Carpe Arcanum

Carpe Arcanum contains 90 cards.
It is part of Carpe Arcanum block.
Released: 2018-08-01
Thought Blossom

Thought Blossom {U}{B}

Instant
Counter target instant or sorcery spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that spell for as long as it remains exiled and you may spend blue and black mana as though it were mana of any color to cast it.
Ignition Ritual

Ignition Ritual {1}{B}{R}

Sorcery
As an additional cost to cast this spell, pay X life.
Ignition Ritual deals X damage to each creature and each planeswalker.
Reckless Festivities

Reckless Festivities {2}{B}{R}

Sorcery
Starting with you, each player either passes or reveals the top card of their library. Each player that revealed a card this way pays life equal to its mana value. If a player can't, that player passes. Then each player who hasn't passed yet puts that card into their hand. Repeat this process until each player has passed.
Ardy, Youthful Geomancer

Ardy, Youthful Geomancer {R}{G}

Legendary Planeswalker - Ardy
[+1]: Untap target land.
[–1]: Exile the top card of your library. You may play that card until end of turn. If a land card is exiled this way, you gain 2 life.
[–7]: Untap each land you control. Lands you control become 3/3 Elemental creatures with haste until end of turn. They're still lands.
Loyalty:
2
Ardy's Invocation

Ardy's Invocation {R}{G}

Sorcery
Create a 1/1 red and green Elemental creature token. Creatures you control get +1/+1 and gain haste until end of turn.
Orchestrate {R}{G} (You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, cast this from exile without paying its mana cost.)
Jara Jadefist

Jara Jadefist {1}{R}{G}

Creature - Human Warrior
Trample, haste
Cadence (Whenever you cast a spell, if its mana value is greater than this creature's power, put a +1/+1 counter on this creature.)
In Almgrove, knowledge begets power. In Arpechia, power comes from within. In Jara, power simply is.
3/2
Ironwood Elemental

Ironwood Elemental {2}{G}{W}

Creature - Elemental
Protection from mana values lower than Ironwood Elemental's power (This permanent can't be blocked, targeted, dealt damage, or enchanted by anything with mana value lower than this creature's power.)
Ironwood Elemental's power and toughness are each equal to the number of creatures you control.
*/*
Vitality Maestro

Vitality Maestro {2}{G}{W}

Creature - Human Wizard
When Vitality Maestro enters the battlefield, you gain 5 life.
Recite {G}{W} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters the battlefield or if it would leave the battlefield.)
3/3
Face the Dawn

Face the Dawn {3}{W}{B}

Sorcery
This spell costs {2} less to cast if your life total is less than or equal to half your starting life total.
Destroy all creatures.
“Bleakness is the calm before inspiration.”
Lunar Arbiter

Lunar Arbiter {3}{W}{B}

Creature - Human Cleric
If a player would lose life, that player loses 3 life instead.
If a player would gain life, that player gains 3 life instead.
3/3
Almgrove Sentinel

Almgrove Sentinel {1}{U}{R}

Creature - Human Wizard
Defender
Whenever you cast an instant or sorcery spell, you may untap Almgrove Sentinel.
{T}: Almgrove Sentinel deals 1 damage to any target.
0/3
Compulsion's Voice

Compulsion's Voice {3}{U}{R}

Creature - Human Wizard
When Compulsion's Voice enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.
Recite {1}{U}{R} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters the battlefield or if it would leave the battlefield.)
2/3
Archive Guardian

Archive Guardian {2}{B}{G}

Creature - Elemental
When Archive Guardian enters the battlefield, return target card from your graveyard to your hand.
Recite {1}{B}{G} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters the battlefield or if it would leave the battlefield.)
2/2
False Vitality

False Vitality {3}{B}{G}

Sorcery
Put target permanent card from a graveyard onto the battlefield under your control.
To bring back what was once real is the first step to bringing about what was never real.
Blessing of Valor

Blessing of Valor {R}{W}

Instant
Up to two target creatures you control each get +2/+0 and gain first strike and haste until end of turn.
Orchestrate—Tap an untapped red and white creature you control or an untapped red creature you control and untapped white creature you control. (You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, cast this from exile without paying its mana cost.)
Misleading Tactics

Misleading Tactics {R}{W}

Instant
Cast this spell only during the declare blockers step.
After this step there's an additional declare attackers step followed by an additional declare blockers step. (A creature can't attack or block again if it's already attacking or blocking.)
Draw a card.
Chart the Vast

Chart the Vast {4}{G}{U}

Sorcery
Look at the top three cards of your library. You may exile one that doesn't share a mana value with any cards exiled with Chart the Vast. Put the rest on the bottom of your library. If you exiled a card, repeat this process. Otherwise, put all cards exiled this way into your hand.
Lodestone Convergence

Lodestone Convergence {G}{U}

Enchantment
Whenever a land you control becomes a creature, put a +1/+1 counter on it.
{2}{G}{U}: Target land you control becomes a 3/3 Elemental creature in addition to its other types until end of turn.
Giltwork Legacy

Giltwork Legacy {1}

Artifact - Equipment
Equipped creature gets +2/+1.
Whenever equipped creature becomes untapped, you draw a card and you gain 2 life.
Equip {3}
After every duel, its grandeur grows.
Mechanized Ideal

Mechanized Ideal {3}

Artifact Creature - Construct
Mechanized Ideal gets +X/+Y, where X is the highest base power among other creatures you control and Y is the highest base toughness among other creatures you control.
1/1
Possibility Matrix

Possibility Matrix {3}

Artifact
At the beginning of your upkeep, exile the top card of each of your libraries.
Put X cards exiled with Possibility Matrix on the bottom of their owner's library: You may cast a nonland card exiled with Possibility Matrix with mana value X or less without paying its mana cost.
Spellslinger's Gauntlet

Spellslinger's Gauntlet {3}

Artifact - Equipment
When Spellslinger's Gauntlet enters the battlefield, exile an instant or sorcery card with mana value 3 or less from your hand.
Whenever equipped creature attacks, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Equip {3}
Spellwork Bulwark

Spellwork Bulwark {2}

Artifact Creature - Golem
Defender, flying
Cadence (Whenever you cast a spell, if its mana value is greater than this creature's power, put a +1/+1 counter on this creature.)
Remove a +1/+1 counter from Spellwork Bulwark: It loses defender and gains hexproof and indestructible until end of turn.
1/3
Warded Tome

Warded Tome {2}

Artifact
Warded Tome doesn't untap during its controller's untap step.
{T}: Draw a card.
{5}: Untap Warded Tome.
In a society obsessed with learning and discovery, secrets are little more than a stalling tactic.
Aerie's Pillar

Aerie's Pillar

Land - Island Animus
({T}: Add {U}.)
Aerie's Pillar enters the battlefield tapped.
Flying
{2}{U}{U}: Aerie's Pillar becomes a creature in addition to its other types until end of turn.
3/3