Karslav

Karslav contains 293 cards.
Released: 2022-05-01
Scout Ahead

Scout Ahead {G}

Sorcery
As an additional cost to cast this spell, return a creature you control to its owner's hand or pay {2}.
You may play an additional land this turn. If you do, it enters tapped.
Draw a card.
Steel makes fighters of peasants, but no soldier is better than the intel they're provided.
Seed of Vengeance

Seed of Vengeance {2}{G}

Creature - Elemental
Defender, trample
Tap an untapped creature you control: Seed of Vengeance can attack as though it didn't have defender until end of turn.
When the final seal shattered, the army of Silversong awoke to a world all too familiar.
4/4
Silversong Ancient

Silversong Ancient {4}{G}{G}{G}

Creature - Elemental
Reach
When Silversong Ancient enters, choose one —
• Destroy target noncreature permanent.
• You gain 5 life.
Persist
7/7
Silversong Battlements

Silversong Battlements {1}{G}

Creature - Plant Wall
Defender
{1}, {T}: Add X mana of any one color, where X is the number of creatures with defender you control.
After the victory at Atterdal, the Circle sent its agents southwards, desperately seeking an opening in Silversong's living walls.
0/4
Stenseidr's Acolyte

Stenseidr's Acolyte {G}

Creature - Human Shaman
Whenever a land you control enters, if you didn't play it from your hand, scry 2.
{1}{G}, {T}: You may put a land card from your hand or graveyard onto the battlefield tapped.
{2}{G}, {T}: Untap target land you control. It becomes a 4/4 Elemental creature with haste until end of turn. It's still a land.
1/1
Tanglecall Warden

Tanglecall Warden {4}{G}

Creature - Elemental
Defender, reach
Untap each creature with defender you control during each other player's untap step.
{5}{G}{G}, {T}: Create a 4/4 green Elemental creature token with reach.
2/6
Tan'Shina Elite

Tan'Shina Elite {G}{G}{G}

Creature - Elf Archer
Reach, deathtouch
When Tan'Shina Elite enters, draw a card.
“Our sister may have failed her duty, but Silversong will never grow the festering hatred you sow.”
3/3
Tan'Shina Oracle

Tan'Shina Oracle {G}

Creature - Elf Druid
{T}, Tap an untapped creature you control: Untap target creature or land. Activate only as a sorcery.
As Karslav writhed beneath the Circle's corruption, the Tan'Shina druids desperately tried to calm her down.
1/1
Tan'Shina Tracker

Tan'Shina Tracker {G}{G}

Creature - Elf Archer
Vigilance, reach
Tan'Shina Tracker's power is equal to the number of Forests you control.
When Silversong Court exiled the Qhan'Arai, the Tan'Shina were tasked to hunt down their own family.
*/3
Wall of Blossoms

Wall of Blossoms {1}{G}

Creature - Plant Wall
Defender
When Wall of Blossoms enters, draw a card.
As the Qhan'Arai agents ended their mission in Atterdal, a crimson drape covered their exit.
0/4
Well-Earned Rest

Well-Earned Rest {G}

Sorcery
Draw a card for each creature with defender you control.
After weeks of fighting for survival, even a days rest can seem like heaven.
Woodland Guardian

Woodland Guardian {3}{G}{G}

Creature - Spirit Wolf
Whenever Woodland Guardian enters or becomes tapped, target creature you control gets +3/+3 until end of turn.
The shaman's offering burned bright green, and the roots gave way for Silversong's eldest envoy.
2/2
Crawl Past

Crawl Past {1}{G}

Sorcery
Until end of turn, each creature you control can't be blocked by more than one creature.
Maneuver
Card has other part: Burst Forth
Burst Forth

Burst Forth {4}{G}{G}

Sorcery
Creatures you control get +3/+3 until end of turn.
Maneuver
Card has other part: Crawl Past
Sow Life

Sow Life {2}{G}

Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Maneuver
Card has other part: Reap Vengeance
Reap Vengeance

Reap Vengeance {4}{G}{G}

Sorcery
Create a 4/4 green Elemental creature token with reach.
Maneuver
Card has other part: Sow Life
Amberhoof Chieftain

Amberhoof Chieftain {3}{R}{G}

Creature - Centaur Warrior
Trample
Whenever Amberhoof Chieftain attacks, you may tap an untapped creature you control. If you do, double Amberhoof Chieftain's power and toughness until end of turn.
4/4
As'Ahai, the Warsong

As'Ahai, the Warsong {2}{G}{W}{U}

Legendary Planeswalker - As'Ahai
Whenever you cast a spell that targets an attacking or blocking creature, copy that spell. You may choose new targets for the copy.
[+1]: Create two 1/1 white Soldier creature tokens with lifelink.
[–3]: Choose first strike, flying, or trample. You get an emblem with “Creatures you control get +1/+1 and have the chosen ability.”
[–8]: For each other permanent you control, create a token that's a copy of that permanent.
Loyalty:
4
As'Ahai's Final Front

As'Ahai's Final Front {W}{U}

Enchantment - Campaign
When As'Ahai's Final Front enters, you draw a card and gain 2 life.
[f] — Until your next turn, you may cast spells as though they had flash.
[f] — Until your next turn, noncreature spells your opponents cast cost {2} more to cast.
As'Ahai's Vanguard

As'Ahai's Vanguard {1}{W}{U}

Creature - Elf Soldier
Vigilance
Whenever you cast your first spell each combat, creatures you control get +1/+1 until end of turn.
Whenever you cast your second spell each combat, draw a card.
3/2
The Ashen Twins

The Ashen Twins {1}{B}{R}

Legendary Creature - Orc Warrior
Double strike
Your maximum hand size is two.
Whenever an opponent loses two or more life, you draw a card.
“Your kin banished ours, once. See what that brought you.”
2/2
The Battle Beneath

The Battle Beneath {U}{B}

Enchantment - Campaign
When The Battle Beneath enters, up to two target creatures can't block or become blocked this turn.
Whenever one or more creatures you control deal damage to an opponent this turn, draw a card.
Whenever one or more creatures you control deal damage to an opponent this turn, that player discards a card.
Bound in Darkness

Bound in Darkness {1}{W}{B}

Sorcery
Target opponent chooses a card in their hand and a nonland, nontoken permanent they control. Exile those cards.
“Last night, Henry fell to this... Sickness. Now thirteen cold beds, this morning alone. Where's the justice we were promised, Queen?”
— Recruit's diary, day 376
Coalition Charge

Coalition Charge {R}{W}

Instant
Attacking creatures get +1/+1 until end of turn. If an attacking creature has vigilance, untap all attacking creatures. Then if an attacking creature has flying, all attacking creatures gain flying until end of turn. The same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, and trample.
Coalition Encampent

Coalition Encampent {1}{G}{U}

Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional mana of any color.
{3}{G}{U}: You gain 2 life and draw a card.
When Insanara made her purpose known, old grudges were reforged into a new purpose.