Bloomburrow

Rabbit Response

Rabbit Response {2}{W}{W}

Instant
Creatures you control get +2/+1 until end of turn. If you control a Rabbit, scry 2.
You never fight just one rabbitfolk. They bring the strength of their burrow to battle with them.
Repel Calamity

Repel Calamity {1}{W}

Instant
Destroy target creature with power or toughness 4 or greater.
The living seasons come to grow, to burn, to wither, and to freeze. As natural as it is for the Calamity Beasts to live, it is just as natural for them to die.
Salvation Swan

Salvation Swan {3}{W}

Creature - Bird Cleric
Flash
Flying
Whenever Salvation Swan or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
3/3
Season of the Burrow

Season of the Burrow {3}{W}{W}

Sorcery
Choose up to five {P} worth of modes. You may choose the same mode more than once.
{P} — Create a 1/1 white Rabbit creature token.
{P}{P} — Exile target nonland permanent. Its controller draws a card.
{P}{P}{P} — Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Seasoned Warrenguard

Seasoned Warrenguard {W}

Creature - Rabbit Warrior
Whenever Seasoned Warrenguard attacks while you control a token, Seasoned Warrenguard gets +2/+0 until end of turn.
Never underestimate what a rabbit can do with a root vegetable and some moxie.
1/2
Shrike Force

Shrike Force {2}{W}

Creature - Bird Knight
Flying, double strike, vigilance
"I've trained every one of them in aerial maneuvers, talon strikes, and dive precision. They are the top of my class, and they may surpass me one day."
—Quickwing, master flyer
1/3
Sonar Strike

Sonar Strike {1}{W}

Instant
Sonar Strike deals 4 damage to target attacking, blocking, or tapped creature. You gain 3 life if you control a Bat.
Valley's midnight clerics channel the life force of other animals into blinding strikes and searing shrieks.
Star Charter

Star Charter {3}{W}

Creature - Bat Cleric
Flying
At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
3/1
Starfall Invocation

Starfall Invocation {3}{W}{W}

Sorcery
Gift a card
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Nothing lurks in the purity of the moon's light.
Thistledown Players

Thistledown Players {2}{W}

Creature - Mouse Bard
Whenever Thistledown Players attacks, untap target nonland permanent.
"In hand, a sword to slay the frightful beast; in heart, these words to soothe our frightened kin."
—Lily and the Ember Seed
3/3
Valley Questcaller

Valley Questcaller {1}{W}

Creature - Rabbit Warrior
Whenever one or more other Rabbits, Bats, Birds, and/or Mice you control enter, scry 1.
Other Rabbits, Bats, Birds, and Mice you control get +1/+1.
No battle is fought, or won, alone.
2/3
Warren Elder

Warren Elder {1}{W}

Creature - Rabbit Cleric
{3}{W}: Creatures you control get +1/+1 until end of turn.
"There is strength in numbers, yes. More importantly, there is joy."
2/2
Warren Warleader

Warren Warleader {2}{W}{W}

Creature - Rabbit Knight
Offspring {2}
Whenever you attack, choose one —
• Create a 1/1 white Rabbit creature token that's tapped and attacking.
• Attacking creatures you control get +1/+1 until end of turn.
4/4
Wax-Wane Witness

Wax-Wane Witness {3}{W}

Creature - Bat Cleric
Flying, vigilance
Whenever you gain or lose life during your turn, Wax-Wane Witness gets +1/+0 until end of turn.
Batfolk clerics consider the cycle of light and darkness as a sacred allegory of life and death.
2/4
Whiskervale Forerunner

Whiskervale Forerunner {3}{W}

Creature - Mouse Bard
Valiant — Whenever Whiskervale Forerunner becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
3/4
Azure Beastbinder

Azure Beastbinder {1}{U}

Creature - Rat Rogue
Vigilance
Azure Beastbinder can't be blocked by creatures with power 2 or greater.
Whenever Azure Beastbinder attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
1/3
Bellowing Crier

Bellowing Crier {1}{U}

Creature - Frog Advisor
When Bellowing Crier enters, draw a card, then discard a card.
Glarb's court can always be found repeating his disastrous visions, even when they're unwelcome.
2/1
Calamitous Tide

Calamitous Tide {4}{U}{U}

Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
Zoraline turned her attention to the shore. Helga and Ral's conversation quickly faded from her mind as she watched the gigantic wave approach.
Daring Waverider

Daring Waverider {4}{U}{U}

Creature - Otter Wizard
When Daring Waverider enters, you may cast target instant or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
"Look what I found!"
4/4
Dazzling Denial

Dazzling Denial {1}{U}

Instant
Counter target spell unless its controller pays {2}. If you control a Bird, counter that spell unless its controller pays {4} instead.
Maintaining brilliant plumage isn't just a statement. It's a tactic.
Dire Downdraft

Dire Downdraft {3}{U}

Instant
This spell costs {1} less to cast if it targets an attacking or tapped creature.
Target creature's owner puts it on the top or bottom of their library.
Quickwing's elite flyers were more than capable of navigating ordinary storms, but Dragonhawk's storms were anything but ordinary.
Dour Port-Mage

Dour Port-Mage {1}{U}

Creature - Frog Wizard
Whenever one or more other creatures you control leave the battlefield without dying, draw a card.
{1}{U}, {T}: Return another target creature you control to its owner's hand.
"Find your mooring and stop clogging the shipping lanes!"
1/3
Eddymurk Crab

Eddymurk Crab {5}{U}{U}

Creature - Elemental Crab
Flash
This spell costs {1} less to cast for each instant and sorcery card in your graveyard.
Eddymurk Crab enters tapped if it's not your turn.
When Eddymurk Crab enters, tap up to two target creatures.
5/5
Eluge, the Shoreless Sea

Eluge, the Shoreless Sea {1}{U}{U}{U}

Legendary Creature - Elemental Fish
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs {U} less to cast for each land you control with a flood counter on it.
*/*
Finch Formation

Finch Formation {2}{U}

Creature - Bird Scout
Offspring {3}
Flying
When this creature enters, target creature you control gains flying until end of turn.
2/2