By Cody Perez
November 1, 2019
Despite being many months away, the next expansion for Magic: The Gathering has been leaking like crazy Theros Beyond Death card spoilers can come from almost anywhere, and our goal is to make it as easy as possible for you to get detailed information on them all!
So without further ado, feel free to jump on in!
To keep you in the loop we’ll be updating this page with each of the Theros Beyond Death spoilers as they are revealed, so be sure to check back in!
The upcoming expansion to Magic: the Gathering will be releasing in the traditional area reserved for the first expansion of each year. The pre-release weekend is scheduled for January 17-19 with the final release for table top scheduled for January 24, 2020. There has been no official announcement of the release date for the digital versions of the new set, however we expect them to release roughly around the same time (as has been the case with previous sets).
This is an extraordinary leak for several reasons before we dig deeper into the actual cards that were shown off. For one, it isn’t too surprising for retailers to sell copies of cards earlier than supposed to, but we are quite literally more than two months away from the release of the set.
Despite this, we are going to dive deep into just a handful of the 30-plus new MTG Theros Beyond Death card spoilers that were potentially leaked via the Reddit user. The user posted pictures of the cards that they found in their potential booster packs at Walgreens, and we can see many of the new cards.
It all begins with The Akroan War enchantment card. This is a unique one that is bringing back a type of enchantment card that we haven’t seen in a good bit, and that is the saga enchantment type. This type works well for the Greek theme of the upcoming set, so we expect more like this.
For starters, The Akroan War is a red color saga enchantment card that costs four mana to summon, one of which must be red color mana. This unusual-looking card has three different abilities that occur when certain conditions are met.
When the card enters the field, it will proceed to the first step in the saga of sorts, and it will continue going through the saga with each of your draw steps in the match. Once it reaches the third and final step in the saga, it will activate that ability and then be sacrificed.
What’s also cool about this card is that it takes up the full length of the card with three separate illustrations telling the three different points of the saga. It all begins with the first part of the saga that begins when the player plays the card from their hand.
You will gain control of a target creature of your choosing for as long as this card is on the battlefield so, basically, for about three turns or so. On your next turn when your draw step happens, the second part will activate, and every single one of your opponents’ creatures will attack, if able.
This may seem like a detrimental move since it forces the opponent to attack until your next turn, but there is a purpose behind this. And those creatures were likely going to attack anyways. Then on the third turn, the card is out. It will activate the third and final ability.
Every single tapped creature will deal damage to itself that is equal to its current power stat. So, if it has a power of five, it will deal five damage to itself, which may be enough to kill most creatures whose health is equal to or less than its power stat.
What makes this ability so great is that you can force your opponent to tap their creatures in the previous turn to attack you, and then they will be damaged on the next turn. It is a risky but rewarding move in the right situation, especially against those aggro and creature control decks.
Another possibly leaked card is the Dalakos, Crafter of Wonders legendary card. Dalakos is a legendary Merfolk artificer creature card that is a hybrid. It is a hybrid between the blue and red color decks, cost three mana to summon. Of that mana, one must be blue, and another must be red.
It arrives on the field with the stats of two and four, which are pretty good considering the mana cost involved. While on the field, you can tap this card to add two mana to your mana pool. The catch is, though, that you must use that mana only on artifact spells or to activate the abilities of artifacts.
The other ability that Dalakos has will grant the equipped creatures that you control with flying and haste. Overall, this is a decent legendary card, but there certainly have been many better ones in recent card sets. This could be a great asset in decks that use a lot of artifacts and equipment, but it won’t be too useful to anyone else.
Next up is the special land card Labyrinth of Skophos that is a bit interesting. It fulfills the Greek theme nicely, starting out as a simple colorless land that can add you one mana. At the same time, though, there is a mana ability that allows you to spend four mana to remove a target attacking or blocking creature from combat.
That is a pretty useful feature, and it is just a land card. This would undoubtedly be a great addition to a few decks that we can think of, especially if you prefer having lands with different names.
Then there is another enchantment card in the form of Ashiok’s Erasure that is a blue card. It costs four mana to summon, two of which must be blue mana. It has the flash mechanic so using it will be quite easy at any point during the match.
It is used as a counter because when it enters the field, you can exile a target spell of your choosing. Also, your opponents can’t cast spells with the same name as that exiled card. And when this card leaves the battlefield for whatever reason, you must return the exiled spell card to its owner’s hand.
This is an interesting counter-spell card that we could see get some use in Commander and/or Brawl for sure, but we aren’t too sure how useful it will be in Standard. This is one that we will have to wait and see on to get our full verdict for it.
Speaking of enchantment cards next up is Treacherous Blessing: A black color enchantment card that costs three mana, one of which must be black mana. Whenever this card enters the battlefield, you can draw three cards right then.
However, whenever you cast a spell, you lose one life point while this card is on the field. And whenever Treacherous Blessing becomes the target of a spell or ability, you can sacrifice it. Another interesting card that could be useful, but the card draw might not be worth the cost, depending on the deck.
Phalanx Tactics is the next card to be revealed in this leak, and it is a white instant spell card. It costs two mana to use, one of which must be white mana. It allows you to boost a target creature that you control with plus two and plus one to stats until the end of the turn.
And every other creature that you control other than that one will get plus one/plus one to stats until the end of the turn. This is an okay card that is good for defense when you are getting attacked, but the limited nature of the stats only lasting for that turn is a little lame.
Banishing Light is another white color card that is an enchantment card that costs three mana to summon, one of which must be white mana. Whenever Banishing Light enters the battlefield, exile the target nonland permanents that an opponent controls until Banishing Light leaves the field.
This is an exciting and potentially overpowered card that we aren’t quite sure where to begin with. The overpowered nature of banishing nonland permanents is amazing, even if it is temporary. This is a dangerous card that players will want to watch out for.
Next up is another legendary creature card, this time a human blue card. Alirios, Enraptured is a blue card that costs three mana to summon, one of which must be blue mana. It has the okay stats of two and three, and it enters the battlefield tapped.
Alirios will not untap during your untap phase if you control a Reflection card. Also, when Alirios enters the battlefield, it creates a three/two blue Reflection creature token. This is an interesting card that is immobilized while its token is also there. But its token is powerful so there is that at least.
Finally, we are going to cover in this first set of leaked spoilers for the upcoming MTG Theros Beyond Death cards is Threnody Singer. It is a blue siren creature card that costs two mana to summon, one of which must be blue mana. It has the flash and flying keywords attached to it with the stats of one and three.
Whenever it enters the battlefield, you can pick a target enemy creature and give it minus X and minus zero stats until the end of the turn. X is represented by your devotion to the blue mana pool. Each blue mana in your mana costs of permanents counts towards this.
So, it could be high if you happen to have a lot of MTG Theros Beyond Death cards like Threnody Singer that require you to have a blue mana or two to summon it. This could easily render a creature useless for that turn if used correctly. This makes it a good counter for those powerful beasts and buy you some time.
What is interesting about this potential leak is that the cards do indeed look rather legit, but the method of the leak is strange. According to the user, these new cards from the upcoming expansion Theros Beyond Death come from some leaked booster packs for sale.
The user purchased them at a Walgreens store in North Carolina, where they were allegedly on sale months ahead of the actual release date. This is a bizarre situation that we already covered in greater detail in a previous post, but the leaks are continuing with more cards being revealed.
There are well over 30 cards that the user was able to secure from around five booster packs that they were able to purchase supposedly at their local Walgreens store. We’ve already covered some of the many cards leaked from the expansion, and they continue to keep coming.
It all starts with the second saga enchantment to leak for this upcoming expansion. It is called Medomai’s Prophecy and follows the first saga card to be revealed for the set. These unique cards are enchantment ones that play out like a story of sorts over multiple turns.
This type of card hasn’t been seen in a bit, but it fits the overall Greek theme of the upcoming expansion in 2020 perfectly. It is like the card is telling you a little story, complete with artwork and multiple acts to bolster this. Medomai’s Prophecy is a blue saga card that costs two mana, one of which must be blue.
That is relatively cheap, and it is longer than its red color counterpart that was only three acts. This particular card has four acts and will last through there. When the card first enters the field, it receives a lore counter, and this continues with each draw step that you have.
At the fourth and final act of this card, it will be sacrificed from the field. It all begins, though, with the first step that happens when you first play the card. It will allow you to scry for two cards. This is an important step since it lets you start out by checking out some of your cards.
Scry is a mechanic where, in this case, the player can look at the top two cards in their deck. When you see them, you can put them at the top or bottom of your deck in any order you like. This even means that you can put one at the bottom and leave the other at the top if you want.
The scry mechanic is a great one for starting out a match. On your next turn, though, you will have the saga card move to the next step where it will have you choose a card name. While this may seem rather strange since that is all there is to this act, it will make sense in the next step.
On your third turn, if you cast a spell for only the first time that turn that has the same name as the one that you chose previously, you will get to draw two cards right then. You want to select a card name that you can guarantee that you will cast on this turn.
So, you will always want to pick the name of a card that you saw when you used the scry in the first turn of the saga card or one that you already had in your hand. However, it doesn’t end there as one final ability is available on the fourth turn, and it allows you to look at the top two cards of each player’s deck.
Overall, a much more solid saga card than its red counterpart and one that will likely be a worthy addition if this leak is to be believed.
The next card up is the Underworld Dreams card. Underworld Dreams is yet another enchantment card, of which there are already way too many in this upcoming card set. It does make the legitimacy of this leak seem rather strange, but it is something that we will have to wait and see about.
Underworld Dreams is a black enchantment card that costs three mana, and what’s interesting about this is that all three mana must be black mana. That is something that you don’t see too often for cards. It has a simple enough fairly effective ability, though.
Whenever an opponent draws a card, Underworld Dreams will deal one damage to that player. It doesn’t matter who the player is as the card will deal that damage to them, including yourself. This is an interesting card that will be great against those decks with good card draw. We also anticipate that this will be an excellent card in Commander and Brawl.
Next up is Minion’s Return. This is yet another black enchantment card but an aura one this time around. It costs three mana to summon this card, one of which must be black color mana. It has the flash mechanic so it can cast at any point that an instant spell would as well.
It also requires the player to enchant a certain creature of your choosing with this card. When that enchanted creature of your choosing dies, you will return that creature card to the battlefield under your control. This is interesting because it doesn’t say that you have to use one of your creatures.
So, essentially, you could target an enemy creature that is annoying or powerful and then destroy it. This would then allow it to return to the field as part of your army. A solid card that we could see make its way into some Standard decks.
Heroes of the Revel is next up and is the first creature card that we have to cover in this particular post. It is a red Satyr soldier card that costs five mana to summon, one of which must be red mana. It has the okay stats of four and four plus a couple of extra abilities.
The first ability is that whenever Heroes of the Revel enters the battlefield, you can create a one/one red Satyr creature token that has the requirement that it isn’t able to block. This does mean, though, that it is still able to attack.
This played into the second ability a bit where anytime you cast a spell on Heroes of the Revel, the creatures that you control will gain plus one to their attack until the end of the turn. That is a highly specific requirement, but there look to be so many enchantments and equipment cards in this set that will make that easier. Overall, an alright creature card.
Speaking of enchantments, though, we have another one but this time for red color players. Furious Rise is a red enchantment card that costs three mana to summon, one of which must be red mana.
At the beginning of the end step, if you control a creature with a power four or greater, exile the top card of your deck. You can play that exiled card until exile another card with Furious Rise. Honestly, this is a strange one that isn’t too useful to us and will be a pass if it is indeed real.
Next up is yet another red card in the form of the Dreamstalker Manticore enchantment creature card. This red card costs three mana to summon, one of which must be red mana. It has the stats of four and two and is interesting for being an enchantment creature rather than a normal one.
Whenever you cast your first spell during each opponent’s turn, Dreamstalker Manticore can deal one damage to any target of your choosing. This is another highly specific requirement as it will mean that you will need a lot of flash or instant spells, which is odd for a red deck — good card but strange one nonetheless that might be best for Commander and Brawl.
Then there is another enchantment creature for red in the form of Dreamshaper Shaman. It costs six mana, one of which must be red, to summon Dreamshaper Shaman, who is a Minotaur shaman card. It has the okay stats of five and four plus an exciting ability.
At the beginning of your end step, you have the opportunity to pay three mana (one of which must be red) and sacrifice a nonland permanent. If you choose to do this, you will be able to reveal the top cards of your deck until you find a nonland permanent card.
You will be able to put that card directly onto the battlefield and the rest of the cards on the bottom of your deck in random order. This is a pretty useful ability that could help you find the card you’re looking for in those mid to late game moments.
Finally, we have some green color cards for players to check out from the upcoming expansion. However, that might not be so bad since green is doing quite well for itself right now in the Standard. The first of these is Hydra’s Growth, which is a green aura enchantment card.
It costs three mana to summon Hydra’s Growth, one of which must be green mana. It allows you to pick a creature to enchant, and you will put a plus one/plus one counter on that creature when this card is summoned.
Then at the beginning of your upkeep each turn, you will be able to double the number of plus one/plus one counters on that creature. It would go to basically plus two/plus two on the second turn it is on the field and then four/four, and so on.
This is an extremely useful and dangerous card for making almost any creature into a powerful one within just a few turns. The best part is that this has a surprisingly cheap cost associated with it that will ensure you get ahead of your opponent and control the field early on.
Last but certainly not least for this post, we have another green aura enchantment card in the form of Wolfwillow Haven. This green color card costs two mana, one of which must be green. Interestingly enough, this card allows you to enchant a land card you have rather than a creature.
Whenever the enchanted land of your choosing is tapped for mana, the controller of that land (i.e. you) will get additional green mana to use. It’s basically like giving the player two mana for the price of one. There is one other ability, though, that this card has.
You can spend five mana, one of which must be green mana, to sacrifice Wolfwillow Haven and create a two/two green wolf creature token. This is a strange ability that isn’t worth the mana cost and losing this enchantment card.
As such, it is hard to understand at this time what the purpose of that ability is. Perhaps there will be cards in the set that will take advantage of the wolf creature token, or it could be used in combination with Hydra’s Growth, but it still seems weird to us.
Regardless, though, Wolfwillow Haven is a useful card that will pay for itself over time in allowing you to get to use an extra mana point each turn it is on the field.
These potentially leaked new card spoilers come from the Theros Beyond Death expansion that is set to come out in January and be the first of several new card sets for 2020. With over two months to go until the release of this set, it is quite surprising that we are seeing leaks for it now, and this many, too.
Even crazier is the fact of how and what the leak is. The user supposedly found five booster packs for the upcoming card set being sold at their local Walgreens in North Carolina. While it isn’t uncommon for players to find stores selling sets before the official street date, this early is unprecedented.
Regardless, the cards themselves are interesting and could very well end up being real. We’ve been going over all the cards that have leaked thus far due to the booster packs. Now, we have the final batch of these Walgreen leaks.
This set, though, is going to be perhaps the most interesting batch of leaks because we get our possible first look at one of the legendary planeswalkers that will be introduced in the set plus more. Without further ado, let’s look at the planeswalker Elspeth, Sun’s Nemesis, and many more.
It all starts with the Chainweb Aracnir creature card. It is a green spider creature card that costs only one green mana to summon to the field, allowing it to be used on the very first turn. It has reach, so there is that great counter to those flying cards that are in Standard right now.
Its stats are standard for a turn-one creature at one and two. Whenever Chainweb Aracnir enters the battlefield, it deals damage equal to its power to target creature with flying that an opponent controls. This is a rather interesting ability that might not be too useful on turn one or two.
However, it comes more into play with the rather interesting keyword that it has with escape. If the card is sent to the graveyard, you can pay five mana (two of which must be green mana) and exile four other cards from the graveyard to bring this card back to the battlefield.
When it is done this way, it will arrive with three plus one/plus one counters on it, making its stats effectively four and five. That means that, this way, it will deal damage of four to a target flying creature that your opponent has. This is an extremely versatile green creature that could be worth adding to green decks.
Warden of the Chained is a hybrid Minotaur warrior creature card that is split between red and green. It costs three mana to summon to the field, one of which must be red, and another must be green. It has strong stats of four power and four toughness.
It also has the trample keyword so it will deal that awesome excess damage. However, one odd thing about Warden of the Chained is that it can’t attack unless you control another creature that also has a power of four or greater. Presumably, returning the Chainweb Aracnir to the field with stats of four and five would fulfill this requirement.
Hero of the Nyxborn is another hybrid creature card but this one is a bit different from the purpose of Warden of the Chained. It is a hybrid human soldier enchantment creature card (which we have seen many of in the leaks thus far) that you can summon for three mana, one being red and another being white.
It arrives on the field with the rather lame stats of two and two, but this is made up for in its two abilities. The first of these creates a one/one white human soldier creature token whenever Hero of the Nyxborn enters the battlefield.
Also, whenever you cast a spell that targets Hero of the Nyxborn, creatures you control will get plus one and plus zero to their stats until the end of the turn. We’ve seen a similar card already in the leaks and that last part is very specific, only really working for certain decks. Overall, we don’t see this card being used too much in Standard.
Thundering Chariot is the first vehicle artifact card that we have seen thus far in the leaks. It is a colorless vehicle artifact that costs four mana to summon, which can be any color that you want. It arrives on the field with the lesser stats of three/three that are made up for in its keywords.
It has first strike, trample, and haste that will make it stampede over the enemies. Being that it is a vehicle, you will need to make use of its crew one feature where you need to tap any number of creatures that have the power of one or more to turn it into an artifact creature capable of attacking.
In this way, it could make use of cards like the Hero of the Nyxborn who can create a one/one token that would easily fit this requirement. Thundering Chariot is an interesting card that could be a solid addition on the fourth turn but could also be a bust; we’ll have to wait and see.
Beyond the normal Theros Beyond Death enchantment and creature card spoilers that the user was able to find, they were also able to find five land cards in the five booster packs. Oddly enough, they conveniently turn out to be one of each of the five mana colors in the game so we can see what they all look like.
There’s nothing special about the five land cards except the nice full art look of them that makes them, honestly, look a whole lot like Pokémon energy trading cards. Even still, it is interesting, and they do look good. Beyond them, there is a trio of Omen cards that the user discovered.
Omen of the Sea that is yet another enchantment card that costs two mana to summon, one of which must be blue mana. This blue enchantment card has the flash keyword and whenever it enters the battlefield, you can scry for two and then draw a card.
For those who don’t know, scry is a mechanic where you can look at a certain number of cards and then put them on top or on the bottom of your deck in any order you like. In this case, you can look at the top two cards you have and order them however you like.
If there is one that you want to draw, this is great because you will be able to draw it next or you can put them both on the bottom for a chance to draw something else instead. But that isn’t all the scrying that Omen of the Sea can do.
You are also able to pay three mana (one must be blue) and sacrifice the card to scry for two again. Unfortunately, it doesn’t look like you will be able to draw a card this time. Omen of the Dead and Omen of the Hunt are similar cards but for black and green, respectively.
Omen of the Dead is the same except for its mana cost and initial ability. It costs one black mana to use and instead of scry when it comes to the battlefield, you can return a target creature card from your graveyard to your hand.
Omen of the Hunt, on the other hand, costs three mana to use (one of which must be green mana). What its initial ability does is let you search your deck for a basic land card, put it onto the battlefield tapped, and then shuffle your deck.
All three Omen cards also have the scry sacrifice ability. There are likely two more in the set for the white and red mana colors.
Next up is another green creature in the form of Ilysian Caryatid. The mouthful of a named green plant creature card costs two mana to summon to the field, one of which must be green mana. It has the rather lame stats of one/one, but it has an amazing ability.
You can tap this plant creature card to add one mana of any color that you want. However, if you happen to control a creature that a power of four or greater, you will get two mana of that one color instead. While you might be tempted to use this card on your second turn, it might be best to wait to use it.
After all, you could bring back a card like Chainweb Aracnir to the battlefield from the graveyard and it will likely fulfill the requirement for getting two mana. This is rather useful for just about any deck so here’s hoping that there are similar cards for the other mana colors.
The combos aren’t amazing at this time but there is room for some solid decks to come out of this.
Finally, we have the new legendary planeswalker Elspeth, Sun’s Nemesis. A great planeswalker is what many players will base whether a new card set will be good or not, so we must have the first of, hopefully, several new planeswalkers here.
Elspeth is a legendary white planeswalker that has odd artwork for sure. It costs four mana to summon this legendary planeswalker, two of which must be white color mana. It starts out with five loyalty points and is a strange planeswalker.
Most planeswalkers have three abilities, which Elspeth does, but all three of its abilities are negatives. While many have at least one or two loyalty points that let you gain a point or two, all of Elspeth’s abilities are for losing points. This means that you will not, at least normally, be able to gain points.
This also means that you are limited in selecting what Elspeth will do as you are, for instance, not able to use the ultimate ability twice. The first ability costs one loyalty point and lets you give up to two target creatures you control plus two/plus one to their stats until the end of their turn.
The second ability costs two loyalty points that create two one/one white human soldier creature tokens. Finally, you have the ultimate ability of minus three points that allows you to gain five life points, which is a fair amount.
In all honesty, Elspeth could be a good planeswalker but some issues hold it back. The first is that you have no way of gaining loyalty points. We could get this if it is an answer to keep this card limited unlike Oko who is dominating the current metagame.
However, this is way too limiting for Elspeth and the abilities are good but not great enough to make up for the limitations on it. The abilities themselves are generally good but, again, would be much better if you couldn’t use each one only once or twice.
For instance, if you use the ultimate ability, you’ll only able to use the first one twice or the second one once. You get a few more options if you ignore the ultimate ability, which we would honestly recommend, but even that is still rather lame.