Zendikar

Makindi Shieldmate

Makindi Shieldmate {2}{W}

Creature - Kor Soldier Ally
Defender
Whenever Makindi Shieldmate or another Ally you control enters, you may put a +1/+1 counter on Makindi Shieldmate.
The more who rely on him, the more resolute he becomes.
0/3
Narrow Escape

Narrow Escape {2}{W}

Instant
Return target permanent you control to its owner's hand. You gain 4 life.
"A good explorer has to be as slippery as a gomazoa, as tough as a scute bug, and luckier than a ten-fingered trapfinder."
—Arhana, Kazandu trapfinder
Nimbus Wings

Nimbus Wings {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2 and has flying.
Explorers may find ways into the Sky Ruin, but they find its secrets well protected by shifting hedrons and Roil winds.
Noble Vestige

Noble Vestige {2}{W}

Creature - Spirit
Flying
{T}: Prevent the next 1 damage that would be dealt to target player or planeswalker this turn.
Most spirits are chained to this world by their despair, but he remains tethered by his hope for better days.
1/2
Ondu Cleric

Ondu Cleric {1}{W}

Creature - Kor Cleric Ally
Whenever Ondu Cleric or another Ally you control enters, you may gain life equal to the number of Allies you control.
A cleric's true balm is the confidence he inspires in his compatriots.
1/1
Pillarfield Ox

Pillarfield Ox {3}{W}

Creature - Ox
These stubborn and unpredictable oxen inspire the plains nomads' most colorful curses.
2/4
Pitfall Trap

Pitfall Trap {2}{W}

Instant - Trap
If exactly one creature is attacking, you may pay {W} rather than pay this spell's mana cost.
Destroy target attacking creature without flying.
Each spike is poisoned—the trapmaker's idea of mercy.
Quest for the Holy Relic

Quest for the Holy Relic {W}

Enchantment
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.
Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
Shepherd of the Lost

Shepherd of the Lost {4}{W}

Creature - Angel
Flying, first strike, vigilance
"Should you fall in the wilds, lift your voice to the Sky Realm. The one who answers will be your salvation."
—Emeria's Creed
3/3
Shieldmate's Blessing

Shieldmate's Blessing {W}

Instant
Prevent the next 3 damage that would be dealt to any target this turn.
"Even land dwellers may call for Emeria's grace in times of need."
—Emeria's Creed
Steppe Lynx

Steppe Lynx {W}

Creature - Cat
Landfall — Whenever a land you control enters, Steppe Lynx gets +2/+2 until end of turn.
Nothing quickens the predator's blood like the unfamiliar scents of new hunting grounds and the mewling cries of new prey.
0/1
Sunspring Expedition

Sunspring Expedition {W}

Enchantment
Landfall — Whenever a land enters under your control, you may put a quest counter on Sunspring Expedition.
Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
Windborne Charge

Windborne Charge {2}{W}{W}

Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.
The merfolk call the sky goddess Emeria. The kor call her Kamsa. The two races agree on little except that she offers many blessings to the faithful.
World Queller

World Queller {3}{W}{W}

Creature - Avatar
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of their choice of that type.
"Why fight the world when you know who will win?"
—Nissa Revane
4/4
Aether Figment

Aether Figment {1}{U}

Creature - Illusion
Kicker {3}
Aether Figment can't be blocked.
If Aether Figment was kicked, it enters with two +1/+1 counters on it.
1/1
Archive Trap

Archive Trap {3}{U}{U}

Instant - Trap
If an opponent searched their library this turn, you may pay {0} rather than pay this spell's mana cost.
Target opponent mills thirteen cards.
Archmage Ascension

Archmage Ascension {2}{U}

Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
Caller of Gales

Caller of Gales {U}

Creature - Merfolk Wizard
{1}{U}, {T}: Target creature gains flying until end of turn.
"Some merfolk choose to rest their fins in the water. I believe wisdom exists not only where we were born but where we were told not to go."
1/1
Cancel

Cancel {1}{U}{U}

Instant
Counter target spell.
Zendikar's volatile mana is the basis for many spectacular spells—and some equally astonishing failures.
Cosi's Trickster

Cosi's Trickster {U}

Creature - Merfolk Wizard
Whenever an opponent shuffles their library, you may put a +1/+1 counter on Cosi's Trickster.
She watches the chaos created by the Roil, seeking strength in the patterns of anarchy.
1/1
Gomazoa

Gomazoa {2}{U}

Creature - Jellyfish
Defender, flying
{T}: Put Gomazoa and each creature it's blocking on top of their owners' libraries, then those players shuffle.
To explorers, "point man" is a polite way of saying "gomazoa fodder."
0/3
Hedron Crab

Hedron Crab {U}

Creature - Crab
Landfall — Whenever a land you control enters, target player mills three cards.
Hedrons perplex minds both great and small.
0/2
Into the Roil

Into the Roil {1}{U}

Instant
Kicker {1}{U}
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
"Roil tide! Roil tide! Tie yourselves down!"
Ior Ruin Expedition

Ior Ruin Expedition {1}{U}

Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on Ior Ruin Expedition.
Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards.
Kraken Hatchling

Kraken Hatchling {U}

Creature - Kraken
A spike and a maul are needed to crack their shells, but the taste is worth the effort.
0/4
Related card: Kiora, the Tide's Fury