Fallen Empires

Icatian Scout

Icatian Scout {W}

Creature - Human Soldier Scout
{1}, {T}: Target creature gains first strike until end of turn.
"Let it be known that Ailis Connaut acted with honor and bravery in the defense of the town of Montford, risking her life to scout the enemy's position . . . ."
—Proclamation granting knighthood
1/1
Icatian Scout

Icatian Scout {W}

Creature - Human Soldier Scout
{1}, {T}: Target creature gains first strike until end of turn.
"Of course I'm not a spy! The enemy has spies. I am a Scout."
—Ailis Connaut
1/1
Icatian Scout

Icatian Scout {W}

Creature - Human Soldier Scout
{1}, {T}: Target creature gains first strike until end of turn.
"Scouting is the art of balancing the need to go undiscovered with the need to get all the information you can. It's only by Leitbur's good grace that I'm still alive today."
—Ailis Connaut, Diary
1/1
Icatian Skirmishers

Icatian Skirmishers {3}{W}

Creature - Human Soldier
First strike; banding
Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn.
Skirmishers engaged raiders before they could reach the towns. Although these units typically suffered huge losses, they never lacked volunteers.
1/1
Icatian Town

Icatian Town {5}{W}

Sorcery
Create four 1/1 white Citizen creature tokens.
Icatia's once peaceful towns faced increasing attacks from Orcs and Goblins as the climate cooled. By the time the empire fell, they were little more than armed camps.
Order of Leitbur

Order of Leitbur {W}{W}

Creature - Human Cleric Knight
Protection from black
{W}: Order of Leitbur gains first strike until end of turn.
{W}{W}: Order of Leitbur gets +1/+0 until end of turn.
Followers of Tourach regarded all other religions equally: with open contempt. Not so the followers of Leitbur, who made it their mission to eradicate the Order of the Ebon Hand.
2/1
Order of Leitbur

Order of Leitbur {W}{W}

Creature - Human Cleric Knight
Protection from black
{W}: Order of Leitbur gains first strike until end of turn.
{W}{W}: Order of Leitbur gets +1/+0 until end of turn.
"The powers of the corrupt will fade before the fury of the pure."
—Bethan Leitbur, "The Way"
2/1
Order of Leitbur

Order of Leitbur {W}{W}

Creature - Human Cleric Knight
Protection from black
{W}: Order of Leitbur gains first strike until end of turn.
{W}{W}: Order of Leitbur gets +1/+0 until end of turn.
"Trained to battle the followers of Tourach, the Order of Leitbur was not as successful in later conflicts with Orcish and Goblin raiders."
—Sarpadian Empires, vol. I
2/1
Deep Spawn

Deep Spawn {5}{U}{U}{U}

Creature - Homarid
Trample
At the beginning of your upkeep, sacrifice Deep Spawn unless you mill two cards.
{U}: Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn.
6/6
High Tide

High Tide {U}

Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U}.
"When the very tides turn against you, it's time to consider retirement."
—General Khurzog
High Tide

High Tide {U}

Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U}.
"May Svyelun and her tides favor you."
—Traditional Merfolk blessing
High Tide

High Tide {U}

Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U}.
"By the time their enemies noticed the sea's changing mood, the Vodalians had often shifted formation and were ready to attack."
—Sarpadian Empires, vol. V
Homarid

Homarid {2}{U}

Creature - Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
Homarid

Homarid {2}{U}

Creature - Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
Homarid

Homarid {2}{U}

Creature - Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
Homarid

Homarid {2}{U}

Creature - Homarid
Homarid enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
2/2
Homarid Shaman

Homarid Shaman {2}{U}{U}

Creature - Homarid Shaman
{U}: Tap target green creature.
"The ground grew swampy; hooves and claws sank into the marshy earth. Snarls of rage and bleats of despair echoed through the trees as the waters grew higher and higher."
—Kyliki of Havenwood, "Havenwood Remembered"
2/1
Homarid Spawning Bed

Homarid Spawning Bed {U}{U}

Enchantment
{1}{U}{U}, Sacrifice a blue creature: Create X 1/1 blue Camarid creature tokens, where X is the sacrificed creature's mana value.
Homarid Warrior

Homarid Warrior {4}{U}

Creature - Homarid Warrior
{U}: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior.
3/3
Homarid Warrior

Homarid Warrior {4}{U}

Creature - Homarid Warrior
{U}: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior.
3/3
Homarid Warrior

Homarid Warrior {4}{U}

Creature - Homarid Warrior
{U}: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior.
3/3
Merseine

Merseine {2}{U}{U}

Enchantment - Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
Merseine

Merseine {2}{U}{U}

Enchantment - Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
Merseine

Merseine {2}{U}{U}

Enchantment - Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
Merseine

Merseine {2}{U}{U}

Enchantment - Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.