Duel Decks: Venser vs. Koth

Duel Decks: Venser vs. Koth contains 77 cards.
Released: 2012-03-30
Base set size: 77 cards.
Venser, the Sojourner

Venser, the Sojourner {3}{W}{U}

Legendary Planeswalker - Venser
[+2]: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
[–1]: Creatures can't be blocked this turn.
[–8]: You get an emblem with "Whenever you cast a spell, exile target permanent."
Loyalty:
3
Whitemane Lion

Whitemane Lion {1}{W}

Creature - Cat
Flash
When Whitemane Lion enters, return a creature you control to its owner's hand.
Saltfield nomads call a sudden storm a "whitemane."
2/2
Augury Owl

Augury Owl {1}{U}

Creature - Bird
Flying
When Augury Owl enters, scry 3.
1/1
Coral Fighters

Coral Fighters {1}{U}

Creature - Merfolk Soldier
Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.
1/1
Minamo Sightbender

Minamo Sightbender {1}{U}

Creature - Human Wizard
{X}, {T}: Target creature with power X or less can't be blocked this turn.
Woven from threads of the spirit world, the mistcloak rendered its wearer invisible, but quickly fell to tatters.
1/2
Mistmeadow Witch

Mistmeadow Witch {1}{W/U}

Creature - Kithkin Wizard
{2}{W}{U}: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Olka collected the evening mist for years, studying its secrets. Once she learned its essence, she could vanish with a thought.
1/1
Scroll Thief

Scroll Thief {2}{U}

Creature - Merfolk Rogue
Whenever Scroll Thief deals combat damage to a player, draw a card.
I've learned how to disable wards, pick locks, and decode the Agaran language—all before even reading the scroll!
1/3
Neurok Invisimancer

Neurok Invisimancer {1}{U}{U}

Creature - Human Wizard
Neurok Invisimancer can't be blocked.
When Neurok Invisimancer enters, target creature can't be blocked this turn.
"They won't see your shadow or hear your breath, but they will feel your blade."
2/1
Slith Strider

Slith Strider {1}{U}{U}

Creature - Slith
Whenever Slith Strider becomes blocked, draw a card.
Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it.
A slith's form and function are determined by the color of the sun under which it's born.
1/1
Sky Spirit

Sky Spirit {1}{W}{U}

Creature - Spirit
Flying, first strike
"Like a strain of music: easy to remember but impossible to catch."
—Mirri of the Weatherlight
2/2
Wall of Denial

Wall of Denial {1}{W}{U}

Creature - Wall
Defender, flying
Shroud
It provides what every discerning mage requires—time to think.
0/8
Galepowder Mage

Galepowder Mage {3}{W}

Creature - Kithkin Wizard
Flying
Whenever Galepowder Mage attacks, exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
3/3
Kor Cartographer

Kor Cartographer {3}{W}

Creature - Kor Scout
When Kor Cartographer enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Kor have no concept of exploration. They return to homelands forgotten.
2/2
Clone

Clone {3}{U}

Creature - Shapeshifter
You may have Clone enter as a copy of any creature on the battlefield.
The shapeshifter mimics with a twin's esteem and a mirror's cruelty.
0/0
Cryptic Annelid

Cryptic Annelid {3}{U}

Creature - Worm Beast
When Cryptic Annelid enters, scry 1, then scry 2, then scry 3.
1/4
Primal Plasma

Primal Plasma {3}{U}

Creature - Elemental Shapeshifter
As Primal Plasma enters, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
Tocasia brushed the gears and cogs from the table. There, before two wide-eyed brothers, she began a lesson on raw elemental magic.
*/*
Related card: Primal Clay
Sawtooth Loon

Sawtooth Loon {2}{W}{U}

Creature - Bird
Flying
When Sawtooth Loon enters, return a white or blue creature you control to its owner's hand.
When Sawtooth Loon enters, draw two cards, then put two cards from your hand on the bottom of your library.
2/2
Cache Raiders

Cache Raiders {3}{U}{U}

Creature - Merfolk Rogue
At the beginning of your upkeep, return a permanent you control to its owner's hand.
What the current doesn't take, they do.
4/4
Windreaver

Windreaver {3}{W}{U}

Creature - Elemental
Flying
{W}: Windreaver gains vigilance until end of turn.
{W}: Windreaver gets +0/+1 until end of turn.
{U}: Switch Windreaver's power and toughness until end of turn.
{U}: Return Windreaver to its owner's hand.
1/3
Jedit's Dragoons

Jedit's Dragoons {5}{W}

Creature - Cat Soldier
Vigilance
When Jedit's Dragoons enters, you gain 4 life.
After Efrava was destroyed, the cat warriors scattered across Dominaria. Those who followed Jedit's example were strong enough to survive the ravages of apocalypse.
2/5
Sunblast Angel

Sunblast Angel {4}{W}{W}

Creature - Angel
Flying
When Sunblast Angel enters, destroy all tapped creatures.
There may exist powers even greater than Phyrexia.
4/5
Sphinx of Uthuun

Sphinx of Uthuun {5}{U}{U}

Creature - Sphinx
Flying
When Sphinx of Uthuun enters, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
5/6
Path to Exile

Path to Exile {W}

Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Preordain

Preordain {U}

Sorcery
Scry 2, then draw a card.
Related card: Tome of Gadwick
Sigil of Sleep

Sigil of Sleep {U}

Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.
Arrows are only one way to remove an enemy.