Rise of the Eldrazi

Merfolk Observer

Merfolk Observer {1}{U}

Creature - Merfolk Rogue
When Merfolk Observer enters, look at the top card of target player's library.
"The structure gets bigger every hour, with hedrons coalescing even deep under the surface. If I could only get inside . . . ."
2/1
Merfolk Skyscout

Merfolk Skyscout {2}{U}{U}

Creature - Merfolk Scout
Flying
Whenever Merfolk Skyscout attacks or blocks, untap target permanent.
"Emeria is a pleasant lie, a figment to hide Emrakul's hideous face. I can only hope to uncover a truth that lies deeper still."
2/3
Mnemonic Wall

Mnemonic Wall {4}{U}

Creature - Wall
Defender
When Mnemonic Wall enters, you may return target instant or sorcery card from your graveyard to your hand.
"I'd build an entire fortress of them if I could."
—Mzali, Lighthouse archmage
0/4
Narcolepsy

Narcolepsy {1}{U}

Enchantment - Aura
Enchant creature
At the beginning of each upkeep, if enchanted creature is untapped, tap it.
"It's so cute when it's sleeping, isn't it? Actually, it's still as abhorrent as ever, but at least it's not trying to kill us."
—Noyan Dar, Tazeem lullmage
Phantasmal Abomination

Phantasmal Abomination {1}{U}{U}

Creature - Illusion
Defender
When Phantasmal Abomination becomes the target of a spell or ability, sacrifice it.
Create an illusion so strong that it becomes another's reality, and you can become the master of all.
5/5
Reality Spasm

Reality Spasm {X}{U}{U}

Instant
Choose one —
• Tap X target permanents.
• Untap X target permanents.
From the moment the first Eldrazi spawn squirmed free, everything on Zendikar took on an adjusted meaning, a new slant toward or away from the waking giants.
Recurring Insight

Recurring Insight {4}{U}{U}

Sorcery
Draw cards equal to the number of cards in target opponent's hand.
Rebound
Regress

Regress {2}{U}

Instant
Return target permanent to its owner's hand.
"Never look too deep, where the waters turn dark. What the sea has hidden there may not stay down forever."
—Jaby, Silundi Sea nomad
Renegade Doppelganger

Renegade Doppelganger {1}{U}

Creature - Shapeshifter
Whenever another creature you control enters, you may have Renegade Doppelganger become a copy of that creature until end of turn.
To truly know a creature, slither a mile in its tentacles.
0/1
Sea Gate Oracle

Sea Gate Oracle {2}{U}

Creature - Human Wizard
When Sea Gate Oracle enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
"The secret entrance should be near."
1/3
See Beyond

See Beyond {1}{U}

Sorcery
Draw two cards, then shuffle a card from your hand into your library.
Ancient lore locked in a mind driven mad is just as safe as when it was locked deep underground.
Shared Discovery

Shared Discovery {U}

Sorcery
As an additional cost to cast this spell, tap four untapped creatures you control.
Draw three cards.
Riches must be divided, but real wealth can be shared.
Skywatcher Adept

Skywatcher Adept {U}

Creature - Merfolk Wizard
Level up {3}
LEVEL 1-2
2/2
Flying
LEVEL 3+
4/2
Flying
1/1
Sphinx of Magosi

Sphinx of Magosi {3}{U}{U}{U}

Creature - Sphinx
Flying
{2}{U}: Draw a card, then put a +1/+1 counter on Sphinx of Magosi.
"A riddle is nothing more than a trap for small minds, baited with the promise of understanding."
6/6
Surrakar Spellblade

Surrakar Spellblade {1}{U}{U}

Creature - Surrakar
Whenever you cast an instant or sorcery spell, you may put a charge counter on Surrakar Spellblade.
Whenever Surrakar Spellblade deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it.
2/1
Training Grounds

Training Grounds {U}

Enchantment
Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Under the master's eye, skills are honed sharper and spells cut deeper.
Unified Will

Unified Will {1}{U}

Instant
Counter target spell if you control more creatures than that spell's controller.
"We're glad to be of service—to be an audience to your failure."
—Maizah Shere, Tazeem lullmage
Venerated Teacher

Venerated Teacher {2}{U}

Creature - Human Wizard
When Venerated Teacher enters, put two level counters on each creature you control with level up.
"The unfathomable is upon us, students. I have no doubt you will rise to the occasion."
2/2
Arrogant Bloodlord

Arrogant Bloodlord {1}{B}{B}

Creature - Vampire Knight
Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with power 1 or less, destroy Arrogant Bloodlord at end of combat.
"I would rather take my own head than be thwarted by a presumptuous wretch with a shield and a dream."
4/4
Bala Ged Scorpion

Bala Ged Scorpion {3}{B}

Creature - Scorpion
When Bala Ged Scorpion enters, you may destroy target creature with power 1 or less.
Fast and lethal, with a penchant for the weak and infirm.
2/3
Baneful Omen

Baneful Omen {4}{B}{B}{B}

Enchantment
At the beginning of your end step, you may reveal the top card of your library. If you do, each opponent loses life equal to that card's mana value.
"Ah, again it does not bode well for you."
Bloodrite Invoker

Bloodrite Invoker {2}{B}

Creature - Vampire Shaman
{8}: Target player loses 3 life and you gain 3 life.
"The brood lineages unfolded across the world, each patterned after one of three progenitors, each a study in mindless consumption."
—The Invokers' Tales
3/1
Bloodthrone Vampire

Bloodthrone Vampire {1}{B}

Creature - Vampire
Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.
Some humans willingly offered up their blood, hoping it would grant the vampire families the strength to stave off the Eldrazi.
1/1
Cadaver Imp

Cadaver Imp {1}{B}{B}

Creature - Imp
Flying
When Cadaver Imp enters, you may return target creature card from your graveyard to your hand.
The mouth must be pried open before rigor mortis sets in. Otherwise the returning soul can find no ingress.
1/1
Consume the Meek

Consume the Meek {3}{B}{B}

Instant
Destroy each creature with mana value 3 or less. They can't be regenerated.
"Why does it destroy? It does, and to talk of reasons wastes time and breath."
—Nirthu, lone missionary