return target creature card from your graveyard to your hand. If this spell was kicked, instead return two target creature cards from your graveyard to your hand.

Blood Price
Sorcery

Look at the top four cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. You lose 2 life.

Blood is the oldest currency.

Bloodchief's Thirst
Sorcery

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

Destroy target creature or planeswalker with mana value 2 or less. If this spell was kicked, instead destroy target creature or planeswalker.

"We are free. It is our duty to live well."

Coveted Prize
Sorcery

This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.

Deadly Alliance
Instant

This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Destroy target creature or planeswalker.

"He could handle any one of us, but he's no match for all of us!"

Demon's Disciple
Creature — Human Cleric

When this creature enters, each player sacrifices a creature or planeswalker of their choice.

Taborax's cultists are the latest in a long history of beings who have desired to see Zendikar torn to pieces.

3/1
Drana, the Last Bloodchief
Legendary Creature — Vampire Cleric

Flying

Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.

4/4
Drana's Silencer
Creature — Vampire Rogue

When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

"Hush."

3/2
Dreadwurm
Creature — Wurm Horror

Landfall — Whenever a land you control enters, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Its silent slithering belies its bulk.

5/4
Expedition Skulker
Creature — Vampire Rogue

This creature has deathtouch as long as you control another Rogue. (Any amount of damage it deals to a creature is enough to destroy it.)

Rogues bring an array of useful skills to the work of an adventuring party: stealth, agility, the ability to locate and disarm traps, and a subtle, deadly fighting style.

2/2
Feed the Swarm
Sorcery

Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.

"On vile wings and bloody wind, the swarm will rise."

—Skyclave inscription

Ghastly Gloomhunter
Creature — Zombie Bat

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

Flying, lifelink

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

Stinking, silent death.

1/1
Guul Draz Mucklord
Creature — Crocodile

When this creature dies, put a +1/+1 counter on target creature you control.

Death comes in many forms on Guul Draz, most of them slow, subtle, and agonizing. At least a monstrous crocodile offers a swift death.

2/3
Hagra Constrictor
Creature — Snake

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

Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)

0/0
Hagra Mauling
Instant

This spell costs less to cast if an opponent controls no basic lands.

Destroy target creature.

"Din, turn around! Now!"

—Doros, expedition guide

Hagra Broodpit
Land

This land enters tapped.

: Add .

"I think we somehow got turned around."

—Doros, expedition guide

Highborn Vampire
Creature — Vampire Warrior

With the bloodchiefs annihilated in the fight between the free and enthralled, the swamps around Malakir are full of dangerous, young vampires eager to make their marks.

4/3
Inscription of Ruin
Sorcery

Kicker

Choose one. If this spell was kicked, choose any number instead.

• Target opponent discards two cards.

• Return target creature card with mana value 2 or less from your graveyard to the battlefield.

• Destroy target creature with mana value 3 or less.

Lithoform Blight
Enchantment — Aura

Enchant land

When this Aura enters, draw a card.

Enchanted land loses all land types and abilities and has ": Add " and ", Pay 1 life: Add one mana of any color."

Heedless of Nissa's warnings, Nahiri repeated history.

Malakir Blood-Priest
Creature — Vampire Cleric

When this creature enters, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

"From your veins to mine."

2/1
Malakir Rebirth
Instant

Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."

"Those who fail to escape Malakir become part of the city's defense."

—Doros, expedition guide

Malakir Mire
Land

This land enters tapped.

: Add .

"Getting into Malakir isn't difficult. It's getting out that's the hard part."

—Doros, expedition guide

Marauding Blight-Priest
Creature — Vampire Cleric

Whenever you gain life, each opponent loses 1 life.

"The vampires never had gods. We followed our bloodchiefs. Now they are gone. What is left? Destruction and death, my friends. That is enough."

3/2
Mind Carver
Artifact — Equipment

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

Equipped creature gets +1/+0. It gets +3/+1 instead as long as an opponent has eight or more cards in their graveyard.

Equip

Mind Drain
Sorcery

Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life. (To mill a card, a player puts the top card of their library into their graveyard.)

"The meal was exquisite. The conversation, less so."

Nighthawk Scavenger
Creature — Vampire Rogue

Flying, deathtouch, lifelink

Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.

Under Drana's leadership, vampires are finding new strength in unity.

1+*/3
Nimana Skitter-Sneak
Creature — Human Rogue

As long as an opponent has eight or more cards in their graveyard, this creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)

"When navigating dangerous terrain, one hundred legs are better than two."

3/4
Nimana Skydancer
Creature — Human Rogue

Flash

Flying

When this creature enters, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)

The Free City of Nimana is a great place to recruit adventurers with shady skill sets.

2/1
Nullpriest of Oblivion
Creature — Vampire Cleric

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

Lifelink

Menace (This creature can't be blocked except by two or more creatures.)

When this creature enters, if it was kicked, return target creature card from your graveyard to the battlefield.

2/1
Oblivion's Hunger
Instant

Target creature you control gains indestructible until end of turn. Draw a card if that creature has a +1/+1 counter on it. (Damage and effects that say "destroy" don't destroy the creature.)

"Indulge the void. Become the void. Consume all you touch."

—Drana, the last bloodchief

Pelakka Predation
Sorcery

Target opponent reveals their hand. You choose a card from it with mana value 3 or greater. That player discards that card.

"I knew we shouldn't have come this way."

—Sneeflebrix, expedition rogue

Pelakka Caverns
Land

This land enters tapped.

: Add .

"As a child, I was afraid of the dark. Now, I'm afraid of the things I know are lurking in the dark, waiting to bite my head off."

—Sneeflebrix, expedition rogue