Tesla

Tesla contains 276 cards.
Current version: 1.05
Aether Jets

Aether Jets {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and has flying and first strike.
Personal flight has long been an area of consulate research, but, until recently, has lacked a suitable power source.
Agent of Individuality

Agent of Individuality {1}{W}

Creature - Human Scout
Tokens can't be created.
"Each citizen is a unique and treasured cog of their community. Should the consulate forget that in its quest for progress, I fear for the future of Kaladesh."
3/1
Airheaded Lookout
Airborne Visionary

Airheaded Lookout {2}{W}

Creature - Human Scout
When Airheaded Lookout enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying.
When a creature with flying you control deals combat damage to a player, transform Airheaded Lookout.
2/1
Card has other part: Airborne Visionary
Airborne Visionary
Airheaded Lookout

Airborne Visionary

Creature - Human Artificer
(Color indicator: Airborne Visionary is white)
Flying
{4}{W}: Create a 1/1 colorless Thopter artifact creature token with flying.
She once looked up to the clouds to dream. She needs dream no longer.
2/3
Card has other part: Airheaded Lookout
Apprehend the Ringleader

Apprehend the Ringleader {4}{W}

Instant
Destroy target creature with power 4 or greater. Scry 1.
As rumors of unrest spread, so did the Consul's crackdown.
Avatar of Authority

Avatar of Authority {6}{W}{W}

Creature - Avatar
Flying
It is against the law for an opponent to attack you with one or more creatures.
Justice — At the beginning of your upkeep, if any opponents broke any laws since the beginning of your last turn, put a +1/+1 counter on each creature you control.
6/6
Border Sentry

Border Sentry {1}{W}

Creature - Human Artificer
Defender
When Border Sentry enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying.
"Until I see a travel permit, you are not to leave the district. We'll know if you attempt to."
0/3
Caretaker of the City
Savior of the City

Caretaker of the City {4}{W}{W}

Creature - Human Cleric
Revolution
At the beginning of your end step, return target nonland permanent card from your graveyard to your hand.
4/5
Card has other part: Savior of the City
Savior of the City
Caretaker of the City

Savior of the City

Creature - Human Soldier
(Color indicator: Savior of the City is white)
Creatures with revolution you control enter the battlefield transformed.
At the beginning of your end step, return target nonland permanent card from your graveyard to the battlefield.
5/6
Card has other part: Caretaker of the City
Census Enforcer

Census Enforcer {3}{W}

Creature - Human Soldier
It is against the law for an opponent to control three or more creatures.
Justice — At the beginning of your upkeep, if any opponents broke any laws since the beginning of your last turn, you may tap target creature.
3/3
Clockwork Battlecrafter

Clockwork Battlecrafter {2}{W}{W}

Creature - Human Artificer
{1}, {T}: Create a 1/1 colorless Thopter artifact creature token with flying.
{1}, {T}: Creatures you control get +1/+1 until end of turn.
2/4
Constant Scrutiny

Constant Scrutiny {2}{W}{W}

Enchantment
Each player can't draw more than one card each turn.
Each player can't cast more than one spell each turn.
In the districts, the consulate is always watching.
Consulate Emergency

Consulate Emergency {2}{W}

Instant
Choose two. You may choose the same mode more than once.
• Put a +1/+1 counter on target creature.
• Create a 1/1 colorless Thopter artifact creature token with flying.
Consulate Faithful

Consulate Faithful {2}{W}

Creature - Human Soldier
It is against the law for an opponent to cast no spells during their turn.
Justice — At the beginning of your upkeep, if any opponents broke any laws since the beginning of your last turn, put a +1/+1 counter on Consulate Faithful.
Old believer, new beliefs.
1/4
Courtroom Custodians

Courtroom Custodians {3}{W}

Creature - Human Soldier
The consulate uses its control of the courts to override anyone who stands in the way of "progress."
2/5
Crowd Dispersal

Crowd Dispersal {1}{W}

Instant
Target player sacrifices an attacking creature.
Consulate technology has gotten increasingly adept at discouraging protests.
District Patroller

District Patroller {4}{W}

Creature - Human Artificer
Flying
When District Patroller enters the battlefield, put a +1/+1 counter on target creature.
Baral has them stay on constant alert for subversive activity, or the slightest hint of a certain female pyromancer.
2/3
Enforcer Knight
Righteous Defector

Enforcer Knight {1}{W}

Creature - Human Knight
{1}{W}: Enforcer Knight gains first strike until end of turn.
Revolution
2/2
Card has other part: Righteous Defector
Righteous Defector
Enforcer Knight

Righteous Defector

Creature - Human Knight
(Color indicator: Righteous Defector is white)
Creatures you control with revolution enter the battlefield transformed.
{1}{W}: Righteous Defector gains double strike until end of turn.
When given a choice between your ideals and your job, only one of them can be replaced.
3/2
Card has other part: Enforcer Knight
Equality Enforcer

Equality Enforcer {1}{W}

Creature - Human Soldier
It is against the law for an opponent to have more life than you.
Justice — At the beginning of your upkeep, if any opponents broke any laws since the beginning of your last turn, Equality Enforcer gets +1/+1 and gains lifelink until end of turn.
Equality, for those equal enough.
2/2
Garuda Tactician

Garuda Tactician {W}

Creature - Bird Soldier
Flying
Whenever another creature with flying enters the battlefield under your control, Garuda Tactician gets +1/+1 until end of turn.
"Yes, they're savages at heart, but primal cunning can often match our own intelligence."
—Baral, Consulate Lieutenant
1/1
Halt Innovation

Halt Innovation {2}{W}

Sorcery
Destroy target artifact or enchantment. You gain 4 life.
"The greatest threat to peace is not a weapon or a madman, but the novel idea that inspired them both."
—Baral, Consulate Lieutenant
Heroic Valor
Heroic Memorial

Heroic Valor {2}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has vigilance.
When enchanted creature dies, return Heroic Valor from your graveyard to the battlefield transformed.
Card has other part: Heroic Memorial
Heroic Memorial
Heroic Valor

Heroic Memorial

Artifact
Creatures you control get +1/+1 and have vigilance.
Card has other part: Heroic Valor
House Arrest

House Arrest {W}

Enchantment - Aura
Enchant creature
It is against the law for an opponent to attack or block with enchanted creature.
Justice — At the beginning of your upkeep, if any opponents broke any laws since the beginning of your last turn, exile enchanted creature.