Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Common 4 of 10:
Spores in the JointsBG
Sorcery (C)
Destroy target artifact or creature. If an artifact creature was destroyed in this way, you may untap an artifact or creature you control.
Spores in the Joints deals 2 damage to you. Metabacteria are as ravenous as any other mutated being on Toradeth, and all but impossible to escape.
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Common 5 of 10
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Culling the WorstBB
Instant (C)
Target player sacrifices a creature. War purpose - If you cast this spell when a creature attacks or blocks, this spell can't be countered. Suddenly, Bexina realized that all her augmentations have brought her to the evolutionary dead end.
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Common 6 of 10:
Osmosis of Smog1B
Enchantment (C)
Whenever one or more creatures you control block, you get E(an energy counter).
Pay EEE: Creatures target player controls get -1/-1 until end of turn.
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Common 7 of 10
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Clash Gauntlets1
Artifact - Equipment (C)
Equipped creature has trample.
Whenever equipped creature attacks, you you get E(an energy counter).
Pay E: Equipped creature gets +1/+0 until end of turn.
Equip 2
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Common 8 of 10:
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Delicate Metawebbing2G
Enchantment (C)
At the beginning of your upkeep and whenever you gain life, you get E(an energy counter).
Pay EE: Another target permanent you control gains hexproof until end of turn. If it's a creature, it also gains reach until end of turn. The great cerebrantulas weave a silk whose fibers minutely catch into other dimensions, allowing them to hear in distant moments.
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Common 9 of 10
Hotshot Implant2
Artifact - Equipment (C)
Equipped creature gets +2/+2 and attacks each combat if able.
Equip 2 Just a tiny augment that connects the centers of aggression and pleasure inside your brain and brings you to the crimson carrousel of cruel joy.
Amazon Stormtroopers3R
Creature - Human Scout Warrior (C)
Haste When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers3R
Creature - Human Scout Warrior (C)
Haste When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Common 10 of 10:
Dynamo Exoskeleton1
Artifact - Equipment (C)
Equipped creature has "T: You get E(an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Militant ModifierG
Creature - Human Druid Archer (C)
Reach
Militant Modifier gets +1/+0 as long as it's equipped.
Militant Modifier gets +0/+3 as long as it's innested.
1/1
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers3R
Creature - Human Scout Warrior (C)
Haste When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton1
Artifact - Equipment (C)
Equipped creature has "T: You get E(an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Uncommon 1 of 10
Third Citadel Confessor1W
Artifact Creature - Human Cleric (U)
When Third Citadel Confessor enters the battlefield, each player sacrifices all permanents they control but don't own. He sees you to the core of your electronic soul.
2/2
Second Citadel Inquisitors4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step. EMP is the holy light that lifts their souls.
3/6
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers3R
Creature - Human Scout Warrior (C)
Haste When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton1
Artifact - Equipment (C)
Equipped creature has "T: You get E(an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step. EMP is the holy light that lifts their souls.
3/6
Uncommon 2 of 3:
Agonizing Biomanip3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control. Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Fifth Citadel Tinkersmith1G
Artifact Creature - Human Artificer (U) T: Target creature assigns combat damage equal to its toughness rather than its power until end of turn. 3U: Untap target artifact. "You know how it is, right? You come in for a simple repair and I'll have you leave with a fresh implant and new rear plating."
1/3
Energy Being4GG
Creature - Elemental Golem Mutant (U)
You may pay EEEEEE rather than pay Energy Being's mana cost.
When Energy Being dies, you get EEEEEE. "How it moves into and out of existence without loss or change is something we're eager to know." - Alxebeda, komtur of Fourth Temple Jesters brigade
6/6
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers3R
Creature - Human Scout Warrior (C)
Haste When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton1
Artifact - Equipment (C)
Equipped creature has "T: You get E(an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step. EMP is the holy light that lifts their souls.
3/6
Agonizing Biomanip3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control. Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Uncommon 3 of 3
Decree of MetahumanGG
Instant (U)
Destroy target artifact. Nonartifact creatures you control get +1/+1 until end of turn. "Both of their "ways" aren't answers. Do we really want to become androids obeying only implanted programs, or maybe totally lose our human identity in the endless chain of mutations?" - Phtiya
{Story Spotlight #4/6}
Alpha Agent2UU
Creature - Hound Scout (U)
When you cast Alpha Agent, create a token that's a copy of it, expect it’s an Illusion in addition to its other types and it has “When this creature becomes the target of a spell or ability, sacrifice it.”
1/4
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers3R
Creature - Human Scout Warrior (C)
Haste When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton1
Artifact - Equipment (C)
Equipped creature has "T: You get E(an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step. EMP is the holy light that lifts their souls.
3/6
Agonizing Biomanip3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control. Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Decree of MetahumanGG
Instant (U)
Destroy target artifact. Nonartifact creatures you control get +1/+1 until end of turn. "Both of their "ways" aren't answers. Do we really want to become androids obeying only implanted programs, or maybe totally lose our human identity in the endless chain of mutations?" - Phtiya
{Story Spotlight #4/6}
Rare 1 of 1:
HearthackXR
Instant (R)
Choose one -
• Hearthack deals X damage to any target.
• Untap target nonland, nontoken permanent with converted mana cost X or less and gain control of it until end of turn. It gains indestructible until end of turn and if it's a creature, it gains haste until end of turn. Hearthack deals X damage to you.
{Story Spotlight #2/6}
Circuit of All Citadels4WW
Enchantment (R)
Whenever you gain life, you get that much E.
Pay E: Create a 1/1 white Human Soldier artifact creature token with vigilance. 2W: Target artifact gains hexproof and lifelink until end of turn.
Things get worse for Neo-Templars, militaristic faction of Toradeth. Father of Schism, mysterious hacker who have hacked the Electronic Soul and created the Schism, virus that forces knights to turn their weapons against each other, wants to eradicate all followers of cybernetic way of evolution. For what purpose? And what Neo-Templars should do to survive the Schism, rivalry with Symbiotic Synod and constant oppression from meta-animals?..
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Energy
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2. Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step. "Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer2W
Creature - Mutant Soldier (C) 1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn. Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE(two energy counters). An earthbound satellite of spinning bone.
0/6
Questor Squad3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn. Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper1GG
Creature - Turtle Mutant (C)
Defender, deathtouch 1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1. t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you. Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.) "Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers3R
Creature - Human Scout Warrior (C)
Haste When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton1
Artifact - Equipment (C)
Equipped creature has "T: You get E(an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step. EMP is the holy light that lifts their souls.
3/6
Agonizing Biomanip3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control. Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Decree of MetahumanGG
Instant (U)
Destroy target artifact. Nonartifact creatures you control get +1/+1 until end of turn. "Both of their "ways" aren't answers. Do we really want to become androids obeying only implanted programs, or maybe totally lose our human identity in the endless chain of mutations?" - Phtiya
{Story Spotlight #4/6}
HearthackXR
Instant (R)
Choose one -
• Hearthack deals X damage to any target.
• Untap target nonland, nontoken permanent with converted mana cost X or less and gain control of it until end of turn. It gains indestructible until end of turn and if it's a creature, it gains haste until end of turn. Hearthack deals X damage to you.
{Story Spotlight #2/6}
The seven factions of Therra are beginning to realize that isolation and suspicion are not the answer - slowly there is exchange and mutual understanding, and the plane stands at a crossroads. In one possibility, all the peoples of the world may unite, destroying their hate for the good of all - but then, as complex alliances form, a Planar Takeover may be attempted by any ruthless combination of the factions!
The Dawn on Vandos and the Jungle Noon have passed. Vandos has become a thriving plane full of life of every kind, although intelligent life is still quite primitive. It is a paradise of diversity, flowering with mana, and watched over with pride by Jezra from the Jungle. Out of nowhere, a great force blots out the sun, bringing turmoil to the flourishing plane. Have the Eldrazi returned for a second harvest, or is this some new threat? Find out in Midnight Sky.
Sakana is a cosmic playground consisting of several great space-dwelling Kho: huge living beings (legendary land-creatures) on which civilizations of people live. Each of the Kho is different, and has different mana types. People fly through space from corpus to corpus atop beasts capable of making such journeys. All the while, Nagano the restless seeks to devour her sibling Kho, and the nantuko monks living on Rogai continue unlock secret magics of the cosmos.
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Token 1 of 1
Rogue
• Token Creature - Rogue (S)
Enkindle (Whenever this deals damage to a player, noncreature spells you cast this turn cost 1 less to cast.)
1/1
Warrior
• Token Creature - Warrior (S)
Trample
2/1
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Soldier
• Token Creature - Soldier (S)
1/1
Common 1 of 10
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
Azra Stonebreaker2R
Creature - Azra Shaman (C)
Whenever Azra Stonewarden enters the battlefield, destroy target artifact. "If the cliffsides are too steep for our landing ships, we're usually here to oblige."
2/2
Bitterbite Blessing1G
Sorcery (C)
Target creature gets +2/+2 until end of turn. Enlighten - If the top card of your library shares a color with Bitterbite Blessing, that creature gains deathtouch until end of turn. "Bitterbite flowers were nothing more than a common weed, until we were shown how to truly exploit it."
-Tora, Bajig Alchemist
How is enlighten supposed to work? Was there a part that was omitted revealing the top card or does it only turn on if the top card is already revealed?
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Common 2 of 10:
Bajig Tracker2G
Creature - Human Scout (C)
Play with the top card of your library revealed.
When Bajig Tracker enters the battlefield, if the top card of your library is a creature card, target creature you control fights target creature you don't control. It was easy for him to go from hunting game with a knife to hunting people with a speargun.
2/2
{Watermark: Bajig Archduchy}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Sorry for not submitting cards right now, but may I ask you guys to add faction watermarks? We missed an opportunity to do so for Toradeth but I think it's not too late.
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Skulk
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Common 3 of 10
One-Handful Warmonger3R
Creature - Orc Mercenary (C)
Haste
Enkindle (Whenever this deals damage to a player, noncreature spells you cast this turn cost 1 less to cast.) Hazunda mercenaries know no motherland, no bonds - only their revenue and chances to escape if their employer will decide to get rid of them.
3/2
{Watermark: Destructive Forces}
Collect the Reports3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle. Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Skulk
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle. Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Common 4 of 10:
Meadowcharger Behemoth4W
Artifact Creature - Rhino (C)
Vigilance Vehicle shape - 5: If Meadowcharger Behemoth isn't a Vehicle, Meadowcharger Behemoth becomes an 8/8 Vehicle artifact and gains crew 2. (It's no longer a creature until it's crewed.)
3/3
{Watermark: Republic of Hazba}
Clockwork Seigneur3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped. Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Skulk
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle. Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped. Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Common 5 of 10:
(A choice of reprints, to flavor the set and align colors with factions.)
Ancestral VengeanceBB
Enchantment — Aura
Enchant creature
When Ancestral Vengeance enters the battlefield, put a +1/+1 counter on target creature you control.
Enchanted creature gets -1/-1. "These machines have been bought with the money of your ancestors, foolish duke. They will come to collect their debts."
—Bazira, court vizier
{Watermark: Bajig Archduchy}
Call the Cavalry3W
Sorcery
Create two 2/2 white Knight creature tokens with vigilance. The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH/Commander
(W/U)(W/U)Raff Capashen, Ship's Mage: The New da Vinci (historic control)
(W/B)(W/B)Teysa Karlov: Death Be Not Kind (aristocrats)
(R/G)(R/G)Hallar, the Firefletcher: Yavimaya Burning (kicker and counters)
(B/G)(G/U)Sidisi, Brood Tyrant: Queen of the Damned (dredge)
Maybe Build
(W/U)(U/B)Aminatou, the Fateshifter: And a Child Shall Lead Them (superfriends)
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Skulk
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle. Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped. Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry3W
Sorcery
Create two 2/2 white Knight creature tokens with vigilance. The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Common 6 of 10:
Skyreach Wardens4G
Creature - Elf Druid (C)
Reach Engineer 2 - When Skyshallow Wardens enter the battlefield, if you control two or more creatures with +1/+1 counters on them, create two 1/1 colorless Thopter artifact creature tokens with flying. "The vines of our home were once the closest things to the heavens. Now it is within our grasp."
3/3
{Watermark: Republic of Hazba}
Goblin Wagoner1R
Creature - Goblin Pilot (C)
First Strike
Whenever Goblin Wagoner crews a Vehicle, that Vehicle gets +X/+0 until end of turn, where X is Goblin Wagoneer's power. "There is no word in the goblin language for safety. That's why they're expendable."
-Tomula of House Barat
1/1
{Watermark: War Machines}
Archduke's Tribute2B
Sorcery
Each player sacrifices an artifact or creature. "I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Skulk
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle. Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped. Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry3W
Sorcery (С)
Create two 2/2 white Knight creature tokens with vigilance. The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Archduke's Tribute2B
Sorcery (С)
Each player sacrifices an artifact or creature. "I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
Common 7 of 10
Arm Seller's Chariot3R
Creature - Human Rogue (C)
Deal 1 (When you cast this spell, each opponent may create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.”)
Arm Seller's Chariot enters the battlefield with a +1/+1 counter on it for each deal that was made this way.
3/3
{Watermark: Destructive Forces}
Proud BlademasterWW
Creature - Human Knight (C)
Proud Blademaster has first strike as long as you control another Human.
Proud Blademaster has double strike as long as you control another Knight. “Come on, honey, say the words I want to hear the most,” Krachin murmured.
“I surrender,” Edna sighed.
2/1
{Watermark: Bajig Archduchy}
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Skulk
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
Deal N (When you cast this spell, each opponent may create N colorless Treasure artifact tokens with “T, Sacrifice this artifact: Add one mana of any color.”)
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle. Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped. Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry3W
Sorcery (С)
Create two 2/2 white Knight creature tokens with vigilance. The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Archduke's Tribute2B
Sorcery (С)
Each player sacrifices an artifact or creature. "I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
Arm Seller's Chariot3R
Creature - Human Rogue (C)
Deal 1 (When you cast this spell, each opponent may create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.”)
Arm Seller's Chariot enters the battlefield with a +1/+1 counter on it for each deal that was made this way.
3/3
{Watermark: Destructive Forces}
Common 8 of 10:
Bajigan Priest1W
Creature - Human Cleric (C) W, T: Target creature gets +1/+1 until end of turn. If it's a Knight, it gains lifelink until end of turn. 2W, T, Sacrifice Bajigan Priest: Destroy target enchantment. "The souls under my auspices need not hide from the godless Hazbans' cannons nor from their magery."
1/1
Hazban Marines5G
Creature - Nymph Archer (C)
Flash
Reach 5G: Untap Hazban Marines and it gets +2/+2 until end of turn. When word got out that the Supplier had a shipment of dirigibles, a supplementary force of elite naiad crossbow-women began to be stationed on Hazba's cruisers.
4/4
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
Skulk
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and Clerics, War Machines = Vehicles and Constructs)
Deal N (When you cast this spell, each opponent may create N colorless Treasure artifact tokens with “T, Sacrifice this artifact: Add one mana of any color.”)
Soldier
• Token Creature - Soldier (S)
1/1
Hazban Smuggler1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power. U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3(3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle. Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped. Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry3W
Sorcery (С)
Create two 2/2 white Knight creature tokens with vigilance. The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Archduke's Tribute2B
Sorcery (С)
Each player sacrifices an artifact or creature. "I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
Arm Seller's Chariot3R
Creature - Human Rogue (C)
Deal 1 (When you cast this spell, each opponent may create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.”)
Arm Seller's Chariot enters the battlefield with a +1/+1 counter on it for each deal that was made this way.
3/3
{Watermark: Destructive Forces}
Bajigan Priest1W
Creature - Human Cleric (C) W, T: Target creature gets +1/+1 until end of turn. If it's a Knight, it gains lifelink until end of turn. 2W, T, Sacrifice Bajigan Priest: Destroy target enchantment. "The souls under my auspices need not hide from the godless Hazbans' cannons nor from their magery."
1/1
{Watermark: Bajig Archduchy}
Common 9 of 10
Dutiful Gendarme1G
Creature - Human Soldier (C)
Protection from Clerics "People of Hazba are self-made. They don't rely on gods and treat priests like scammers and parasites. Not without reason, I'd say."
Supplier's notes, paragraph 99
2/2
{Watermark: Republic of Hazba}
Firethrowing Tank3
Artifact Creature - Vehicle (C) R: Firethrowing Tank gets +1/+0 until end of turn.
Crew 1 "Bajig nobles suddenly become much less traditional when it comes to brand new designs from the Supplier." - Hettor Mritt, Hazban Navy captain
2/4
{Watermark: War Machines}
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Common 4 of 10:
Spores in the Joints BG
Sorcery (C)
Destroy target artifact or creature. If an artifact creature was destroyed in this way, you may untap an artifact or creature you control.
Spores in the Joints deals 2 damage to you.
Metabacteria are as ravenous as any other mutated being on Toradeth, and all but impossible to escape.
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Culling the Worst BB
Instant (C)
Target player sacrifices a creature.
War purpose - If you cast this spell when a creature attacks or blocks, this spell can't be countered.
Suddenly, Bexina realized that all her augmentations have brought her to the evolutionary dead end.
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Osmosis of Smog 1B
Enchantment (C)
Whenever one or more creatures you control block, you get E (an energy counter).
Pay EEE: Creatures target player controls get -1/-1 until end of turn.
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Clash Gauntlets 1
Artifact - Equipment (C)
Equipped creature has trample.
Whenever equipped creature attacks, you you get E (an energy counter).
Pay E: Equipped creature gets +1/+0 until end of turn.
Equip 2
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Delicate Metawebbing 2G
Enchantment (C)
At the beginning of your upkeep and whenever you gain life, you get E (an energy counter).
Pay EE: Another target permanent you control gains hexproof until end of turn. If it's a creature, it also gains reach until end of turn.
The great cerebrantulas weave a silk whose fibers minutely catch into other dimensions, allowing them to hear in distant moments.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Hotshot Implant 2
Artifact - Equipment (C)
Equipped creature gets +2/+2 and attacks each combat if able.
Equip 2
Just a tiny augment that connects the centers of aggression and pleasure inside your brain and brings you to the crimson carrousel of cruel joy.
Amazon Stormtroopers 3R
Creature - Human Scout Warrior (C)
Haste
When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers 3R
Creature - Human Scout Warrior (C)
Haste
When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton 1
Artifact - Equipment (C)
Equipped creature has "T: You get E (an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Militant Modifier G
Creature - Human Druid Archer (C)
Reach
Militant Modifier gets +1/+0 as long as it's equipped.
Militant Modifier gets +0/+3 as long as it's innested.
1/1
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers 3R
Creature - Human Scout Warrior (C)
Haste
When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton 1
Artifact - Equipment (C)
Equipped creature has "T: You get E (an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Third Citadel Confessor 1W
Artifact Creature - Human Cleric (U)
When Third Citadel Confessor enters the battlefield, each player sacrifices all permanents they control but don't own.
He sees you to the core of your electronic soul.
2/2
Second Citadel Inquisitors 4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step.
EMP is the holy light that lifts their souls.
3/6
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers 3R
Creature - Human Scout Warrior (C)
Haste
When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton 1
Artifact - Equipment (C)
Equipped creature has "T: You get E (an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors 4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step.
EMP is the holy light that lifts their souls.
3/6
Agonizing Biomanip 3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control.
Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Fifth Citadel Tinkersmith 1G
Artifact Creature - Human Artificer (U)
T: Target creature assigns combat damage equal to its toughness rather than its power until end of turn.
3U: Untap target artifact.
"You know how it is, right? You come in for a simple repair and I'll have you leave with a fresh implant and new rear plating."
1/3
Energy Being 4GG
Creature - Elemental Golem Mutant (U)
You may pay EEEEEE rather than pay Energy Being's mana cost.
When Energy Being dies, you get EEEEEE.
"How it moves into and out of existence without loss or change is something we're eager to know." - Alxebeda, komtur of Fourth Temple Jesters brigade
6/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers 3R
Creature - Human Scout Warrior (C)
Haste
When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton 1
Artifact - Equipment (C)
Equipped creature has "T: You get E (an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors 4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step.
EMP is the holy light that lifts their souls.
3/6
Agonizing Biomanip 3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control.
Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Decree of Metahuman GG
Instant (U)
Destroy target artifact. Nonartifact creatures you control get +1/+1 until end of turn.
"Both of their "ways" aren't answers. Do we really want to become androids obeying only implanted programs, or maybe totally lose our human identity in the endless chain of mutations?" - Phtiya
{Story Spotlight #4/6}
Alpha Agent 2UU
Creature - Hound Scout (U)
When you cast Alpha Agent, create a token that's a copy of it, expect it’s an Illusion in addition to its other types and it has “When this creature becomes the target of a spell or ability, sacrifice it.”
1/4
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers 3R
Creature - Human Scout Warrior (C)
Haste
When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton 1
Artifact - Equipment (C)
Equipped creature has "T: You get E (an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors 4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step.
EMP is the holy light that lifts their souls.
3/6
Agonizing Biomanip 3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control.
Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Decree of Metahuman GG
Instant (U)
Destroy target artifact. Nonartifact creatures you control get +1/+1 until end of turn.
"Both of their "ways" aren't answers. Do we really want to become androids obeying only implanted programs, or maybe totally lose our human identity in the endless chain of mutations?" - Phtiya
{Story Spotlight #4/6}
Hearthack XR
Instant (R)
Choose one -
• Hearthack deals X damage to any target.
• Untap target nonland, nontoken permanent with converted mana cost X or less and gain control of it until end of turn. It gains indestructible until end of turn and if it's a creature, it gains haste until end of turn. Hearthack deals X damage to you.
{Story Spotlight #2/6}
Circuit of All Citadels 4WW
Enchantment (R)
Whenever you gain life, you get that much E.
Pay E: Create a 1/1 white Human Soldier artifact creature token with vigilance.
2W: Target artifact gains hexproof and lifelink until end of turn.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Modular
Colored artifacts
Symbiosis [Cost] ([Cost]: Exile this card from your hand innesting target creature. Add this card's color, types, power, thoughness and other abilities to that creature for as long as it's innested. Activate this ability as a sorcery.)
Scrape [cost] ([cost], Exile this card from your graveyard: Put a +1/+1 counter on each of a number of creatures equal or less than this card's thoughness. Activate this ability only any time you could cast a sorcery.)
Proliferate
Call a retreat (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
Pest
• Token Artifact Creature - Pest (S)
Flying
1/1
Last Citadel Triary 2W
Artifact Creature - Human Knight (C)
As long as you control no other creatures, Last Citadel Triary gets +2/+2.
Shattered and scattered by Schism, Neo-Templar troops kept fighting. It's not like their programmed Vows allowed them to do something else.
2/2
Salt Gun Knecht 4R
Creature - Human Soldier (C)
Trample, haste
When Salt Gun Knecht enters the battlefield, tap target artifact or land. That permanent doesn't untap during its controller's next untap step.
"Deliver the purity of crystal to them in ballistic form." - Neo-Templars propaganda
2/1
Aspis Bearer 2W
Creature - Mutant Soldier (C)
1: Aspis Bearer gets -0/-1 until end of turn and another target creature gets +0/+1 until end of turn.
Modelled on the starfish's digestive system, their bio-shields proved to be effective enough to absorb and ruin most types of weapons used by Neo-Templars.
1/4
Energized Enamel 3U
Creature - Orb Mutant (C)
Spells that target Energized Enamel cost 1 more to cast.
At the beginning of your end step, if you paid any E this turn, you get EE (two energy counters).
An earthbound satellite of spinning bone.
0/6
Questor Squad 3R
Artifact Creature - Human Soldier (C)
Flash
When Questor Squad enters the battlefield, you may destroy target artifact creature that was dealt damage this turn.
Questors don't talk much to schismatics. Their reactive hammers do.
4/2
Subtle Metasnapper 1GG
Creature - Turtle Mutant (C)
Defender, deathtouch
1GG, Sacrifice Subtle Metasnapper: Proliferate, then proliferate again. Activate this ability only any time you could cast a sorcery.
1/4
Argus-Type Spy 3U
Artifact Creature - Mutant (C)
When Argus-Type Spy enters the battlefield, scry 1.
t, Sacrifice Argus-Type Spy: Scry X, where X is the number of creatures attacking you.
Each eye can track up to fifty metawasps with accelerated reflexes at the same time. And it has eighty of them.
1/5
Nerio-Type Stinger 4B
Artifact Creature - Mutant Assassin (C)
Flash
When Nerio-Type Stinger enters the battlefield, you may call a retreat. When you do, target creature gets -2/-2 until end of turn. (To call a retreat, untap a creature you control and remove it from combat before the combat damage step.)
"Fool. I'm never outmatched - my buildmates can always pass me a backup needlegun."
2/3
Amazon Stormtroopers 3R
Creature - Human Scout Warrior (C)
Haste
When defense lines of the city became thin enough due to metabeasts' attacks, townfolks realized that rumors about moto-nomads from the Great Steppes were true.
4/1
Dynamo Exoskeleton 1
Artifact - Equipment (C)
Equipped creature has "T: You get E (an energy counter)."
Pay EEE: Untap equipped creature. It gets +3/+1 until end of turn.
Equip 1
Second Citadel Inquisitors 4U
Artifact Creature - Human Cleric Soldier (U)
Whenever an artifact creature blocks or becomes blocked by Second Citadel Inquisitors, tap it. It doesn't untap during its controller next untap step.
EMP is the holy light that lifts their souls.
3/6
Agonizing Biomanip 3UB
Instant (U)
Spells that target this spell cost 2 more to cast.
All creatures get -1/-1 until end of turn for each artifact you control.
Father bombarded the Electronic Soul with lesser viruses as a test, including the Spasmer and Rattlewire designs.
Decree of Metahuman GG
Instant (U)
Destroy target artifact. Nonartifact creatures you control get +1/+1 until end of turn.
"Both of their "ways" aren't answers. Do we really want to become androids obeying only implanted programs, or maybe totally lose our human identity in the endless chain of mutations?" - Phtiya
{Story Spotlight #4/6}
Hearthack XR
Instant (R)
Choose one -
• Hearthack deals X damage to any target.
• Untap target nonland, nontoken permanent with converted mana cost X or less and gain control of it until end of turn. It gains indestructible until end of turn and if it's a creature, it gains haste until end of turn. Hearthack deals X damage to you.
{Story Spotlight #2/6}
Done! Your move.
The Dawn on Vandos and the Jungle Noon have passed. Vandos has become a thriving plane full of life of every kind, although intelligent life is still quite primitive. It is a paradise of diversity, flowering with mana, and watched over with pride by Jezra from the Jungle. Out of nowhere, a great force blots out the sun, bringing turmoil to the flourishing plane. Have the Eldrazi returned for a second harvest, or is this some new threat? Find out in Midnight Sky.
Sakana is a cosmic playground consisting of several great space-dwelling Kho: huge living beings (legendary land-creatures) on which civilizations of people live. Each of the Kho is different, and has different mana types. People fly through space from corpus to corpus atop beasts capable of making such journeys. All the while, Nagano the restless seeks to devour her sibling Kho, and the nantuko monks living on Rogai continue unlock secret magics of the cosmos.
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Token 1 of 1
Rogue
• Token Creature - Rogue (S)
Enkindle (Whenever this deals damage to a player, noncreature spells you cast this turn cost 1 less to cast.)
1/1
Warrior
• Token Creature - Warrior (S)
Trample
2/1
Soldier
• Token Creature - Soldier (S)
1/1
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
Azra Stonebreaker 2R
Creature - Azra Shaman (C)
Whenever Azra Stonewarden enters the battlefield, destroy target artifact.
"If the cliffsides are too steep for our landing ships, we're usually here to oblige."
2/2
Bitterbite Blessing 1G
Sorcery (C)
Target creature gets +2/+2 until end of turn.
Enlighten - If the top card of your library shares a color with Bitterbite Blessing, that creature gains deathtouch until end of turn.
"Bitterbite flowers were nothing more than a common weed, until we were shown how to truly exploit it."
-Tora, Bajig Alchemist
On a world of Hazunda, there are two countries in conflict. Continental and island dwellers never liked each other too much, but somehow managed to live in peace until the day when mysterious otherworldly merchant appeared and started to sell completely new yet different technologies (especially alchemy secrets) to both of them. Being armed to the level of tanks, airplanes and chemical warfare, two factions started an inevitable war and, of course, plunderer of worlds can't wait to maximize his profits from it...
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Bajig Tracker 2G
Creature - Human Scout (C)
Play with the top card of your library revealed.
When Bajig Tracker enters the battlefield, if the top card of your library is a creature card, target creature you control fights target creature you don't control.
It was easy for him to go from hunting game with a knife to hunting people with a speargun.
2/2
{Watermark: Bajig Archduchy}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
One-Handful Warmonger 3R
Creature - Orc Mercenary (C)
Haste
Enkindle (Whenever this deals damage to a player, noncreature spells you cast this turn cost 1 less to cast.)
Hazunda mercenaries know no motherland, no bonds - only their revenue and chances to escape if their employer will decide to get rid of them.
3/2
{Watermark: Destructive Forces}
Collect the Reports 3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle.
Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports 3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle.
Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Meadowcharger Behemoth 4W
Artifact Creature - Rhino (C)
Vigilance
Vehicle shape - 5: If Meadowcharger Behemoth isn't a Vehicle, Meadowcharger Behemoth becomes an 8/8 Vehicle artifact and gains crew 2. (It's no longer a creature until it's crewed.)
3/3
{Watermark: Republic of Hazba}
Clockwork Seigneur 3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped.
Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports 3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle.
Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur 3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped.
Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
(A choice of reprints, to flavor the set and align colors with factions.)
Ancestral Vengeance BB
Enchantment — Aura
Enchant creature
When Ancestral Vengeance enters the battlefield, put a +1/+1 counter on target creature you control.
Enchanted creature gets -1/-1.
"These machines have been bought with the money of your ancestors, foolish duke. They will come to collect their debts."
—Bazira, court vizier
{Watermark: Bajig Archduchy}
Call the Cavalry 3W
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports 3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle.
Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur 3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped.
Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry 3W
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Skyreach Wardens 4G
Creature - Elf Druid (C)
Reach
Engineer 2 - When Skyshallow Wardens enter the battlefield, if you control two or more creatures with +1/+1 counters on them, create two 1/1 colorless Thopter artifact creature tokens with flying.
"The vines of our home were once the closest things to the heavens. Now it is within our grasp."
3/3
{Watermark: Republic of Hazba}
Goblin Wagoner 1R
Creature - Goblin Pilot (C)
First Strike
Whenever Goblin Wagoner crews a Vehicle, that Vehicle gets +X/+0 until end of turn, where X is Goblin Wagoneer's power.
"There is no word in the goblin language for safety. That's why they're expendable."
-Tomula of House Barat
1/1
{Watermark: War Machines}
Archduke's Tribute 2B
Sorcery
Each player sacrifices an artifact or creature.
"I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports 3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle.
Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur 3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped.
Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry 3W
Sorcery (С)
Create two 2/2 white Knight creature tokens with vigilance.
The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Archduke's Tribute 2B
Sorcery (С)
Each player sacrifices an artifact or creature.
"I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
Arm Seller's Chariot 3R
Creature - Human Rogue (C)
Deal 1 (When you cast this spell, each opponent may create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.”)
Arm Seller's Chariot enters the battlefield with a +1/+1 counter on it for each deal that was made this way.
3/3
{Watermark: Destructive Forces}
Proud Blademaster WW
Creature - Human Knight (C)
Proud Blademaster has first strike as long as you control another Human.
Proud Blademaster has double strike as long as you control another Knight.
“Come on, honey, say the words I want to hear the most,” Krachin murmured.
“I surrender,” Edna sighed.
2/1
{Watermark: Bajig Archduchy}
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and ???, War Machines = ???)
Deal N (When you cast this spell, each opponent may create N colorless Treasure artifact tokens with “T, Sacrifice this artifact: Add one mana of any color.”)
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports 3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle.
Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur 3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped.
Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry 3W
Sorcery (С)
Create two 2/2 white Knight creature tokens with vigilance.
The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Archduke's Tribute 2B
Sorcery (С)
Each player sacrifices an artifact or creature.
"I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
Arm Seller's Chariot 3R
Creature - Human Rogue (C)
Deal 1 (When you cast this spell, each opponent may create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.”)
Arm Seller's Chariot enters the battlefield with a +1/+1 counter on it for each deal that was made this way.
3/3
{Watermark: Destructive Forces}
Bajigan Priest 1W
Creature - Human Cleric (C)
W, T: Target creature gets +1/+1 until end of turn. If it's a Knight, it gains lifelink until end of turn.
2W, T, Sacrifice Bajigan Priest: Destroy target enchantment.
"The souls under my auspices need not hide from the godless Hazbans' cannons nor from their magery."
1/1
Hazban Marines 5G
Creature - Nymph Archer (C)
Flash
Reach
5G: Untap Hazban Marines and it gets +2/+2 until end of turn.
When word got out that the Supplier had a shipment of dirigibles, a supplementary force of elite naiad crossbow-women began to be stationed on Hazba's cruisers.
4/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rev up COST (COST: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
Pseudo-tribal (Hazba = Soldiers and Archers, Bajig = Knights and Clerics, War Machines = Vehicles and Constructs)
Deal N (When you cast this spell, each opponent may create N colorless Treasure artifact tokens with “T, Sacrifice this artifact: Add one mana of any color.”)
• Token Creature - Soldier (S)
1/1
Hazban Smuggler 1U
Creature - Merfolk Pirate (C)
Skulk (This creature can't be blocked by creatures with greater power.
U: Hazban Smuggler gets -1/+1 until end of turn.
2/1
{Watermark: Republic of Hazba}
Steamdriven Microtank 1
Artifact - Vehicle (C)
Trample
Crew 1
Rev up 3 (3: If this Vehicle is a creature, it's no longer a creature until end of turn. Put a +1/+1 counter on it. Activate this ability only during the precombat main phase.)
2/1
{Watermark: War Machines}
Collect the Reports 3U
Sorcery (C)
Draw a card if you control a creature without flying, then draw a card if you control a creature with flying, then draw a card if you control a Vehicle.
Hazba is proud of its democratic system. Even its Army and Navy are two completely separate structures with different HQ, but they have to work together.
{Watermark: Republic of Hazba}
Clockwork Seigneur 3
Artifact Creature - Knight Construct (C)
Protection from Soldiers and from Archers
Clockwork Seigneur enters the battlefield tapped.
Some of the constructs, although available to either side, were clearly designed for Bajig's archaic tastes.
2/3
{Watermark: War Machines}
Call the Cavalry 3W
Sorcery (С)
Create two 2/2 white Knight creature tokens with vigilance.
The noble Bajj houses send their eldest sons to military school, as obligation to the archduke.
{Watermark: Bajig Archduchy}
Archduke's Tribute 2B
Sorcery (С)
Each player sacrifices an artifact or creature.
"I need soldiers, and I need weapons. I'll take whichever best one you have."
{Watermark: Bajig Archduchy}
Arm Seller's Chariot 3R
Creature - Human Rogue (C)
Deal 1 (When you cast this spell, each opponent may create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.”)
Arm Seller's Chariot enters the battlefield with a +1/+1 counter on it for each deal that was made this way.
3/3
{Watermark: Destructive Forces}
Bajigan Priest 1W
Creature - Human Cleric (C)
W, T: Target creature gets +1/+1 until end of turn. If it's a Knight, it gains lifelink until end of turn.
2W, T, Sacrifice Bajigan Priest: Destroy target enchantment.
"The souls under my auspices need not hide from the godless Hazbans' cannons nor from their magery."
1/1
{Watermark: Bajig Archduchy}
Dutiful Gendarme 1G
Creature - Human Soldier (C)
Protection from Clerics
"People of Hazba are self-made. They don't rely on gods and treat priests like scammers and parasites. Not without reason, I'd say."
Supplier's notes, paragraph 99
2/2
{Watermark: Republic of Hazba}
Firethrowing Tank 3
Artifact Creature - Vehicle (C)
R: Firethrowing Tank gets +1/+0 until end of turn.
Crew 1
"Bajig nobles suddenly become much less traditional when it comes to brand new designs from the Supplier." - Hettor Mritt, Hazban Navy captain
2/4
{Watermark: War Machines}