21 – 40 of 55 cards where (the card types include “tribal artifact” or the card types include “tribal enchantment” or the card types include “tribal instant” or the card types include “tribal sorcery”)

Favor of the Mighty (Lorwyn #14)

Favor of the Mighty {1}{W}

Tribal Enchantment — Giant

Each creature with the highest mana value has protection from all colors.

“What does a mountain fear of a fly? Giants are barely aware of us, let alone afraid.”
—Gaddock Teeg

Illustrated by Larry MacDougall

Standard
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Feudkiller's Verdict (Modern Masters #15)

Feudkiller's Verdict {4}{W}{W}

Tribal Sorcery — Giant

You gain 10 life. Then if you have more life than an opponent, create a 5/5 white Giant Warrior creature token.

“There are all kinds of strengths, but if you have strength of soul, the others will follow.”
—Galanda Feudkiller

Illustrated by Dan Murayama Scott

Standard
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Fodder Launch (Lorwyn #114)

Fodder Launch {3}{B}

Tribal Sorcery — Goblin

As an additional cost to cast this spell, sacrifice a Goblin.

Target creature gets -5/-5 until end of turn. Fodder Launch deals 5 damage to that creature’s controller.

Leave it to a boggart to come up with a projectile as disgusting as it is deadly.

Illustrated by Nils Hamm

Standard
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Giant's Ire (Lorwyn #170)

Giant's Ire {3}{R}

Tribal Sorcery — Giant

Giant’s Ire deals 4 damage to target player or planeswalker. If you control a Giant, draw a card.

The only feeling greater than hurling something a mile is crushing something else with it that was really, really irritating you.

Illustrated by Alex Horley-Orlandelli

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Gilt-Leaf Ambush (Lorwyn #214)

Gilt-Leaf Ambush {2}{G}

Tribal Instant — Elf

Create two 1/1 green Elf Warrior creature tokens. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value. Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)

Illustrated by Steve Prescott

Standard
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Hoofprints of the Stag (New Capenna Commander #203)

Hoofprints of the Stag {1}{W}

Tribal Enchantment — Elemental

Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag.

{2}{W}, Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.

Illustrated by Anthony S. Waters

Standard
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Hunting Triad (Commander Anthology #116)

Hunting Triad {3}{G}

Tribal Sorcery — Elf

Create three 1/1 green Elf Warrior creature tokens.

Reinforce 3—{3}{G} ({3}{G}, Discard this card: Put three +1/+1 counters on target creature.)

“Eyeblights are easy to track. Just follow the imperfections.”

Illustrated by Jim Nelson

Standard
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Knowledge Exploitation (Morningtide #38)

Knowledge Exploitation {5}{U}{U}

Tribal Sorcery — Rogue

Prowl {3}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Search target opponent’s library for an instant or sorcery card. You may cast that card without paying its mana cost. Then that player shuffles.

Illustrated by Darrell Riche

Standard
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Lignify (Duel Decks Anthology: Garruk vs. Liliana #16)

Lignify {1}{G}

Tribal Enchantment — Treefolk Aura

Enchant creature

Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.

Bulgo paused, puzzled. What was that rustling sound, and why did he feel so stiff? And how could his feet be so thirsty?

Illustrated by Jesper Ejsing

Standard
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Merrow Commerce (Lorwyn #72)

Merrow Commerce {1}{U}

Tribal Enchantment — Merfolk

At the beginning of your end step, untap all Merfolk you control.

Schools meet and mingle on Lorwyn’s riverways. In the bustling interplay, the merrow renew their sense of community as they sharpen their wits and hone their trading skills.

Illustrated by Steve Ellis

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Militia's Pride (Lorwyn #30)

Militia's Pride {1}{W}

Tribal Enchantment — Kithkin

Whenever a nontoken creature you control attacks, you may pay {W}. If you do, create a 1/1 white Kithkin Soldier creature token that’s tapped and attacking.

If you pick a fight with one kithkin, be ready to fight them all.

Illustrated by Larry MacDougall

Standard
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Morsel Theft (Morningtide #68)

Morsel Theft {2}{B}{B}

Tribal Sorcery — Rogue

Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Target player loses 3 life and you gain 3 life. If this spell’s prowl cost was paid, draw a card.

Illustrated by Darrell Riche

Standard
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Nameless Inversion (Modern Masters 2015 #87)

Nameless Inversion {1}{B}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Target creature gets +3/-3 and loses all creature types until end of turn.

Just as a changeling’s influence can have dramatic effects, so too can its sudden withdrawal.

Illustrated by Jeff Miracola

Standard
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Noggin Whack (Morningtide #70)

Noggin Whack {2}{B}{B}

Tribal Sorcery — Rogue

Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Target player reveals three cards from their hand. You choose two of them. That player discards those cards.

Illustrated by Alan Pollack

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Not of This World (Commander Masters #807)

Not of This World {7}

Tribal Instant — Eldrazi

Counter target spell or ability that targets a permanent you control.

This spell costs {7} less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.

Illustrated by Izzy

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Notorious Throng (Zendikar Rising Commander #33)

Notorious Throng {3}{U}

Tribal Sorcery — Rogue

Prowl {5}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell’s prowl cost was paid, take an extra turn after this one.

Illustrated by Thomas Denmark

Standard
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Obsidian Battle-Axe (Morningtide #144)

Obsidian Battle-Axe {3}

Tribal Artifact — Warrior Equipment

Equipped creature gets +2/+1 and has haste.

Whenever a Warrior creature enters the battlefield, you may attach Obsidian Battle-Axe to it.

Equip {3}

It’s the flint that sparks a warrior’s rage.

Illustrated by Jeff Easley

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Peppersmoke (Modern Masters #92)

Peppersmoke {B}

Tribal Instant — Faerie

Target creature gets -1/-1 until end of turn. If you control a Faerie, draw a card.

Like being trapped in a perpetual sneeze, faerie-dust poisoning is both exhilarating and agonizing.

Illustrated by Rebecca Guay

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Prowess of the Fair (Kaldheim Commander #53)

Prowess of the Fair {1}{B}

Tribal Enchantment — Elf

Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token.

An elvish duel is a thing of beauty: the warriors’ grace, the crash of steel, then the artful spray of blood.

Illustrated by Jeremy Jarvis

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Reach of Branches (Modern Masters #158)

Reach of Branches {4}{G}

Tribal Instant — Treefolk

Create a 2/5 green Treefolk Shaman creature token.

Whenever a Forest enters the battlefield under your control, you may return Reach of Branches from your graveyard to your hand.

Growth has no limits.

Illustrated by Zack Stella

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