Karsus

Karsus contains 320 cards.
Released: 2022-01-01
Highland Mauler

Highland Mauler {3}{G}

Creature - Beast
At the beginning of combat on your turn, each creature you control with the greatest power or tied for the greatest power gains trample until end of turn.
“No, we're not taking the highland path. Trust me.”
—Skarn to Sinifus
4/3
Jade Vale Hoarder

Jade Vale Hoarder {4}{G}{G}

Creature - Dragon
Flying
When Jade Vale Hoarder enters, crystallize.
Tap an untapped Treasure you control: Add one mana of any color.
3/3
Keeper of the Pack

Keeper of the Pack {3}{G}

Creature - Human Shaman
When Keeper of the Pack enters, create a 2/2 green Wolf creature token.
“Come with me, my friends. Your home is no longer safe.”
2/3
Mana Convergence

Mana Convergence {3}{G}

Enchantment
You may play lands cards you own from outside the game.
Whenever a land you control enters, scry 2.
“This world's unique place makes it a natural conflux for powers that could otherwise not exist.”
—Haru
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
Primal Egg

Primal Egg {1}{G}

Creature - Dragon Egg
Defender
Whenever a land or Treasure you control enters, put a hatching counter on Primal Egg.
Remove three hatching counters from Primal Egg and sacrifice it: Create a 4/4 red Dragon creature token with flying.
0/2
Primordial Dragon

Primordial Dragon {5}{G}{G}

Creature - Dragon
Flying
When Primordial Dragon dies, you gain life and draw cards equal to its power.
The myriad peaks of Karsi's Spine hide beings old enough to remember a time when Karsus was not itself.
6/6
Proving Path

Proving Path {4}{G}{G}

Enchantment - Rift
When this Rift enters or is traversed, choose one —
• Creatures you control get +2/+2 and gain trample until end of turn.
• Create Karsi's Chosen, a legendary 6/6 green Avatar creature token.
Traverse 6
Reaper of Skies

Reaper of Skies {5}{G}{G}

Creature - Dragon
Flying
{2}{G}, Discard Reaper of Skies: Destroy target creature with flying.
“This world's only check against its massive dragon population is, seemingly, other dragons.”
—Haru
4/4
Return to Nature

Return to Nature {1}{G}

Instant
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile target card from a graveyard.
The Emerald Eye is sworn to destroy any vestiges of the Elseworlds.
Soul's Might

Soul's Might {4}{G}

Sorcery
Put X +1/+1 counters on target creature, where X is that creature's power.
“Our world may be in crisis, but Karsi has blessed us with resilient souls.”
—Celdren, Aunfolk regent
Speaker of Aun

Speaker of Aun {1}{G}

Creature - Elf Shaman
{T}: Add {G}.
Whenever another creature you control enters, if it has the greatest power or tied for the greatest power, put a +1/+1 counter on that creature. This ability triggers only once each turn.
2/2
Splinter Seer

Splinter Seer {1}{G}

Creature - Human Monk
When Splinter Seer enters, crystallize.
The splinter seers peer into crystals for hours on end, looking for stray glimpses of the Elseworlds.
1/1
Stonekin Stoic

Stonekin Stoic {2}{G}

Creature - Elemental
Defender
Stonekin Stoic can attack as though it didn't have defender as long as it has a +1/+1 counter on it.
Only a fool mistakes a stonekin's silence or deliberation as anything but strength.
3/4
Stonekin Summoner
Glacian Guardian

Stonekin Summoner {2}{G}{G}

Creature - Elemental
{1}{G}, {T}: You may put a creature card from your hand onto the battlefield.
Reflect {5}{U}{U}
2/1
Card has other part: Glacian Guardian
Glacian Guardian
Stonekin Summoner

Glacian Guardian

Creature - Elemental
(Color indicator: Glacian Guardian is blue)
Reflected
When Glacian Guardian enters, return all other creatures to their owners' hands.
5/6
Card has other part: Stonekin Summoner
Strange Space

Strange Space {2}{G}

Enchantment - Rift
When this Rift enters or is traversed, search your library for a basic land card and put it onto the battlefield, then shuffle.
Traverse 4
Tallform Stonekin

Tallform Stonekin {5}{G}{G}

Creature - Elemental
Each creature you control with the greatest power or tied for the greatest power isn't tapped by attacking, may have its combat damage assigned as though they weren't blocked, and spells and abilities your opponents control that target it cost {2} more to cast or activate.
Scholars maintain that stonekin must stop growing at some point, but it's unclear when.
7/7
Territorial Dragon

Territorial Dragon {3}{G}{G}

Creature - Dragon
Flying
Territorial Dragon can't attack unless you control seven or more lands.
The vast mountain range of Karsi's Spine is the domain of dragons. Only the brave and the foolish trespass.
4/4
Ukshu Reclaimer

Ukshu Reclaimer {3}{G}

Creature - Human Scout
Flash
When Ukshu Reclaimer enters, if four or more colors of mana were spent to cast it, you may return target card from your graveyard to your hand.
On the savage continent of Ukshu, scavenging is key to survival.
3/3
Umberdeep Slitherer
Overpass Tyrant

Umberdeep Slitherer {1}{G}{G}

Creature - Dragon
Deathtouch
Discard a card: You may play an additional land this turn.
Reflect {4}{R}{R}
2/3
Card has other part: Overpass Tyrant
Overpass Tyrant
Umberdeep Slitherer

Overpass Tyrant

Creature - Dragon
(Color indicator: Overpass Tyrant is red)
Reflected
Flying
You can't play lands.
Sacrifice a land: Draw two cards. Activate this ability only once per turn.
4/3
Card has other part: Umberdeep Slitherer
Vital Shards

Vital Shards {1}{G}{G}

Instant
Choose one or more —
• Put two +1/+1 counters on target creature.
• Prevent all combat damage that would be dealt this turn.
• You may put a land card from your hand onto the battlefield tapped.
• Destroy target creature with flying.
Wanderer's Way

Wanderer's Way {1}{G}

Enchantment - Rift
When this Rift enters or is traversed, look at the top three cards of your library. You may reveal a creature or land card and put it into your hand. Put the rest on the bottom of your library in a random order.
Traverse 2
Wild Empath

Wild Empath {G}

Creature - Elf Druid
Whenever one or more +1/+1 counters are put on another creature you control, put that many +1/+1 counters on Wild Empath. This ability only triggers once each turn.
“The crystals connect all living things on Karsus to each other, if only we open themselves to them.”
1/1