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Types Artifact Creature Land
Enchantment Instant Planeswalker Sorcery
Subtypes Legendary Dinosaur Pirate Merfolk Vampire
Colors White Blue Black Red Green
Multicolor Colorless
Rarity Common Uncommon Rare Mythic Rare
Sets Streets of New Capenna Kamigawa: Neon Dynasty Innistrad: Crimson Vow Innistrad: Midnight Hunt Jumpstart: Historic Horizons
Dungeons & Dragons: Adventures in the Forgotten Realms Strixhaven: School of Mages Kaldheim Kaladesh Remastered Zendikar Rising
Amonkhet Remastered Jumpstart Core Set 2021 Ikoria Lair of Behemoths Theros Beyond Death
Throne of Eldraine Core Set 2020 War of the Spark Ravnica Allegiance Guilds of Ravnica
Core Set 2019 Dominaria Rivals of Ixalan Ixalan Arena Only
Anthologies Explorer Anthology 1 Historic Anthology 6 Historic Anthology 5 Historic Anthology IV
Historic Anthology III Historic Anthology II Historic Anthology: Rhys the Redeemed Historic Anthology 1
Alchemy Alchemy Horizons: Baldur's Gate Alchemy: New Capenna Alchemy: Kamigawa Alchemy: Innistrad
To list cards by their color and converted mana cost use these alternative filters.

212 results
Admiral's Order BlueBlue (3)
Instant
Raid — If you attacked this turn, you may pay Blue rather than pay this spell's mana cost.

Counter target spell.

Aggressive Urge Green (2)
Instant
Target creature gets +1/+1 until end of turn.

Draw a card.

Angrath, Minotaur Pirate BlackRed (6)
Legendary Planeswalker — Angrath (5)
+2: Angrath, Minotaur Pirate deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls.

−3: Return target Pirate card from your graveyard to the battlefield.
−11: Destroy all creatures target opponent controls. Angrath, Minotaur Pirate deals damage to that player equal to their total power.

Angrath, the Flame-Chained BlackRed (5)
Legendary Planeswalker — Angrath (4)
+1: Each opponent discards a card and loses 2 life.

−3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has converted mana cost 3 or less.
−8: Each opponent loses life equal to the number of cards in their graveyard.

Angrath's Ambusher Black (3)
Creature — Orc Pirate (2/3)
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker.
Angrath's Fury BlackRed (5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Aquatic Incursion Blue (4)
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)

Blue: Target Merfolk can't be blocked this turn.

Arch of Orazca (0)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Tap: Add .
, Tap: Draw a card. Activate this ability only if you have the city's blessing.

Arterial Flow BlackBlack (3)
Sorcery
Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
Atzal, Cave of Eternity (3)
Legendary Land
(Transforms from Journey to Eternity.)

Tap: Add one mana of any color.
BlackGreen, Tap: Return target creature card from your graveyard to the battlefield.

Atzocan Seer GreenWhite (3)
Creature — Human Druid (2/3)
Tap: Add one mana of any color.

Sacrifice Atzocan Seer: Return target Dinosaur card from your graveyard to your hand.

Awakened Amalgam (4)
Artifact Creature — Golem (*/*)
Awakened Amalgam's power and toughness are each equal to the number of differently named lands you control.
Azor, the Lawbringer WhiteWhiteBlueBlue (6)
Legendary Creature — Sphinx (6/6)
Flying

When Azor, the Lawbringer enters the battlefield, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay WhiteBlueBlue. If you do, you gain X life and draw X cards.

Azor's Gateway (2)
Legendary Artifact
, Tap: Draw a card, then exile a card from your hand. If cards with five or more different converted mana costs are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
Baffling End White (2)
Enchantment
When Baffling End enters the battlefield, exile target creature an opponent controls with converted mana cost 3 or less.

When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.

Bishop of Binding White (4)
Creature — Vampire Cleric (1/1)
When Bishop of Binding enters the battlefield, exile target creature an opponent controls until Bishop of Binding leaves the battlefield.

Whenever Bishop of Binding attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.

Blazing Hope White (1)
Instant
Exile target creature with power greater than or equal to your life total.
Blood Sun Red (3)
Enchantment
When Blood Sun enters the battlefield, draw a card.

All lands lose all abilities except mana abilities.

Bombard Red (3)
Instant
Bombard deals 4 damage to target creature.
Brass's Bounty Red (7)
Sorcery
For each land you control, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Brazen Freebooter Red (4)
Creature — Human Pirate (3/3)
When Brazen Freebooter enters the battlefield, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Buccaneer's Bravado Red (2)
Instant
Choose one —

• Target creature gets +1/+1 and gains first strike until end of turn.
• Target Pirate gets +1/+1 and gains double strike until end of turn.

Cacophodon Green (4)
Creature — Dinosaur (2/5)
Enrage — Whenever Cacophodon is dealt damage, untap target permanent.
Canal Monitor Black (5)
Creature — Lizard (5/3)
Captain's Hook (3)
Artifact — Equipment
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types.

Whenever Captain's Hook becomes unattached from a permanent, destroy that permanent.
Equip

Champion of Dusk BlackBlack (5)
Creature — Vampire Knight (4/4)
When Champion of Dusk enters the battlefield, you draw X cards and you lose X life, where X is the number of Vampires you control.
Charging Tuskodon RedRed (5)
Creature — Dinosaur (4/4)
Trample

If Charging Tuskodon would deal combat damage to a player, it deals double that damage to that player instead.

Cherished Hatchling Green (2)
Creature — Dinosaur (2/1)
When Cherished Hatchling dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters the battlefield, you may have it fight another target creature."
Cinder Barrens (0)
Land
Cinder Barrens enters the battlefield tapped.

Tap: Add Black or Red.

Cleansing Ray White (2)
Sorcery
Choose one —

• Destroy target Vampire.
• Destroy target enchantment.

Colossal Dreadmaw GreenGreen (6)
Creature — Dinosaur (6/6)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Crafty Cutpurse Blue (4)
Creature — Human Pirate (2/2)
Flash

When Crafty Cutpurse enters the battlefield, each token that would be created under an opponent's control this turn is created under your control instead.

Crashing Tide Blue (3)
Sorcery
This spell has flash as long as you control a Merfolk.

Return target creature to its owner's hand.
Draw a card.

Crested Herdcaller GreenGreen (5)
Creature — Dinosaur (3/3)
Trample

When Crested Herdcaller enters the battlefield, create a 3/3 green Dinosaur creature token with trample.

Curious Obsession Blue (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.

Daring Buccaneer Red (1)
Creature — Human Pirate (2/2)
As an additional cost to cast this spell, reveal a Pirate card from your hand or pay .
Dark Inquiry Black (3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Dead Man's Chest Black (2)
Enchantment — Aura
Enchant creature an opponent controls

When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and you may spend mana as though it were mana of any type to cast those spells.

Deadeye Brawler BlueBlack (4)
Creature — Human Pirate (2/4)
Deathtouch

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever Deadeye Brawler deals combat damage to a player, if you have the city's blessing, draw a card.

Deadeye Rig-Hauler Blue (4)
Creature — Human Pirate (3/2)
Raid — When Deadeye Rig-Hauler enters the battlefield, if you attacked this turn, you may return target creature to its owner's hand.
Deeproot Elite Green (2)
Creature — Merfolk Warrior (1/1)
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
Dinosaur Hunter Black (2)
Creature — Human Pirate (2/2)
Whenever Dinosaur Hunter deals damage to a Dinosaur, destroy that creature.
Dire Fleet Daredevil Red (2)
Creature — Human Pirate (2/1)
First strike

When Dire Fleet Daredevil enters the battlefield, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and you may spend mana as though it were mana of any type to cast that spell. If that spell would be put into a graveyard this turn, exile it instead.

Dire Fleet Neckbreaker BlackRed (4)
Creature — Orc Pirate (3/2)
Attacking Pirates you control get +2/+0.
Dire Fleet Poisoner Black (2)
Creature — Human Pirate (2/2)
Flash

Deathtouch
When Dire Fleet Poisoner enters the battlefield, target attacking Pirate you control gets +1/+1 and gains deathtouch until end of turn.

Divine Verdict White (4)
Instant
Destroy target attacking or blocking creature.
Dusk Charger Black (4)
Creature — Horse (3/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Dusk Charger gets +2/+2 as long as you have the city's blessing.

Dusk Legion Zealot Black (2)
Creature — Vampire Soldier (1/1)
When Dusk Legion Zealot enters the battlefield, you draw a card and you lose 1 life.
Elenda, the Dusk Rose WhiteBlack (4)
Legendary Creature — Vampire Knight (1/1)
Lifelink

Whenever another creature dies, put a +1/+1 counter on Elenda, the Dusk Rose.
When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.

Enter the Unknown Green (1)
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

You may play an additional land this turn.

Etali, Primal Storm RedRed (6)
Legendary Creature — Elder Dinosaur (6/6)
Whenever Etali, Primal Storm attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Everdawn Champion WhiteWhite (3)
Creature — Human Soldier (2/2)
Prevent all combat damage that would be dealt to Everdawn Champion.
Evolving Wilds (0)
Land
Tap, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Expel from Orazca Blue (2)
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.

Exultant Skymarcher WhiteWhite (3)
Creature — Vampire Soldier (2/3)
Flying
Famished Paladin White (2)
Creature — Vampire Knight (3/3)
Famished Paladin doesn't untap during your untap step.

Whenever you gain life, untap Famished Paladin.

Fanatical Firebrand Red (1)
Creature — Goblin Pirate (1/1)
Haste

Tap, Sacrifice Fanatical Firebrand: It deals 1 damage to any target.

Fathom Fleet Boarder Black (3)
Creature — Orc Pirate (3/3)
When Fathom Fleet Boarder enters the battlefield, you lose 2 life unless you control another Pirate.
Flood of Recollection BlueBlue (2)
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Forerunner of the Coalition Black (3)
Creature — Human Pirate (2/2)
When Forerunner of the Coalition enters the battlefield, you may search your library for a Pirate card, reveal it, then shuffle your library and put that card on top of it.

Whenever another Pirate enters the battlefield under your control, each opponent loses 1 life.

Forerunner of the Empire Red (4)
Creature — Human Soldier (1/3)
When Forerunner of the Empire enters the battlefield, you may search your library for a Dinosaur card, reveal it, then shuffle your library and put that card on top of it.

Whenever a Dinosaur enters the battlefield under your control, you may have Forerunner of the Empire deal 1 damage to each creature.

Forerunner of the Heralds Green (4)
Creature — Merfolk Scout (3/2)
When Forerunner of the Heralds enters the battlefield, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it.

Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on Forerunner of the Heralds.

Forerunner of the Legion White (3)
Creature — Vampire Knight (2/2)
When Forerunner of the Legion enters the battlefield, you may search your library for a Vampire card, reveal it, then shuffle your library and put that card on top of it.

Whenever another Vampire enters the battlefield under your control, target creature gets +1/+1 until end of turn.

Forest (0)
Basic Land — Forest
Form of the Dinosaur RedRed (6)
Enchantment
When Form of the Dinosaur enters the battlefield, your life total becomes 15.

At the beginning of your upkeep, Form of the Dinosaur deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.

Forsaken Sanctuary (0)
Land
Forsaken Sanctuary enters the battlefield tapped.

Tap: Add White or Black.

Foul Orchard (0)
Land
Foul Orchard enters the battlefield tapped.

Tap: Add Black or Green.

Frilled Deathspitter Red (3)
Creature — Dinosaur (3/2)
Enrage — Whenever Frilled Deathspitter is dealt damage, it deals 2 damage to target opponent or planeswalker.
Ghalta, Primal Hunger GreenGreen (12)
Legendary Creature — Elder Dinosaur (12/12)
This spell costs less to cast, where X is the total power of creatures you control.

Trample

Giltgrove Stalker Green (2)
Creature — Merfolk Warrior (2/1)
Giltgrove Stalker can't be blocked by creatures with power 2 or less.
Gleaming Barrier (2)
Artifact Creature — Wall (0/4)
Defender

When Gleaming Barrier dies, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")

Goblin Trailblazer Red (2)
Creature — Goblin Pirate (2/1)
Menace
Golden Demise BlackBlack (3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.

Golden Guardian (4)
Artifact Creature — Golem (4/4)
Defender

: Golden Guardian fights another target creature you control. When Golden Guardian dies this turn, return it to the battlefield transformed under your control.

Gold-Forge Garrison (4)
Land
(Transforms from Golden Guardian.)

Tap: Add two mana of any one color.
, Tap: Create a 4/4 colorless Golem artifact creature token.

Grasping Scoundrel Black (1)
Creature — Human Pirate (1/1)
Grasping Scoundrel gets +1/+0 as long as it's attacking.
Gruesome Fate Black (3)
Sorcery
Each opponent loses 1 life for each creature you control.
Hadana's Climb GreenBlue (3)
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
Hardy Veteran Green (2)
Creature — Human Warrior (2/2)
As long as it's your turn, Hardy Veteran gets +0/+2.
Highland Lake (0)
Land
Highland Lake enters the battlefield tapped.

Tap: Add Blue or Red.

Hornswoggle Blue (3)
Instant
Counter target creature spell. You create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Huatli, Radiant Champion GreenWhite (4)
Legendary Planeswalker — Huatli (3)
+1: Put a loyalty counter on Huatli, Radiant Champion for each creature you control.

−1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
−8: You get an emblem with "Whenever a creature enters the battlefield under your control, you may draw a card."

Hunt the Weak Green (4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Impale BlackBlack (4)
Sorcery
Destroy target creature.
Imperial Ceratops White (5)
Creature — Dinosaur (3/5)
Enrage — Whenever Imperial Ceratops is dealt damage, you gain 2 life.
Induced Amnesia Blue (3)
Enchantment
When Induced Amnesia enters the battlefield, target player exiles all cards from their hand face down, then draws that many cards.

When Induced Amnesia is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.

Island (0)
Basic Land — Island
Jade Bearer Green (1)
Creature — Merfolk Shaman (1/1)
When Jade Bearer enters the battlefield, put a +1/+1 counter on another target Merfolk you control.
Jadecraft Artisan Green (4)
Creature — Merfolk Shaman (3/3)
When Jadecraft Artisan enters the battlefield, target creature gets +2/+2 until end of turn.
Jadelight Ranger GreenGreen (3)
Creature — Merfolk Scout (2/1)
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
Journey to Eternity BlackGreen (3)
Legendary Enchantment — Aura
Enchant creature you control

When enchanted creature dies, return it to the battlefield under your control, then return Journey to Eternity to the battlefield transformed under your control.

Jungle Creeper BlackGreen (3)
Creature — Elemental (3/3)
BlackGreen: Return Jungle Creeper from your graveyard to your hand.
Jungleborn Pioneer Green (3)
Creature — Merfolk Scout (2/2)
When Jungleborn Pioneer enters the battlefield, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.)
Kitesail Corsair Blue (2)
Creature — Human Pirate (2/1)
Kitesail Corsair has flying as long as it's attacking.
Knight of the Stampede Green (4)
Creature — Human Knight (2/4)
Dinosaur spells you cast cost less to cast.
Kumena, Tyrant of Orazca GreenBlue (3)
Legendary Creature — Merfolk Shaman (2/4)
Tap another untapped Merfolk you control: Kumena, Tyrant of Orazca can't be blocked this turn.

Tap three untapped Merfolk you control: Draw a card.
Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.

Kumena's Awakening BlueBlue (4)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.

Legion Conquistador White (3)
Creature — Vampire Soldier (2/2)
When Legion Conquistador enters the battlefield, you may search your library for any number of cards named Legion Conquistador, reveal them, put them into your hand, then shuffle your library.
Legion Lieutenant WhiteBlack (2)
Creature — Vampire Knight (2/2)
Other Vampires you control get +1/+1.
Luminous Bonds White (3)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack or block.

Majestic Heliopterus White (4)
Creature — Dinosaur (2/2)
Flying

Whenever Majestic Heliopterus attacks, another target Dinosaur you control gains flying until end of turn.

Martyr of Dusk White (2)
Creature — Vampire Soldier (2/1)
When Martyr of Dusk dies, create a 1/1 white Vampire creature token with lifelink.
Mastermind's Acquisition BlackBlack (4)
Sorcery
Choose one —

• Search your library for a card, put it into your hand, then shuffle your library.
• Choose a card you own from outside the game and put it into your hand.

Mausoleum Harpy Black (5)
Creature — Harpy (3/3)
Flying

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever another creature you control dies, if you have the city's blessing, put a +1/+1 counter on Mausoleum Harpy.

Merfolk Mistbinder GreenBlue (2)
Creature — Merfolk Shaman (2/2)
Other Merfolk you control get +1/+1.
Metzali, Tower of Triumph (2)
Legendary Land
(Transforms from Path of Mettle.)

Tap: Add one mana of any color.
Red, Tap: Metzali, Tower of Triumph deals 2 damage to each opponent.
White, Tap: Choose a creature at random that attacked this turn. Destroy that creature.

Mist-Cloaked Herald Blue (1)
Creature — Merfolk Warrior (1/1)
Mist-Cloaked Herald can't be blocked.
Moment of Craving Black (2)
Instant
Target creature gets -2/-2 until end of turn. You gain 2 life.
Moment of Triumph White (1)
Instant
Target creature gets +2/+2 until end of turn. You gain 2 life.
Mountain (0)
Basic Land — Mountain
Mutiny Red (1)
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls.
Naturalize Green (2)
Instant
Destroy target artifact or enchantment.
Needletooth Raptor Red (4)
Creature — Dinosaur (2/2)
Enrage — Whenever Needletooth Raptor is dealt damage, it deals 5 damage to target creature an opponent controls.
Negate Blue (2)
Instant
Counter target noncreature spell.
Nezahal, Primal Tide BlueBlue (7)
Legendary Creature — Elder Dinosaur (7/7)
This spell can't be countered.

You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal, Primal Tide. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.

Oathsworn Vampire Black (2)
Creature — Vampire Knight (2/2)
Oathsworn Vampire enters the battlefield tapped.

You may cast Oathsworn Vampire from your graveyard if you gained life this turn.

Orazca Frillback Green (3)
Creature — Dinosaur (4/2)
Orazca Raptor RedRed (4)
Creature — Dinosaur (3/4)
Orazca Relic (3)
Artifact
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Tap: Add .
Tap, Sacrifice Orazca Relic: You gain 3 life and draw a card. Activate this ability only if you have the city's blessing.

Overgrown Armasaur GreenGreen (5)
Creature — Dinosaur (4/4)
Enrage — Whenever Overgrown Armasaur is dealt damage, create a 1/1 green Saproling creature token.
Paladin of Atonement White (2)
Creature — Vampire Knight (1/1)
At the beginning of each upkeep, if you lost life last turn, put a +1/+1 counter on Paladin of Atonement.

When Paladin of Atonement dies, you gain life equal to its toughness.

Path of Discovery Green (4)
Enchantment
Whenever a creature enters the battlefield under your control, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Path of Mettle RedWhite (2)
Legendary Enchantment
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.

Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.

Pirate's Pillage Red (4)
Sorcery
As an additional cost to cast this spell, discard a card.

Draw two cards and create two Treasure tokens. (They're artifacts with "Tap, Sacrifice this artifact: Add one mana of any color.")

Pitiless Plunderer Black (4)
Creature — Human Pirate (1/4)
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Plains (0)
Basic Land — Plains
Plummet Green (2)
Instant
Destroy target creature with flying.
Polyraptor GreenGreen (8)
Creature — Dinosaur (5/5)
Enrage — Whenever Polyraptor is dealt damage, create a token that's a copy of Polyraptor.
Pride of Conquerors White (2)
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead.

Profane Procession WhiteBlack (3)
Legendary Enchantment
WhiteBlack: Exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it.
Protean Raider BlueRed (3)
Creature — Shapeshifter Pirate (2/2)
Raid — If you attacked this turn, you may have Protean Raider enter the battlefield as a copy of any creature on the battlefield.
Radiant Destiny White (3)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

Raging Regisaur RedGreen (4)
Creature — Dinosaur (4/4)
Whenever Raging Regisaur attacks, it deals 1 damage to any target.
Raptor Companion White (2)
Creature — Dinosaur (3/1)
Ravenous Chupacabra BlackBlack (4)
Creature — Beast Horror (2/2)
When Ravenous Chupacabra enters the battlefield, destroy target creature an opponent controls.
Reaver Ambush Black (3)
Instant
Exile target creature with power 3 or less.
Reckless Rage Red (1)
Instant
Reckless Rage deals 4 damage to target creature you don't control and 2 damage to target creature you control.
Recover Black (3)
Sorcery
Return target creature card from your graveyard to your hand.

Draw a card.

Rekindling Phoenix RedRed (4)
Creature — Phoenix (4/3)
Flying

When Rekindling Phoenix dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this creature and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."

Release to the Wind Blue (3)
Instant
Exile target nonland permanent. For as long as that card remains exiled, its owner may cast it without paying its mana cost.
Relentless Raptor RedWhite (2)
Creature — Dinosaur (3/3)
Vigilance

Relentless Raptor attacks or blocks each combat if able.

Resplendent Griffin WhiteBlue (3)
Creature — Griffin (2/2)
Flying

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever Resplendent Griffin attacks, if you have the city's blessing, put a +1/+1 counter on it.

River Darter Blue (3)
Creature — Merfolk Warrior (2/3)
River Darter can't be blocked by Dinosaurs.
Riverwise Augur Blue (4)
Creature — Merfolk Wizard (2/2)
When Riverwise Augur enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.
Sadistic Skymarcher Black (3)
Creature — Vampire Soldier (2/2)
As an additional cost to cast this spell, reveal a Vampire card from your hand or pay .

Flying, lifelink

Sailor of Means Blue (3)
Creature — Human Pirate (1/4)
When Sailor of Means enters the battlefield, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Sanctum of the Sun (2)
Legendary Land
(Transforms from Azor's Gateway.)

Tap: Add X mana of any one color, where X is your life total.

Sanguine Glorifier White (4)
Creature — Vampire Cleric (3/3)
When Sanguine Glorifier enters the battlefield, put a +1/+1 counter on another target Vampire you control.
Sea Legs Blue (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.

Seafloor Oracle BlueBlue (4)
Creature — Merfolk Wizard (2/3)
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Secrets of the Golden City BlueBlue (3)
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Draw two cards. If you have the city's blessing, draw three cards instead.

See Red Red (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+1 and has first strike.
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.

Shake the Foundations Red (3)
Instant
Shake the Foundations deals 1 damage to each creature without flying.

Draw a card.

Shatter Red (2)
Instant
Destroy target artifact.
Siegehorn Ceratops GreenWhite (2)
Creature — Dinosaur (2/2)
Enrage — Whenever Siegehorn Ceratops is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
Silent Gravestone (1)
Artifact
Cards in graveyards can't be the targets of spells or abilities.

, Tap: Exile Silent Gravestone and all cards from all graveyards. Draw a card.

Silverclad Ferocidons RedRed (7)
Creature — Dinosaur (8/5)
Enrage — Whenever Silverclad Ferocidons is dealt damage, each opponent sacrifices a permanent.
Silvergill Adept Blue (2)
Creature — Merfolk Wizard (2/1)
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay .

When Silvergill Adept enters the battlefield, draw a card.

Siren Reaver Blue (4)
Creature — Siren Pirate (3/2)
Raid — This spell costs less to cast if you attacked this turn.

Flying

Skymarcher Aspirant White (1)
Creature — Vampire Soldier (2/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Skymarcher Aspirant has flying as long as you have the city's blessing.

Slaughter the Strong WhiteWhite (3)
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Slippery Scoundrel Blue (3)
Creature — Human Pirate (2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As long as you have the city's blessing, Slippery Scoundrel has hexproof and can't be blocked.

Snubhorn Sentry White (1)
Creature — Dinosaur (0/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Snubhorn Sentry gets +3/+0 as long as you have the city's blessing.

Soul of the Rapids BlueBlue (5)
Creature — Elemental (3/2)
Flying

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Sphinx's Decree White (2)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
Spire Winder Blue (4)
Creature — Snake (2/3)
Flying

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Spire Winder gets +1/+1 as long as you have the city's blessing.

Squire's Devotion White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has lifelink.
When Squire's Devotion enters the battlefield, create a 1/1 white Vampire creature token with lifelink.

Stampeding Horncrest Red (5)
Creature — Dinosaur (4/4)
Stampeding Horncrest has haste as long as you control another Dinosaur.
Stone Quarry (0)
Land
Stone Quarry enters the battlefield tapped.

Tap: Add Red or White.

Storm Fleet Sprinter BlueRed (3)
Creature — Human Pirate (2/2)
Haste

Storm Fleet Sprinter can't be blocked.

Storm Fleet Swashbuckler Red (2)
Creature — Human Pirate (2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Storm Fleet Swashbuckler has double strike as long as you have the city's blessing.

Storm the Vault BlueRed (4)
Legendary Enchantment
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")

At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.

Strength of the Pack GreenGreen (6)
Sorcery
Put two +1/+1 counters on each creature you control.
Strider Harness (3)
Artifact — Equipment
Equipped creature gets +1/+1 and has haste.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Sun Sentinel White (2)
Creature — Human Soldier (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
Sun-Collared Raptor Red (2)
Creature — Dinosaur (1/2)
Trample

Red: Sun-Collared Raptor gets +3/+0 until end of turn.

Sun-Crested Pterodon White (5)
Creature — Dinosaur (2/5)
Flying

Sun-Crested Pterodon has vigilance as long as you control another Dinosaur.

Swab Goblin Red (2)
Creature — Goblin Pirate (2/2)
Swaggering Corsair Red (3)
Creature — Human Pirate (2/2)
Raid — Swaggering Corsair enters the battlefield with a +1/+1 counter on it if you attacked this turn.
Swamp (0)
Basic Land — Swamp
Swift Warden GreenGreen (3)
Creature — Merfolk Warrior (3/3)
Flash

When Swift Warden enters the battlefield, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Sworn Guardian Blue (2)
Creature — Merfolk Warrior (1/3)
Temple Altisaur White (5)
Creature — Dinosaur (3/4)
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
Tendershoot Dryad Green (5)
Creature — Dryad (2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.

Tetzimoc, Primal Death BlackBlack (6)
Legendary Creature — Elder Dinosaur (6/6)
Deathtouch

Black, Reveal Tetzimoc, Primal Death from your hand: Put a prey counter on target creature. Activate this ability only during your turn.
When Tetzimoc enters the battlefield, destroy each creature your opponents control with a prey counter on it.

The Immortal Sun (6)
Legendary Artifact
Players can't activate planeswalkers' loyalty abilities.

At the beginning of your draw step, draw an additional card.
Spells you cast cost less to cast.
Creatures you control get +1/+1.

Thrashing Brontodon GreenGreen (3)
Creature — Dinosaur (3/4)
, Sacrifice Thrashing Brontodon: Destroy target artifact or enchantment.
Thunderherd Migration Green (2)
Sorcery
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay .

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Tilonalli's Crown Red (2)
Enchantment — Aura
Enchant creature

When Tilonalli's Crown enters the battlefield, it deals 1 damage to enchanted creature.
Enchanted creature gets +3/+0 and has trample.

Tilonalli's Summoner Red (2)
Creature — Human Shaman (1/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Whenever Tilonalli's Summoner attacks, you may pay Red. If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing.

Timestream Navigator Blue (2)
Creature — Human Pirate Wizard (1/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

BlueBlue, Tap, Put Timestream Navigator on the bottom of its owner's library: Take an extra turn after this one. Activate this ability only if you have the city's blessing.

Tomb of the Dusk Rose (3)
Legendary Land
(Transforms from Profane Procession.)

Tap: Add one mana of any color.
WhiteBlack, Tap: Put a creature card exiled with this permanent onto the battlefield under your control.

Tomb Robber Black (3)
Creature — Human Pirate (1/1)
Menace

, Discard a card: Tomb Robber explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

Trapjaw Tyrant WhiteWhite (5)
Creature — Dinosaur (5/5)
Enrage — Whenever Trapjaw Tyrant is dealt damage, exile target creature an opponent controls until Trapjaw Tyrant leaves the battlefield.
Traveler's Amulet (1)
Artifact
, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Twilight Prophet BlackBlack (4)
Creature — Vampire Cleric (2/4)
Flying

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's converted mana cost.

Vampire Champion Black (4)
Creature — Vampire Soldier (3/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Vampire Revenant Black (4)
Creature — Vampire Spirit (3/1)
Flying
Vault of Catlacan (4)
Legendary Land
(Transforms from Storm the Vault.)

Tap: Add one mana of any color.
Tap: Add Blue for each artifact you control.

Vona's Hunger Black (3)
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Each opponent sacrifices a creature. If you have the city's blessing, instead each opponent sacrifices half the creatures they control, rounded up.

Voracious Vampire Black (3)
Creature — Vampire Knight (2/2)
Menace

When Voracious Vampire enters the battlefield, target Vampire you control gets +1/+1 and gains menace until end of turn.

Vraska, Scheming Gorgon BlackBlack (6)
Legendary Planeswalker — Vraska (5)
+2: Creatures you control get +1/+0 until end of turn.

−3: Destroy target creature.
−10: Until end of turn, creatures you control gain deathtouch and "Whenever this creature deals damage to an opponent, that player loses the game."

Vraska's Conquistador Black (2)
Creature — Vampire Soldier (2/1)
Whenever Vraska's Conquistador attacks or blocks, if you control a Vraska planeswalker, target opponent loses 2 life and you gain 2 life.
Vraska's Scorn BlackBlack (4)
Sorcery
Target opponent loses 4 life. You may search your library and/or graveyard for a card named Vraska, Scheming Gorgon, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Warkite Marauder Blue (2)
Creature — Human Pirate (2/1)
Flying

Whenever Warkite Marauder attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.

Waterknot BlueBlue (3)
Enchantment — Aura
Enchant creature

When Waterknot enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Wayward Swordtooth Green (3)
Creature — Dinosaur (5/5)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

You may play an additional land on each of your turns.
Wayward Swordtooth can't attack or block unless you have the city's blessing.

Winged Temple of Orazca (3)
Legendary Land
(Transforms from Hadana's Climb.)

Tap: Add one mana of any color.
GreenBlue, Tap: Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.

Woodland Stream (0)
Land
Woodland Stream enters the battlefield tapped.

Tap: Add Green or Blue.

World Shaper Green (4)
Creature — Merfolk Shaman (3/3)
Whenever World Shaper attacks, you may mill three cards.

When World Shaper dies, return all land cards from your graveyard to the battlefield tapped.

Zacama, Primal Calamity RedGreenWhite (9)
Legendary Creature — Elder Dinosaur (9/9)
Vigilance, reach, trample

When Zacama, Primal Calamity enters the battlefield, if you cast it, untap all lands you control.
Red: Zacama deals 3 damage to target creature.
Green: Destroy target artifact or enchantment.
White: You gain 3 life.

Zetalpa, Primal Dawn WhiteWhite (8)
Legendary Creature — Elder Dinosaur (4/8)
Flying, double strike, vigilance, trample, indestructible