Zendikar Rising

Zendikar Rising contains 445 cards.
Released: 2020-09-25
Base set size: 280 cards.
Allied Assault

Allied Assault {2}{W}

Instant
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party.
A common foe is the death of old hatreds.
Angel of Destiny

Angel of Destiny {3}{W}{W}

Creature - Angel Cleric
Flying, double strike
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
2/6
Angelheart Protector

Angelheart Protector {2}{W}

Creature - Human Cleric
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn.
"We shall persevere."
3/2
Archon of Emeria

Archon of Emeria {2}{W}

Creature - Archon
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter the battlefield tapped.
"Archons dispense justice according to an ancient, and flawed, premise."
—Nissa Revane
2/3
Archpriest of Iona

Archpriest of Iona {W}

Creature - Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party.
At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
*/2
Attended Healer

Attended Healer {3}{W}

Creature - Kor Cleric
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.
{2}{W}: Another target Cleric gains lifelink until end of turn.
"My cats have taught me more about the sacred than anything in some old ruin."
2/3
Canyon Jerboa

Canyon Jerboa {2}{W}

Creature - Mouse
Landfall — Whenever a land enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
"Move, you wretched thing! You're scaring the hurdas!"
—Bruse Tarl, Goma Fada nomad
1/2
Cliffhaven Sell-Sword

Cliffhaven Sell-Sword {1}{W}

Creature - Kor Warrior
"I swing a sword. It's a simple life. A lot of adventurers just see me as some cheap muscle, but if my steel lets them return home with their lives and limbs intact, then I've done my job."
3/1
Dauntless Unity

Dauntless Unity {1}{W}

Instant
Kicker {1}{W}
Creatures you control get +1/+1 until end of turn. If this spell was kicked, those creatures get +2/+1 until end of turn instead.
Disenchant

Disenchant {1}{W}

Instant
Destroy target artifact or enchantment.
"From legend it was forged, and to legend it returns."
Related card: Garth One-Eye
Emeria Captain

Emeria Captain {3}{W}

Creature - Angel Warrior
Flying, vigilance
When Emeria Captain enters the battlefield, put a +1/+1 counter on it for each creature in your party.
"The gifts of the past must find their way into deserving hands."
1/1
Emeria's Call
Emeria, Shattered Skyclave

Emeria's Call {4}{W}{W}{W}

Sorcery
Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.
"Iona no longer guards this place. We do."
—Kasla, Emeria shepherd
Card has other part: Emeria, Shattered Skyclave
Emeria, Shattered Skyclave
Emeria's Call

Emeria, Shattered Skyclave

Land
As Emeria, Shattered Skyclave enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
{T}: Add {W}.
"You called it the castle of a god. It is less than that, and so much more."
—Kasla, Emeria shepherd
Card has other part: Emeria's Call
Expedition Healer

Expedition Healer {1}{W}

Creature - Kor Cleric
Vigilance
Expedition Healer has lifelink as long as you control another Cleric.
In any adventuring party, the cleric is the heart: healing wounds, inspiring courage, and raising morale.
2/2
Farsight Adept

Farsight Adept {2}{W}

Creature - Kor Wizard
When Farsight Adept enters the battlefield, you and target opponent each draw a card.
"I've walked every one of the Teetering Peaks and never set a foot wrong. I can get you to safety."
3/3
Fearless Fledgling

Fearless Fledgling {1}{W}

Creature - Griffin
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Fearless Fledgling. It gains flying until end of turn.
Griffins nest in precarious places, so fledglings often find themselves taking their first flights at surprising moments.
1/1
Felidar Retreat

Felidar Retreat {3}{W}

Enchantment
Landfall — Whenever a land enters the battlefield under your control, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Journey to Oblivion

Journey to Oblivion {4}{W}

Enchantment
This spell costs {1} less to cast for each creature in your party.
When Journey to Oblivion enters the battlefield, exile target nonland permanent an opponent controls until Journey to Oblivion leaves the battlefield.
Kabira Outrider

Kabira Outrider {3}{W}

Creature - Human Warrior
When Kabira Outrider enters the battlefield, target creature gets +1/+1 until end of turn for each creature in your party.
Ondu moas make wildly uncomfortable mounts, but for determined warriors, their speed is enough to make up for it.
3/3
Kabira Takedown
Kabira Plateau

Kabira Takedown {1}{W}

Instant
Kabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker.
"Down below's where things go to die."
—Kreq of Sunder Bay
Card has other part: Kabira Plateau
Kabira Plateau
Kabira Takedown

Kabira Plateau

Land
Kabira Plateau enters the battlefield tapped.
{T}: Add {W}.
"Wise adventurers—and clever beasties—stick to the higher ground."
—Kreq of Sunder Bay
Card has other part: Kabira Takedown
Kitesail Cleric

Kitesail Cleric {W}

Creature - Kor Cleric
Kicker {2}{W}
Flying
When Kitesail Cleric enters the battlefield, if it was kicked, tap up to two target creatures.
Too flashy to ignore. Too fast to catch.
1/1
Kor Blademaster

Kor Blademaster {1}{W}

Creature - Kor Warrior
Double strike
Equipped Warriors you control have double strike.
Every kor blade is imbued with the skill of a thousand generations.
1/1
Kor Celebrant

Kor Celebrant {2}{W}

Creature - Kor Cleric
Whenever Kor Celebrant or another creature enters the battlefield under your control, you gain 1 life.
"The landbind ritual connects us to our sacred sites. More importantly, it binds us with every other kor who has visited here, through countless generations."
1/4
Legion Angel

Legion Angel {2}{W}{W}

Creature - Angel Warrior
Flying
When Legion Angel enters the battlefield, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.
"We are many, and righteous."
4/3