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Morningtide

 Morgenluft  Lèveciel  Aurora  Alborada  Alvorecer  モーニングタイド  晨光  Рассвет  Morningtide (ZH_TW)

→ Checklist → Cards

1. Ballyrush Banneret

Creature — Kithkin Soldier 2/1 1W (2) Morningtide (Common)
Kithkin spells and Soldier spells you play cost {1} less to play.

2. Battletide Alchemist

Creature — Kithkin Cleric 3/4 3WW (5) Morningtide (Rare)
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.
  • The ability applies to every source of damage, and applies separately to each player (you can choose for each player) if a source would damage more than one player. [Morningtide FAQ 2008/01/15]

3. Burrenton Bombardier

Creature — Kithkin Soldier 2/2 2W (3) Morningtide (Common)
Flying
Reinforce 2—{2}{W} ({2}{W}, Discard this card: Put two +1/+1 counters on target creature.)

4. Burrenton Shield-Bearers

Creature — Kithkin Soldier 3/3 4W (5) Morningtide (Common)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.

5. Cenn's Tactician

Creature — Kithkin Soldier 1/1 W (1) Morningtide (Uncommon)
{W}, {T}: Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional creature.
  • A creature with three +1/+1 counters can still only block one additional creature. [Morningtide FAQ 2008/01/15]

6. Changeling Sentinel

Creature — Shapeshifter 3/2 3W (4) Morningtide (Common)
Changeling (This card is every creature type at all times.)
Vigilance

7. Coordinated Barrage

Instant W (1) Morningtide (Common)
Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type.
  • You choose the creature type during resolution. [Morningtide FAQ 2008/01/15]
  • Any spell or ability used to prevent damage would have to be played prior to resolution, which means prior to knowing which creature type will be chosen. [Morningtide FAQ 2008/01/15]

8. Daily Regimen

Enchantment — Aura W (1) Morningtide (Uncommon)
Enchant creature
{1}{W}: Put a +1/+1 counter on enchanted creature.

9. Feudkiller's Verdict

Tribal Sorcery — Giant 4WW (6) Morningtide (Rare)
You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play.

10. Forfend

Instant 1W (2) Morningtide (Common)
Prevent all damage that would be dealt to creatures this turn.

11. Graceful Reprieve

Instant 1W (2) Morningtide (Uncommon)
When target creature is put into a graveyard this turn, return that card to play under its owner's control.
  • When the card returns, it is a new permanent and no longer affected by this spell's effect. [Morningtide FAQ 2008/01/15]
  • A token creature targeted by this won't return to play. [Morningtide FAQ 2008/01/15]

12. Idyllic Tutor

Sorcery 2W (3) Morningtide (Rare)
Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library.
  • You do not have to find an enchantment if you don't want to. See Rule G19.4. [D'Angelo 2008/02/05]

13. Indomitable Ancients

Creature — Treefolk Warrior 2/10 2WW (4) Morningtide (Rare)

14. Kinsbaile Borderguard

Creature — Kithkin Soldier 1/1 1WW (3) Morningtide (Rare)
Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each other Kithkin you control.
When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1 white Kithkin Soldier creature token into play for each counter on it.
  • The last ability puts a token creature into play for each counter of any kind that was on Kinsbaile Borderguard when it left play, not just for each +1/+1 counter that was on it. [Morningtide FAQ 2008/01/15]
  • Note - Also see Token Creatures, Rule 216.

15. Kinsbaile Cavalier

Creature — Kithkin Knight 2/2 3W (4) Morningtide (Rare)
Knight creatures you control have double strike.

16. Kithkin Zephyrnaut

Creature — Kithkin Soldier 2/2 2W (3) Morningtide (Common)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn.

17. Meadowboon

Creature — Elemental 3/3 2WW (4) Morningtide (Uncommon)
When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls.
Evoke {3}{W} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

18. Mosquito Guard

Creature — Kithkin Soldier 1/1 W (1) Morningtide (Common)
First strike
Reinforce 1—{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)

19. Order of the Golden Cricket

Creature — Kithkin Knight 2/2 1W (2) Morningtide (Common)
Whenever Order of the Golden Cricket attacks, you may pay {W}. If you do, it gains flying until end of turn.

20. Preeminent Captain

Creature — Kithkin Soldier 2/2 2W (3) Morningtide (Rare)
First strike
Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking.
  • In a multiplayer game, you can declare which player the new token is attacking as per the rules of that multiplayer variant. This may mean the same player or it may allow a separate player to be attacked. [Morningtide FAQ 2008/01/15]
  • If you use the ability, the Soldier creature enters play attacking. It doesn't trigger "when a creature attacks" triggers and is not subject to restrictions on declaring attackers. [Morningtide 2008/01/15]
  • Note - Also see First Strike, Rule 502.2.

21. Redeem the Lost

Instant 1W (2) Morningtide (Uncommon)
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

22. Reveillark

Creature — Elemental 4/3 4W (5) Morningtide (Rare)
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke {5}{W} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

23. Shinewend

Creature — Elemental 0/0 1W (2) Morningtide (Common)
Flying
Shinewend comes into play with a +1/+1 counter on it.
{1}{W}, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.

24. Stonehewer Giant

Creature — Giant Warrior 4/4 3WW (5) Morningtide (Rare)
Vigilance
{1}{W}, {T}: Search your library for an Equipment card and put it into play. Attach it to a creature you control. Then shuffle your library.
  • You do not have to find an equipment card if you don't want to. See Rule G19.4. [D'Angelo 2008/02/05]
  • If there is no legal creature to attach the Equipment to, it just stays in play unattached. [Morningtide FAQ 2008/01/15]
  • Note - Also see Vigilance, Rule 502.14.

25. Stonybrook Schoolmaster

Creature — Merfolk Wizard 1/2 2W (3) Morningtide (Common)
Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play.

26. Swell of Courage

Instant 3WW (5) Morningtide (Uncommon)
Creatures you control get +2/+2 until end of turn.
Reinforce X—{X}{W}{W} ({X}{W}{W}, Discard this card: Put X +1/+1 counters on target creature.)

27. Wandering Graybeard

Creature — Giant Wizard 4/4 3WW (5) Morningtide (Uncommon)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.

28. Weight of Conscience

Enchantment — Aura 1W (2) Morningtide (Common)
Enchant creature
Enchanted creature can't attack.
Tap two untapped creatures you control that share a creature type: Remove enchanted creature from the game.

29. Declaration of Naught

Enchantment UU (2) Morningtide (Rare)
As Declaration of Naught comes into play, name a card.
{U}: Counter target spell with that name.

30. Dewdrop Spy

Creature — Faerie Rogue 2/2 1UU (3) Morningtide (Common)
Flash
Flying
When Dewdrop Spy comes into play, look at the top card of target player's library.

31. Disperse

Instant 1U (2) Morningtide (Common)
Return target nonland permanent to its owner's hand.

32. Distant Melody

Sorcery 3U (4) Morningtide (Common)
Choose a creature type. Draw a card for each permanent you control of that type.
  • You choose the creature type during resolution, so there is no chance for someone to take an action between you choosing the type and the drawing of the cards. [D'Angelo 2008/02/05]

33. Fencer Clique

Creature — Faerie Soldier 3/2 2UU (4) Morningtide (Common)
Flying
{U}: Put Fencer Clique on top of its owner's library.

34. Floodchaser

Creature — Elemental 0/0 5U (6) Morningtide (Common)
Floodchaser comes into play with six +1/+1 counters on it.
Floodchaser can't attack unless defending player controls an Island.
{U}, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.

35. Grimoire Thief

Creature — Merfolk Rogue 2/2 UU (2) Morningtide (Rare)
Whenever Grimoire Thief becomes tapped, remove the top three cards of target opponent's library from the game face down.
You may look at cards removed from the game with Grimoire Thief.
{U}, Sacrifice Grimoire Thief: Turn all cards removed from the game with Grimoire Thief face up. Counter all spells with those names.
  • If more than one of these is in play, each one tracks its cards separately. [D'Angelo 2008/02/05]

36. Ink Dissolver

Creature — Merfolk Wizard 2/1 1U (2) Morningtide (Common)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard.

37. Inspired Sprite

Creature — Faerie Wizard 2/2 3U (4) Morningtide (Uncommon)
Flash
Flying
Whenever you play a Wizard spell, you may untap Inspired Sprite.
{T}: Draw a card, then discard a card.

38. Knowledge Exploitation

Tribal Sorcery — Rogue 5UU (7) Morningtide (Rare)
Prowl {3}{U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Search target opponent's library for an instant or sorcery card. You may play that card without paying its mana cost. Then that player shuffles his or her library.

39. Latchkey Faerie

Creature — Faerie Rogue 3/1 3U (4) Morningtide (Common)
Flying
Prowl {2}{U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When Latchkey Faerie comes into play, if its prowl cost was paid, draw a card.

40. Merrow Witsniper

Creature — Merfolk Rogue 1/1 U (1) Morningtide (Common)
When Merrow Witsniper comes into play, target player puts the top card of his or her library into his or her graveyard.

41. Mind Spring

Sorcery XUU (2) Morningtide (Rare)
Draw X cards.

42. Mothdust Changeling

Creature — Shapeshifter 1/1 U (1) Morningtide (Common)
Changeling (This card is every creature type at all times.)
Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.

43. Negate

Instant 1U (2) Morningtide (Common)
Counter target noncreature spell.

44. Nevermaker

Creature — Elemental 2/3 3U (4) Morningtide (Uncommon)
Flying
When Nevermaker leaves play, put target nonland permanent on top of its owner's library.
Evoke {3}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

45. Notorious Throng

Tribal Sorcery — Rogue 3U (4) Morningtide (Rare)
Prowl {5}{U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Put X 1/1 black Faerie Rogue creature tokens with flying into play, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one.
  • To determine the value of X, this spell looks back over the course of the turn and counts all damage dealt by all sources to players who are currently your opponents, as well as damage dealt by all sources to players who were your opponents at the time they left the game. [Morningtide FAQ 2008/01/15]
  • Note - Also sse Extra Turn, Rule 300.6.
  • Note - Also see Prowl, Rule 502.76.
  • Note - Also see Token Creatures, Rule 216.
  • Note - Also see Tribal, Rule 212.8.

46. Research the Deep

Sorcery 1U (2) Morningtide (Uncommon)
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

47. Sage of Fables

Creature — Merfolk Wizard 2/2 2U (3) Morningtide (Uncommon)
Each other Wizard creature you control comes into play with an additional +1/+1 counter on it.
{2}, Remove a +1/+1 counter from a creature you control: Draw a card.

48. Sage's Dousing

Tribal Instant — Wizard 2U (3) Morningtide (Uncommon)
Counter target spell unless its controller pays {3}. If you control a Wizard, draw a card.
  • If you control a wizard, you draw a card regardless of which choice takes place for the first part of the spell. [Morningtide FAQ 2008/01/15]
  • If the target of this spell becomes illegal, however, this spell is countered and the card drawing does not occur. [D'Angelo 2008/02/05]
  • Note - Also see Tribal, Rule 212.8.

49. Sigil Tracer

Creature — Merfolk Wizard 2/2 1UU (3) Morningtide (Rare)
{1}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.
  • You can tap creatures you gained control of this turn. [Morningtide FAQ 2008/01/15]
  • Note - Also see Copying Objects, Rule 503. There are enough important rules there that they are worth reading first.

50. Slithermuse

Creature — Elemental 3/3 2UU (4) Morningtide (Rare)
When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke {3}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

51. Stonybrook Banneret

Creature — Merfolk Wizard 1/1 1U (2) Morningtide (Common)
Islandwalk
Merfolk spells and Wizard spells you play cost {1} less to play.

52. Stream of Unconsciousness

Tribal Instant — Wizard U (1) Morningtide (Common)
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.

53. Supreme Exemplar

Creature — Elemental 10/10 6U (7) Morningtide (Rare)
Flying
Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)

54. Thieves' Fortune

Tribal Instant — Rogue 2U (3) Morningtide (Uncommon)
Prowl {U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

55. Vendilion Clique

Legendary Creature — Faerie Wizard 3/1 1UU (3) Morningtide (Rare)
Flash
Flying
When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.

56. Waterspout Weavers

Creature — Merfolk Wizard 3/3 3UU (5) Morningtide (Uncommon)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.

57. Auntie's Snitch

Creature — Goblin Rogue 3/1 2B (3) Morningtide (Rare)
Auntie's Snitch can't block.
Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand.

58. Bitterblossom

Tribal Enchantment — Faerie 1B (2) Morningtide (Rare)
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play.

59. Blightsoil Druid

Creature — Elf Druid 1/2 1B (2) Morningtide (Common)
{T}, Pay 1 life: Add {G} to your mana pool.

60. Earwig Squad

Creature — Goblin Rogue 5/3 3BB (5) Morningtide (Rare)
Prowl {2}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library.

61. Fendeep Summoner

Creature — Treefolk Shaman 3/5 4B (5) Morningtide (Rare)
{T}: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
  • You can choose to target zero swamps and do nothing except tap this card. [Morningtide FAQ 2008/01/15]
  • Remember that when this becomes a creature, it is subject to "summoning sickness" and cannot attack unless you controlled it since the start of the turn. [Morningtide FAQ 2008/01/15]

62. Festercreep

Creature — Elemental 0/0 1B (2) Morningtide (Common)
Festercreep comes into play with a +1/+1 counter on it.
{1}{B}, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.

63. Final-Sting Faerie

Creature — Faerie Assassin 2/2 3B (4) Morningtide (Common)
Flying
When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn.
  • The ability must target a creature if possible. This means you might have to target one of your own creatures. [Morningtide FAQ 2008/01/15]

64. Frogtosser Banneret

Creature — Goblin Rogue 1/1 1B (2) Morningtide (Common)
Haste
Goblin spells and Rogue spells you play cost {1} less to play.

65. Maralen of the Mornsong

Legendary Creature — Elf Wizard 2/3 1BB (3) Morningtide (Rare)
Players can't draw cards.
At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library.
  • Maralen prevents players from drawing cards for any reason, including as a cost, as an effect, and as a result of the "draw a card" game action during the draw step. [Morningtide FAQ 2008/01/15]
  • While Maralen is in play, replacement effects that instruct a player to do something instead of drawing a card won't work. [Morningtide FAQ 2008/01/15]
  • In a Two-Headed Giant game, Maralen's triggered ability will trigger twice per draw step (once for each player on the active team). Maralen's controller chooses the order to put the abilities on the stack. [Morningtide FAQ 2008/01/15]
  • Note - Also see Legendary, Rule G12.9.

66. Mind Shatter

Sorcery XBB (2) Morningtide (Rare)
Target player discards X cards at random.

67. Moonglove Changeling

Creature — Shapeshifter 2/2 2B (3) Morningtide (Common)
Changeling (This card is every creature type at all times.)
{B}: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)

68. Morsel Theft

Tribal Sorcery — Rogue 2BB (4) Morningtide (Common)
Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.

69. Nightshade Schemers

Creature — Faerie Wizard 3/2 4B (5) Morningtide (Uncommon)
Flying
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.

70. Noggin Whack

Tribal Sorcery — Rogue 2BB (4) Morningtide (Uncommon)
Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player reveals three cards from his or her hand. You choose two of them. That player discards those cards.

71. Offalsnout

Creature — Elemental 2/2 2B (3) Morningtide (Uncommon)
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke {B} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

72. Oona's Blackguard

Creature — Faerie Rogue 1/1 1B (2) Morningtide (Uncommon)
Flying
Each other Rogue creature you control comes into play with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.

73. Pack's Disdain

Instant 1B (2) Morningtide (Common)
Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent of the chosen type you control.
  • You choose the creature type during resolution. [D'Angelo 2008/02/05]

74. Prickly Boggart

Creature — Goblin Rogue 1/1 B (1) Morningtide (Common)
Fear

75. Pulling Teeth

Sorcery 1B (2) Morningtide (Common)
Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
  • In a multi-player game you can clash with a different opponent than the one you target. [Morningtide FAQ 2008/01/15]
  • Note - Also see Clash, Rule 501.10.

76. Revive the Fallen

Sorcery 1B (2) Morningtide (Uncommon)
Return target creature card in a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

77. Scarblade Elite

Creature — Elf Assassin 2/2 BB (2) Morningtide (Rare)
{T}, Remove an Assassin card in your graveyard from the game: Destroy target creature.
  • You cannot play the ability unless you have an Assassin card in your graveyard that can be removed. [D'Angelo 2008/02/05]

78. Squeaking Pie Grubfellows

Creature — Goblin Shaman 3/2 3B (4) Morningtide (Common)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking Pie Grubfellows, you may reveal it. If you do, each opponent discards a card.

79. Stenchskipper

Creature — Elemental 6/5 3B (4) Morningtide (Rare)
Flying
At end of turn, if you control no Goblins, sacrifice Stenchskipper.

80. Stinkdrinker Bandit

Creature — Goblin Rogue 2/1 3B (4) Morningtide (Uncommon)
Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
  • The ability triggers when blockers are declared. The bonus is kept even if an ability later causes it to become blocked. [Morningtide FAQ 2008/01/15]
  • Note - Also see Prowl, Rule 502.76.

81. Violet Pall

Tribal Instant — Faerie 4B (5) Morningtide (Common)
Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying into play.

82. Warren Weirding

Tribal Sorcery — Goblin 1B (2) Morningtide (Uncommon)
Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn.

83. Weed-Pruner Poplar

Creature — Treefolk Assassin 3/3 4B (5) Morningtide (Common)
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.
  • You must target a creature, which means you may be forced to target one of your own. [Morningtide FAQ 2008/01/15]

84. Weirding Shaman

Creature — Goblin Shaman 2/1 1B (2) Morningtide (Rare)
{3}{B}, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play.

85. Boldwyr Heavyweights

Creature — Giant Warrior 8/8 2RR (4) Morningtide (Rare)
Trample
When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it.

86. Boldwyr Intimidator

Creature — Giant Warrior 5/5 5RR (7) Morningtide (Uncommon)
Cowards can't block Warriors.
{R}: Target creature becomes a Coward until end of turn.
{2}{R}: Target creature becomes a Warrior until end of turn.
  • It replaces all previous creature types with either Coward or Warrior. [Future Sight FAQ 2007/05/01]

87. Borderland Behemoth

Creature — Giant Warrior 4/4 5RR (7) Morningtide (Rare)
Trample
Borderland Behemoth gets +4/+4 for each other Giant you control.

88. Brighthearth Banneret

Creature — Elemental Warrior 1/1 1R (2) Morningtide (Common)
Elemental spells and Warrior spells you play cost {1} less to play.
Reinforce 1—{1}{R} ({1}{R}, Discard this card: Put a +1/+1 counter on target creature.)

89. Countryside Crusher

Creature — Giant Warrior 3/3 1RR (3) Morningtide (Rare)
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.
  • The first ability will keep putting cards from the top of your library into your graveyard until you reveal a nonland card. That nonland card remains on top of your library. [Morningtide FAQ 2008/01/15]

90. Fire Juggler

Creature — Goblin Shaman 2/2 2R (3) Morningtide (Common)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

91. Hostile Realm

Enchantment — Aura 2R (3) Morningtide (Common)
Enchant land
Enchanted land has "{T}: Target creature can't block this turn."

92. Kindled Fury

Instant R (1) Morningtide (Common)
Target creature gets +1/+0 and gains first strike until end of turn.

93. Lightning Crafter

Creature — Goblin Shaman 3/3 3R (4) Morningtide (Rare)
Champion a Goblin or Shaman (When this comes into play, sacrifice it unless you remove another Goblin or Shaman you control from the game. When this leaves play, that card returns to play.)
{T}: Lightning Crafter deals 3 damage to target creature or player.

94. Lunk Errant

Creature — Giant Warrior 4/4 5R (6) Morningtide (Common)
Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn.

95. Mudbutton Clanger

Creature — Goblin Warrior 1/1 R (1) Morningtide (Common)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn.

96. Pyroclast Consul

Creature — Elemental Shaman 3/3 3RR (5) Morningtide (Uncommon)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature.

97. Rage Forger

Creature — Elemental Shaman 2/2 2R (3) Morningtide (Uncommon)
When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.
Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.

98. Release the Ants

Instant 1R (2) Morningtide (Uncommon)
Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

99. Rivals' Duel

Sorcery 3R (4) Morningtide (Uncommon)
Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other.
  • Both creatures can be controlled by the same player. [Morningtide FAQ 2008/01/15]
  • If, by the time Rivals' Duel resolves, an effect has caused the two target creatures to share a creature type, it is countered for having no legal targets. [Morningtide FAQ 2008/01/15]

100. Roar of the Crowd

Sorcery 3R (4) Morningtide (Common)
Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents you control of the chosen type.
  • You choose the creature type during resolution. [Morningtide FAQ 2008/01/15]

101. Seething Pathblazer

Creature — Elemental Warrior 2/2 2R (3) Morningtide (Common)
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.

102. Sensation Gorger

Creature — Goblin Shaman 2/2 1RR (3) Morningtide (Rare)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand and draws four cards.

103. Shard Volley

Instant R (1) Morningtide (Common)
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.

104. Shared Animosity

Enchantment 2R (3) Morningtide (Rare)
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
  • Each creature is counted once even if it shares more than one creature type. [Morningtide FAQ 2008/01/15]
  • In a Two-Headed Giant game, only creatures you control trigger the ability and get the bonus, but your teammate's attacking creatures are included in the calculation of those bonuses. [Morningtide FAQ 2008/01/15]

105. Spitebellows

Creature — Elemental 6/1 5R (6) Morningtide (Uncommon)
When Spitebellows leaves play, it deals 6 damage to target creature.
Evoke {1}{R}{R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

106. Stingmoggie

Creature — Elemental 0/0 3R (4) Morningtide (Common)
Stingmoggie comes into play with two +1/+1 counters on it.
{3}{R}, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land.

107. Stomping Slabs

Sorcery 2R (3) Morningtide (Uncommon)
Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player.
  • If no card named Stomping Slabs is revealed, no damage is dealt. [Morningtide FAQ 2008/01/15]

108. Sunflare Shaman

Creature — Elemental Shaman 2/1 1R (2) Morningtide (Common)
{1}{R}, {T}: Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.

109. Taurean Mauler

Creature — Shapeshifter 2/2 2R (3) Morningtide (Rare)
Changeling (This card is every creature type at all times.)
Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler.

110. Titan's Revenge

Sorcery XRR (2) Morningtide (Rare)
Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

111. Vengeful Firebrand

Creature — Elemental Warrior 5/2 3R (4) Morningtide (Rare)
Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.
{R}: Vengeful Firebrand gets +1/+0 until end of turn.

112. War-Spike Changeling

Creature — Shapeshifter 3/3 3R (4) Morningtide (Common)
Changeling (This card is every creature type at all times.)
{R}: War-Spike Changeling gains first strike until end of turn.

113. Ambassador Oak

Creature — Treefolk Warrior 3/3 3G (4) Morningtide (Common)
When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play.

114. Bosk Banneret

Creature — Treefolk Shaman 1/3 1G (2) Morningtide (Common)
Treefolk spells and Shaman spells you play cost {1} less to play.

115. Bramblewood Paragon

Creature — Elf Warrior 2/2 1G (2) Morningtide (Uncommon)
Each other Warrior creature you control comes into play with an additional +1/+1 counter on it.
Each creature you control with a +1/+1 counter on it has trample.

116. Chameleon Colossus

Creature — Shapeshifter 4/4 2GG (4) Morningtide (Rare)
Changeling (This card is every creature type at all times.)
Protection from black
{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.

117. Cream of the Crop

Enchantment 1G (2) Morningtide (Rare)
Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
  • The creature's power is checked as this ability resolves. If the creature has left play, use its last known information. [Morningtide FAQ 2008/01/15]

118. Deglamer

Instant 1G (2) Morningtide (Common)
Choose target artifact or enchantment. Its owner shuffles it into his or her library.

119. Earthbrawn

Instant 1G (2) Morningtide (Common)
Target creature gets +3/+3 until end of turn.
Reinforce 1—{1}{G} ({1}{G}, Discard this card: Put a +1/+1 counter on target creature.)

120. Elvish Warrior

Creature — Elf Warrior 2/3 GG (2) Morningtide (Common)
  • Note - This card was of creature type "Elf" and not "Elf Warrior" until Ninth Edition or Oracle 2005/08/01.

121. Everbark Shaman

Creature — Treefolk Shaman 3/5 4G (5) Morningtide (Common)
{T}, Remove a Treefolk card in your graveyard from the game: Search your library for two Forest cards and put them into play tapped. Then shuffle your library.
  • You do not have to find any Forests (or just one Forest) if you don't want to. See Rule G19.4. [D'Angelo 2008/02/05]

122. Fertilid

Creature — Elemental 0/0 2G (3) Morningtide (Common)
Fertilid comes into play with two +1/+1 counters on it.
{1}{G}, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.
  • That player does not have to find any basic lands if they don't want to. See Rule G19.4. [D'Angelo 2008/02/05]

123. Game-Trail Changeling

Creature — Shapeshifter 4/4 3GG (5) Morningtide (Common)
Changeling (This card is every creature type at all times.)
Trample

124. Gilt-Leaf Archdruid

Creature — Elf Druid 3/3 3GG (5) Morningtide (Rare)
Whenever you play a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
  • It can tap creatures that you gained control of this turn. [Morningtide FAQ 2008/01/15]

125. Greatbow Doyen

Creature — Elf Archer 2/4 4G (5) Morningtide (Rare)
Other Archer creatures you control get +1/+1.
Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller.
  • The second ability triggers only when an Archer permanent you control deals damage to a creature. It won't trigger when an Archer spell you control deals damage. [Morningtide FAQ 2008/01/15]

126. Heritage Druid

Creature — Elf Druid 1/1 G (1) Morningtide (Uncommon)
Tap three untapped Elves you control: Add {G}{G}{G} to your mana pool.
  • It can tap creatures you gained control of this turn. [Morningtide FAQ 2008/01/15]

127. Hunting Triad

Tribal Sorcery — Elf 3G (4) Morningtide (Uncommon)
Put three 1/1 green Elf Warrior creature tokens into play.
Reinforce 3—{3}{G} ({3}{G}, Discard this card: Put three +1/+1 counters on target creature.)

128. Leaf-Crowned Elder

Creature — Treefolk Shaman 3/5 2GG (4) Morningtide (Rare)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost.
  • The card is played during the resolution of the ability. [Morningtide FAQ 2008/01/15]
  • It's played from your library, not your hand. You choose modes, pay additional costs, choose targets, etc. for the spell as normal when playing it. [Morningtide FAQ 2008/01/15]
  • Any X in the mana cost will be 0. Alternative costs can't be paid. [Morningtide FAQ 2008/01/15]
  • Note - Also see Kinship, Rule 703.6.

129. Luminescent Rain

Instant 2G (3) Morningtide (Common)
Choose a creature type. You gain 2 life for each permanent you control of that type.
  • You choose the creature type during resolution. [D'Angelo 2008/02/05]

130. Lys Alana Bowmaster

Creature — Elf Archer 2/2 2G (3) Morningtide (Common)
Reach (This can block creatures with flying.)
Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.

131. Orchard Warden

Creature — Treefolk Shaman 4/6 4GG (6) Morningtide (Uncommon)
Whenever another Treefolk creature comes into play under your control, you may gain life equal to that creature's toughness.

132. Reach of Branches

Tribal Instant — Treefolk 4G (5) Morningtide (Rare)
Put a 2/5 green Treefolk Shaman creature token into play.
Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand.

133. Recross the Paths

Sorcery 2G (3) Morningtide (Uncommon)
Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
  • If you have no land cards, you will reveal your whole library, put the library in any order you want, then clash. [Morningtide FAQ 2008/01/15]
  • Note - Also see Clash, Rule 501.10.

134. Reins of the Vinesteed

Enchantment — Aura 3G (4) Morningtide (Common)
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature.
  • The last ability triggers if this card goes to the graveyard at the same time as the creature it's attached to. [Morningtide FAQ 2008/01/15]
  • This triggered ability doesn't target a creature. You may return it to play attached to a creature that has shroud, for example. However, the creature must be able to be legally enchanted by this card. You can't return this card to play attached to a creature that has protection from green, for example. [Morningtide FAQ 2008/01/15]
  • Note - Also see Aura, Rule G1.30.

135. Rhys the Exiled

Legendary Creature — Elf Warrior 3/2 2G (3) Morningtide (Rare)
Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.
{B}, Sacrifice an Elf: Regenerate Rhys the Exiled.
  • You can sacrifice it to pay for its own regeneration ability, but this will not regenerate it because a sacrificed creature cannot be regenerated. [Morningtide FAQ 2008/01/15]
  • Note - Also see Legendary, Rule G12.9.

136. Scapeshift

Sorcery 2GG (4) Morningtide (Rare)
Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library.
  • The lands are sacrificed during resolution. This is not a cost. [Morningtide FAQ 2008/01/15]

137. Unstoppable Ash

Creature — Treefolk Warrior 5/5 3G (4) Morningtide (Rare)
Trample
Champion a Treefolk or Warrior (When this comes into play, sacrifice it unless you remove another Treefolk or Warrior you control from the game. When this leaves play, that card returns to play.)
Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.

138. Walker of the Grove

Creature — Elemental 7/7 6GG (8) Morningtide (Uncommon)
When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play.
Evoke {4}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

139. Winnower Patrol

Creature — Elf Warrior 3/2 2G (3) Morningtide (Common)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.

140. Wolf-Skull Shaman

Creature — Elf Shaman 2/2 1G (2) Morningtide (Uncommon)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play.

141. Cloak and Dagger

Tribal Artifact — Rogue Equipment 2 (2) Morningtide (Uncommon)
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it.
Equip {3}

142. Diviner's Wand

Tribal Artifact — Wizard Equipment 3 (3) Morningtide (Uncommon)
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card."
Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it.
Equip {3}

143. Door of Destinies

Artifact 4 (4) Morningtide (Rare)
As Door of Destinies comes into play, choose a creature type.
Whenever you play a spell of that type, put a charge counter on Door of Destinies.
Creatures you control of that type get +1/+1 for each charge counter on Door of Destinies.
  • This card gets a counter when the spell is played, even if it is later countered. [D'Angelo 2008/02/05]

144. Obsidian Battle-Axe

Tribal Artifact — Warrior Equipment 3 (3) Morningtide (Uncommon)
Equipped creature gets +2/+1 and has haste.
Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it.
Equip {3}

145. Thornbite Staff

Tribal Artifact — Shaman Equipment 2 (2) Morningtide (Uncommon)
Equipped creature has "{2}, {T}: This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature."
Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it.
Equip {4}

146. Veteran's Armaments

Tribal Artifact — Soldier Equipment 2 (2) Morningtide (Uncommon)
Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."
Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it.
Equip {2}

147. Murmuring Bosk

Land — Forest Morningtide (Rare)
({T}: Add {G} to your mana pool.)
As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped.
{T}: Add {W} or {B} to your mana pool. Murmuring Bosk deals 1 damage to you.
  • Murmuring Bosk is a Forest, but it isn't a basic land. Things that affect basic lands don't affect it. Things that affect basic land types do. [Morningtide FAQ 2008/01/15]

148. Mutavault

Land Morningtide (Rare)
{T}: Add {1} to your mana pool.
{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

149. Primal Beyond

Land Morningtide (Rare)
As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped.
{T}: Add {1} to your mana pool.
{T}: Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.
  • You can use the mana produced by Primal Beyond's last ability to pay an alternative cost (such as evoke) or additional cost incurred while playing an Elemental spell. It's not limited to just that spell's mana cost. [Morningtide FAQ 2008/01/15]
  • The mana can't be spent to play activated abilities of Elemental sources that aren't in play (such as the reinforce ability of an Elemental card in your hand). [Morningtide FAQ 2008/01/15]

150. Rustic Clachan

Land Morningtide (Rare)
As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped.
{T}: Add {W} to your mana pool.
Reinforce 1—{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)