14930 cards found
Truthmarked Archivist

Truthmarked Archivist {1}{G}

Creature - Human Druid
{T}, Mill two cards: Add one mana of any color.
Secrets inked on skin can't be torn from a mind or burned from a page.
2/1
  • Rail War
Transformative Insights

Transformative Insights {1}{G}

Instant
Reveal the top four cards of your library. You may put a creature or Revelation card from among them into your hand. Put the rest into your graveyard.
“When our masters return, they will see we have not been idle like the rest of humanity, but striving for the perfection they exemplify.”
  • Rail War
Thunderwhirl Dancer

Thunderwhirl Dancer {2}{G}{G}

Creature - Human Shaman
When Thunderwhirl Dancer enters, it gets +X/+X until end of turn, where X is the number of +1/+1 counters among creatures you control. Then it fights up to one target creature.
2/2
  • Rail War
Thuggish Detective

Thuggish Detective {1}{G}{G}

Creature - Human Rogue Detective
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
Thuggish Detective can't be blocked by more than one creature.
When Thuggish Detective becomes renowned, you may destroy target noncreature permanent.
1/3
  • Rail War
Sunrise Sentinel

Sunrise Sentinel {1}{G}

Creature - Human Scout
Hexproof
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
As long as Sunrise Sentinel is renowned, other Scouts you control have hexproof.
“Lady Mari is here. We're safe now.”
1/1
  • Rail War
Strike Down the Usurpers

Strike Down the Usurpers {2}{G}

Sorcery - Revelation
Exile up to one target artifact or enchantment.
Coalesce {5}{G} (You may cast this from your graveyard for {5}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
4/6
  • Rail War
Reclaim the World

Reclaim the World {1}{G}

Sorcery - Revelation
Return up to three target land cards from your graveyard to your hand.
Coalesce {6}{G} (You may cast this from your graveyard for {6}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
5/6
  • Rail War
Prophet of Reclamation

Prophet of Reclamation {G}

Creature - Human Druid
When Prophet of Reclamation dies, mill three cards, then return up to one land card from your graveyard to your hand.
“Feraguo does not belong to us.”
1/1
  • Rail War
Marre Guardian

Marre Guardian {4}{G}

Creature - Human Scout
Vigilance
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)
“You look like you could use help finding the path.”
3/4
  • Rail War
Deviser's Cunning

Deviser's Cunning {2}{G}

Instant
Until end of turn, target blocked creature you control gains trample and “Whenever this creature deals combat damage to a player, draw that many cards.”
A rare few devisers work flesh, not steel, as their medium.
  • Rail War
Daring Cavalier

Daring Cavalier {3}{G}

Creature - Human Warrior
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
As long as Daring Cavalier is renowned, it has trample.
4/2
  • Rail War
Crush All in Their Path

Crush All in Their Path {4}{G}{G}

Sorcery - Revelation
Creatures you control get +4/+4 and gain trample until end of turn.
Coalesce {8}{G}{G} (You may cast this from your graveyard for {8}{G}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
Trample
6/6
  • Rail War
Clear the Way Home

Clear the Way Home {3}{G}

Sorcery - Revelation
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand, then shuffle.
Coalesce {7}{G} (You may cast this from your graveyard for {7}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
7/6
  • Rail War
Absorb the Soul

Absorb the Soul {G}

Sorcery - Revelation
Exile up to one target card from a graveyard. If you do, create a 1/1 green Spirit creature token.
Coalesce {7}{G} (You may cast this from your graveyard for {7}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
7/7
  • Rail War
Wandering Doyen

Wandering Doyen {R}

Creature - Human Monk
Whenever Wandering Doyen is dealt damage, it deals that much damage to you.
{4}{R}: Attacking creatures you control get +1/+0 and gain first strike until end of turn.
2/1
  • Rail War
Tesqua Cohort

Tesqua Cohort {2}{R}

Creature - Human Warrior
First strike
Tesqua Cohort enters with a +1/+1 counter on it if you control another creature with a +1/+1 counter on it.
“If we don't fight for Feraguo now, then what have we been fighting for?”
2/1
  • Rail War
Sullivan's Courier

Sullivan's Courier {1}{R}

Creature - Human Scout
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
{5}{R}: Sullivan's Courier gets +2/+2 until end of turn.
“Normally, it's three days' ride from Dellan to Rawthlin. With news like this, I'm fixing to do it in half of one.”
2/1
  • Rail War
Scrapyard Raiders

Scrapyard Raiders {2}{R}

Creature - Human Artificer
Sacrifice Scrapyard Raiders: Target artifact gains indestructible until end of turn.
“Sullivan says her deviser needs a catalyst from here. It'll be tentacle-free by dawn.”
3/2
  • Rail War
Savvy Saboteur

Savvy Saboteur {R}

Creature - Human Rogue
Whenever Savvy Saboteur attacks, target creature defending player controls can't block target creature you control this turn.
“We're just going to sit right here where you can't change any signals or inform your bosses in Marinton that I've paid you a visit.”
1/1
  • Rail War
Rising Temper

Rising Temper {X}{R}{R}

Sorcery
Target creature you control gets +X/+0 until end of turn. It deals damage equal to its power to up to one target creature.
Pulling a gun over a gambling dispute hardly drew attention. The bar didn't start to clear out until he threw the cheater through a wall.
  • Rail War
Relic Heist

Relic Heist {2}{R}{R}

Sorcery
Search target opponent's library for an artifact card and put it onto the battlefield under your control, then that player shuffles. If you don't put a card onto the battlefield this way, create four Gold tokens. At the beginning of the next end step, sacrifice each artifact put onto the battlefield this way. (This includes the Gold.)
  • Rail War
Night of Falling Stars

Night of Falling Stars {3}{R}{R}

Sorcery
Discard two cards, then draw a card for each card discarded this way. Night of Falling Stars deals damage equal to the total mana value of the discarded cards to each creature.
“Let the heavens burn! We are victorious!”
—Riv, blind prophet
  • Rail War
Jin Yahui, Sage of War

Jin Yahui, Sage of War {2}{R}

Legendary Creature - Human Monk
Renown 1
Whenever a creature you control becomes renowned, exile the top card of your library. You may play that card this turn.
“I don't care what cause you're preaching. If you're not here to learn, find someone else to bother.”
2/3
  • Rail War
Guns Blazing

Guns Blazing {2}{R}

Sorcery
Creatures you control get +2/+0 until end of turn. Each creature you control with a +1/+1 counter on it gains menace until end of turn.
“Draw, or put your hands up!”
  • Rail War
Guns Akimbo

Guns Akimbo {3}{R}

Enchantment - Aura
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to an opponent, exile the top card of your library. You may play that card this turn.
“‘One shot, one kill' may work for Xiu, but as far as I'm concerned now is the time for overkill.”
—Anne Sullivan
  • Rail War