Karsus

Karsus contains 320 cards.
Released: 2022-01-01
Brilliant Haven

Brilliant Haven

Land
{T}: Add {C}.
{1}, {T}: Add one mana of any color.
There's no place like home.
Caves of Ignea
Mines of Ignea

Caves of Ignea

Land - Swamp Mountain
({T}: Add {B} or {R}.)
Caves of Ignea enters the battlefield tapped.
A place of untold danger.
Card has other part: Mines of Ignea
Mines of Ignea
Caves of Ignea

Mines of Ignea

Land
{T}: Add {C}.
{1}{B}{R}, {T}: Create a Treasure token. Each player loses 1 life.
A source of untold riches.
Card has other part: Caves of Ignea
Emgara, the Brilliant City
Emgara, Caster of Shadows

Emgara, the Brilliant City

Land - Plains Swamp
({T}: Add {W} or {B}.)
Emgara, the Brilliant City enters the battlefield tapped.
A city of ten thousand lights.
Card has other part: Emgara, Caster of Shadows
Emgara, Caster of Shadows
Emgara, the Brilliant City

Emgara, Caster of Shadows

Land
{T}: Add {C}.
{1}{W}{B}, {T}: Exile target card from a graveyard. Create a tapped 1/1 colorless Reflection creature token.
A city of ten thousand regrets.
Card has other part: Emgara, the Brilliant City
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
“Worlds adapt to difference. What will this world do when confronted with similarity?”
—Celdren, Aunfolk regent
Icepoint Pass
Icepoint Bridge

Icepoint Pass

Land - Plains Island
({T}: Add {W} or {U}.)
Icepoint Pass enters the battlefield tapped.
A path paved over many years by the harsh elements.
Card has other part: Icepoint Bridge
Icepoint Bridge
Icepoint Pass

Icepoint Bridge

Land
{T}: Add {C}.
{2}{W}{U}, {T}: Tap target nonland permanent.
A path constructed by the great builders of ages past.
Card has other part: Icepoint Pass
Karsinel, the Crystal Glade
Karsinel, Suntouched

Karsinel, the Crystal Glade

Land - Forest Plains
({T}: Add {G} or {W}.)
Karsinel, the Crystal Glade enters the battlefield tapped.
A place of sacred tranquility.
Card has other part: Karsinel, Suntouched
Karsinel, Suntouched
Karsinel, the Crystal Glade

Karsinel, Suntouched

Land
{T}: Add {C}.
{1}{G}{W}, {T}: Put a +1/+1 counter on target creature you control. It gains trample until end of turn.
A place of stubborn survival.
Card has other part: Karsinel, the Crystal Glade
Karsi's Spine, Great Sierra
Karsi's Heights, Floating Wilds

Karsi's Spine, Great Sierra

Land - Mountain Forest
({T}: Add {R} or {G}.)
Karsi's Spine, Great Sierra enters the battlefield tapped.
An impassable, majestic range.
Card has other part: Karsi's Heights, Floating Wilds
Karsi's Heights, Floating Wilds
Karsi's Spine, Great Sierra

Karsi's Heights, Floating Wilds

Land
{T}: Add {C}.
{R}{G}, {T}, Discard a land card: Draw a card.
An unreachable, perilous phenomenon.
Card has other part: Karsi's Spine, Great Sierra
Kythar, the Frozen Peak
Kythar, the Unending Tumult

Kythar, the Frozen Peak

Land - Island Mountain
({T}: Add {U} or {R}.)
Kythar, the Frozen Peak enters the battlefield tapped.
A place of cold, quiet stillness.
Card has other part: Kythar, the Unending Tumult
Kythar, the Unending Tumult
Kythar, the Frozen Peak

Kythar, the Unending Tumult

Land
{T}: Add {C}.
{1}{U}{R}, {T}: Scry 1, then Kythar, the Unending Tumult deals 1 damage to each opponent.
A place of churning earth and heat.
Card has other part: Kythar, the Frozen Peak
Quarry Shaft

Quarry Shaft

Land
{T}: Add {C}.
{6}, {T}, Sacrifice Quarry Shaft: Exile target nonland permanent. Its controller creates a Treasure token. Activate only as a sorcery.
Some of its riches remain untapped, but they're a long way down.
Thriving Bluff

Thriving Bluff

Land
Thriving Bluff enters the battlefield tapped.
As Thriving Bluff enters the battlefield, choose a color other than red.
{T}: Add {R} or one of the chosen color.
Thriving Grove

Thriving Grove

Land
Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a color other than green.
{T}: Add {G} or one of the chosen color.
Thriving Heath

Thriving Heath

Land
Thriving Heath enters the battlefield tapped.
As Thriving Heath enters the battlefield, choose a color other than white.
{T}: Add {W} or one of the chosen color.
Thriving Isle

Thriving Isle

Land
Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a color other than blue.
{T}: Add {U} or one of the chosen color.
Thriving Moor

Thriving Moor

Land
Thriving Moor enters the battlefield tapped.
As Thriving Moor enters the battlefield, choose a color other than black.
{T}: Add {B} or one of the chosen color.
Ukshu, Crossroads of the West
Ukshu, Lawless Outpost

Ukshu, Crossroads of the West

Land - Mountain Plains
({T}: Add {R} or {W}.)
Ukshu, Crossroads of the West enters the battlefield tapped.
A hub of aspiration and industry.
Card has other part: Ukshu, Lawless Outpost
Ukshu, Lawless Outpost
Ukshu, Crossroads of the West

Ukshu, Lawless Outpost

Land
{T}: Add {C}.
{2}{R}{W}, {T}: Untap each attacking creature you control. They get +1/+0 until end of turn.
A hive of outcasts and adventurers.
Card has other part: Ukshu, Crossroads of the West
The Umberdeep, Lost Layer
The Umberdeep, Hidden Lair

The Umberdeep, Lost Layer

Land - Island Swamp
({T}: Add {U} or {B}.)
The Umberdeep, Lost Layer enters the battlefield tapped.
A place of shadows and mystery.
Card has other part: The Umberdeep, Hidden Lair
The Umberdeep, Hidden Lair
The Umberdeep, Lost Layer

The Umberdeep, Hidden Lair

Land
{T}: Add {C}.
{U}{B}, {T}: Look at the top card of your library. You may put it into your graveyard.
A place of plots and secrecy.
Card has other part: The Umberdeep, Lost Layer
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)