Guildpact

Guildpact contains 165 cards.
It is part of Ravnica block.
Released: 2006-02-03
Base set size: 165 cards.
Angel of Despair

Angel of Despair {3}{W}{W}{B}{B}

Creature - Angel
Flying
When Angel of Despair enters the battlefield, destroy target permanent.
"I feel in them a sense of duty and commitment, yet I can feel nothing else. It is as if their duty is to an empty void."
—Razia
5/5
Blind Hunter

Blind Hunter {2}{W}{B}

Creature - Bat
Flying
Haunt
When Blind Hunter enters the battlefield or the creature it haunts dies, target player loses 2 life and you gain 2 life.
2/2
Borborygmos

Borborygmos {3}{R}{R}{G}{G}

Legendary Creature - Cyclops
Trample
Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.
"It's easy to see why those Gruul dirtbags follow him—the only orders he gives are 'Crush them!' and 'We eat!'"
—Teysa
6/7
Burning-Tree Bloodscale

Burning-Tree Bloodscale {2}{R}{G}

Creature - Viashino Berserker
Bloodthirst 1
{2}{R}: Target creature can't block Burning-Tree Bloodscale this turn.
{2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able.
2/2
Burning-Tree Shaman

Burning-Tree Shaman {1}{R}{G}

Creature - Centaur Shaman
Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.
Gruul shamans are bent on punishing the civilized. Any act more complex than rubbing sticks together or eating with utensils is met with the stinging burn of their magic.
3/4
Castigate

Castigate {W}{B}

Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
"We have no need for military might. We wield two of the sharpest swords ever forged: Faith in our left hand, Wealth in our right."
—Vuliev of the Ghost Council
Cerebral Vortex

Cerebral Vortex {1}{U}{R}

Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards they've drawn this turn.
Izzet brains and Izzet boilers: contents under pressure.
Conjurer's Ban

Conjurer's Ban {W}{B}

Sorcery
Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played.
Draw a card.
Orzhov faithful file past to have their minds purged of "impure" desires. There, the guiltwardens eliminate any thoughts of hope or self-sufficiency.
Culling Sun

Culling Sun {2}{W}{W}{B}

Sorcery
Destroy each creature with converted mana cost 3 or less.
"Who truly runs this city? Look to the sky on hallowed days, and see whose sigil is stamped clearly onto the heavens."
—Vuliev of the Ghost Council
Dune-Brood Nephilim

Dune-Brood Nephilim {B}{R}{G}{W}

Creature - Nephilim
Whenever Dune-Brood Nephilim deals combat damage to a player, create a 1/1 colorless Sand creature token for each land you control.
When it awoke, it spawned nameless thousands to herald its arrival.
3/3
Electrolyze

Electrolyze {1}{U}{R}

Instant
Electrolyze deals 2 damage divided as you choose among one or two targets.
Draw a card.
The Izzet learn something from every lesson they teach.
Feral Animist

Feral Animist {1}{R}{G}

Creature - Goblin Shaman
{3}: Feral Animist gets +X/+0 until end of turn, where X is its power.
He chanted over a pot of boiling blood and honey. His brain buzzed like a nest of hornets, and his muscles rippled with the might of the bear.
2/1
Gelectrode

Gelectrode {1}{U}{R}

Creature - Weird
{T}: Gelectrode deals 1 damage to any target.
Whenever you cast an instant or sorcery spell, you may untap Gelectrode.
"Diametrically opposing energies in self-sealed plasmodermic bubbles make great pets!"
—Trivaz, Izzet mage
0/1
Ghost Council of Orzhova

Ghost Council of Orzhova {W}{W}{B}{B}

Legendary Creature - Spirit
When Ghost Council of Orzhova enters the battlefield, target opponent loses 1 life and you gain 1 life.
{1}, Sacrifice a creature: Exile Ghost Council of Orzhova. Return it to the battlefield under its owner's control at the beginning of the next end step.
4/4
Glint-Eye Nephilim

Glint-Eye Nephilim {U}{B}{R}{G}

Creature - Nephilim
Whenever Glint-Eye Nephilim deals combat damage to a player, draw that many cards.
{1}, Discard a card: Glint-Eye Nephilim gets +1/+1 until end of turn.
When it awoke, it shook the plane with the thunder of its craving.
2/2
Goblin Flectomancer

Goblin Flectomancer {U}{R}{R}

Creature - Goblin Wizard
Sacrifice Goblin Flectomancer: You may change the targets of target instant or sorcery spell.
Rerouting magic through a goblin's brain is the surest way to throw it wildly off course.
2/2
Ink-Treader Nephilim

Ink-Treader Nephilim {R}{G}{W}{U}

Creature - Nephilim
Whenever a player casts an instant or sorcery spell, if that spell targets only Ink-Treader Nephilim, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.
When it awoke, the mirrors of the world reflected only darkness.
3/3
Invoke the Firemind

Invoke the Firemind {X}{U}{U}{R}

Sorcery
Choose one —
• Draw X cards.
• Invoke the Firemind deals X damage to any target.
To those in tune with the Firemind, there is no difference between knowledge and flame.
Izzet Chronarch

Izzet Chronarch {3}{U}{R}

Creature - Human Wizard
When Izzet Chronarch enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
He ensures not only whether but also when and where the lightning strikes twice.
2/2
Killer Instinct

Killer Instinct {4}{R}{G}

Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
"Take the bridge, men! Victory! Victory is ou— Retreat! RETREAT!"
Leap of Flame

Leap of Flame {U}{R}

Instant
Replicate {U}{R}
Target creature gets +1/+0 and gains flying and first strike until end of turn.
Mortify

Mortify {1}{W}{B}

Instant
Destroy target creature or enchantment.
The eyes let flow with tears, then blood, then the very soul—the whole wrung inside out, dripping down into the blackened puddle of the past.
Niv-Mizzet, the Firemind

Niv-Mizzet, the Firemind {2}{U}{U}{R}{R}

Legendary Creature - Dragon Wizard
Flying
Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to any target.
{T}: Draw a card.
"(Z—>)90° — (E—N²W)90°t = 1"
4/4
Orzhov Pontiff

Orzhov Pontiff {1}{W}{B}

Creature - Human Cleric
Haunt
When Orzhov Pontiff enters the battlefield or the creature it haunts dies, choose one —
• Creatures you control get +1/+1 until end of turn.
• Creatures you don't control get -1/-1 until end of turn.
1/1
Pillory of the Sleepless

Pillory of the Sleepless {1}{W}{B}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life."
Which is worse—the sleep which never ends or that which never comes?