S
Shiro, Time Devourer
Guest
Green 50 (5/5/5/35)
S I E CR
Common (20, 2/2/2/14)
INS
Moment of Strength 1G/ Target creature gets +3/+3 and trample this turn.
Insurance 2G/ Prevent all combat damage that would be dealt to you or creatures you control this
turn
SOR
Needle Spray 3G/ Deals 4 dmg to each flying creature. OD- Deals 4 dmg to each creature. Flying creatures destroyed this way can't be regenerated.
Primal Charge 1G/ All creatures gain trample this turn.
ENCH
Wang's Preservation 1G/ Whenever a creature would be put into a graveyard from play, You may sac WP. If you do, instead its owner shuffles it into his or her library.
Bear Strength 1GG/ EC gets +3/+3 and trample.
CR
Xinwa Counselor 2GG/ During upkeep, an opponent chooses Elves, Goblins or Soldiers. You choose one: Put a -2/-0, a -1/-1, or a -0/-2 counter on all creatures of that type. 4/4 Elf
Xinwa Grappler G/ Prevent all combat damage that would be dealt by creatures blocked by XG. 1/1
Preserver
Advance Trooper G/ GG: +1/+1 this turn. 1/1 Ranger
Forest Watch GG/ May block as though it had flying. 2G: Target creature gets trample this turn.
2/2 Elf
Speedy Elf 1GG/ Haste. Can't be countered. 2/2 Elf.
Dog Trainer XGG/ CIP- If you played it from your hand, Put X 1/1 green Hound tokens into play. 1/1 Ranger
Mistgiver G/ GFP- Prevent all combat damage that would be dealt by creatures this turn. 1/1 Preserver.
Elvish Envoy 3G/ Trample. 4/3 Elf
Elvish Hybrid 3G/ May block as though it had flying. 3/3 Elf Hound
Forest Wolf G/ Can't block. 2/1 Hound
Home Defender G/ Whenever this becomes blocked, it gets +2/+0 this turn. 1/1 Ranger
Xinwa Wolf Pack 1GG/ 3/4 Hound
Fledgling Archer G/ May block as though it had flying. 1/1 Ranger
Roaming Strider 4G/ Trample. Whenever a creature comes into play, this gets +1/+1 this turn. 3/2 Preserver Ranger
Uncommon (18, 2/2/2/12)
INS
Wang's Decree GGGG/ Prevent all damage that would be dealt to you this turn. Overdrive- Gain 1 life for every 1 damage that would be dealt to you this turn.
Cleaving Strike 1G/ All creatures block target creature if able this turn. If white mana was used for this spell, that creature gains first strike.
CR
Forest Scout 2G/ Trample. Whenever a card you own or control is RFG, FS gets +1/+1 this turn. 2/1 Ranger
Keeper of the House 2G/ Emu- Elf Pro-Defilers. 1G: All creatures block KOTH this turn if able.
2/2 Preserver
Archer Squad 1GG/ Emu- Hound Pro-Dragoons, may block fliers. T: Deals 1 damage to target flying creature. 2/2 Ranger
Hardy Tracker 3G/ Trample. G: +1/+1 this turn. 2/2 Ranger
Gang of Bloodhounds 3GG/ Pay 1 life: Until end of turn, you may decide who blocks GOB when they attack, instead of the defending player. 4/4 Hound
Skilled Retainer 5G/ Trample. G: +1/+1 this turn. 4/4 Elf.
Elite Hound Squad 3GG/ Protection from Blue. May block as though it had flying. 1G: +1/+1 until end of turn. G: Trample until end of turn 3/3 Hound Ranger
Sylvan Decoy/ Whenever you attack, you may choose an Elf you control. All creatures able to block this creature do so. 2/2 Elf.
Pack Leader 3G/ All Hounds have trample. 3/3 Hound.
Seed Carrier 5G/ During each player's upkeep, you may pay 2G. If you do, all lands that player controls are 1/1 creatures this turn. 4/4 Preserver.
Stampeder 2GGG/ Trample. GFP- Creatures you control gain +3/+3 and trample this turn. 4/4 Ranger
Windblade Guardian 3GG/ All creatures block it if able, Pro-black, pro-blue.
SOR
Envoy Recruitment X2GG/ Choose a creature type and a color. Put X 1/1 creature tokens of that color and type into play.
Wang's Taunt 3G/ Instead of defending player, you declare blockers this turn.
ENCH
Nurturing Focus 3GG/ 1G, pay 2 life: Put 2 +1/+1 counters on target creature. 1G, remove 2 +1/+1 counters from target creature: Gain 2 life.
Needle Trap 3GG/ CIP with 3 needle counters on it. During upkeep, you may put a needle counter on it. Sac: Deals X damage to each flying creature, where x is the # of needle counters on NT.
Rare (12, 1/1/1/9)
SOR
Start Anew 6GG/ Start Anew can't be countered. Overdrive- Remove all tokens from the game, then each player shuffles their hand, graveyard, and all permanents they own into their library. Each player's life total becomes 20.
INS
Zheng's Call 4GGG/ Put 5 2/2 green ranger creature tokens with trample into play.
ENCH
Antiguile Shell 3GG/ Instants can't be played. If an instant card would be put into a graveyard from anywhere, instead remove it from the game.
CR
Wang, Xinwa Elder 4G/ All creatures block Wang if able. Prevent all combat damage that would be dealt to creatures you control. Pro-black. Emu- Elf. Defilers lose all abilities. 2/4 Preserver
Legend
Zheng, Lady of Wurms 3GG/ Protection from blue. Emu- Hound. Creatures you control have trample.
G: Target creature gets +1/+1 this turn. Use this ability no more times than the number of Rangers you control. Dragoons may be blocked as though they didn't have flying. 3/3 Ranger Legend
Jun Lingxia 4GG/ Trample, All creatures block JL if able, All Rangers have Emu-Hound, All Preservers have Emu-Elf, Gets +1/+0 per Hound and +0/+1 per Elf. 1/1 Ranger Preserver Legend.
Xinwa Diplomat 3G/ 1R: Put a +1/+0 counter on target creature. 1W: Put a +0/+1 counter on target creature. 3/3 Diplomat
Xinwa Harvester 3G/ CIP- Add 2 mana of any color to your mana pool. GFP- Tap all lands you control. 4/4 Preserver.
Macetail Crusher 7GG/ Trample. Whenever a creature dealt damage by MC is put into a graveyard, untap MC. 8/7 Wurm
Spineback Crusher 4GG/ Trample. Put a +2/+0 counter for each red mana used to pay for SC and a +0/+2 counter for every white mana used to pay for SC. 4/4 Wurm
Empowerer 8G/ Trample. GFP- Creatures you control get +7/+7 until end of turn. 8/8 Preserver Ranger
Frightgaze Basilisk. 7G/ All creatures block FB if able. FB may block any number of creatures. All creatures blocking or blocked by FB are destroyed. They can't be regenerated. 4/4 Lizard
S I E CR
Common (20, 2/2/2/14)
INS
Moment of Strength 1G/ Target creature gets +3/+3 and trample this turn.
Insurance 2G/ Prevent all combat damage that would be dealt to you or creatures you control this
turn
SOR
Needle Spray 3G/ Deals 4 dmg to each flying creature. OD- Deals 4 dmg to each creature. Flying creatures destroyed this way can't be regenerated.
Primal Charge 1G/ All creatures gain trample this turn.
ENCH
Wang's Preservation 1G/ Whenever a creature would be put into a graveyard from play, You may sac WP. If you do, instead its owner shuffles it into his or her library.
Bear Strength 1GG/ EC gets +3/+3 and trample.
CR
Xinwa Counselor 2GG/ During upkeep, an opponent chooses Elves, Goblins or Soldiers. You choose one: Put a -2/-0, a -1/-1, or a -0/-2 counter on all creatures of that type. 4/4 Elf
Xinwa Grappler G/ Prevent all combat damage that would be dealt by creatures blocked by XG. 1/1
Preserver
Advance Trooper G/ GG: +1/+1 this turn. 1/1 Ranger
Forest Watch GG/ May block as though it had flying. 2G: Target creature gets trample this turn.
2/2 Elf
Speedy Elf 1GG/ Haste. Can't be countered. 2/2 Elf.
Dog Trainer XGG/ CIP- If you played it from your hand, Put X 1/1 green Hound tokens into play. 1/1 Ranger
Mistgiver G/ GFP- Prevent all combat damage that would be dealt by creatures this turn. 1/1 Preserver.
Elvish Envoy 3G/ Trample. 4/3 Elf
Elvish Hybrid 3G/ May block as though it had flying. 3/3 Elf Hound
Forest Wolf G/ Can't block. 2/1 Hound
Home Defender G/ Whenever this becomes blocked, it gets +2/+0 this turn. 1/1 Ranger
Xinwa Wolf Pack 1GG/ 3/4 Hound
Fledgling Archer G/ May block as though it had flying. 1/1 Ranger
Roaming Strider 4G/ Trample. Whenever a creature comes into play, this gets +1/+1 this turn. 3/2 Preserver Ranger
Uncommon (18, 2/2/2/12)
INS
Wang's Decree GGGG/ Prevent all damage that would be dealt to you this turn. Overdrive- Gain 1 life for every 1 damage that would be dealt to you this turn.
Cleaving Strike 1G/ All creatures block target creature if able this turn. If white mana was used for this spell, that creature gains first strike.
CR
Forest Scout 2G/ Trample. Whenever a card you own or control is RFG, FS gets +1/+1 this turn. 2/1 Ranger
Keeper of the House 2G/ Emu- Elf Pro-Defilers. 1G: All creatures block KOTH this turn if able.
2/2 Preserver
Archer Squad 1GG/ Emu- Hound Pro-Dragoons, may block fliers. T: Deals 1 damage to target flying creature. 2/2 Ranger
Hardy Tracker 3G/ Trample. G: +1/+1 this turn. 2/2 Ranger
Gang of Bloodhounds 3GG/ Pay 1 life: Until end of turn, you may decide who blocks GOB when they attack, instead of the defending player. 4/4 Hound
Skilled Retainer 5G/ Trample. G: +1/+1 this turn. 4/4 Elf.
Elite Hound Squad 3GG/ Protection from Blue. May block as though it had flying. 1G: +1/+1 until end of turn. G: Trample until end of turn 3/3 Hound Ranger
Sylvan Decoy/ Whenever you attack, you may choose an Elf you control. All creatures able to block this creature do so. 2/2 Elf.
Pack Leader 3G/ All Hounds have trample. 3/3 Hound.
Seed Carrier 5G/ During each player's upkeep, you may pay 2G. If you do, all lands that player controls are 1/1 creatures this turn. 4/4 Preserver.
Stampeder 2GGG/ Trample. GFP- Creatures you control gain +3/+3 and trample this turn. 4/4 Ranger
Windblade Guardian 3GG/ All creatures block it if able, Pro-black, pro-blue.
SOR
Envoy Recruitment X2GG/ Choose a creature type and a color. Put X 1/1 creature tokens of that color and type into play.
Wang's Taunt 3G/ Instead of defending player, you declare blockers this turn.
ENCH
Nurturing Focus 3GG/ 1G, pay 2 life: Put 2 +1/+1 counters on target creature. 1G, remove 2 +1/+1 counters from target creature: Gain 2 life.
Needle Trap 3GG/ CIP with 3 needle counters on it. During upkeep, you may put a needle counter on it. Sac: Deals X damage to each flying creature, where x is the # of needle counters on NT.
Rare (12, 1/1/1/9)
SOR
Start Anew 6GG/ Start Anew can't be countered. Overdrive- Remove all tokens from the game, then each player shuffles their hand, graveyard, and all permanents they own into their library. Each player's life total becomes 20.
INS
Zheng's Call 4GGG/ Put 5 2/2 green ranger creature tokens with trample into play.
ENCH
Antiguile Shell 3GG/ Instants can't be played. If an instant card would be put into a graveyard from anywhere, instead remove it from the game.
CR
Wang, Xinwa Elder 4G/ All creatures block Wang if able. Prevent all combat damage that would be dealt to creatures you control. Pro-black. Emu- Elf. Defilers lose all abilities. 2/4 Preserver
Legend
Zheng, Lady of Wurms 3GG/ Protection from blue. Emu- Hound. Creatures you control have trample.
G: Target creature gets +1/+1 this turn. Use this ability no more times than the number of Rangers you control. Dragoons may be blocked as though they didn't have flying. 3/3 Ranger Legend
Jun Lingxia 4GG/ Trample, All creatures block JL if able, All Rangers have Emu-Hound, All Preservers have Emu-Elf, Gets +1/+0 per Hound and +0/+1 per Elf. 1/1 Ranger Preserver Legend.
Xinwa Diplomat 3G/ 1R: Put a +1/+0 counter on target creature. 1W: Put a +0/+1 counter on target creature. 3/3 Diplomat
Xinwa Harvester 3G/ CIP- Add 2 mana of any color to your mana pool. GFP- Tap all lands you control. 4/4 Preserver.
Macetail Crusher 7GG/ Trample. Whenever a creature dealt damage by MC is put into a graveyard, untap MC. 8/7 Wurm
Spineback Crusher 4GG/ Trample. Put a +2/+0 counter for each red mana used to pay for SC and a +0/+2 counter for every white mana used to pay for SC. 4/4 Wurm
Empowerer 8G/ Trample. GFP- Creatures you control get +7/+7 until end of turn. 8/8 Preserver Ranger
Frightgaze Basilisk. 7G/ All creatures block FB if able. FB may block any number of creatures. All creatures blocking or blocked by FB are destroyed. They can't be regenerated. 4/4 Lizard