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Reality Fracture: all 285 cards, out now

Published on 28 August 2026 · reviewed on 8 October 2026

Reality Fracture has been on sale since 2 October 2026 and is now legal in Standard: 285 distinct cards, basic lands included. You can see them all, with images, in the set gallery. The Commander set that shipped alongside it, Reality Fracture Commander, has 87 new cards; they’re covered in their own section below.

Everything below comes from Scryfall, which only lists officially revealed cards. No rumours here: if a card is in, it’s because Wizards showed it.

The preview schedule

Wizards has put dates on it, and the big one has already happened:

WhenWhat
8 SeptemberSet debut stream, on twitch.tv/magic and YouTube
8–17 SeptemberNew cards every morning, Monday to Friday
18 SeptemberComplete card image gallery: every card in the set
2 OctoberRelease, and it joins Standard

The 8 September debut dropped 46 cards at once — more than half of everything we have — and a second new mechanic with them. The rest landed through the 18th, and 31 of those cards get their own section below.

From 254 to 285 distinct cards: the complete gallery closed the set with 31 more cards we hadn’t covered. No mythics among them: 5 commons, 14 uncommons and 12 rares. The headline is another wave of split characters, a new Jace, and a card that finally rewards prepared spells.

Four more pairs, now twenty-nine

Same trick as before: one name, two cards, two colours. All legendary creatures, none of them planeswalkers.

The pairCostsWhat splits them
Saheeli, Consul of Oversight / Saheeli, Jewel of Avishkar{3}{W}{W} 4/4 / {2}{U}{R} 2/4 (both uncommon)The white one has flying and makes a 1/1 flying Thopter whenever you scry or surveil, once per turn. The blue-red one gives your Thopters haste and makes a Thopter whenever you cast a noncreature spell.
Samut, Tyrant of Naktamun / Samut, Hazoret’s Champion{1}{U} 2/1 / {1}{R} 2/2 (both rare)The blue one gives your instants and sorceries split second. The red one gives all your creatures haste.
Tomik, Orzhov Lawmage / Tomik, Izzet Sparkmage{1}{W} 2/1 / {1}{R} 1/2 (both uncommon)The white one has flying, keeps your planeswalkers safe (no more than one creature can attack each per combat) and taps to give flying to a creature with a +1/+1 counter. The red one has prowess and adds 1 to any noncombat damage you deal to an opponent or their permanents.
Marwyn, the Clearcutter / Marwyn, the Preserver{R} 2/1 / {1}{G} 3/2 (both uncommon)The red one, for {2}, a tap and a sacrificed artifact or land, draws a card. The green one gives your lands hexproof and, for {2}, returns a land from your graveyard to your hand.

One more Prepare card, now twenty-one

  • Blossom-Blessed Angel // Seed Suture ({3}{W}, common, 2/4) — flying, vigilance, and it enters already prepared. Its spell, Seed Suture ({G/W}), puts a +1/+1 counter on a creature and gains 1 life, the same back face as Emergency Phytomedic and Vigorbloom Vanguard.
  • Codie, Ravenous Codex ({3}, rare, legendary artifact creature 1/4) — not a Prepare card itself, but the first one that cares about prepared spells: whenever you cast one, copy it, and you may choose new targets. For {W}{U}{B}{R}{G} and a tap, each creature you control becomes prepared (only creatures that have a prepare spell).

Jace, Tam and the other legends

  • Jace, Reality Sculptor ({3}{U}{U}, rare, loyalty 5) — the set’s namesake planeswalker, and Empower Jace card number 35. +1: Empower Jace X, where X is the number of Islands you control. -3: until your next turn, creatures attacking you or a planeswalker you control get -5/-0. 0: exile all but the bottom card of each opponent’s library, only if there are twenty-five or more loyalty counters among Jaces you control.
  • Tam, the Possibility ({1}{G}{U}, rare, 2/4) — your planeswalker spells cost {1} less. For {W}{U}{B}{R}{G} and a tap, proliferate X times, where X is the number of planeswalker types among your planeswalkers.
  • Rescue Girl, First Responder ({2}{W}, uncommon, 1/3) — flying, and it taps to return another permanent you control to its owner’s hand, only on your turn.
  • Massacre Girl, Most Wanted ({4}{B}, uncommon, 4/4) — whenever another creature or planeswalker you control dies, 1 damage to target opponent and you gain 1 life; whenever an opponent is dealt noncombat damage, it gets a +1/+1 counter.

And loose, the rest of the 31

  • Verdant Kraken ({4}{G}{G}{G}, rare, 6/6) — at the beginning of each player’s upkeep, you create a 3/3 Forest Tentacle land creature token that taps for {G}.
  • Guiding Hydra ({X}{W}, rare, 1/0) — enters with X +1/+1 counters; at the beginning of combat on your turn you may remove one to put a +1/+1 counter on each other creature you control.
  • Lich’s Relic ({B}, rare, Equipment) — when it enters you may pay {2} to destroy up to one creature or planeswalker of each opponent; equipped creature gets +2/+1, equip {2}.
  • Gardenize ({1}{G}{G}, rare, enchantment) — a charge counter whenever a creature you control dies; at your first main phase, add {G} for each counter.
  • Germinate Recruits ({2}{W}, rare, instant) — create X Cadet tokens, where X is the life you gained this turn.
  • Extrapolate the Impossible ({1}{B}, rare, sorcery) — you may reveal two cards you own from outside the game with different names; an opponent chooses one and you put it into your hand.
  • Hall of Echoes (land, rare) — taps for {C}; for {5}, it becomes a copy of a creature you control until end of turn, and the legend rule doesn’t apply to your permanents that turn.
  • Bloombrute ({2}{G}{W}, uncommon, 4/4) — draw a card whenever you gain life (once each turn); for {4}{G}{W}, a creature gains trample and lifelink until end of turn.
  • Desperate Futurescribe ({2}{W}{U}, uncommon, 3/4) — flying; at the beginning of combat another creature of yours gets +1/+1, or a +1/+1 counter instead if you’ve scried or surveilled this turn.
  • Primal Witchstalker ({1}{B}{G}, uncommon, 2/1) — menace; on entry mill four, and when you do, return a land from your graveyard to the battlefield tapped.
  • Ferocity of the Hunt ({1}{B/G}, common, Aura) — flash; enchanted creature gets +1/+0 and deathtouch, and returns to the battlefield tapped when it dies.
  • Graft Surgeon ({2}{W}, common, 2/2) — enters with a +1/+1 counter; when it dies, its counters go onto up to one creature you control.
  • Your Fate Ends Here ({2}{W}, uncommon, instant) — destroy a creature or planeswalker with mana value 3 or greater, and surveil 1.
  • Sphinx’s Approach ({1}{U}{U}, common, instant) — draw two; you may then exile it and four copies of itself from your graveyard to put a Sphinx from your library onto the battlefield. A deck can have any number of copies.
  • Multiply by Zero ({1}{B}, uncommon, instant) — a creature has base power and toughness 0/0 until end of turn.
  • Command the Stage ({2}{R}, uncommon, sorcery) — create a Cadet, then put a +1/+1 counter on each other Wizard token you control; it returns from the graveyard to your hand at an upkeep if an opponent was dealt noncombat damage last turn.
  • Artifist Acumen ({R}, common, sorcery) — your creatures gain first strike until end of turn, and you draw a card.

Reality Fracture Commander: the 87 revealed cards

Reality Fracture Commander released on 2 October 2026, the same day as the main set. It’s a separate product: 103 cards in total, 87 of them new — 8 mythics, 56 rares, 18 uncommons and 5 commons, according to Scryfall. As with The Hobbit, Commander cards aren’t legal in Standard.

The standouts

Most of the headline cards are big legendary creatures, five-colour or Jace-flavoured:

  • Jace, Multiverse Architect ({1}{W}{U}{B}{R}, mythic, loyalty 4) — a four-colour planeswalker that can be your commander. On each opponent’s turn they may pay {2}, or their creatures can’t attack your Jaces. +1: draw two, then put a card from your hand on the bottom of your library. -3: exile another creature or planeswalker you control and put the first creature or planeswalker you reveal from your library onto the battlefield.
  • Nissa, Leyline Tamer ({3}{W}{U}{B}{R}, mythic, 5/5) — deathtouch, vigilance, and landfall: draw a card, and the first time each turn, reveal until you hit a creature and put it onto the battlefield.
  • Elspeth, Sun’s Champion ({4}{W}{W}, mythic, loyalty 4) — the classic: +1 three 1/1 Soldiers, -3 destroy all creatures with power 4 or greater, -7 an emblem giving +2/+2 and flying.
  • Akroma, Angel of Fury ({5}{R}{R}{R}, mythic, 6/6) — can’t be countered; flying, trample, protection from white and from blue, {R}: +1/+0, and morph {3}{R}{R}{R}.
  • Overlord of the Mistmoors ({5}{W}{W}, mythic, 6/6) — impending 4—{2}{W}{W}; whenever it enters or attacks, two 2/1 flying Insects.
  • Serra’s Emissary ({4}{W}{W}{W}, mythic, 7/7) — flying; you choose a card type as it enters, and you and your creatures have protection from it.
  • Archfiend of Despair ({6}{B}{B}, mythic, 6/6) — flying, your opponents can’t gain life, and at each end step each opponent loses life equal to the life they lost that turn.
  • Archon of Cruelty ({6}{B}{B}, mythic, 6/6) — flying; whenever it enters or attacks, a target opponent sacrifices a creature or planeswalker, discards a card and loses 3 life, and you draw a card and gain 3 life.
  • The Ur-Sphinx ({6}{W}{U}{B}, rare, 10/10) — eminence: other Sphinx spells cost {1} less. Flying; whenever Sphinxes you control attack, each player mills that many cards and you may cast a milled card for free.
  • Avacyn, Angel of Horror ({5}{B}{B}{B}, rare, 8/8) — flying, deathtouch; when it or another nontoken creature you control dies, it returns at the beginning of the next end step.
  • Ob Nixilis, the Ascended ({5}{W}{W}, rare, 4/4) — flying; on entry destroy all tapped creatures your opponents control and gain 1 life for each; at each end step, if you gained life this turn, create a 4/4 flying Angel.
  • Dack Fayden, Helping Hand ({4}{W}{W}, rare, 4/6) — on entry, reveal until you find X creature cards, where X is your number of opponents, put them onto the battlefield goaded, and give each to a different opponent.
  • Niv-Mizzet, Ghost Counsel ({2}{W}{W}{B}{B}, rare, 4/4) — flying; whenever you gain life you may pay that much life to draw that many cards; {T}: each opponent loses 1 life and you gain 1.
  • Tamiyo, Upriser Crowned ({4}{R}{W}, rare, 3/5) — flying, double strike, haste; you become the monarch on entry, and creatures that deal combat damage to you while you’re the monarch get tapped and stunned.
  • Jhoira, Weatherlight Corsair ({4}{B}{B}, rare, 4/5) — whenever it enters or attacks, an opponent reveals cards until a historic permanent card; you put it onto the battlefield under your control and lose life equal to its mana value.
  • Venser, Fervent Forger ({4}{R}{R}, rare, 5/3) — flash; choose one: copy an opponent’s instant or sorcery twice, or create two hasty copies of an opponent’s permanent, sacrificed at the next end step.
  • Omnath, Locus of the Void ({7}, rare, 6/6) — +1/+1 for each unspent mana, unspent mana becomes colourless, and landfall adds {C}{C}.
  • Darksteel Angel ({9}, rare, artifact creature 4/4) — flying, indestructible; you can’t lose the game and your opponents can’t win it.
  • Memnarch, the Warden ({10}, rare, artifact creature 8/9) — indestructible; two 1/1 Myr on entry, and it draws a card for each artifact you control whenever it attacks.
  • Ginger, Queen of Sweets ({6}, rare, artifact creature 6/4) — you become the monarch on entry; at each upkeep, if you’re the monarch, create a Gingerbrute token. For {2}, a tap and sacrificing it, gain 6 life.
  • Teferi’s Reproach ({2}{W}, rare, instant) — target opponent gains protection from everything and their life total can’t change, and their nonland permanents phase out until their next turn; it exiles itself.

White spells

CardCostWhat it does
Swords to Plowshares{W}Exile a creature; its controller gains life equal to its power
Path to Exile{W}Exile a creature; its controller may fetch a basic land tapped
Stroke of Midnight{2}{W}Destroy a nonland permanent; its controller gets a 1/1 Human
Lingering Souls{2}{W}Two 1/1 flying Spirits, flashback {1}{B}
Flawless Maneuver{2}{W}Your creatures gain indestructible; free if you control a commander
Sunfall{3}{W}{W}Exile all creatures and incubate X
Martial Coup{X}{W}{W}X 1/1 Soldiers; destroys all other creatures if X is 5 or more
White Sun’s Twilight{X}{W}{W}Gain X life and X toxic Mites; destroys all other creatures if X is 5 or more
Grand Crescendo{X}{W}{W}X 1/1 Citizens, and your creatures gain indestructible this turn
Secure the Wastes{X}{W}X 1/1 Warriors at instant speed
Skrelv’s Hive{1}{W}Each upkeep lose 1 life and get a toxic Mite; corrupted gives toxic creatures lifelink
Staff of the Storyteller{1}{W}A 1/1 Spirit on entry; story counters when you make tokens, {W}, {T}: draw

Blue spells

CardCostWhat it does
Brainstorm{U}Draw three, put two back on top
Brainsurge{2}{U}Draw four, put two back on top
Fact or Fiction{3}{U}Reveal five; an opponent splits them into two piles
Occult Epiphany{X}{U}Draw X, discard X, and a Spirit per card type discarded
Shark Typhoon{5}{U}An X/X flying Shark on every noncreature spell; cycling {X}{1}{U}
Mass Polymorph{5}{U}Exile your creatures and put as many revealed creatures onto the battlefield
Synthetic Destiny{4}{U}{U}Instant: the same trick, at the next end step

Multicolour and other spells

CardCostWhat it does
Despark{W}{B}Exile a permanent with mana value 4 or greater
Whirlwind of Thought{1}{U}{R}{W}Draw a card whenever you cast a noncreature spell
Windcrag Siege{1}{R}{W}Choose Mardu (extra attack triggers) or Jeskai (a hasty lifelink Goblin each upkeep)
Dreadhorde Invasion{1}{B}Each upkeep lose 1 life and amass Zombies 1; lifelink for big Zombie tokens
Cursed Mirror{2}{R}Taps for {R}; may enter as a hasty copy of a creature until end of turn

Mana rocks

CardCostWhat it does
Sol Ring{1}{T}: add {C}{C}
Arcane Signet{2}Adds one mana of your commander’s colour identity
Chromatic Lantern{3}It and your lands tap for any colour
Fellwar Stone{2}Any colour an opponent’s land could produce
Azorius Signet{2}{1}, {T}: add {W}{U}
Dimir Signet{2}{1}, {T}: add {U}{B}
Izzet Signet{2}{1}, {T}: add {U}{R}
Rakdos Signet{2}{1}, {T}: add {B}{R}
Talisman of Progress{2}{C}, or {W}/{U} with 1 damage to you
Talisman of Dominance{2}{C}, or {U}/{B} with 1 damage to you
Talisman of Creativity{2}{C}, or {U}/{R} with 1 damage to you
Talisman of Indulgence{2}{C}, or {B}/{R} with 1 damage to you
Currency Converter{1}Exiles your discards; {2}, {T}: loot; {T}: turn an exiled card into a Treasure or a 2/2 Rogue
Proteus Staff{3}{2}{U}, {T}: a creature goes to the bottom of its owner’s library and they reveal until a creature and put it onto the battlefield

Lands

CardWhat it does
Turbulent CraterSwamp Mountain; enters tapped unless your opponents control eight or more lands
Turbulent ShorePlains Island; enters tapped unless your opponents control eight or more lands
Turbulent WetlandsIsland Swamp; enters tapped unless your opponents control eight or more lands
Command TowerAdds any colour in your commander’s colour identity
Path of AncestryEnters tapped; commander’s colours, and scry 1 for creatures sharing a type with it
Reflecting PoolAny type a land you control could produce
Exotic OrchardAny colour a land an opponent controls could produce
Fabled PassageSacrifice to fetch a basic tapped; untaps it with four or more lands
Kher KeepLegendary; {1}{R}, {T}: a 0/1 Kobold token
Battlefield Forge{C}, or {R}/{W} with 1 damage to you
Caves of Koilos{C}, or {W}/{B} with 1 damage to you
Shivan Reef{C}, or {U}/{R} with 1 damage to you
Sulfurous Springs{C}, or {B}/{R} with 1 damage to you
Underground River{C}, or {U}/{B} with 1 damage to you
Clifftop Retreat{R}/{W}; enters tapped unless you control a Mountain or a Plains
Drowned Catacomb{U}/{B}; enters tapped unless you control an Island or a Swamp
Glacial Fortress{W}/{U}; enters tapped unless you control a Plains or an Island
Isolated Chapel{W}/{B}; enters tapped unless you control a Plains or a Swamp
Sulfur Falls{U}/{R}; enters tapped unless you control an Island or a Mountain
Prairie StreamPlains Island; enters tapped unless you control two or more basic lands
Radiant SummitMountain Plains; enters tapped unless you control two or more basic lands
Fetid Heath{C}; {W/B}, {T}: add {W}{W}, {W}{B} or {B}{B}
Mystic Gate{C}; {W/U}, {T}: add {W}{W}, {W}{U} or {U}{U}
Sunken Ruins{C}; {U/B}, {T}: add {U}{U}, {U}{B} or {B}{B}
Restless AnchorageEnters tapped; {W}/{U}; becomes a 2/3 flying Bird for {1}{W}{U}, and makes a Map when it attacks
Restless SpireEnters tapped; {U}/{R}; becomes a 2/1 first-strike Elemental for {U}{R}, and scries 1 when it attacks
Contaminated Landscape{C}; sacrifice to fetch a basic Plains, Island or Swamp tapped; cycling {W}{U}{B}
Perilous Landscape{C}; sacrifice to fetch a basic Island, Mountain or Plains tapped; cycling {U}{R}{W}

Forty-two more cards on 17 September, closing out the daily schedule

From 212 to 254 distinct cards: the last day of daily spoilers —from tomorrow it’s the complete gallery— closes with 42 more cards, the third-biggest batch of the schedule, behind only the 55 on the 12th and the 44 on the 15th. Not a single mythic among them, though: 29 commons, 12 uncommons and just one rare.

A cycle of ten lands for the ten colour pairs

Ten new dual lands, all sharing the same text —they enter tapped unless you control a planeswalker, tying them straight to the set’s theme— that between the two cycles cover all ten colour combinations:

LandColours
Fatehold Annex{W}{U}
Konstrari Annex{R}{G}
Stingerquill Annex{B}{R}
Theorix Annex{U}{B}
Vigorbloom Annex{G}{W}
Dedicated Commons{R}{W}
Formidable Commons{B}{G}
Innovative Commons{U}{R}
Meticulous Commons{W}{B}
Transformative Commons{G}{U}

The five “Annex” lands take their name and exact colours from the five mythic sphinxes from the debut —Fatehold, Konstrari, Stingerquill, Theorix and Vigorbloom—; the five “Commons” cover the five pairs that were still missing. Between the two cycles, they lock in the mana base for any two-colour deck in the set.

And two standalone lands: Hexhaven Dueling Arena (colourless) — adds {C}, and for {2} or {4} prepares a creature you don’t control, though it only does anything with creatures that have the Prepare mechanic. And Room of Refuge — enters tapped choosing a colour, and sacrifices for {5} to put two +1/+1 counters on a creature.

Three more pairs, now twenty-five

  • Traxos, Academy Guardian ({3}{U}, uncommon, 1/5) / Traxos, Scourge Eternal ({4}, uncommon, 5/4) — recycles the name of the original Traxos from Kaladesh. The blue one flies, has vigilance and training, and costs {2} less if you’ve already cast a noncreature spell this turn. The colourless one doesn’t untap itself like the original, but here it awakens whenever you cast an artifact or creature spell.
  • Loot, the Anomaly ({2}{B}, uncommon, -2/4) / Loot, the Nexus ({2}{G}, uncommon, 2/1) — the black one assigns combat damage as though its negative power were positive, and with Umbral it can sacrifice something to go -2/-0 further; the green one adds mana of one colour, X being the number of different powers among your creatures.
  • Arni, Humble Scribe ({2}{U}, uncommon, 3/2) / Arni, Renowned Champion ({3}{R}, uncommon, 1/5) — the blue one untaps itself whenever another creature of yours enters, with a draw-then-discard activation; the red one, with trample, grows based on the power of each creature that enters under your control.

With this, the “one character, two cards” count reaches twenty-five pairs.

Two more Prepare cards, now twenty

Empower Jace adds four, now thirty-four

  • Sanctum Lurker ({2}{B}, rare, 3/2) — the day’s only rare. Empowers 1 on entry, and gives your planeswalkers immunity to hitting 0 loyalty, plus a +2: 1 damage to each opponent and you gain 1 life. The payoff piece that really wants the Jace token to stick around forever.
  • Hexhaven Battalion ({4}{W}{W}, common) — creates three 2/2 Cadet tokens and empowers 2; has basic landcycling for {2}.
  • Mindseeker Oculus ({2}{U}, common, 2/1) — empowers 4 on entry.
  • Plan for All Outcomes ({3}{U}, uncommon) — on entry, puts a nonland permanent an opponent controls on top or bottom of their library; empowers 1 whenever you cast your first noncreature spell of the turn.

And the rest, no surprises

Apex Witchstalker (menace, gains 2 life on entry or death, landcycling), Archive Arbiter (4/4 flying sphinx that destroys or gains life), Awaken the Inferno (6 damage plus landcycling), Blessed Ghoul (lifelink and returns from your graveyard for {2}{W/B}), Cryotheory Adept (training and stuns from the graveyard), Divining Duelist (flash and choose to tap, untap, or draw-then-discard), Extended Absence (exiles and drains), Eye of Jace (surveils every turn and pops off with a full graveyard), Fateshaper Aspirant (returns a legendary or gives an indestructible counter), Heartstring Puller (trample and creates a Cadet), Hunter’s Axe (equipment granting trample or deathtouch when attacking), Living Library (sacrifices to shuffle an opposing creature or planeswalker into its library), Medic’s Kitesail (equipment granting flying and gains 1 life when attacking), Predictive Preparations (adds +1/+1 counters with hindsight), Rank Rat (directed discard on entry), Recursive Recruitment (two Cadets, more if cast with hindsight), Skilled Battlecarver (first strike on your turn), and Twinned Vision (draw a card, or two if you don’t cast it from hand).

Nine more cards on 16 September

From 203 to 212: 16 September was a quiet day next to the 15th’s flood, but it completes a cycle that’s been growing all along.

Way of the… reaches ten

  • Way of the Mind Sculptor ({4}{U}, uncommon) — empowers Jace 5 on entry, and whenever you activate a loyalty ability that removes two or more counters, draw a card.
  • Way of the Paradox ({2}{G}, uncommon) — empowers Jace 5 on entry, and whenever you activate a loyalty ability, gain 1 life and you may play an additional land this turn.

With these two, the cycle of legendary enchantments that empower Jace reaches ten — one per colour, plus a few more.

And the rest, limited filler

  • Void Extrapolator // Omit Variables ({1}{B}, common, 2/2) — enters already prepared, and gets +1/+1 with seven or more cards in your graveyard. Its spell, Omit Variables ({U/B}), mills 3. It shares a back face with Paradox Shaper, so that’s now two Prepare cards throwing the same spell.
  • Tether Technician ({4}{R}, common, 4/5) — reach, and on entry you may discard a card to deal 2 damage to any target.
  • Theoretical Necromancer ({2}{B}, common, 4/1) — for {3}{B} and exiling it from your graveyard, return another creature card from your graveyard to hand.
  • Undulating Witness ({4}{U}, common, 3/5) — flying, +1/-1 for {2}, and basic landcycling for {2}.
  • Vinelasher Adept ({4}{G}{G}, common, 2/4) — reach, puts three +1/+1 counters on a creature on entry, and also has basic landcycling for {2}.
  • Unflinching Hortimancer ({1}{W}, common, 2/1) — ward {1}, and takes a +1/+1 counter whenever you gain life.
  • Unsummon ({U}, common) — the old classic: return a creature to its owner’s hand.

That brings Prepare to sixteen cards and Empower Jace to twenty-eight.

Forty-four cards on 15 September

From 159 to 203 distinct cards: 15 September dropped 44 more cards, the second-biggest batch since the debut, behind only the 12th’s flood.

Four more pairs, and Pia’s pair is complete

The pairCostsWhat splits them
Hapatra, the Desert Frost / Hapatra, the Desert Fang{3}{U} 4/3 / {2}{B}{B}{G} 3/3The blue one, on entry, taps up to one creature each opponent controls and puts a stun counter on it, then can untap something for {2}{U}. The black-green one puts X -1/-1 counters on an opponent’s creature, where X is the highest mana value among cards in your graveyard.
Teyo, Lightshield Expert / Teyo, Diamondblade Mage{1}{W} 1/1 / {3}{B} 3/1Both have flash and, on entry, give a permanent you control a counter — +1/+1 if it’s a creature, loyalty if it’s a planeswalker: the white one also grants hexproof until end of turn, the black one grants deathtouch.
Koth, the Geomancer / Koth of the Homestead{2}{R} 3/2 / {2}{W} 2/3The red one has reach and landfall: it deals 1 damage to each opponent whenever a land you control enters, adding {R} if it’s a Mountain. The white one gains you 1 life off every land, and puts a +1/+1 counter on a creature whenever a Plains enters.
Yoshimaru, Scrappy Stray / Yoshimaru, Beloved Companion{1}{G} 1/1 / {2}{W} 2/2The green one fights an opponent’s creature on entry; the white one doubles — plus one — any +1/+1 counters about to go on your creatures. Both can spend {6} to put a counter on a legendary or nonlegendary creature.

And Pia, Aether Ascetic ({2}{G}, uncommon, legendary 2/2) arrives today to complete the pair with yesterday’s Pia, Determined Rebuilder: on entry you may discard a card to search your library for an enchantment and put it into your hand.

Way of the… reaches eight

  • Way of the Mentor ({2}{W}) — empowers Jace 5, and whenever you gain life, puts a loyalty counter on each planeswalker you control.
  • Way of the Warlord ({2}{R}) — empowers Jace 5, and your planeswalkers gain [-4]: deal 2 damage to up to one target creature or planeswalker and 2 damage to a player.

Two more Prepare cards, now seventeen

  • Pyre Rhymer // Molten Tide ({1}{R}{R}, rare, 3/3) — enters prepared, with prowess; its spell makes tapping a Mountain add an extra {R} for the rest of the turn.
  • Variable Chaser // Arc of Fortune ({2}{U}, rare, 2/3) — enters prepared, flies and has prowess; its spell lets each player discard their hand and draw seven.

And on their own, the ones that’ll move the needle

  • Omnipresence ({5}{G}{G}{G}, mythic) — cast spells from hand for free, up to a mana value equal to your number of creatures.
  • Darklight Phoenix ({3}{B}, mythic, 3/2) — flying, haste, and returns from the graveyard to the battlefield once two creatures have died in a turn.
  • Seasoned Cryomancer ({1}{U}{U}, mythic, 2/2) — draw two, discard two, and for each nonland discarded that way, stun a target creature.
  • Kindred Judgment ({5}{W}{W}, rare) — name a creature type, destroy everything that isn’t it.
  • Craftwork Crusher ({3}{R}{R}{G}{G}, uncommon, 7/5) — trample, and on entry choose two: 4 damage, a 2/2 Cadet, or draw a card.
  • Ajani’s Anguish ({X}{R}, rare) — deals X damage to any target on entry and gives your creatures permanent trample.
  • Rise of the Deathbringer ({4}{B}, rare) — modal: draw cards equal to your biggest creature’s power and lose that much life, or -3/-3 to everything.
  • Identity Echo ({2}{R}, rare) — for {3}{R}, exile a creature or planeswalker you control and flip through your library until you find another to put into play.
  • Entrust the Spark ({3}{G}{U}, rare) — sacrifice a planeswalker to tutor another straight onto the battlefield.
  • Roiling Canopy (land, rare) — enters tapped; with six or more Forests, each Forest that enters gives a creature +3/+3.
  • Frostbite Pyromental ({U}{R}{R}, rare, 4/4) — trample, haste, draws two off combat damage to a player, then sacrifices itself at end of turn.
  • Twisted Fates ({2}{W}{W}{B}, uncommon) — destroy a nonland permanent and put a +1/+1 counter on each creature a player controls.

And filling out the rest, no surprises: Dark Matter Manipulator (grows off your graveyard), Screeching Soulbreaker (flies and drains on attack), Murmuring Volume (artifact that taps for mana and loots), Puppet Crafting (aura turning artifacts and enchantments into a 5/5), Sureshot Sower (kills fliers by discarding itself), Tenured Tethermage (makes Heartwoods off a sacrificed land), Terminal Criticism (destroys blue or red, gains life), Precise Redaction (counters white or black), Refute Destiny (exiles green or blue, surveils), Essence Burn (5 damage to black or green, exiles it if it would die), Fulminous Forte (spread damage or one big hit, your choice), Flickering Hound (blinks a creature you control whenever you cast another one), Flourishing Grapple (strips a red or white opponent’s creature of abilities and fights it), Grim Repriser (prowess, returns from the graveyard after noncombat damage), Draconic Visitor (turns artifact tokens into 5/5 Dragons), Curse-Marred Demon (tutors a card, then discards at random), Stinging Vitriol (2 damage plus a targeted discard), Simulacrum Shaper (fetches a basic, draws on death), and Mind Meanderer (fights on entry, vigilance while you control a Jace).

Fifteen more between 13 and 14 September

After the 12th’s flood, the pace has slowed to fifteen cards, but two still pull on the fractured-planeswalker and split-character threads:

  • Gallia, Tragic Host ({1}{B}, uncommon, 2/1) / Gallia, the Merrymaker ({1}{R}, uncommon, 2/1) — another pair, this one with no planeswalkers involved. The black one has menace and returns from the graveyard to the battlefield for {4}{B} and exiling another creature; the red one, with haste, gives haste to every creature you control with a +1/+1 counter and, for {1}{R} and a tap, puts a counter on whatever entered that turn.
  • Gideon the Oathless ({2}{B}, rare, 3/3) — Gideon, out of colour again and a creature this time, not a planeswalker: ward — discard a card, and deals 1 damage to an opponent whenever a creature they control enters or they activate a loyalty ability. The set’s third “fractured” Gideon, after Liliana the Faultless pulling the same trick in reverse.
  • Vraska’s Final Mercy ({B}{B}, rare) — modal: lose 2 life and destroy a creature or planeswalker, or lose 2 life and empower Jace 6. Empower Jace card number 26.
  • The Echoverse Fulcrum ({2}, mythic) — colourless legendary artifact: loot on entry, and for {5}, a tap and exiling it, destroy all creatures. A colourless wrath with a warning label.
  • Sphinx of False Conclusions ({2}{U}{U}, rare, 4/2) — flash, flying, loots when it attacks, and if it dies without being a token, you get a copy of it. Nearly impossible to remove for good.
  • Pia, Determined Rebuilder ({2}{R}, uncommon, legendary 2/2) — creates a 1/1 flying Thopter on entry, and for {5}{R} gives a creature +X/+0 based on the artifacts you control.
  • And filling out the rest: Shatterwing Pegasus (2/3 flier with a late anthem), Surgical Precision (removal or a draw, your choice), Surveillance Phantasm (defender that can attack once you’ve scried or surveilled), Break Under Pressure (forced sacrifice of the priciest permanent), Silence the Echo (black removal with an extra cost), Chandra’s Emberling (2/2 haste that grows off noncreature spells), Wrath of the Bloodmane (4 damage, cheaper with a legendary on board) and Afterthought Sentry (gargoyle that exiles graveyards on attack).

The 12 September flood: 55 cards, and Tarmogoyf is back

From 91 to 146 cards in a single day: 12 September has been, by far, the biggest day since the debut. The headline acts: eleven more characters split across two cards, a five-card cycle of Charms, and the reprint of Tarmogoyf, unchanged fifteen years after its last appearance.

Eleven more pairs

The “one character, two cards, two colours” vein opened up by Ghalta, Jiang Yanggu and Karn explodes today with eleven more pairs, including two classic reprints given a brand-new twin:

The pairCostsWhat splits them
Vraska, the Cutting Glare / Vraska, Soul of Stone{B}{B}{G} 4/4 / {U}{R}{W} 3/3The black-green one — her real combo colours — has deathtouch and, with six or more lands, destroys a permanent an opponent controls on entry. The Jeskai one has never been her colour: it gives your artifact creatures vigilance, and creates a 1/1 Treasure token whenever you cast a noncreature spell.
Mabel, Valley Hero / Mabel, Bitter Recluse{1}{R}{W} 1/2 / {B} 1/1The red-white one hands out +1/+1 counters whenever a creature you control enters that turn; the black one, with deathtouch, strips up to three counters off a creature or planeswalker an opponent controls on entry. One gives, the other takes.
Kiora of Salt and Sand / Kiora of Fire and Ashes{1}{G}{U} 2/4 / {4}{R}{R} 2/2The green-blue one, her usual combo, gives your planeswalkers a -8 to make an 8/8 Leviathan with hexproof. The red one just spits out 5/5 flying Dragons, one on entry and another for {8}.
Edgar, Ancient Bloodlord / Edgar, Moonlit Sovereign{W}{B} 2/3 / {3}{G}{G} 4/4The white-black one gains life whenever something you control dies and sacrifices things to grow with menace. The green one, a werewolf with flash, only grows if you don’t cast spells on your turn.
Ruric Thar, Magecrusher / Ruric Thar, Biomagus{5}{G}{G} 7/7 / {4}{U}{U} 4/6The green one can’t be countered and has hexproof until it deals combat damage for the first time. The blue one flies, has double strike, and draws a card whenever an opponent targets it with something.
Fblthp, Knows the Way / Fblthp, Impossibly Lost{X}{G}{G} */2 / {1}{U} 1/1The green one has Domain of Strength and fetches X basic lands of different names on entry. The blue one draws you two cards whenever an opponent takes combat damage on your turn, and if that decks you, you win the game.
Tetsuko Umezawa, Pursuer / Tetsuko Umezawa, Fugitive{3}{R} 2/4 / {1}{U} 1/3The blue one is a straight reprint: your creatures with power or toughness 1 or less can’t be blocked. The red one punishes anyone who blocks them anyway, with double strike and menace.
Yargle, Glutton of Urborg / Yargle, Goliath of Otaria{4}{B} 9/3 / {4}{U} 3/9The black one is the Yargle you know, a textless reprint. The blue one is the joke reversed: same five mana, flipped stats.
Yuriko, Hope from the Shadows / Yuriko, Blade of the Mighty{U} 1/1 / {3}{W} 2/3The blue one has flash and, on entry, either shrinks a creature based on your graveyard or scries 2. The white one shuts off instants during combat and gives double strike to anyone attacking alone.
Lyra, Tolarian Archangel / Lyra, Archangel of Dawn{1}{U}{U} 3/3 / {2}{W} 3/3The blue one rewards drawing cards by making 3/3 Angels; the white one rewards gaining life by putting +1/+1 counters on every Angel you control. Two ways to build the same tribal deck.
Geist of Saint Thalia / Thalia, the Survivor{1}{U} 1/2 / {3}{W} 3/4The usual Thalia joke, split in two: the blue one shaves {1} off your noncreature spells, the white one taxes the opponent’s by {1}.

The Charms cycle

The debut’s five legendary mythics — Aerid Konstrari, Denzilore Fatehold, Ingris Stingerquill, Kwia Vigorbloom and Uldaros Theorix — each get a two-mana modal instant in the same colour pair:

CardCostThe three modes
Vigorbloom Charm{G}{W}Hexproof and indestructible on a permanent you control, or draw a card and gain 3 life, or a +1/+1 counter and fight
Theorix Charm{U}{B}Counter a noncreature spell unless they pay {2}, or -2/-2, or mill 3 and draw
Stingerquill Charm{B}{R}3 damage to any target, or first strike and deathtouch, or create a 2/2 Cadet token with haste
Konstrari Charm{R}{G}6 damage to a flying creature, or two +1/+1 counters and trample, or add {C}{C}{C}
Fatehold Charm{W}{U}Draw and empower 2, or return a spell or creature to hand, or +1/+2 to your whole team

The Way of the… family grows to six

Way of the Pyromancer and Way of the Cryomancer now get four new siblings, all empowering Jace on entry and all handing your planeswalkers a new ability:

  • Way of the Wildspeaker ({4}{G}) — empowers 7, and your planeswalkers gain -4: create a 4/4 Beast with trample.
  • Way of the Necromancer ({1}{B}) — empowers 2, and whenever a creature you control dies, add loyalty to each planeswalker you control.
  • Way of the Deathbringer ({2}{B}) — empowers 5, and your planeswalkers gain -2: sacrifice a creature and create a 4/4 Beast with trample.
  • Way of the Healer ({3}{W}) — empowers 5, and your planeswalkers gain -2: create a 2/2 Cadet token and vigilance 1.

Six more Prepare cards

The set’s cover mechanic adds six new faces, reaching fifteen cards total. Three share a back-face spell with cards we already knew — two more copies of Vicious Verse, a third Peer Review — a sign that the back face matters more than the front creature’s name:

And loose, the ones that will move most

  • Tarmogoyf ({1}{G}, mythic) — comes back unchanged, fifteen years later: power equal to the number of distinct card types among all graveyards, toughness that number plus one. The set’s most talked-about reprint, without a single word changed.
  • “I’ve been pulling the strings the whole time!” ({1}{R}{G}, rare, 1/1) — on entry, you may sacrifice a land for two tapped Heartwood tokens; tapping two artifacts you control gives it two +1/+1 counters. The longest name in the set, pulled straight from the story.
  • Gideon’s Memorial ({1}{W}, rare) — legendary artifact: your creature tokens get +1/+0 and vigilance, and it can add mana of any colour, but only to cast planeswalker spells. Discarding it for {1}{W} deals 4 damage to an attacking or blocking creature. A tribute built around Gideon’s own mechanic.
  • Vindictive Triumph ({W}{B}{B}, rare) — instant: exile a creature or planeswalker; if it cost 3 or less, it returns to the battlefield under your control, tapped, until the end of the next turn. A disposable Control Magic for the cheap stuff.
  • Face Yourself ({5}{R}{R}, rare) — sorcery: create a hasty copy of each creature a target player controls, sacrificed at the next end step unless you control a planeswalker. Can end the game on its own against a full board.
  • Null Summoner ({2}{U}{B}, rare, 4/2) — if you cast it, the opponent reveals their hand and you exile a nonland card from it; with seven or more cards in your graveyard, you may cast it using mana of any type.
  • Cruel Calculations ({2}{U}, rare) — draw a card for each card milled from a target player’s library this turn. Slots into anything that mills the opponent, yours or theirs.
  • Proctor of Potential ({W}{U}, rare, 3/1) — surveils 1 whenever a creature you control enters; for {W}{U} it returns from your graveyard to the battlefield with a finality counter if you’ve scried or surveilled this turn.
  • Solarium Sentry ({G}{W}, rare, 3/3) — gain 2 life whenever an opponent casts a spell with mana value 2 or less. Slows down aggro decks almost by itself.
  • Hungering Puppetbeast ({3}{G}{G}, rare, artifact creature 5/5) — creates a Heartwood token on entry; sacrificing another artifact gives it a counter and lets you choose trample, hexproof, or haste.
  • Master of Barbs ({1}{R}, rare, 2/1) — menace, and whenever an opponent is dealt noncombat damage, your whole team gets +1/+0.
  • Wrecking Gecko ({4}{G}, common, artifact creature 5/5) — protection from {2}, and for {6}{G}{G} it gets +4/+4 and trample until end of turn.

And filling out the rest, no surprises here: Bestial Incursion (a 4/4 Beast with flashback), Violent Echoes (6 damage and empowers Jace for the excess), Rampart Hunter (+2/+2 and deathtouch on entry), Last Gasp (reprint, -3/-3 instant) and Infinite Coursework (aura that unprepares and strips abilities from the enchanted creature).

Ten more cards, and Emrakul returns

Ten more we hadn’t covered yet. Most are Empower Jace cards that snuck in quietly, and one that doesn’t:

  • Emrakul, the Exigent Doom ({10}, mythic, 12/12) — flying, trample, and ward: sacrifice three permanents, or it can’t be targeted at all. Casting it untaps all your lands, so it rarely shows up alone. For {3} and exiling it from your hand, a land gains “{T}: Add {C}{C}” until this card is cast from exile — a backup plan for anyone who never reaches ten lands. Back in card form ten years after her last story appearance.
  • Theorist’s Proxy ({1}{U}, rare, 0/3) — flash, and empowers 3 on entry. For {U} and sacrificing it, your next spell this turn can’t be countered.
  • Rewrite Regrets ({3}{B}, uncommon) — returns a creature or planeswalker costing 6 or less from your graveyard to the battlefield, and empowers 2. A Regrowth with a tip.
  • Tam’s Resistance ({1}{G/U}, common) — a +1/+1 counter and vigilance on a creature, plus empower 4. Four loyalty for two hybrid mana.
  • Keeper of the Quiet Hour ({3}, common, 3/2) — artifact creature that empowers 2 on entry. Colourless, so it fits any deck.
  • Campus Crier ({1}{W}, common, 3/1) — for {1} and exiling it from your graveyard, empowers 2. An aggressive two-drop that keeps giving value after it dies.
  • Academic Ascent ({1}{W}, common) — instant: +2/+2 and flying, plus empower 2. A combat trick with a loyalty tip.
  • Inspired Tethermage ({2}{G}, common, 3/2) — takes a +1/+1 counter whenever you add loyalty to a planeswalker, and for {6} it can empower 2 on its own.
  • Blazing Crescendo ({1}{R}, common) — instant: +3/+1, and exile the top card of your library to play until the end of your next turn. The only one of the ten with nothing to do with Jace.
  • Fatehold Chronologist // Peer Review ({1}{W/U}, common, 1/2) — the ninth Prepare card: enters already prepared, has flying, and its back face makes a 2/2 Cadet token and surveils 1.

The seven from 10 September

Pairs day: six of the seven are three more characters split across two cards, like the debut’s Ghalta, Jiang Yanggu and Karn. All uncommon, all legendary and none of them planeswalkers, which makes six pairs so far.

The pairCostsWhat splits them
Danitha, Sword of Hope / Danitha, Spear of Agony{2}{W} 2/2 / {2}{B} 2/2Both have first strike. White draws a card, once per turn, when you cast an Equipment spell or a spell that targets a creature you control; black takes a +1/+1 counter whenever you cast a spell that targets an opponent or a creature they control.
Proft, Consulting Detective / Proft, Sinister Mastermind{1}{U} 2/2 / {2}{B} 5/5Blue, whenever you scry or surveil, may pay {2} to take a +1/+1 counter and draw. Black is a three-mana 5/5 with menace, but with threshold: you can’t cast it without seven cards in your graveyard; until then, it discards for {B} to give -3/-1.
Winter, Tormented Loner / Winter, Team Player{2}{B} 0/3 / {4}{R} 3/3Black, on entry, lets you sacrifice a creature or planeswalker so each opponent sacrifices a creature, and gets +1/+0 for each creature and planeswalker card in your graveyard. Red has convoke and gives your creatures +1/+0 whenever you cast a noncreature spell.

Proft, Consulting Detective lines up with the Jace token’s -1, which surveils: every time you use it, Proft grows and you draw.

And the seventh, from Wizards: Eardrum Rattler ({1}{R}, common, 2/2) — for {1} and a tap, another creature you control with power 2 or less can’t be blocked this turn. Not much on its own, but it makes red’s small creatures always connect.

The six from 9 September

A quiet day next to the debut: six cards, two of them in story episode 8 and the rest spread across creators.

  • Overwrite the Multiverse ({4}{B}{B}, mythic) — exiles every creature and Empowers Jace X, where X is how many it exiled. On a full board it’s a wrath that also leaves a Jace sitting on six or seven loyalty. The first card that makes the token huge without playing a single blue card.
  • Warrior’s Blades ({2}{R}{W}, uncommon) — Equipment that deals 3 damage to any target and gains you 3 life as it enters, with equip 3 that costs {1} less for each +1/+1 counter on the target creature. It ties the set’s two threads — lifegain and counters — into one card.
  • Prophesied End ({1}{W}, uncommon) — instant: destroy target creature, and if it wasn’t attacking, its controller draws a card. Two-mana white removal with no type restriction; the price is rewarding the opponent for staying home.
  • Budding Insurgent ({2}{G}, common, 3/3) — vigilance, and sacrifices itself to destroy an artifact or enchantment; if it was a legendary enchantment, you draw too. The Way of the… cards are legendary, so limited’s naturalize already has a Standard target.
  • Tethermage’s Advantage ({G}, common) — instant: +2/+2, reach and untap the creature. A one-mana combat trick that doubles as pseudo-vigilance.
  • Greenhouse Propagator ({2}{G}, common, 2/3) — a Cat that taps for {G} and gains you 1 life whenever another creature you control enters. A mana dork that feeds the lifegain thread on the side.

The two new mechanics

Prepare

The card has two faces: a creature on the front, a spell on the back. The creature prepares — on its own during your upkeep, or as it enters, depending on the card — and while it’s prepared you may cast a copy of its spell. Doing so unprepares it.

So: a cheap creature that also throws out a spell every other turn without spending a card. The cleanest example is Stingerquill Voxmancer ({B/R}, 1/2): it prepares itself each upkeep and its back face, Vicious Verse, deals 1 damage to an opponent. A one-mana goblin that doubles as a recurring damage source.

CardCostPrepares
Stingerquill Voxmancer // Vicious Verse{B/R}On your upkeep
Paradox Shaper // Omit Variables{1}{U/B}On your upkeep
Vigorbloom Vanguard // Seed Suture{1}{G/W}Enters prepared
Prudent Fateseer // Peer Review{1}{W/U}{W/U}Enters prepared
Woodwork Prodigy // Soul Tether{2}{R/G}On your upkeep
Bloodline Recollector // Ancestral Craving{1}{B}If 3 creatures died that turn
Diviner of Victory // Unwind History{U}Enters prepared
Pompous Battlemage // Improvised Act{R}Enters prepared
Fatehold Chronologist // Peer Review{1}{W/U}Enters prepared
Carnivorous Cultivator // Enroot{1}{G}Enters prepared
Whiplash Wordsmith // Vicious Verse{3}{B/R}Enters prepared
Emergency Phytomedic // Seed Suture{G/W}Enters prepared
Heartwood Crafter // Soul Tether{G}On your upkeep
Hallway Heckler // Vicious Verse{2}{R}Enters prepared
Semester Foreseer // Peer Review{3}{U}Enters prepared
Void Extrapolator // Omit Variables{1}{B}Enters prepared
Pyre Rhymer // Molten Tide{1}{R}{R}Enters prepared
Variable Chaser // Arc of Fortune{2}{U}Enters prepared
Konstrari Improviser // Soul Tether{1}{R/G}Enters prepared
Theorix Metamage // Omit Variables{2}{U/B}Enters prepared
Blossom-Blessed Angel // Seed Suture{3}{W}Enters prepared

Ten of the twenty-one are hybrid and two-coloured, so they slot into any deck in those colours; the other eleven are mono-coloured. The two the debut brought are also rare: Diviner of Victory ({U}, 1/1) bounces an opposing creature costing 3 or less and surveils 1, and Pompous Battlemage ({R}, 1/1) has prowess and its back face swaps a card for another.

Empower Jace

The debut’s surprise, and the mechanic with the most cards on it: 35, across all five colours and colourless too.

Empower Jace N puts N loyalty counters on a Jace token you control. If you don’t control one, you create it first: a blue Jace planeswalker token with two abilities, -1 to surveil 1 and -3 to draw a card.

The interesting part is that the token isn’t reserved for blue. No Admittance ({1}{R}, common) deals 3 damage and empowers 1; Solve for Disappointment ({1}{B}, common) is targeted discard that empowers 1; Arcane Amphisbaena ({1}{G}, common) is a 1/1 with deathtouch that empowers 2. A mono-red deck can end up with a planeswalker on the table without playing a single blue card.

The ones that climb fastest:

  • Protege’s Awakening ({3}{U}, common) — Empower Jace 6 and draw a card. Six loyalty on a common.
  • Jace’s Machinations ({2}{U}, rare) — Empower Jace 8, and until end of turn you can activate your Jaces’ loyalty abilities on anyone’s turn, at instant speed.
  • Repurposed Enforcer ({1}{W}, rare, 3/2) — whenever it attacks, empower X, where X is your creature count.
  • Way of the Pyromancer ({1}{R}, uncommon) and Way of the Cryomancer ({2}{U}, uncommon) — legendary enchantments that empower on entry and also hand every planeswalker you control a new ability: +1: add {R} for red, -3: copy your next instant or sorcery for blue.
  • Avatar of Burgeoning Echoes ({G}{U}, mythic, 2/3) — landfall: every land that enters empowers 2. And your planeswalkers gain -10: put a +1/+1 counter on target creature for each land you control.
  • Theorist’s Sanctum (rare) — an Island that enters untapped if you behold a Jace, and that empowers 2 for {2}{U} and a tap.

Behold

Two cards bring behold, which isn’t new — it comes from Tarkir: Dragonstorm — but pointing it at Jace is: beholding a Jace means choosing one you control or revealing a Jace card from your hand. It’s on Countersculpt ({U}{U}: counter target spell, with beholding a Jace or paying {1} as an additional cost) and on Theorist’s Sanctum.

Exhaust is back

Exhaust arrived with Edge of Eternities and returns here: an activated ability you can only use once per game. On Liliana the Repentant ({1}{B}, 2/2 rare) it’s {5}{B} to return a creature or planeswalker from your graveyard to the battlefield. Expensive, but it’s the plan B of a deck that spends the game milling itself.

The set’s theme: fractured planeswalkers

This is the hook of Reality Fracture: the usual planeswalkers show up in colours that aren’t theirs, and some aren’t even planeswalkers.

CardCostThe odd part
Chandra, Chill of Compliance{1}{U}{U}Chandra in blue, with surveil and stun counters
Ajani Unrelenting{4}{R}{R}Ajani in red, aggressive and making tokens
Garruk, Veiled Butcher{3}{B}{B}Garruk in black, exiling whatever dies
Liliana the Faultless{W}Liliana in white… and a creature, not a planeswalker
Liliana the Repentant{1}{B}Liliana as a creature again, this one in her colour
Ajani Resolute{1}{W}A two-mana planeswalker
Garruk, Curse Breaker{3}{G}{G}The only one where he belongs
The Theorist, Jace Beleren{2}{U}{U}Draws you a card on each opponent’s turn, no activation

Ajani Resolute at two mana is the one people will argue about: loyalty 2, a 0 that gains 1 life, and a static ability that adds loyalty every time you gain life. Next to Enlightened Confidant or Titanbones, it climbs by itself.

And three characters split down the middle

The debut pushed the idea further: the same character on two different cards, in two different colours. None of the six is a planeswalker.

The pairCostsWhat splits them
Ghalta the Immovable / Ghalta the Unstoppable{8}{W} 0/7 / {8}{G} 8/8Both cost {X} less, but the white one reads the greatest toughness among your creatures and the green one the greatest power. White lets everything attack as though it had no defender and assigns damage by toughness; green hands out trample.
Jiang Yanggu, Alone / Jiang Yanggu, Never Alone{4}{R} 4/4 / {3}{G} 2/2Red has menace and, when a creature attacks alone, loots and takes a +1/+1 counter for every card discarded that turn. Green makes Mowu, a legendary 3/3 Dog token, and untaps all your tokens at end step.
Karn, Argent Defender / Karn, Gilded Guardian{2} 1/3 / {2/W}{2/U}{2/B}{2/R}{2/G} 5/5The cheap one is colourless and shuts off every enters-the-battlefield trigger from artifacts and creatures, yours included. The expensive one is five hybrid colours, with vigilance and trample, and draws a card for each colour among your other artifacts.

Karn, Argent Defender at {2} is the one that could reshuffle Standard: half the format currently runs on “when this enters” abilities.

Of the 159 revealed, the reprints are Chandra, Torch of Defiance (the Kaladesh one, unchanged), the five basic lands, the cycle of five slow duals from Innistrad: Midnight Hunt — Deserted Beach, Haunted Ridge, Overgrown Farmland, Rockfall Vale and Shipwreck Marsh — which enter tapped unless you already control two lands, and the four brought by 12 September: Tarmogoyf, Yargle, Glutton of Urborg, Tetsuko Umezawa, Fugitive and Last Gasp. Everything else is new.

The thirteen from before the debut

No planeswalkers, no Prepare. These thirteen were already here before the debut and show where the rest of the set is heading:

  • Perfected Theory ({U}, uncommon) — modal instant: target creature has base power and toughness 1/1 or 4/5 until end of turn. One mana that either shrinks their fatty or grows yours before blocks.
  • Solitary Cell ({R}{W}, rare) — from 1 September. On entry, exile a nonland permanent with mana value 3 or less an opponent controls until this artifact leaves the battlefield. {1}, tap, discard a legendary card: draw a card. Cheap temporary removal that also recycles dead legendaries.
  • Cast Away Doubt ({2}{B}, common) — from 2 September. Draw two cards, then deal 2 damage to each player. Symmetric on damage, not on cards — you come out ahead.
  • Stingcaster Mage ({1}{R}, mythic, 2/1) — haste, and on entry it gives an instant or sorcery in your graveyard flashback for its mana cost. Two mana for a body that attacks immediately plus a recycled spell.
  • Tinybones, Pocket Nuisance ({2}{B}, uncommon, 2/1) — each opponent discards when it enters, and whenever any player discards, it deals 1 damage to each opponent. Including when the one discarding is you.
  • Titanbones, Towering Heart ({3}{G}, uncommon, 4/3) — reach, two +1/+1 counters every time you gain life, and 3 life for you if you discard it. The other half of the skeleton joke: where Tinybones punishes discarding, this one cashes in on it.
  • Craterclaw Colossus ({4}{R}{R}{R}, mythic, 5/5) — haste, and on entry your creatures gain trample and get +X/+0, where X is the number of artifacts you control.
  • Compel Brutality ({1}{G}, common) — modal instant: a creature you control deals damage equal to its power to an opposing creature or planeswalker, or you strip loyalty off a planeswalker. The usual cheap fight, in green.
  • Charge the Sanctum ({2}{R/W}, common) — modal instant: +2/+0 to your whole board, or +2/+0 and first strike on one creature plus a +1/+1 counter. Hybrid, so it fits any red or white deck.
  • Generous Revival ({2}{W}, uncommon) — returns a creature costing 3 or less from your graveyard with an extra +1/+1 counter, and it has flashback for {4}{W}. Two uses per card.
  • Icy Reception ({1}{U}, common) — from 7 September. Modal instant: counter target creature or legendary spell unless its controller pays {3}, or give a creature -5/-0 until end of turn. A soft counter that still does something — blunting an attacker — when there is nothing to counter.
  • Memory Trap ({2}{W}, common) — enchantment: on entry, exile a nonland permanent an opponent controls until the enchantment leaves the battlefield. Plain old Oblivion Ring, with no cost cap, unlike Solitary Cell, which only takes things costing 3 or less.
  • Restore with Empathy ({2}{G}, uncommon) — instant: return a permanent card from your graveyard to your hand and gain 4 life. The 4 life isn’t decoration: with Ajani Resolute or Titanbones on the table it’s loyalty and counters.

What else the debut brought

A cycle of five legendary mythics, all of them Elder Sphinxes, all fliers. And each shares a surname with a Prepare creature from the set — Ingris Stingerquill with Stingerquill Voxmancer, Kwia Vigorbloom with Vigorbloom Vanguard — which is the clearest hint yet at where the story is going:

  • Aerid Konstrari ({1}{R}{G}{G}, 5/4) — when it enters or dies, create a Heartwood token ({T}: add {R} or {G}). For {6}, another token and +X/+0 for your artifacts.
  • Denzilore Fatehold ({1}{W}{U}{U}, 3/4) — flash and flying. Whenever you scry or surveil, a +1/+1 counter on each creature you control.
  • Ingris Stingerquill ({B}{R}{R}, 1/4) — every creature you control that attacks deals 1 damage to each opponent. For {4}, a 2/2 Cadet token and haste for the team.
  • Kwia Vigorbloom ({3}{G}{W}{W}, 6/6) — flying, vigilance, lifelink and ward {2}. Whenever you gain life it makes a Lotus that sacrifices for three mana of one colour, once per turn.
  • Uldaros Theorix ({3}{U}{B}{B}, 5/5) — if you cast it, exile up to one nonland card of each card type from your graveyard, copy them, and cast for free every copy adding up to mana value 6 or less.

And loose cards, the ones that will move most:

  • Return to the Light Realms ({7}{W}{W}, mythic) — return all nonland permanent cards from your graveyard to the battlefield. Nine mana, but it’s a card that wins the game on its own.
  • Hexhaven Invigorator ({G}{G}{G}{G}, mythic, 6/6) — vigilance, and whenever it’s dealt damage you search out that many lands and put them onto the battlefield tapped. Blocking a 6/6 and handing your opponent five lands for it is a new kind of dilemma.
  • Loyal Tutor ({W}, rare) — one-mana instant: search out a planeswalker and put it on top of your library. With the number of planeswalkers in this set, it’s a cheap tutor for almost anything.
  • Something Worth Saving ({1}{G}, common) — mill 4, keep a permanent from among them in hand, gain 1 life.
  • Clash of Elements ({1}{U}{R}, uncommon) — choose a nonland permanent: its owner either puts it on top of their library and takes 2 damage, or puts it on the bottom. Either way they lose something.

With all of this, two threads show up that don’t have a keyword yet: lifegain (Ajani Resolute, Enlightened Confidant, Titanbones, Restore with Empathy, Kwia Vigorbloom, Something Worth Saving, Greenhouse Propagator) and discard (Tinybones, Bloodline Recollector, Jiang Yanggu, Alone, and Titanbones again). And the two legendary skeletons — Tinybones and Titanbones — even rhyme.

What it means for Standard

It joined Standard on 2 October and pushed nobody out: the next rotation is February 2027, with Nauctis. Until then Standard only grows. The full list of legal sets, with dates, is in Standard-legal sets.

The rarity split, now that the whole set is known: the 285 distinct cards split as 86 commons, 109 uncommons, 64 rares and 26 mythics.

What’s still unknown

  • Anything about the set’s size: it’s closed at 285 cards and the complete gallery went up on 18 September. What’s left is how the cards play. The Commander set has 87 of its 103 cards revealed.
  • Whether the Jace token is always the same one. All 35 Empower Jace cards make the same blue token with -1 and -3; a second, different one would change the maths for the whole archetype.
  • What else ships the same day. It happened with The Hobbit: same day, same name, and the Commander cards weren’t Standard legal. Before buying, check the specific card’s legality on Scryfall.

The set gallery updates itself: every time Wizards reveals another card, it shows up there without us touching anything.

And when you play these new lists with your group, do it through MagicNexus — grab it on Android or iOS, log your Standard games and see whether the deck actually holds up, or only in your head.


We update this page as more cards are revealed.

Frequently asked questions

When were Reality Fracture spoilers revealed?
The official set debut is 8 September 2026, streamed live on twitch.tv/magic and the Magic YouTube channel. From then on Wizards reveals cards every morning, Monday to Friday, through 17 September, and the complete card image gallery with every card in the set goes up on 18 September. The set released on 2 October 2026.
How many Reality Fracture cards have been revealed?
285 distinct cards as of 21 September 2026 according to Scryfall, basic lands included. The 8 September debut dropped 46 at once, six more landed on the 9th, seven on the 10th, ten on the 11th, 12 September was the biggest day yet with 55 cards and Tarmogoyf's return, fifteen more landed on the 13th and 14th, 44 more landed on the 15th, the 16th closed out with nine, and the 17th wrapped up the daily schedule with 42 more, the third-biggest batch, behind only the 12th and the 15th. The complete gallery on the 18th added the remaining 31, bringing it to 285. Reality Fracture Commander, which also released on 2 October, is a separate set with 103 cards, 87 of them new.
What is the Prepare mechanic in Reality Fracture?
Prepare appears on double-faced cards: a creature on the front and a spell on the back. The creature prepares itself during your upkeep, as it enters the battlefield, or when a condition is met, depending on the card, and while it is prepared you may cast a copy of its spell. Casting it unprepares the creature, so it works as a recurring source of spells that costs you no cards from hand.
What is Empower Jace in Reality Fracture?
Empower Jace N puts N loyalty counters on a Jace token you control. If you don't control one, you create it first: a blue Jace planeswalker token with two abilities, -1 to surveil 1 and -3 to draw a card. It is the set's second new mechanic and shows up on 35 cards across all five colours, so a deck without a single real Jace can still end up with one on the table.
Did anything rotate when Reality Fracture released?
No. Reality Fracture joined Standard on 2 October 2026 without pushing anything out: there is no rotation in 2026. The next one is February 2027, with Nauctis: The Sunken Realm.

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