Gatecrash

Armored Transport

Armored Transport {3}

Artifact Creature - Construct
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.
"If only our jails were as secure."
—Arrester Lavinia, Tenth Precinct
2/1
Boros Keyrune

Boros Keyrune {3}

Artifact
{T}: Add {R} or {W}.
{R}{W}: Boros Keyrune becomes a 1/1 red and white Soldier artifact creature with double strike until end of turn.
Dimir Keyrune

Dimir Keyrune {3}

Artifact
{T}: Add {U} or {B}.
{U}{B}: Dimir Keyrune becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn.
A key that slips through every lock.
Glaring Spotlight

Glaring Spotlight {1}

Artifact
Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
{3}, Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn.
Gruul Keyrune

Gruul Keyrune {3}

Artifact
{T}: Add {R} or {G}.
{R}{G}: Gruul Keyrune becomes a 3/2 red and green Beast artifact creature with trample until end of turn.
As perilous and unpredictable as the wilds themselves.
Illusionist's Bracers

Illusionist's Bracers {2}

Artifact - Equipment
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
Equip {3}
It's easy to believe you're a god when you're twice as powerful as everyone else.
Millennial Gargoyle

Millennial Gargoyle {4}

Artifact Creature - Gargoyle
Flying
"You've got to keep your wits about you on the roofs. Not all stones are compliant handholds."
—Iveta, rooftop runner
2/2
Orzhov Keyrune

Orzhov Keyrune {3}

Artifact
{T}: Add {W} or {B}.
{W}{B}: Orzhov Keyrune becomes a 1/4 white and black Thrull artifact creature with lifelink until end of turn.
You only need to wield it once to appreciate the power of control.
Prophetic Prism

Prophetic Prism {2}

Artifact
When Prophetic Prism enters the battlefield, draw a card.
{1}, {T}: Add one mana of any color.
To understand Ravnica, one must first understand how each guild contributes to its stability.
Related card: Big Spender
Razortip Whip

Razortip Whip {2}

Artifact
{1}, {T}: Razortip Whip deals 1 damage to target opponent or planeswalker.
"It no longer surprises me what shows up in our raid of a Rakdos revue."
—Janik Bara, Wojek captain
Riot Gear

Riot Gear {2}

Artifact - Equipment
Equipped creature gets +1/+2.
Equip {2}
Any meeting between guilds requires proper equipment.
Simic Keyrune

Simic Keyrune {3}

Artifact
{T}: Add {G} or {U}.
{G}{U}: Simic Keyrune becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn.
Skyblinder Staff

Skyblinder Staff {1}

Artifact - Equipment
Equipped creature gets +1/+0 and can't be blocked by creatures with flying.
Equip {3}
"If bats are the only thing between me and a mountain of Orzhov coins, then I'm about to be a very rich thief."
Boros Guildgate

Boros Guildgate

Land - Gate
Boros Guildgate enters the battlefield tapped.
{T}: Add {R} or {W}.
Enter with merciful hearts. Exit with battle cries.
Breeding Pool

Breeding Pool

Land - Forest Island
({T}: Add {G} or {U}.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Uncharted depths. Unbounded hopes. Unfathomable mysteries.
Dimir Guildgate

Dimir Guildgate

Land - Gate
Dimir Guildgate enters the battlefield tapped.
{T}: Add {U} or {B}.
Enter and become a mastermind of spies, lies, and deception.
Godless Shrine

Godless Shrine

Land - Plains Swamp
({T}: Add {W} or {B}.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Judgment without hope.
Gruul Guildgate

Gruul Guildgate

Land - Gate
Gruul Guildgate enters the battlefield tapped.
{T}: Add {R} or {G}.
Enter and leave the shackles of society behind.
Orzhov Guildgate

Orzhov Guildgate

Land - Gate
Orzhov Guildgate enters the battlefield tapped.
{T}: Add {W} or {B}.
Enter to find wealth, security, and eternal life . . . for just a small price up front.
Sacred Foundry

Sacred Foundry

Land - Mountain Plains
({T}: Add {R} or {W}.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Burning fervor and fearsome skill create a lethal beauty terrible to behold.
Simic Guildgate

Simic Guildgate

Land - Gate
Simic Guildgate enters the battlefield tapped.
{T}: Add {G} or {U}.
Enter and comprehend the perfection of orchestrated life.
Stomping Ground

Stomping Ground

Land - Mountain Forest
({T}: Add {R} or {G}.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
"Roots, ruins, and room to fight. All the comforts of home."
—Domri Rade
Thespian's Stage

Thespian's Stage

Land
{T}: Add {C}.
{2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability.
Amid rumors of war, the third act of The Absolution of the Guildpact was quickly rewritten as a tragedy.
Watery Grave

Watery Grave

Land - Island Swamp
({T}: Add {U} or {B}.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
"I fear that as we scurry after phantoms, the Dimir pull nine puppet strings."
—Ral Zarek