Alchemy Horizons: Baldur's Gate

Raphael, Fiendish Savior

Raphael, Fiendish Savior {3}{B}{R}

Legendary Creature - Devil Noble
Flying
Other Demons, Devils, Imps, and Tieflings you control get +1/+1 and have lifelink.
At the beginning of each end step, if a creature card was put into your graveyard from anywhere this turn, create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
4/4
Thrakkus the Butcher

Thrakkus the Butcher {3}{R}{G}

Legendary Creature - Dragon Peasant
Trample
Whenever Thrakkus the Butcher attacks, double the power of each Dragon you control until end of turn.
3/4
Trelasarra, Moon Dancer

Trelasarra, Moon Dancer {G}{W}

Legendary Creature - Elf Cleric
Whenever you gain life, put a +1/+1 counter on Trelasarra, Moon Dancer and scry 1.
2/2
Bag of Holding

Bag of Holding {1}

Artifact
Whenever you discard a card, exile that card from your graveyard.
{2}, {T}: Draw a card, then discard a card.
{4}, {T}, Sacrifice Bag of Holding: Return all cards exiled with Bag of Holding to their owner's hand.
Basilisk Collar

Basilisk Collar {1}

Artifact - Equipment
Equipped creature has deathtouch and lifelink.
Equip {2}
Bronze Walrus

Bronze Walrus {3}

Artifact Creature - Walrus
When Bronze Walrus enters, scry 2.
{T}: Add one mana of any color.
2/2
Chardalyn Dragon

Chardalyn Dragon {6}

Artifact Creature - Dragon
Flying
4/4
Cloak of the Bat

Cloak of the Bat {2}

Artifact - Equipment
Equipped creature has flying and haste.
Equip {2}
Fraying Line

Fraying Line {4}

Artifact
When Fraying Line enters, put a rope counter on target creature you control.
At the beginning of each player's upkeep, that player may pay {2}. If they do, they put a rope counter on a creature they control. Otherwise, exile Fraying Line and each creature without a rope counter on it, then remove all rope counters from all creatures.
Iron Golem

Iron Golem {4}

Artifact Creature - Golem
Vigilance
Iron Golem attacks or blocks each combat if able.
5/3
Lantern of Revealing

Lantern of Revealing {3}

Artifact
{T}: Add one mana of any color.
{4}, {T}: Look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, you may put it on the bottom of your library.
Related card: Lantern of Revealing (Alchemy)
Meteor Golem

Meteor Golem {7}

Artifact Creature - Golem
When this creature enters, destroy target nonland permanent an opponent controls.
3/3
Mirror of Life Trapping

Mirror of Life Trapping {4}

Artifact
Whenever a creature enters, if it was cast, exile it, then return all other permanent cards exiled with Mirror of Life Trapping to the battlefield under their owners' control.
Navigation Orb

Navigation Orb {3}

Artifact
{2}, {T}, Sacrifice Navigation Orb: Search your library for up to two basic land cards and/or Gate cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Related card: Navigation Orb (Alchemy)
Pilgrim's Eye

Pilgrim's Eye {3}

Artifact Creature - Thopter
Flying
When Pilgrim's Eye enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
1/1
Prophetic Prism

Prophetic Prism {2}

Artifact
When Prophetic Prism enters, draw a card.
{1}, {T}: Add one mana of any color.
Related card: Big Spender
Spiked Pit Trap

Spiked Pit Trap {1}

Artifact
Flash
{5}, {T}, Sacrifice Spiked Pit Trap: Choose target creature, then roll a d20.
1—9 | Spiked Pit Trap deals 5 damage to that creature.
10—20 | Spiked Pit Trap deals 5 damage to that creature. Create a Treasure token.
Related card: Break Expectations
Baldur's Gate

Baldur's Gate

Legendary Land - Gate
{T}: Add {C}.
{2}, {T}: Add X mana of any one color, where X is the number of other Gates you control.
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
You've heard rumors of bandits along the Coast Way, but your journey so far has even surprisingly uneventful.
Related card: Norn's Fetchling
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Lady Bormul claims an owlbear has been trampling her fields, but there's something unnatural about the tracks it left behind.
Related card: Norn's Fetchling
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
After spending all day trying to track down a rare tome, you're about to give up when you hear your name whispered from a dark alley.
Related card: Norn's Fetchling
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
You arrive at Baldur's Gate with instructions to head straight to the heart of the rumor mill: the bakery.
Related card: Norn's Fetchling
Island

Island

Basic Land - Island
({T}: Add {U}.)
As you sail past the imposing Seatower of Balduran, you realize that breaking your friend out of that prison will be much harder than you thought.
Island

Island

Basic Land - Island
({T}: Add {U}.)
As you gaze down upon Wyrm's Crossing, you hear distant cries of alarm, and you notice that all traffic on the bridge has come to a halt.
Island

Island

Basic Land - Island
({T}: Add {U}.)
You're about to disembark to find the harbormaster when you spot a merfolk darting underneath your ship.