Duel Decks: Speed vs. Cunning

Act of Treason

Act of Treason {2}{R}

Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
"Rage courses in every heart, yearning to betray its rational prison."
—Sarkhan Vol
Dauntless Onslaught

Dauntless Onslaught {2}{W}

Instant
Up to two target creatures each get +2/+2 until end of turn.
"The people of Akros must learn from our leonin adversaries. If we match their staunch ferocity with our superior faith, we cannot fail."
—Cymede, queen of Akros
Orcish Cannonade

Orcish Cannonade {1}{R}{R}

Instant
Orcish Cannonade deals 2 damage to any target and 3 damage to you.
Draw a card.
"Crispy! Scarback! Load another volcano-ball."
—Stumphobbler Thuj, orcish captain
Fiery Fall

Fiery Fall {5}{R}

Instant
Fiery Fall deals 5 damage to target creature.
Basic landcycling {1}{R}
Jund feasts on the unprepared.
Fury of the Horde

Fury of the Horde {5}{R}{R}

Sorcery
You may exile two red cards from your hand rather than pay this spell's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Banefire

Banefire {X}{R}

Sorcery
Banefire deals X damage to any target.
If X is 5 or more, this spell can't be countered and the damage can't be prevented.
For Sarkhan Vol, the dragon is the purest expression of life's savage splendor.
Related card: Kayla's Kindling
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Without the interfering hands of civilization, nature will always shape itself to its own needs.
Ghitu Encampment

Ghitu Encampment

Land
Ghitu Encampment enters the battlefield tapped.
{T}: Add {R}.
{1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land.
Nomad Outpost

Nomad Outpost

Land
Nomad Outpost enters the battlefield tapped.
{T}: Add {R}, {W}, or {B}.
"Only the weak imprison themselves behind walls. We live free under the wind, and our freedom makes us strong."
—Zurgo, khan of the Mardu
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Related card: Norn's Fetchling
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Arcanis the Omnipotent

Arcanis the Omnipotent {3}{U}{U}{U}

Legendary Creature - Wizard
{T}: Draw three cards.
{2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand.
"Do not concern yourself with my origin, my race, or my ancestry. Seek my record in the pits, and then make your wager."
3/4
Faerie Impostor

Faerie Impostor {U}

Creature - Faerie Rogue
Flying
When Faerie Impostor enters the battlefield, sacrifice it unless you return another creature you control to its owner's hand.
Many Tin Street shops display a sign on the door: "No cloaks allowed."
2/1
Coral Trickster

Coral Trickster {1}{U}

Creature - Merfolk Rogue
Morph {U}
When Coral Trickster is turned face up, you may tap or untap target permanent.
They wait in darkened depths, laughing eagerly.
2/1
Fathom Seer

Fathom Seer {1}{U}

Creature - Illusion
Morph—Return two Islands you control to their owner's hand.
When Fathom Seer is turned face up, draw two cards.
1/3
Jeskai Elder

Jeskai Elder {1}{U}

Creature - Human Monk
Prowess
Whenever Jeskai Elder deals combat damage to a player, you may draw a card. If you do, discard a card.
1/2
Willbender

Willbender {1}{U}

Creature - Human Wizard
Morph {1}{U}
When Willbender is turned face up, change the target of target spell or ability with a single target.
1/2
Sparkmage Apprentice

Sparkmage Apprentice {1}{R}

Creature - Human Wizard
When Sparkmage Apprentice enters the battlefield, it deals 1 damage to any target.
Sparkmages are performance artists of sorts, but pain is the price of admission.
1/1
Lone Missionary

Lone Missionary {1}{W}

Creature - Kor Monk
When Lone Missionary enters the battlefield, you gain 4 life.
His mission has become a grim pilgrimage, a tour of the Eldrazi-stricken outposts across Zendikar. But he marches on alone, stubborn as the daily dawn.
2/1
Master Decoy

Master Decoy {1}{W}

Creature - Human Soldier
{W}, {T}: Tap target creature.
A skilled decoy can throw your enemies off your trail. A master decoy can survive to do it again.
1/2