Ghariv: the Quaking City

Ghariv: the Quaking City contains 261 cards.
Released: 2021-04-10
Ancient Stirrings

Ancient Stirrings {G}

Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Become the Behemoth

Become the Behemoth {2}{G}

Instant
Devoid
Target creature gets +5/+5 until end of turn.
“The Eldrazi disappear and reappear, growing and shrinking seemingly at random. There may be more to these monsters than meets the eye.”
—His Holiness Jorah
Brood Drudge

Brood Drudge {2}{G}

Creature - Eldrazi Drone
Devoid
Propagate 1
3/1
Cybres-Clan Warband

Cybres-Clan Warband {4}{G}{G}

Creature - Centaur Knight
When Cybres-Clan Warband enters or dies, you gain 3 life.
Whenever Cybres-Clan Warband becomes the target of a spell, you may draw a card.
“Jorah preached of a great war. Today, we prove to Him that we believed.”
6/6
Eerie Ambush

Eerie Ambush {3}{G}

Sorcery
Devoid
Put your choice of a +1/+1 counter or trample counter on target creature you control. It deals damage equal to its power to target creature you don't control.
Emerald Lieutenant

Emerald Lieutenant {1}{G}{G}

Creature - Centaur Cleric
Vigilance
Other untapped Centaurs you control get +1/+1.
{1}{G}: Target Centaur you control gains vigilance until end of turn.
2/2
Exotic Game Hunter

Exotic Game Hunter {2}{G}

Creature - Centaur Knight
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Exotic Game Hunter.
The rarer the beast, the finer the trophy.
3/2
Flourish in Calamity

Flourish in Calamity {1}{G}

Kindred Sorcery - Eldrazi Revelation
Devoid
Draw a card. You may put a basic land card from your hand onto the battlefield tapped.
Coalesce {5}{G}{G}
6/4
Forum Arbalestier

Forum Arbalestier {2}{G}

Creature - Human Archer
Reach
When Forum Arbalestier enters, draw a card.
“Ghariv is said to be secure, top to bottom. So why are we on watch?”
1/3
Frontier Markswomen

Frontier Markswomen {4}{G}

Creature - Human Archer
Vigilance, reach
“Jorah preaches equality, but he's no fool. When he wants a job done right, he puts it in the hands of a woman.”
2/5
Gallant Centaur

Gallant Centaur {5}{G}

Creature - Centaur Knight
Gallant Centaur can't be blocked by more than one creature.
“These beasts will end our world? Pah. They'll have to get through me first.”
6/5
Glade Missionary

Glade Missionary {3}{G}

Creature - Centaur Cleric
When Glade Missionary enters, choose one —
• Mill four cards.
• You gain 4 life.
“Not every living being can pray. The trees deserve Jorah's word, too.”
3/4
Greenglade Advocate

Greenglade Advocate {1}{G}

Creature - Centaur Druid
When Greenglade Advocate enters, put a +1/+1 counter on each Centaur you control.
{G}, Remove a +1/+1 counter from a creature you control: That creature gains indestructible until end of turn. Tap it.
1/1
Greenglade Purifier

Greenglade Purifier {2}{G}{G}

Creature - Centaur Cleric
When Greenglade Purifier enters, you may destroy target artifact or enchantment.
“Look at what has become of our ancestral home. Perhaps the Eldrazi are right and the world will be better off without us?”
3/3
Grind Vacant Husks

Grind Vacant Husks {G}

Kindred Sorcery - Eldrazi Revelation
Devoid
Whenever a creature you control enters this turn, it fights target creature you don't control.
Coalesce {4}{G}{G}{G}
7/6
Harbinger of Dusk

Harbinger of Dusk {7}{G}

Creature - Eldrazi
Devoid
Reach
When Harbinger of Dusk enters, exile target noncreature permanent an opponent controls.
7/9
Holtun-Clan Assailant

Holtun-Clan Assailant {1}{G}

Creature - Centaur Knight
When Holtun-Clan Assailant enters, you may have it fight target creature an opponent controls.
The criteria for enlisting were simple: Have a weapon, and be ready to fight.
1/4
Holtun-Clan Neophyte

Holtun-Clan Neophyte {G}

Creature - Centaur Knight
Trample
{4}{G}: Holtun-Clan Neophyte gets +3/+3 until end of turn.
“Are your kind not bloodthirsty savages like the orcs? Pick up the sword, son. You'll likely soon be needing it.”
—His Holiness Jorah
1/1
Jade Champion

Jade Champion {3}{G}{G}

Creature - Centaur Knight
Trample
When Jade Champion enters, search your library for a land card, put it onto the battlefield tapped, then shuffle.
Whenever Jade Champion deals combat damage to a player, untap all lands you control.
5/5
Lay Waste to Civilization

Lay Waste to Civilization {2}{G}

Kindred Sorcery - Eldrazi Revelation
Devoid
Whenever a creature attacks this turn, it gets +1/+1 and gains trample until end of turn.
Coalesce {6}{G}{G}
Haste
5/5
Lush Cyclone

Lush Cyclone {2}{G}

Instant
Choose one —
• Prevent all combat damage that would be dealt this turn by creatures your opponents control.
• Destroy target creature with flying.
With His word comes winds of tranquility and retribution.
Malignant Wanderer

Malignant Wanderer {4}{G}

Creature - Eldrazi
Devoid
Whenever Malignant Wanderer deals combat damage to a player, reveal cards from the top of your library until you reveal a colorless card or a permanent card. Put that card into your hand and the rest on the bottom of your library in a random order.
6/6
Meandering Titan

Meandering Titan {6}{G}

Creature - Eldrazi Drone
Devoid
Trample
Propagate 3
4/4
Orovus, the Worldcarver

Orovus, the Worldcarver {7}{G}{G}

Legendary Creature - Eldrazi
Devoid
When you cast Orovus, gain control of up to two target noncreature permanents.
Permanents you control have “{T}: Add {C}{C}.”
{10}: You may cast a permanent card you own from outside the game without paying its mana cost.
10/10
Permeating Maggot

Permeating Maggot {2}{G}

Creature - Eldrazi Drone
Devoid
Propagate 2
1/1