Karsus

Karsus contains 320 cards.
Released: 2022-01-01
Island

Island

Basic Land - Island
({T}: Add {U}.)
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Forest

Forest

Basic Land - Forest
({T}: Add {G}.)
Temporal Tunnel

Temporal Tunnel {5}{U}{U}

Enchantment - Rift
When this Rift enters, if it was cast, take an extra turn after this one.
When this Rift is traversed, take an extra turn after this one.
If Temporal Tunnel would leave the battlefield, exile it instead.
Traverse 7
Transgress Identity

Transgress Identity {B}

Sorcery
Choose a nonland card name. Target opponent reveals their hand and discards a card with that name. If they can't, you lose 1 life and draw a card.
“To erase a person's self is a greater horror than any wound.”
— Dean Embrose
Planar Exodus

Planar Exodus {2}{W}{W}

Enchantment - Rift
When this Rift enters or is traversed, exile any number of other nonland permanents you both own and control. Return those cards to the battlefield at the beginning of the next end step.
Traverse 6
Mystic Gladetender

Mystic Gladetender {2}{G}

Creature - Human Druid
Whenever a land you control enters, crystallize.
{6}{G}{G}: Double the number of +1/+1 counters on each creature you control.
2/2
Kaleidoscape

Kaleidoscape {U}

Enchantment - Aura
Enchant land you control
When Kaleidoscape enters, draw a card, then choose a land type.
Enchanted land is the chosen land type in addition to its other types.
Duplicats

Duplicats {W}

Creature - Cat
{T}: Search your library for a card named Duplicats, reveal it, put it into your hand, then shuffle.
“Leaving my conjuration tome out for Whiskers may not have been a wise idea.”
— Malgorth, Archmage
1/1
Riftguard Knight

Riftguard Knight {1}{W}

Creature - Human Knight
First strike, vigilance
Ward—Tap an untapped creature you control.
2/2
Tragic Performer

Tragic Performer {W}

Creature - Human
Vigilance
Whenever an enchantment you control is put into your graveyard from the battlefield, put a +1/+1 counter on Tragic Performer.
When Tragic Performer dies, you gain life equal to its power.
1/1
Draconic Aspirant

Draconic Aspirant {U}

Creature - Human Wizard
Whenever you cast a noncreature spell for the second time each turn, Draconic Aspirant becomes a red Dragon creature with flying and base power and toughness 4/4 until end of turn.
1/1
Elseworld Cryptid

Elseworld Cryptid {3}{U}

Creature - Yeti
Hexproof
Inspired — Whenever Elseworld Cryptid becomes untapped, create a colorless Snowball artifact token with “{T}, Sacrifice this: Tap target creature.”
3/3
Ukshu Task Mage

Ukshu Task Mage {1}{B}

Creature - Human Wizard
Whenever an enchantment you control is put into your graveyard from the battlefield, each opponent loses 1 life and you gain 1 life.
2/2
A World Forgotten

A World Forgotten {3}{B}{B}

Legendary Enchantment
Once during each of your turns, you may exile a nonlegendary card with mana value X or less from your graveyard, where X is the number of land cards in your graveyard. If you do, copy that card. You may cast the copy without paying its mana cost.
Doppelgang

Doppelgang {3}{R}

Sorcery
Create a token that's a copy of target creature an opponent controls. They fight each other.
No one is ever safe from themselves.
Variant Handler

Variant Handler {1}{R}{R}

Creature - Human Wizard
Inspired — Whenever Variant Handler becomes untapped, create a token that's a copy of target creature you control, except it has haste. Exile the token at the beginning of the next end step.
3/2
Scourge of the Spine

Scourge of the Spine {2}{R}{R}

Creature - Dragon
Flying, haste
When Scourge of the Spine enters, crystallize.
At the beginning of your end step, sacrifice Scourge of the Spine unless you sacrifice an artifact.
4/4
Commune with Dragons

Commune with Dragons {G}

Sorcery
Look at the top five cards of your library. You may reveal a Dragon or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.