Thrull Wizard
{1}{B}: Counter target black spell unless that spell's controller pays {B} or {3}.
"In crafting intelligent Thrulls to assist in sacrifices, Sahr inadvertantly set the stage for the Thrull Rebellion."
—*Sarpadian Empires, vol. II*
Tourach's Chant
At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay {B}.
Whenever a player puts a Forest onto the battlefield, Tourach's Chant deals 3 damage to that player unless they put a -1/-1 counter on a creature they control.
Tourach's Gate
Enchant land you control
Sacrifice a Thrull: Put three time counters on Tourach's Gate.
At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it.
Tap enchanted land: Attacking creatures you control get +2/-1 until end of turn. Activate only if enchanted land is untapped.
Brassclaw Orcs
Brassclaw Orcs can't block creatures with power 2 or greater.
"The Brassclaws delighted in lightning raids on Icatian and Dwarven towns; an unprepared enemy is easier to defeat."
—*Sarpadian Empires, vol. IV*
Brassclaw Orcs
Brassclaw Orcs can't block creatures with power 2 or greater.
"Brassclaws were typical Orcs—quick to laud their own prowess in battle, quick to jeer at their opponents, and quicker still to run away when things started to look slightly dangerous."
—*Sarpadian Empires, vol. IV*
Brassclaw Orcs
Brassclaw Orcs can't block creatures with power 2 or greater.
"A whole skin is worth a thousand victories."
—Orcish Veteran of the Battle of Montford
Brassclaw Orcs
Brassclaw Orcs can't block creatures with power 2 or greater.
"The large brass claws worn by some Sarpadian Orc tribes were among the least feared weapons ever known."
—*Sarpadian Empires, vol. IV*
Dwarven Armorer
{R}, {T}, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature.
"The few remaining pieces from this period suggest the Dwarves eventually made weapons and armor out of everything, even children's toys."
—*Sarpadian Empires, vol. IV*
Dwarven Catapult
Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls.
"Often greatly outnumbered in battle, Dwarves relied on catapults as one means of damaging a large army."
—*Sarpadian Empires, vol. IV*
Dwarven Lieutenant
{1}{R}: Target Dwarf creature gets +1/+0 until end of turn.
"Dwarven officers were tireless in battle, moving up and down the lines to rally their troops and boost morale."
—*Sarpadian Empires, vol. IV*
Dwarven Soldier
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
"Let no one say we did not fight until the last . . . ."
—Headstone fragment from a mass grave found in the Crimson Peaks
Dwarven Soldier
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
There is a legend among present-day Dwarves that the Dwarves of Sarpadia will one day return to defend Dwarvenkind against a deadly peril.
Dwarven Soldier
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
"Although the Dwarves staunchly defended their walled city-states against the Orcs, their civilization was the first to fall, and its name was sadly lost."
—*Sarpadian Empires, vol. I*
Goblin Chirurgeon
Sacrifice a Goblin: Regenerate target creature.
The Chirurgeons patched up their fallen comrades with a gruesome mix of twisted limbs and mangled flesh.
Goblin Chirurgeon
Sacrifice a Goblin: Regenerate target creature.
"I asked one of my aides how they do it, but all he'd say was, 'Trust me, Mayor, you don't want to know.'"
—Lydia Wynforth, Mayor of Trokair
Goblin Chirurgeon
Sacrifice a Goblin: Regenerate target creature.
"Perhaps Goblins are good for something after all."
—Attributed to General Khurzog
Goblin Flotilla
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
At the beginning of each combat, unless you pay {R}, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.
Exceptionally poor sailors, Goblins usually arrived at their destination retching and in no condition to fight.
Goblin Grenade
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
"According to accepted theory, the Grenade held some kind of flammable mixture and was carried to its target by a hapless Goblin."
—*Sarpadian Empires, vol. IV*
Goblin Grenade
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
"I don't suppose we could teach them to *throw* the cursed things?"
—Ivra Jursdotter
Goblin Grenade
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
"Without their massive numbers, the Goblins could never have launched such a successful offensive."
—*Sarpadian Empires, vol. VI*
Goblin Kites
{R}: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at the beginning of the next end step. If you lose the flip, sacrifice that creature.
Goblin War Drums
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
"The Goblins' dreaded War Drums struck terror into the hearts of even their bravest foes."
—*Sarpadian Empires, vol. IV*
Goblin War Drums
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
"Defending the outer trenches, we strained our eyes in the darkness. All we could hear was the Drums' terrible pounding. Dobbs, on my right, broke first. Soon we were all heading for the walls."
—Corporal Peter Douglas, courtmartial testimony
Goblin War Drums
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
The War Drums enabled Goblin and Orcish armies to crush the sparsely defended Dwarven cities.
Goblin War Drums
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
When creating a new War Drum, Goblin designers sought out the highest quality skulls. Serra Angel skulls were most highly prized, although most acknowledged that the skull of the exotic Sea Serpent made for a richer tone.
Goblin Warrens
{2}{R}, Sacrifice two Goblins: Create three 1/1 red Goblin creature tokens.
"Goblins bred underground, their numbers hidden from the enemy until it was too late."
—*Sarpadian Empires, vol. IV*
Orcish Captain
{1}: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.
There's a chance to win every battle.
Orcish Spy
{T}: Look at the top three cards of target player's library.
"Yeah, they're ugly, they desert in droves, and their personal habits are enough to make you sick. But I'll say this for Orcs: they make great spies."
—Ivra Jursdotter
Orcish Spy
{T}: Look at the top three cards of target player's library.
"Orcish armies often employed the smaller, swifter, and less intelligent Goblins as spies."
—*Sarpadian Empires, vol. I*
Orcish Spy
{T}: Look at the top three cards of target player's library.
"You idiot! Never let the spies mingle with the Orcish regulars after completing a mission. Now we'll never get them to fight!"
—General Khurzog
Orcish Veteran
Orcish Veteran can't block white creatures with power 2 or greater.
{R}: Orcish Veteran gains first strike until end of turn.
Orcs are not exactly known for their valor—although most Orcs have seen countless battles, only a handful have actually fought in them.
Orcish Veteran
Orcish Veteran can't block white creatures with power 2 or greater.
{R}: Orcish Veteran gains first strike until end of turn.
"Orcs often greeted promotions to Icatian battle with anguished wails and pleas for mercy."
—*Sarpadian Empires, vol. VI*
Orcish Veteran
Orcish Veteran can't block white creatures with power 2 or greater.
{R}: Orcish Veteran gains first strike until end of turn.
Unsuccessful in their early battle for Montford, the Orcs quickly tempered their bloodlust with cowardice.
Orcish Veteran
Orcish Veteran can't block white creatures with power 2 or greater.
{R}: Orcish Veteran gains first strike until end of turn.
Although models of courage for Orcs, the Veterans quickly learned to fear the swift justice of their Icatian enemies.
Orgg
Trample
Orgg can't attack if defending player controls an untapped creature with power 3 or greater.
Orgg can't block creatures with power 3 or greater.
It's bigger than it thinks.
Raiding Party
Raiding Party can't be the target of white spells or abilities from white sources.
Sacrifice an Orc: Each player may tap any number of untapped white creatures they control. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player.
Elven Fortress
{1}{G}: Target blocking creature gets +0/+1 until end of turn.
Many Elven Fortresses weren't built by masons and carpenters, but created from the living forest itself.
Elven Fortress
{1}{G}: Target blocking creature gets +0/+1 until end of turn.
"The size of the obvious Fortress walls often misled foes. Actually, the Elves enchanted the forest itself to provide the first line of defense with tangling vines and stinging thorns."
—*Sarpadian Empires, vol. III*
Elven Fortress
{1}{G}: Target blocking creature gets +0/+1 until end of turn.
"Thallids are not ordinary enemies of flesh and bone and reason. They attack with no thought for our strength or of their own losses. I fear our Fortresses shall be overwhelmed."
—Kyliki of Havenwood
Elven Fortress
{1}{G}: Target blocking creature gets +0/+1 until end of turn.
"Burn it down, you say? Now *there's* a stupid idea. What do you suppose will become of those overhanging branches, hmm? And then what do you suppose will become of us?"
—Ivra Jursdotter
Elvish Farmer
At the beginning of your upkeep, put a spore counter on Elvish Farmer.
Remove three spore counters from Elvish Farmer: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: You gain 2 life.
Elvish Hunter
{1}{G}, {T}: Target creature doesn't untap during its controller's next untap step.
"Elves often tipped their arrows with a drug that caused a deep but harmless sleep."
—*Sarpadian Empires, vol. III*
Elvish Hunter
{1}{G}, {T}: Target creature doesn't untap during its controller's next untap step.
"As the climate cooled, many Elves turned to Thallid farming for food, while the Hunters honed their skills on what little game remained."
—*Sarpadian Empires, vol. III*
Elvish Hunter
{1}{G}, {T}: Target creature doesn't untap during its controller's next untap step.
The Elves never had a standing army; when battle came, they pressed Hunters, Scouts, and Farmers into a surprisingly effective militia.
Elvish Scout
{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
Even one whose ears were closely tuned to the sounds of Havenwood could miss hearing a Scout move past.
Elvish Scout
{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
"Even for Elves, they were stealthy little twerps. They'd taken our measure before we'd even seen them."
—Marshall Volnikov
Elvish Scout
{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.
Although the Elves of Havenwood lived in isolated villages, their swift communications allowed them to act as a single community.
Feral Thallid
At the beginning of your upkeep, put a spore counter on Feral Thallid.
Remove three spore counters from Feral Thallid: Regenerate Feral Thallid.
"Born and bred of fungus, Thallids were nearly impossible to kill."
—*Sarpadian Empires, vol. I*