White

Avian Changeling - 2W
Creature - Shapeshifter (Common)
Flying, changeling
2/2

Changeling are though to analyse. Since they are any kind of creature, you can fit them into any creature based and/or using numbers of given creature type. For this one, as a Rebel, Aven Riftwatcher is better. But as a Kithkin, it can be useful.

Cenn's Heir - 1W
Creature - Kithkin Soldier (Common)
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
1/1

Aka Kithkin Piledriver, this kithkin screams : Build around me. Let's see in the whole spoiler if this can be done.

Dawnfluke - 3W
Creature - Elemental (Common)
Flash
When Dawnfluke comes into play, prevent the next 3 damage that would be dealt to target creature or player this turn.
Evoke {W} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
0/3

Evoke is a nice mechanic. Just think what you can do with Evoke and Momentary Blink. This put apart, Dawnfluke shouldn't see play.

Goldmeadow Dodger - W
Creature - Kithkin Rogue (Common)
Goldmeadow Dodger can't be blocked by creatures with power 4 or greater.
1/1

This first candidate for our kithkin WW is quite useless.

Goldmeadow Harrier - W
Creature - Kithkin Soldier (Common)
{W}, {T}: Tap target creature.
Chocolate Rain; It's the fear your leaders call control.
1/1

Another Master Decoy. It's a Kithkin, but it doesn't work with Cenn's Heir (since it should stay untapped for defense or clear path for your attackers).

Goldmeadow Stalwart - W
Creature - Kithkin Soldier (Uncommon)
As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay {3}.
2/2

Aka Kithkin Isamuru. Unfortunately, it's a unco and the "Glorious Anthem" Kithkin is better (see below).

Hillcomber Giant - 2WW
Creature - Giant Scout (Common)
Mountainwalk
3/3

Expensive and not that big. Pro red would have been better than mountainwalk.

Judge of Currents - 1W
Creature - Merfolk Wizard (Common)
Whenever a Merfolk you control becomes tapped you may gain 1 life.
1/1

A combo thing. But isn't Soul Warden just simpler, faster, better ? There's a lot of "tap X merfolks" abilites, though. May be both are worth a try, along with Soul Warden, or with a build around, but not centered to, Seeker of Skybreak and Shields of Velis Veil (see below).

Kinsbaile Balloonist - 3W
Creature - Kithkin Soldier (Common)
Flying
Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn.
2/2

Weak, a situationnal ability, and expensive. Kithkin deck goes a long way away card after card.

Kinsbaile Skirmisher - 1W
Creature - Kithkin Soldier (Common)
When Kinsbaile Skirmisher comes into play, target creature gets +1/+1 until end of turn.
2/2

Basically a 2/2 for 2 with a nice ability. Works well with the Isamaru-like. Too bad it hasn't flash.

Kithkin Greatheart - 1W
Creature - Kithkin Soldier (Common)
As long as you control a Giant, Kithkin Greatheart gets +1/+1 and has first strike.
2/1

Giants are very expensive and not so interesting. Therefore this one kithkin should stay in your shoe box.

Kithkin Harbinger - 2W
Creature - Kithkin Wizard (Uncommon)
When Kithkin Harbinger comes into play, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it.
1/3

Unco, no Flash, a very narrow specter of tutoring... Forget it.

Kithkin Healer - 2W
Creature - Kithkin Cleric (Common)
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
2/2

Kithkin Samite healer. It has a bigger body, but is more expensive though. Another defensive kithkin.

Lairwatch Giant - 5W
Creature - Giant Warrior (Common)
Lairwatch Giant can block an additional creature.
Whenever Lairwatch Giant blocks two or more creatures, it gains first strike until end of turn.
A giant can pout for decades. Woe to anyone who disturbs them.
5/3

Nice wall, but awfully expensive.

Neck Snap - 3W
Instant (Common)
Destroy target attacking or blocking creature.

Better than Pacifism or Temporal Isolation, weren't the mana cost.

Oaken Brawler - 3W
Creature - Treefolk Warrior (Common)
When Oaken Brawler comes into play, clash with an opponent. If you win, put a +1/+1 counter on Oaken Brawler.
2/4

With luck, a 3/5 for 4. May be in a clash deck, which just seems a bad idea. Or not... but not in white.

Oblivion Ring - 2W
Enchantment (Common)
When Oblivion Ring comes into play, remove another target nonland permanent from the game.
When Oblivion Ring leaves play, return the removed card to play under its owner's control.

Wormfang Enchantment. It is just great, a real must have. It's an enchantment - one of the hardest thing to deal with -, it can target quite everything but a land, really nice. A very good side card, which could be main decked in the right deck.

Plover Knights - 3WW
Creature - Kithkin Knight (Common)
Flying
First strike
3/3

Nice association, but too expensive

Shields of Velis Vel - W
Tribal Instant - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)
Creatures target player controls get +0/+1 and gain all creature types until end of turn.

You know how strange a builder I can be. Some say even poor. This might explain why I love this spell. +0/+1 for only W is already good. But the giving changeling abilty is a loveable one. I've already put it in some decks, and it gives them the top touch. It's also the final part for the infinite life combo, along with Judge of currents (gain 1 life each time a merfolk is tapped), and Skybreach Seeker (T : untap target creature), making the elf into a merfolk.

Soaring Hope - 4W
Enchantment - Aura (Common)
Enchant creature
When Soaring Hope comes into play, you gain 3 life.
Enchanted creature has flying.
{W}: Put Soaring Hope on top of its owner's library.

Good in draft, awful elsewhere.

Springjack Knight - 2W
Creature - Kithkin Knight (Common)
Whenever Springjack Knight Attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (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)
2/1

My. This is good in the right deck. Cenn's hair, Springjack Knight, Sensei's Divining top, blue cantrips ? Should be tried.

Surge of Thoughtweft - 1W
Tribal Instant - Kithkin (Common)
Creatures you control get +1/+1 until end of turn.
If you control a Kithkin, draw a card.

Just add this one to the previous list.

Triclopean Sight - 1W
Enchantment - Aura (Common)
Enchant creature
Flash
When Triclopean Sight comes into play, untap enchanted creature.
Enchanted creature gets +1/+1 and has vigilance.

This one's good. Without flash it would be quite useless, but there it's a real good combat trick. Too bad Phantom Cloak is such a lousy (loosy ? ;) deck.

Wellgabber Apothecary - 4W
Creature - Merfolk Cleric (Common)
{1}{W}: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
2/3

Errr. Five mana to cast and two for activation ? For a defensive thing ? Can't you spend these SEVEN mana in a kill ?

Wispermare - 2W
Creature - Elemental (Common)
Flying
When Wispermare comes into play, destroy target enchantment.
Evoke {W}
1/3

The Evoke mechanic is a nice one, but it needs Flash to be broken. Wispermare is just another Cloudchaser eagle, with a lower cost possibility. Even in a dedicated deck with Momentary blink, Disenchant seems better.

Wizened Cenn - WW
Creature - Kithkin Cleric (Uncommon)
Other Kithkin creatures you control get +1/+1.
2/2

You just have to find the fifth unco if you want to build a Kithkin deck.

Blue

Æthersnipe - 5U
Creature - Elemental (Common)
When Æthersnipe comes into play, return target non-land permanent to its owner's hand.
Evoke {1}{U}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
4/4

A (s)lower Rescind on a potent body. Nice, but not that much.

Ameboid Changeling - 1U
Creature - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)
{T}: Target creature gains all creature types until end of turn.
{T}: Target creature loses all creature types until end of turn.
1/1

Nice, but I'm still wondering of what use it can be. Against Slivers, maybe ? Or in the Judge of currents / Skybreach thing ?

Aquitect's Will - U
Tribal Sorcery - Merfolk (Common)
Put a flood counter on target land. That land is an island in addition to its other types as long as it has a flood counter on it. If you control a Merfolk, draw a card.

Sea's claim with a cantrip-to-be touch. Why not ? Because you shouldn't play that much merfolk.

Broken Ambitions - XU
Instant (Common)
Counter target spell unless its controller pays {X}, then clash with an opponent. If you win, that spell's controller puts the top four cards of his or her library into his or her graveyard.(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)

Spell blast with a luck-based mill ability. Do you play Spell blast ? No. But you might play Counterbalance and/or Sensei's divining top. I don't think that's enough, though.

Deeptread Merrow - 1U
Creature - Merfolk Rogue (Common)
{U}: Deeptread Merrow gains islandwalk until end of turn.
2/1

Ok, here's one of the Merfolk you can put in a deck playing Aquitect's Will. Or not play at all.

Faerie Trickery - 1UU
Tribal Instant - Faerie (Common)
Counter target non-Faerie spell. If it was countered this way, remove it from the game instead of putting it in its owner's graveyard.

Efficient of course, but quite expensive though. And there aren't so many spell that need to be removed from the game (but in your current meta, you might find it useful to remove Flaring Pain, Moment's Peace, Ancient Grudge, anything TE plays...)

Glimmerdust Nap - 2U
Enchantment - Aura (Common)
Enchant tapped creature
Enchanted creature doesn't untap during its controller's untap step.

I've never been tempted to play Venarian Gold. Paralyse, yes, but never Venarian Gold.

Inkfathom Divers - 3UU
Creature - Merfolk Soldier (Common)
Islandwalk
When Inkfathom Divers comes into play, look at the top four cards of your library, then put them back in any order.
3/3

3/3 for five. Arg. I'd rather play Sage of Epityr for the same quality advantage.

Merrow Reejerey - 2U
Creature - Merfolk Soldier (Uncommon)
Other Merfolk creatures you control get +1/+1.
Whenever you play a merfolk spell, you may tap or untap target permanent.
2/2

Merfolk Champion, for 3, with a nice ability. Don't think it's enough.

Mulldrifter - 4U
Creature - Elemental (Common)
Flying
When Mulldrifter comes into play, draw two cards.
Evoke {2}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
2/2

Too expensive as a drawer, way too expensive as a creature, wonderful with Momentary blink (just as reminder : Evoke Mulldrifter, before its 187 abilty resolve, blink it, unfold stack : draw four and have a 2/2 flying. Worth 5 manas).

Paperfin Rascal - 2U
Creature - Merfolk Rogue (Common)
When Paperfin Rascal comes into play, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal.
2/1

Too expensive even for a 3/2.

Pestermite - 2U
Creature - Faerie Rogue (Common)
Flash
Flying
When Pestermite comes into play, you may tap or untap target permanent.
The fae know when they're not wanted.
That's precisely why they show up.
2/1
Illus. Christopher Moeller
#78/301

I have a stupid deck, based on Horseshoe Crab, Psionic Gift and untap thing. Pestermite will replace Jolt in this deck. Don't think the deck is competitive anyway.

Ponder - U
Sorcery (Common)
Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Draw a card.
"We see the same sky as you, but we see it differently."
Illus. Mark Tedin
#79/301

We had Brainstorm. Then came Ponder. The only drawback of this spell is its speed : sorcery. Anyway this manipulation trick is probably better than anything else - but Brainstorm - printed before : Sleight of hand does less at the same speed, Serum Vision is maybe more precise but can't shuffle, Opt is faster but does less. In the right deck, Ponder might even be better than Brainstorm. Both have obvious synergies. A must have.

Protective Bubble - 3U
Enchantment - Aura (Common)
Enchant creature
Enchanted creature is unblockable and has shroud.

From Ponder to this, a world apart...

Ringskipper - 1U
Creature - Faerie Wizard (Common)
Flying
When Ringskipper is put into a graveyard from play, clash with an opponent. If you win, return Ringskipper to its owner's hand.
1/1

Clash, clash, clash. The whole mechanic would need a review to say if a viable deck can see play, the point being : can we bend the chances ?

Note Ringskipper have seen successful play in a fitted deck I will discuss in a later post.

Sentinels of Glen Elendra - 3U
Creature - Faerie Soldier (Common)
Flash, flying
2/3

Expensive for a 2/3, even with flight, but its color and flash makes it worth trying : no counter this opponent's turn ? Let's play this guy. As a thoughness score, 4 would have been better though. Maybe Spire Golem is just better after all ;)

Silvergill Douser - 1U
Creature - Merfolk Wizard (Common)
{T}: Target creature gets -X/-0 until end of turn, where X is number of Merfolk you control.
1/1

Another defensive fishboy. Not that bad, but not that good.

Spellstutter Sprite - 1U
Creature - Faerie Wizard (Common)
Flash
Flying
When Spellstutter Sprite comes into play, counter target spell with converted mana cost X or less, where X is the number of Faeries you control.
1/1
Illus. Rebecca Guay
#89/301

Will you find the right time to play this ? I wouldn't have bet, before I see the Faerie Blink deck...

Stonybrook Angler - 1U
Creature - Merfolk Wizard (Common)
{1}{U}, {T}: You may tap or untap target creature.
1/2

*Play Horseshoe Crab*

Streambed Aquitects - 1UU
Creature - Merfolk Scout (Common)
{T}: Target Merfolk creature gets +1/+1 and gains Islandwalk until end of turn.
{T}: Target land becomes an Island until end of turn.
2/3

Correct body, nice interaction with the previous fish boy but... 2 creatures (5 mana) and 2 mana on activation are they worth to make a single creature slightly bigger and unblocable ?

Tideshaper Mystic - U
Creature - Merfolk Wizard (Common)
{T}: Target land becomes the basic land type of your choice until end of turn. Play this ability only during your turn.
1/1

Same reflexion than previously. Merfolk are synergetic, right, but they're just too weak.

Whirlpool Whelm - 1U
Instant (Common)
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (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)
Illus. Cyril Van Der Haegen
#96/301

Another clash card. Without luck or propriate deck manipulation, it's worse than Unsummon, with, it's awfully better.

Wings of Velis Vel - 1U
Tribal Instant - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)
Target creature becomes 4/4, gains all creature types, and gains flying until end of turn.

One of the best boost for 1U ever made. BUT it's blue and so is difficult to fit into aggro decks. The combo like thing seems useless. Strange thing to be remembered, maybe for Fish ?

Zephyr Net - 1U
Enchantment - Aura (Common)
Enchant creature
Enchanted creature has defender and flying.

A nice defensive trick. Blue has better option to deal with problems, though (don't allow the creature to reach board, first).

Black

Black Poplar Shaman - 2B
Creature - Treefolk Shaman (Common)
{2}{B}: Regenerate target Treefolk.
1/3

Regernerate was, is and will (ever) be the worst ability of magic (banding is free, people).

Bog Hoodlums - 5B
Creature - Goblin Warrior (Common)
Bog Hoodlums can't block.
When Bog Hoodlums comes into play, clash with an opponent. If you win, put a +1/+1 counter on Bog Hoodlums.
4/1

Even under torture, I won't play a 5/2 gobelin for 6. Never.

Boggart Birth Rite - B
Tribal Sorcery - Goblin (Common)
Return target Goblin card from your graveyard to your hand.
#101/301

The fun thing is it can now bring back tribal goblin spell. Such as Tarfire. Enough to be played ? Not sure.

Boggart Harbinger - 2B
Creature - Goblin Shaman (Uncommon)
When Boggart Harbinger comes into play, you may search your library for a Goblin card, reveal it, then shuffle your library and put that card on top of it.
2/1

Goblin matron is a common, you know ?

Boggart Loggers - 2B
Creature - Goblin Rogue (Common)
Forestwalk
{2}{B}, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.
2/1

I've been looking cards in this review for decks already known. This one could fit in a mana denial oriented version of Tortured existence. But since it can only target forest which are know to spawn with amazing speed (Sakura tribe elder and the like), I wonder if this could be a good idea.

Dreamspoiler Witches - 3B
Creature - Faerie Wizard (Common)
Flying
Whenever you play a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
2/2

Expensive for a 2/2 flyer which does nothing by itself.

Exiled Boggart - 1B
Creature - Goblin Rogue (Common)
When Exiled Boggart is put into a graveyard from play, discard a card.
2/2

A madness thing. Can't see where to put it into.

Eyeblight's Ending - 2B
Tribal Instant - Elf (Common)
Destroy target non-Elf creature.

You want a stupid idea ? Cast metamorphosis on a Wirewood Herald to generate 3 black mana, tutor this and destroy the mean opponent's creature. Stupid, isn't it ?

Facevaulter - B
Creature - Goblin Warrior (Common)
{B}, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn.
1/1

I know a RB Goblin Storm deck that could like this.

Footbottom Feast - 2B
Instant (Common)
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.

This could be an interesting coutermeasure against Night Soil in Tortured Existence. I guess you can trade four for two with Goblin Ringleader, but that would be a poor choice for RB aggro deck.

Hornet Harasser - 2BB
Creature - Goblin Shaman (Common)
When Hornet Harasser is put into a graveyard from play, target creature gets -2/-2 until end of turn.
2/2

Well. Festering Goblin is better.

Moonglove Winnower - 3B
Creature - Elf Rogue (Common)
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
2/3
#126/301

No room for this in an Elf deck when Thornweald Archer exists.

Mournwhelk - 6B
Creature - Elemental (Common)
When Mournwhelk comes into play, target player discards two cards.
Evoke {3}{B} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
3/3
#127/301

*play Hymn to Tourach*

Nameless Inversion - 1B
Tribal Instant - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)
Target creature gets +3/-3 and loses all creature types until end of turn.
#128/301

Isn't Last Gap better ? I know it has every creature type, but unless you play Boggarts birth rite - and even then, you won't bring it back from your graveyard every day.

Nath's Buffoon - 1B
Creature - Goblin Rogue (Common)
Protection from Elves
1/1

Casual, at best.

Nightshade Stinger - B
Creature - Faerie Rogue (Common)
Flying
Nightshade Stinger can't block.
1/1
#132/301

Nice in mono black, since it can fly, but a little bit weak.

Peppersmoke - B
Tribal Instant - Faerie (Common)
Target creature gets -1/-1 until end of turn.
If you control a Faerie, draw a card.

Faerie in black doesn't exist before Lorwyn. I guess it's a bit short for including Peppersmoke in a deck.

Quill-Slinger Boggart - 3B
Creature - Goblin Warrior (Common)
Whenever a player plays a Kithkin spell, you may have target player lose 1 life.
3/2

Not even in a side.

Scarred Vinebreeder - 1B
Creature - Elf Shaman (Common)
{2}{B}, Remove an Elf card in your graveyard from the game: Scarred Vinebreeder gets +3/+3 until end of turn.
1/1

It needs a lot of mana and creatures in graveyard and to make it big, and it doesn't have trample yet.

Shriekmaw - 4B
Creature - Elemental (Uncommon)
Fear
When Shriekmaw comes into play, destroy target nonartifact, nonblack creature.
Evoke {1}{B} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
3/2
Illus. Steve Prescott
#139/301

Looks like a Nekraatal, with a cheaper option. Since you can play Faceless butcher for the same use than Nekraatal, I guess you can forget it.

Skeletal Changeling - 1B
Creature - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)
{1}{B}: Regenerate Skeletal Changeling.
1/1

Again, Regenerate is one of the cheapest ability. Too bad.

Spiderwig Boggart - 2B
Creature - Goblin Shaman (Common)
When Spiderwig Boggart comes into play, target creature gains fear until end of turn.
2/2

Expensive for no more than a correct body and a correct but too short effect.

Thieving Sprite - 2B
Creature - Faerie Rogue (Common)
Flying
When Thieving Sprite comes into play, target player reveals X cards from his or her hand, where X is the number of Faeries you control. Choose one of those cards. That player discards that card.
1/1
#143/301

Basically, you can make your opponent discard anything IF you have enough Faerie in play. Too bad.

Warren Pilferers - 4B
Creature - Goblin Rogue (Common)
When Warren Pilferers come into play, return target creature card from your graveyard to your hand. If that card is a Goblin card, Warren Pilferers gains haste until end of turn.
"What do they need all this stuff for? They're dead, we're alive. Simple enough."
3/3
Illus. Wayne Reynolds

Too expensive to be truly useful.

Weed Strangle - 3BB
Sorcery (Common)
Destroy target creature. Clash with an opponent.
If you win, gain life equal to that creature's toughness.
#147/301

5 manas is too much to destroy a threat.

Red

Adder-Staff Boggart - 1R
Creature - Goblin Warrior (Common)
When Adder-Staff Boggart comes into play, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart.
2/1

Ugly.

Axegrinder Giant - 4RR
Creature - Giant Warrior (Common)
The angriest of giants are often the most skillful weaponsmiths. Their grudges fuel endless sessions at the forge, all the while growling ferociously to themselves.
6/4

...

Blades of Velis Vel - 1R
Tribal Instant - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)
Up to two target creatures each get +2/+0 and gain all creature types until end of turn.

Song of blood seems better. Maybe the combo trick could be used, but don't see where.

Blind-Spot Giant - 2R
Creature - Giant Warrior (Common)
Blind-Spot Giant can't attack or block unless you control another Giant.
4/3

Its ability reads : Blind-Spot Giant can't be played since you won't play another Giant.

Boggart Forager - R
Creature - Goblin Rogue (Common)
{R}, Sacrifice Boggart Forager: Target player shuffles his or her library.
1/1

Of course you can always use some deck manipulation in mono red, but in a goblin deck, you will play Goblin Matron, in a combo deck, you'll play either Demonic Consultation or Fecundity... If it hadn't need to kill itself, Forager would have been a real bonus.

Boggart Shenanigans - 2R
Tribal Enchantment - Goblin (Uncommon)
Whenever a Goblin card is put into your graveyard, Boggart Shenanigans deals 1 damage to target player.
"People of Kinsbaile, we declare Shenanigans."

Too bad it's a unco. But a common would really have been broken.

Boggart Sprite-Chaser - 1R
Creature - Goblin Warrior (Common)
As long as you control a Faerie, Boggart Sprite-Chaser gets +1/+1 and has flying.
1/2

Who wants Goblin to fly ? I mean, if you really want them to, just Fling them !

Caterwauling Boggart - 3R
Creature - Goblin Shaman (Common)
Each Goblin you control can't be blocked except by two or more creatures.
Each Elemental you control can't be blocked except by two or more creatures.
2/2

Nice, of course, but I would have paid half for (the good) half of its abilities.

Ceaseless Searblades - 3R
Creature - Elemental Warrior (Uncommon)
Whenever you play an activated ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.
2/4

Consuming Bonfire - 3RR
Tribal Sorcery - Elemental (Common)
Choose one - Consuming Bonfire deals 4 damage to target non-Elemental creature; or Consuming Bonfire deals 7 damage to target Treefolk creature.

Will be useful once in a while. Almost never.

Faultgrinder - 6R
Creature - Elemental (Common)
Trample
When Faultgrinder comes into play, destroy target land.
Evoke {4}{R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
4/4

Way. Too. very. Much. Expensive.

Firebelly Changeling - 1R
Creature - Shapeshifter (Common)
Changeling
{R}: Firebelly Changeling gets +1/+0 until end of turn. Play this ability no more than twice each turn.
1/1

Ok it's a changeling, but Flamekin brawler is simply better.

Flamekin Bladewhirl - R
Creature - Elemental Warrior (Uncommon)
As an additional cost to play Flamekin Bladewhirl, reveal an Elemental card from your hand or pay {3}.
2/1
Illus. 165

A little weak, would have need haste or to be common to be really nice.

Flamekin Brawler - R
Creature - Elemental Warrior (Common)
{R}: Flamekin Bladewhirl gets +1/+0 until end of turn.
0/2

Along with Ceaseless blades and Smokebraider, you could see the begin of a Combo deck, weren't they so many good elementals being uncos.

Flamekin Harbinger - R
Creature - Elemental Shaman (Uncommon)
When Flamekin Harbinger comes into play, you may search your library for an Elemental card and reveal it, then shuffle your library and put that card on top of your library.
1/1

See the above.

Giant's Ire - 3R
Tribal Sorcery - Giant (Common)
Giant's Ire deals 4 damage to target player.
If you control a Giant, draw a card.

One of the funniest non-unglued illustration. Game ability ? Er... forget it.

Hurly Burly - 1R
Sorcery (Common)
Choose one - Hurly Burly deals 1 damage to each creature without flying; or Hurly Burly deals 1 damage to each creature with flying.

More expensive, but a little better than Tremor. Unfortunately, most flyers are x/2.

Ingot Chewer - 4R
Creature - Elemental (Common)
When Ingot Chewer comes into play, destroy target artifact.
Evoke {R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
3/3

It's probably the cheapest but the slowest artifact destroyer (you can only play Evoke at sorcery speed).

Inner-Flame Acolyte - 1RR
Creature - Elemental Shaman (Common)
When Inner-Flame Acolyte comes into play, target creature gets +2/+0 and gains haste until end of turn.
Evoke {R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
2/2

In a mono red aggro deck, Inner-Flame Acolyte is better than Reckless charge since it can unlock creatures such as Goblin Conscripts AND give a boost.

Inner-Flame Igniter - 2R
Creature - Elemental Warrior (Uncommon)
{2}{R}: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
2/2

You can see here the good interaction with Ceaseless Blades. Alas, it's once again an unco...

Lash Out - 1R
Instant (Common)
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (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.)

The card makes you think : what about playing this along with Ponder and the like ? But there are so many better options to deal 3 damage you forget it can deal 6. Are you right to forget ?

Lowland Oaf - 3R
Creature - Giant Warrior (Common)
{T}: Target Goblin you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at end of turn.
3/3

Yeah. Sure. Whatever.

Mudbutton Torchrunner - 2R
Creature - Goblin Warrior (Common)
When Mudbutton Torchrunner is put into a graveyard from play, it deals 3 damage to target creature or player.
1/1

What do you want to do with three mana in a red deck ? Cast this guy, or cast 3 lightning bolts-like ?

Needle Drop - R
Instant (Common)
Needle Drop deals 1 damage to target creature or player that was dealt damage this turn.
Draw a card.

Could be tried as a drawer in Burn. Not that convincing though.

Rebellion of the Flamekin - 3R
Tribal Enchantment - Elemental (Uncommon)
Whenever you clash, you may pay {1}. If you do, put a 3/1 red Elemental Shaman creature token into play. If you win, that token gains haste until end of turn.

This enchantment could be the main reason to build a clash deck. Wonder if there are enough opportunities to make it rentable ?

Smokebraider - 1R
Creature - Elemental Shaman (Common)
{T}: Add two mana in any combination of colors to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.
"Be silent and listen to your inner fire. Only then can you walk the Path of Flame."
1/1
Illus. Anthony S. Waters

Vedalken Engineer dedicated to Elementals. The blue accelerator doesn't see that much play, and smokebraider has an even narrower spectrum.

Soulbright Flamekin - 1R
Creature - Elemental Shaman (Common)
{2}: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add {R}{R}{R}{R}{R}{R}{R}{R} to your mana pool.
2/1

Here is the real big thing of an elemental combo deck. Soulbright Flamekin, Smokebraider, Red mana rituals and Brawler. Probably too hard to be built, but fun though.

Stinkdrinker Daredevil - 2R
Creature - Goblin Rogue (Common)
Giant spells you play cost {2} less to play.
1/3

My hero.

Tarfire - R
Tribal Instant - Goblin (Common)
Tarfire deals 2 damage to target creature or player.

Of course you want to play this in a Goblin deck, along with Shenanigan. But how are you gonna draw ?

Green

Battlewand Oak - 2G
Creature - Treefolk Warrior (Common)
Whenever a Forest comes into play under your control, Battlewand Oak gets +2/+2 until end of turn.
Whenever you play a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn.
1/3
Illus.
#197/301

Nice in a turbo land deck... which are rare in PEZ...

Bogstrider Ash - 3G
Creature - Treefolk Shaman (Common)
Swampwalk
Whenever a player plays a Goblin spell, you may pay {G}. If you do, you gain 2 life.
2/4

Very narrow side-dedicated card.

Bramble Horns - 3G
Creature - Elemental (Uncommon)
Flash
When Bramble Horns comes into play, target creature gets +3/+3 until end of turn.
Evoke {1}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
3/3
Illus. Nills Hamm
#199/301

Giant growth on leg, just in case you'd want to wait to cast a 4CC 3/3...

Cloudcrown Oak - 2GG
Creature - Treefolk Warrior (Common)
Reach
3/4

Nothing useful here.

Elvish Branchbender - 2G
Creature - Elf Druid (Common)
{T}: Until end of turn, target forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.
2/2

Timberwatch elf is better.

Elvish Eulogist - G
Creature - Elf Shaman (Common)
Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard.
1/1

As a side card in Elf Clamp, may be, if speed is of the essence and you fear not to be able to activate the Sybil.

Elvish Handservant - G
Creature - Elf Warrior (Common)
Whenever a player plays a Giant spell, you may put a +1/+1 counter on Elvish Handservant.
1/1

You will never put a +1/+1 counter on Elvish Handservant.

Elvish Harbinger - 2G
Creature - Elf Druid (Uncommon)
When Elvish Harbinger comes into play, you may search for an Elf card, reveal it, shuffle your library and put that card on top of it.
{T}: Add one mana of any color to your mana pool.
1/2

Way too expensive and slow as a tutor...

Elvish Promenade - 3G
Tribal Sorcery - Elf (Uncommon)
Put a 1/1 green Elf Warrior creature token into play for each Elf you control.

For the same price, you can have a common 3/3 that generates a token for each Elf spell you play (see below). Make your choice.

Fertile Ground - 1G
Enchantment - Aura (Common)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
Pretty, valuable, and delicious - a boggart thief's trifecta.

An all time classic, never played.

Fistful of Force - 1G
Instant (Common)
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn.
#212/301

Nice trick, but you'll need to build around the Clash mechanic to really make it worth. You'd better play Thrill of the hunt and forget this one.

Gilt-Leaf Ambush - 2G
Tribal Instant - Elf (Common)
Put two 1/1 Green Elf Warrior token creatures into play. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn.

Nice token generator, but does Elf need it ? Not sure. Does Spore Cry ? There are some better choice. May be as a one or two drops, if you're really against Ironwood fists.

Gilt-Leaf Seer - 2G
Creature - Elf Shaman (Common)
{G}, {T}: Look at the top two cards of your library, then put them back in any order.
2/2

Would have been nice with a 1 or 2 CC. At 3, it's only ugly.

Heal the Scars - 3G
Instant (Common)
Regenerate target creature. You gain life equal to that creature's toughness.

Expensive but interesting. But expensive. Could have replace Worthy cause in life.

Hunt Down - G
Sorcery (Common)
Target creature blocks target creature this turn.

Sorcery speed. Forget it.

Imperious Perfect - 2G
Creature - Elf Warrior (Uncommon)
Other Elf creatures you control get +1/+1.
{G}, {T}: Put a 1/1 green Elf Warrior creature token into play.
2/2
Illus. Scott M. Fisher
#220/301

In non Clamp format, the best unco Elf could dream of.

Kithkin Daggerdare - 1G
Creature - Kithkin Soldier (Common)
{G}, {T}: Target attacking creature gets +2/+2 until end of turn.
1/1

Out of color for Kithkin based deck, too slow for Stompy, can't be used for defence...

Lace with Moonglove - 2G
Instant (Common)
Target creature gains deathtouch until end of turn.
Draw a card.

Too expensive a trick to be played.

Leaf Gilder - 1G
Creature - Elf Druid (Common)
{T}: Add {G} to you mana pool.
2/1

Another Llanowar elves - like. Nothing new worth the change.

Lignify - 1G
Tribal Enchantment - Treefolk Aura (Common)
Enchant creature
Enchanted creature loses all abilities and becomes a 0/4 Treefolk.

Interesting to be cast on an Atog or Disciple of the Vault. Hasn't Flash, though.

Lys Alana Huntmaster - 2GG
Creature - Elf Warrior (Common)
Whenever you play an Elf spell you may put a 1/1 green Elf Warrior creature token into play.
3/3

In Clamp allowed format, this could be a real big thing. You won't need another kill...

Nath's Elite - 4G
Creature - Elf Warrior (Common)
All creatures able to block Nath's Elite must do so.
When Nath's Elite comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite.
4/2

Expensive for a wanna be 5/3 Mocking elf.

Oakgnarl Warrior - 5GG
Creature - Treefolk Warrior (Common)
Vigilance, trample
5/7

Who wants to reanimate me ;-) ?

Rootgrapple - 4G
Tribal Instant - Treefolk (Common)
Destroy target noncreature permanent. If you control a Treefolk, draw a card.
#234/301

Just too expensive. The only creature removal in green, though.

Spring Cleaning - 1G
Instant (Common)
Destroy target enchantment.
Clash with an opponent. If you win, destroy all enchantments your opponents control.

Could have been nice if it was 1 mana higher but could target artifact. There aren't that many echantments to need this.

Treefolk Harbinger - G
Creature - Treefolk Shaman (Uncommon)
When Treefolk Harbinger comes into play, search your library for a Treefolk or Forest card and reveal it, then shuffle your library and put it on top of your library.
0/3

Treefolks are not that big they need a sorcery speed tutor, and you have better common land drawers.

Warren Scourge Elf - 1G
Creature - Elf Warrior (Common)
Protection from Goblins
1/1

I guess being Goblin Protected is not your elf priority...

Woodland Changeling - 1G
Creature - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)
Changelings can't resist the temptation of a new form, even if it isn't in their best interest.
2/2
Illus. Franz Vohwinkel

Another Grizzly Bear, but with the changeling ability... Well. another Grizzly Bear.

Artifacts


Herbal Poultice - 0
Artifact (Common)
{3}, Sacrifice Herbal Poultice: Regenerate target creature.
#257/301

An all creature-type Welding jar, only harder to activate... No comment.

Moonglove Extract - 3
Artifact (Common)
Sacrifice Moonglove Extract: Moonglove Extract deals 2 damage to target creature or player.

Quite expensive for a little colorless damage. Could be nice to try a direct colorless damage deck with Ectofire, this, and some 36 other colorless damage sources. Well I guess it's named Affinity...

Runed Stalactite - 1
Artifact - Equipment (Common)
Equipped creature gets +1/+1 and is every creature type.
Equip {2}

A nice colorless "every creature type" source, but is it usefull to anything ?

Springleaf Drum - 1
Artifact (Common)
{T}, Tap an untapped creature you control: Add one mana of any color to your mana pool.
#261/301

Huge in Affinity. Can be a nice accelerator in Merfolks deck with all their "When ~this~ is tapped" effects.

Wanderer's Twig - 1
Artifact (Common)
{1}, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

Less expensive but less powerful than Wayfarer's Bauble.

Land

Shimmering Grotto
Land (Common)
{T}: Add {1} to your mana pool.
{1}, {T}: Add one mana of any color to your mana pool.
Bunnies are not the only denizens of this grotto.

With Terramorphic expanse, this land is quite useless. You can find it useful in deck needing many different colors, such as Slivers.

In summary

Tribal extensions have always the same problems : you want to build from the extensions, looking for "tribes" already existing in previous sets. Elves are not so powerful than before, and actually grew wicker from Onslaught. Only the Imperious Perfect full deserves its name.
Kithkins were so to say inexistent before Lorwyn, and generates another version of WW.
Merfolks had some good opportunites, but Lorwyn isn't enough -yet ? - to made some mermaid decks.
Goblins... well goblins can't turn away ten years of mountain life in a single set.
Flamekins are brand (!) new, and with elemental additions (Mulldrifter on the top), could be interesting. They're still a bit weak as an aggro deck, and way too unstable as a combo deck.
Treefolks remain big and slow, the best of them being a rare (Doran).
Changeling have no ability big enough to replace any member of existing tribes.


Pretty much definitely see play :

Oblivion Ring
Ponder
Springleaf Drum
Imperious Perfect

Likely to see play, or definitely good but in a deck that’s not quite as well established :

Lys Alana Huntmaster
Mulldrifter
Pestermite

Likely to see play, but unlikely to be a major player :

Cenn's Heir
Goldmeadow Harrier
Judge of Currents
Shields of Velis Vel
Springjack Knight
Surge of Thoughtweft
Wizened Cenn
Faerie Trickery
Wings of Velis Vel
Ceaseless Searblades
Flamekin Brawler
Flamekin Harbinger
Smokebraider
Soulbright Flamekin
Inner-Flame Acolyte
Shimmering Grotto