Zendikar Rising

Zendikar Rising is the 85th Magic expansion. It was released on September 25, 2020. 
==Set details==
As Mark Rosewater announced "we return to a Zendikar without Eldrazi and revisit the adventure world players fell in love with." It is a "land set" in the sense of the sets of the first Zendikar block, and all about adventure, exploration and reward. 
Zendikar Rising contains 280 regular cards and includes randomly inserted premium versions of all cards. Cards with alternate card frames have another card number than the original version. Like all previous Zendikar sets, Zendikar Rising features full-art basic lands (#266-280). Borderless planeswalkers are numbered #281-283, borderless pathways are #284-289, showcase cards are numbered #290-313, extended artwork cards are numbered #314-379, and regular frame lands are numbered #380-384. The (non-exclusive) Buy-a-Box is #385, and the Bundle promo is numbered #386. Finally there are the FNM-treatment cards from the Universal promo pack numbered #387-391. Both regular and foil versions of the cards above #280 may be found in the Collector Boosters.
The Showcase cards are connected to Landfall mechanic. The card frame is themed around Zendikar’s hedrons, and the art style is intended to imitate bright-colored Travel Posters. The set features no new planeswalkers. The returning planeswalkers are Jace, Nissa, and Nahiri. Starting with Zendikar Rising, the mythic rares are changing their rate of drop. In the past, 1 in every 8 rares was a mythic rare. That is changed so that 1 in every 7.4 rares will be a mythic rare. Equivalently, this is an increased chance, from 37 in 296 packs previously, to 40 in 296 packs now. Draft boosters have a dedicated MDFC slot.
===Storyline===
Zendikar is a dangerous world of lethal risks where brave adventurers delve into ancient ruins in search of priceless rewards. The storyline features no Eldrazi but we see the ruin they have caused. From the perspective of its inhabitants, it is a hostile place that seems to be actively trying to kill the creatures that have the audacity to live there. The danger is unrelenting: precarious terrain, cunning predators, natural disasters on a massive scale, and the still continuing Roil — the unpredictable ripples of change that wash through the land — all present a constant challenge to survival. Nahiri has returned to Zendikar, and is willing to do anything to get rid of the Roil. Nissa has also returned home, but for reasons of her own.
The cards that represent the Story Spotlights in Zendikar Rising are:
*<c>Lithoform Engine</c>
*<c>Lithoform Blight</c>
*<c>Maddening Cacophony</c>
*<c>Nahiri's Binding</c>
*<c>Nahiri's Lithoforming</c>
*<c>Nissa's Zendikon</c>
====Magic Story====
Title	Author 	Release Date	Setting 	Featuring
 	A. T. Greenblatt	2020-09-02 	Zendikar, Ravnica	Nahiri, Nissa, Jace
 	Miguel Lopez 	2020-09-04 	Zendikar 	Akiri, Zareth San
 	A. T. Greenblatt	2020-09-09 	Zendikar 	Nahiri, Kesenya, Akiri, Kaza, Orah, Zareth San, Jace, Mara, Nissa
 	Miguel Lopez 	2020-09-10 	Zendikar 	Akiri, Zareth San, Verazol
 	A. T. Greenblatt	2020-09-16 	Zendikar 	Nahiri, Akiri, Zareth San, Orah, Kaza
 	A. Z. Louise 	2020-09-18 	Zendikar 	Obuun, Nezzan, Dykaar, Ayya
 	A. T. Greenblatt	2020-09-23 	Zendikar 	Akiri, Nahiri, Nissa, Jace, Ashaya
 	Brandon O'Brien 	2020-09-25 	Zendikar 	Anowon, Tarsa, Nadino, Eret, Orien, Grakmaw, Jolly
 	A. T. Greenblatt	2020-09-30 	Zendikar 	Nissa, Jace, Nahiri, Ashaya
===Marketing===
Zendikar Rising is sold in regular 16-card Draft Boosters (one card being a marketing card), Theme Boosters, Collector Boosters, Set Boosters, the Zendikar Rising bundle, and two Commander decks. A special Gift Edition of the Bundle will release in November 2020. The set is accompanied by a new Welcome Booster. The Draft Boosters feature artwork from Jace, Nahiri and Nissa. The Theme Boosters feature art from (Party), , , , , and . The Collector Boosters feature art of <c>Omnath, Locus of Creation</c>. The Set Boosters feature art from .
As part of the advertisement campaign for the set, content creators were provided with adventure gear (a water bottle, a bandanna, and a face mask). 
The release of Secret Lair Drop Series: Showcase: Zendikar Revisited was timed to coincide with the release of Zendikar Rising.
====Set boosters and the List====
Zendikar Rising introduced Set Boosters. These are targeted to players that are not interested in Draft or Limited, and sell for a slightly higher price than Draft Boosters. Each pack comes with fourteen objects, twelve of which are Magic cards. 
One of the objects in the Set Booster is an Art card. Art cards were last seen with Modern Horizons.
In 25% of the Set Boosters, cards of "The List" can be found instead of a marketing card. The List is a changing catalogue of 300 cards from older sets. These are not Standard legal. In addition, in 5% of the Set Boosters, the marketing card is replaced by a minigame card.
====Expeditions====
Similar to the original Zendikar Priceless Treasures and Zendikar Expeditions of the second block, Zendikar Rising has its own version of bonus cards from outside the set. There are 30 Expeditions in total, all of which are lands. These include all 10 fetch lands. Unlike those earlier cards, these do not randomly appear in booster packs. Instead, they are only available as Box toppers (non-foil with a high-gloss treatment) and in Collector Boosters (foil).
====Events====
*Magic Online and MTG Arena release: September 17.
*Tabletop Prerelease: September 18–24. 
**Each player purchasing a Prerelease Pack was given one Zendikar Rising Set Booster.
*Launch party (Outside US & LATAM only): September 26–27.
*Friday Night Magic (Outside US & LATAM only): September 25–January 15.
*Commander Nights (Outside US & LATAM only): September 28–January 14. A weekly Commander league with rotating rules and achievement-based prizes.
====Promotional cards====
*Prerelease: a stamped card that can be any rare or mythic rare of Zendikar Rising.
*Other events: cards from the Zendikar Rising universal promo pack.
**Doesn't contain modal double-faced cards.
**The seasonal dark-frame promos are: , , , , and .
*Buy-a-Box: foil alternate art extended art .
*Bundle promo: foil alternate art .
====Tokens==== 
The sixteenth card in the Draft Boosters is either a token with advertisements on the backside, or a helper card with a standard card back. The Collector Boosters contain a foil double-sided token. In total, Zendikar Rising comes with twelve tokens. 
# 4/4 Angel Warrior creature with flying, for <c>Emeria's Call</c>.
# 1/1 Cat creature, for <c>Attended Healer</c>.
# 2/2 Cat Beast creature, for <c>Felidar Retreat</c>.
# 1/1 Kor Warrior creature, for <c>Nahiri, Heir of the Ancients</c> and <c>Squad Commander</c>.
# 2/2 Drake creature with flying, for <c>Roost of Drakes</c>.
# */* Illusion creature, for <c>Inscription of Insight</c> and <c>Skyclave Apparition</c>.
# 1/1 Insect creature, for <c>Iridescent Hornbeetle</c>, <c>Scute Swarm</c> and <c>Swarm Shambler</c>.
# 0/1 Plant creature, for <c>Phylath, World Sculptor</c>.
# */* Hydra creature, for <c>Grakmaw, Skyclave Ravager</c>.
# 1/1 Construct artifact creature for <c>Myriad Construct</c>.
# 0/1 Goblin Construct artifact creature with "This creature can't block" and "At the beginning of your upkeep, this creature deals 1 damage to you," for <c>Relic Robber</c>.
#Copy, for <c>Lithoform Engine</c>, <c>Jace, Mirror Mage</c>, <c>Scute Swarm</c>, <c>Skyclave Relic</c> and <c>Verazol, the Split Current</c>.
The Zendikar Rising Commander Decks also come with 10 double-sided tokens each. In total, there are eleven different token faces, all using the ZNC set code and set symbol.
# 1/1 Bird creature with flying, for <c>Emeria Angel</c>
# 1/1 Kor Ally creature, for <c>Retreat to Emeria</c>
# 1/1 Faerie Rogue creature with flying, for <c>Notorious Throng</c>
# 0/0 Germ creature, for <c>Bonehoard</c> and <c>Scytheclaw</c>
# 1/1 Goblin Rogue creature, for <c>Marsh Flitter</c>
# 1/1 Rat creature, for <c>Ogre Slumlord</c>
# 4/4 Beast creature, for <c>Rampaging Baloths</c>
# 2/2 Elemental creature, for <c>Zendikar's Roil</c>
# 1/1 Saproling creature, for <c>Sporemound</c>
# 5/5 Elemental creature, for <c>Omnath, Locus of Rage</c>
# 1/1 Thopter artifact creature with flying, for <c>Whirler Rogue</c>
<c>Oona, Queen of the Fae</c> creates 1/1 Faerie Rogue creature with flying, which aren't provided with the deck.
==Themes and mechanics==
A new mechanic in Zendikar Rising takes a popular theme that players like and twists it in a new way: party, a batching mechanic which resembles the ally typal strategy of previous Zendikar visits. (Allies themselves do not appear in the set.) A party looks for one of each of Clerics, Rogues, Warriors and Wizards among creatures you control, then scales an effect on the size of the party. 
The second new mechanic is modal double-faced cards (MDFCs). Like previous double-faced cards, modal double-faced cards have two faces, one on each side. However, when you play a modal double-faced card, you choose the face you're playing: they don't transform. Each draft booster contains a modal double-faced card. The set also introduces helper cards: similar to the checklist cards of past sets, they can be used to replace an unsleeved card. In lieu of the abandoned block model, R&D has found a new way to tie together the three non-core premier sets in a single Magic "year" (aka the fall, winter, and spring sets—using northern hemisphere seasons): they share a common mechanic. For Zendikar Rising, Kaldheim, and Strixhaven: School of Mages, that is MDFCs. The MDFC's of Zendikar Rising all feature lands on their back side.
There are two returning mechanics, both of which have appeared in a Zendikar set before. The first of these is kicker, a keyword ability that allows you to pay an extra cost for a bonus effect. Kicker was first featured in the Invasion block, later appeared in the original Zendikar set, and was last seen in the Dominaria expansion. This set also marks the first time a card with kicker having a multicolored cost () is printed since from Invasion. The second returning mechanic is landfall, an ability word for abilities that trigger on lands entering the battlefield under your control. All cards with landfall in the set receive an alternate showcase treatment.
The set also sees the return of "two-brid mana", first featured in Shadowmoor, on <c>Tazri, Beacon of Unity</c>. Similar to regular hybrid mana, two-brid mana symbols can be paid with two mana of any color or one mana of a specific color.
All Equipment in the set attach itself to target creature you control when it enters the battlefield ("snap-on equipment").
===Card types===
Zendikar Rising has a creature class typal theme, centered on Clerics, Rogues, Warriors, and Wizards. Each class has an associated mechanic for Limited. Each color in the set showcases the four classes in varying proportions: with any two-color combination, you can have a full party with cards from only Zendikar Rising. That said, only three creatures are available in the tertiary colors in total, two in green and one in the other, not counting the "any role" vertical cycle.
It's noted that Green is present in all four classes as their tertiary colors, but in none as their primary or secondary colors. There are ten Green creatures that fill party roles; six commons, three uncommons and a rare.
Party type	Primary	Secondary	Tertiary	None	Mechanic
Cleric 	 	 	 	 	Life gain
Warrior 	 	 	 	 	"Snap-on" equipment (one free attachment)
Wizard 	 	 	 	 	Caring about instants, sorceries, and other Wizards
Rogue 	 	 	 	 	Caring about eight or more cards in an opponent's graveyard
<c>Canyon Jerboa</c> is the first non-token creature to feature the Mouse creature type. <c>Tazri, Beacon of Unity</c> is the only card to reference the Zendikar-specific Ally creature class.
===Limited archetypes===
Zendikar Rising features the following limited archetypes:
*: Party control (<c>Spoils of Adventure</c>)
*: Rogue typal, mill (<c>Soaring Thought-Thief</c>)
*: Party aggro (<c>Ravager's Mace</c>)
*: Landfall aggro (<c>Brushfire Elemental</c>)
*: Landfall midrange (<c>Murasa Rootgrazer</c>)
*: Cleric typal, lifegain (<c>Cleric of Life's Bond</c>)
*: Wizard typal, "spells matter" (<c>Umara Mystic</c>)
*: +1/+1 counters (<c>Moss-Pit Skeleton</c>)
*: Warrior typal, Equipment (<c>Kargan Warleader</c>)
*: Kicker ramp (<c>Lullmage's Familiar</c>)
==Cycles==
Zendikar Rising features fourteen cycles, including a partial cycle, a mega cycle, and two vertical cycles.
Cycle Name 	 	 	 	 	
Mythic Creatures 	 	 	 	 	
Mythic Creatures 	Five mythic rare creatures with keyword abilities as well as spelled-out abilities. 	Five mythic rare creatures with keyword abilities as well as spelled-out abilities. 	Five mythic rare creatures with keyword abilities as well as spelled-out abilities. 	Five mythic rare creatures with keyword abilities as well as spelled-out abilities. 	Five mythic rare creatures with keyword abilities as well as spelled-out abilities.
Mythic Legendaries	 	 	 	 	
Mythic Legendaries	Four mythic rare legendary creatures and one mythic rare planeswalker, each having a converted mana cost of three or more. 	Four mythic rare legendary creatures and one mythic rare planeswalker, each having a converted mana cost of three or more. 	Four mythic rare legendary creatures and one mythic rare planeswalker, each having a converted mana cost of three or more. 	Four mythic rare legendary creatures and one mythic rare planeswalker, each having a converted mana cost of three or more. 	Four mythic rare legendary creatures and one mythic rare planeswalker, each having a converted mana cost of three or more.
Inscriptions 	 	 	 	 	
Inscriptions 	An partial cycle of rare non-permanent modal spells with a kicker ability that allows the controller to choose multiple options.	An partial cycle of rare non-permanent modal spells with a kicker ability that allows the controller to choose multiple options.	An partial cycle of rare non-permanent modal spells with a kicker ability that allows the controller to choose multiple options.	An partial cycle of rare non-permanent modal spells with a kicker ability that allows the controller to choose multiple options.	An partial cycle of rare non-permanent modal spells with a kicker ability that allows the controller to choose multiple options.
===Class cycles===
All of these cycles are four-card cycles due to the class structure in the set.
Cycle name 	Cleric 	Wizard 	Rogue 	Warrior
Relics 	 	 	 	
Relics 	Four uncommon artifacts, one for each of the party class types, that either reference their respective class or (for <c>Relic Golem</c>) synergizes with the draft subtheme of that class (i.e. mill). 	Four uncommon artifacts, one for each of the party class types, that either reference their respective class or (for <c>Relic Golem</c>) synergizes with the draft subtheme of that class (i.e. mill). 	Four uncommon artifacts, one for each of the party class types, that either reference their respective class or (for <c>Relic Golem</c>) synergizes with the draft subtheme of that class (i.e. mill). 	Four uncommon artifacts, one for each of the party class types, that either reference their respective class or (for <c>Relic Golem</c>) synergizes with the draft subtheme of that class (i.e. mill).
Expeditioners 	 	 	 	
Expeditioners 	Four common creatures, one for each of the party class types, that get stronger if you control another creature of the same type. 	Four common creatures, one for each of the party class types, that get stronger if you control another creature of the same type. 	Four common creatures, one for each of the party class types, that get stronger if you control another creature of the same type. 	Four common creatures, one for each of the party class types, that get stronger if you control another creature of the same type.
Full Party Creatures 	 	 	 	
Full Party Creatures 	Four rare creatures, one for each of the party class types, are the only cards that trigger an ability while controlling a "full party" (the only other reference is a sorcery, ). Notably contained with the color pair. 	Four rare creatures, one for each of the party class types, are the only cards that trigger an ability while controlling a "full party" (the only other reference is a sorcery, ). Notably contained with the color pair. 	Four rare creatures, one for each of the party class types, are the only cards that trigger an ability while controlling a "full party" (the only other reference is a sorcery, ). Notably contained with the color pair. 	Four rare creatures, one for each of the party class types, are the only cards that trigger an ability while controlling a "full party" (the only other reference is a sorcery, ). Notably contained with the color pair.
Common Tertiary Creatures 	 	 	 	
Common Tertiary Creatures 	Four common creatures, one for each of the party class types, are the only representative of their class at common, and for the non-red creatures, the only representative playable in monocolor. 	Four common creatures, one for each of the party class types, are the only representative of their class at common, and for the non-red creatures, the only representative playable in monocolor. 	Four common creatures, one for each of the party class types, are the only representative of their class at common, and for the non-red creatures, the only representative playable in monocolor. 	Four common creatures, one for each of the party class types, are the only representative of their class at common, and for the non-red creatures, the only representative playable in monocolor.
Green Class Creatures 	 	 	 	
Green Class Creatures 	 	 	 	
Green Class Creatures 	Eight green creatures (two of which are uncommon), two for each of the party class types. The four common creatures above have a locational naming theme while also being a closer archetypal fit than the uncommons and commons below.	Eight green creatures (two of which are uncommon), two for each of the party class types. The four common creatures above have a locational naming theme while also being a closer archetypal fit than the uncommons and commons below.	Eight green creatures (two of which are uncommon), two for each of the party class types. The four common creatures above have a locational naming theme while also being a closer archetypal fit than the uncommons and commons below.	Eight green creatures (two of which are uncommon), two for each of the party class types. The four common creatures above have a locational naming theme while also being a closer archetypal fit than the uncommons and commons below.
Uncommon Mirrored Pair Creatures	 	 	 	
Uncommon Mirrored Pair Creatures	 	 	 	
Uncommon Mirrored Pair Creatures	Eight uncommon creatures, two for each of the party class types. Each pair develops a distinct play style: life gain for Clerics, spellcasting for Wizards, saboteur abilities for Rogues, and equipped creatures for Warriors. 	Eight uncommon creatures, two for each of the party class types. Each pair develops a distinct play style: life gain for Clerics, spellcasting for Wizards, saboteur abilities for Rogues, and equipped creatures for Warriors. 	Eight uncommon creatures, two for each of the party class types. Each pair develops a distinct play style: life gain for Clerics, spellcasting for Wizards, saboteur abilities for Rogues, and equipped creatures for Warriors. 	Eight uncommon creatures, two for each of the party class types. Each pair develops a distinct play style: life gain for Clerics, spellcasting for Wizards, saboteur abilities for Rogues, and equipped creatures for Warriors.
Common Party Ability Creatures 	 	 	 	
Common Party Ability Creatures 	 	 	 	
Common Party Ability Creatures 	Eight common creatures, two for each of the party class types. Each has a party-scaling ability. 	Eight common creatures, two for each of the party class types. Each has a party-scaling ability. 	Eight common creatures, two for each of the party class types. Each has a party-scaling ability. 	Eight common creatures, two for each of the party class types. Each has a party-scaling ability.
===Modal double-faced cycles===
Cycle name 	Side 	 	 	 	 	
Mythic sorceries 	 	 	 	 	 	
Mythic sorceries 	 	 	 	 	 	
Mythic sorceries 	Five mythic rare modal double-faced sorceries, each with a land on the back side that enters the battlefield tapped unless you pay 3 life. 	Five mythic rare modal double-faced sorceries, each with a land on the back side that enters the battlefield tapped unless you pay 3 life. 	Five mythic rare modal double-faced sorceries, each with a land on the back side that enters the battlefield tapped unless you pay 3 life. 	Five mythic rare modal double-faced sorceries, each with a land on the back side that enters the battlefield tapped unless you pay 3 life. 	Five mythic rare modal double-faced sorceries, each with a land on the back side that enters the battlefield tapped unless you pay 3 life. 	Five mythic rare modal double-faced sorceries, each with a land on the back side that enters the battlefield tapped unless you pay 3 life.
Rares 	 	 	 	 	 	
Rares 	 	 	 	 	 	
Rares 	Five rare modal double-faced cards, each with a tapland on the back side. 	Five rare modal double-faced cards, each with a tapland on the back side. 	Five rare modal double-faced cards, each with a tapland on the back side. 	Five rare modal double-faced cards, each with a tapland on the back side. 	Five rare modal double-faced cards, each with a tapland on the back side. 	Five rare modal double-faced cards, each with a tapland on the back side.
Uncommon creatures	 	 	 	 	 	
Uncommon creatures	 	 	 	 	 	
Uncommon creatures	Five uncommon modal double-faced creatures, each with a tapland on the back side. The nongreen creatures have the type and name of the primary party class in their color.	Five uncommon modal double-faced creatures, each with a tapland on the back side. The nongreen creatures have the type and name of the primary party class in their color.	Five uncommon modal double-faced creatures, each with a tapland on the back side. The nongreen creatures have the type and name of the primary party class in their color.	Five uncommon modal double-faced creatures, each with a tapland on the back side. The nongreen creatures have the type and name of the primary party class in their color.	Five uncommon modal double-faced creatures, each with a tapland on the back side. The nongreen creatures have the type and name of the primary party class in their color.	Five uncommon modal double-faced creatures, each with a tapland on the back side. The nongreen creatures have the type and name of the primary party class in their color.
Uncommon spells 	 	 	 	 	 	
Uncommon spells 	 	 	 	 	 	
Uncommon spells 	 	 	 	 	 	
Uncommon spells 	 	 	 	 	 	
Uncommon spells 	 	 	 	 	 	
Uncommon spells 	 	 	 	 	 	
Uncommon spells 	Fifteen uncommon modal double-faced instants or sorceries, each with a tapland on the back side. 	Fifteen uncommon modal double-faced instants or sorceries, each with a tapland on the back side. 	Fifteen uncommon modal double-faced instants or sorceries, each with a tapland on the back side. 	Fifteen uncommon modal double-faced instants or sorceries, each with a tapland on the back side. 	Fifteen uncommon modal double-faced instants or sorceries, each with a tapland on the back side. 	Fifteen uncommon modal double-faced instants or sorceries, each with a tapland on the back side.
===Double cycles===
Cycle name 	 	 	 	 	 	 	 	 	 	
Gold legends 	 	 	 	 	 	 	 	 	 	
Gold legends 	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.	Ten rare dual-colored legendary creatures, each loosely supporting a draft archetype.
Gold signposts	 	 	 	 	 	 	 	 	 	
Gold signposts	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype. 	Ten uncommon dual-colored spells, each a signpost for a draft archetype.
===Mega cycles===
Cycle name	Side 	 	 	 	 	 	 	 	 	 	
Pathways 	 	 	 	 	 	 	 	 	 	 	
Pathways 	 	 	 	 	 	 	 	 	 	 	
Pathways 	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.	Six rare modal double-faced lands, each side of which enters untapped and taps for a single color of mana. The other four are flagged for Kaldheim.
===Vertical cycles===
Cycle name 	 	 	
Multiclass creatures	 	 	
Multiclass creatures	Each of these three creatures has a characteristic-defining ability which makes them also a Cleric, Rogue, Warrior, and Wizard. They can therefore fill any position in your party.	Each of these three creatures has a characteristic-defining ability which makes them also a Cleric, Rogue, Warrior, and Wizard. They can therefore fill any position in your party.	Each of these three creatures has a characteristic-defining ability which makes them also a Cleric, Rogue, Warrior, and Wizard. They can therefore fill any position in your party.
Goblin Rogues 	 	 	
Goblin Rogues 	Three goblin Rogues that have saboteur-based abilities. Red has three Rogues, unlike the other tertiary classes in the other three colors. 	Three goblin Rogues that have saboteur-based abilities. Red has three Rogues, unlike the other tertiary classes in the other three colors. 	Three goblin Rogues that have saboteur-based abilities. Red has three Rogues, unlike the other tertiary classes in the other three colors.
===Pairs===
Mirrored pair	Mirrored pair	Description
 	 	Two uncommon creatures for the counters draft archetype that form a "soft" loop by converting creatures into counters which generate more creatures.
 	 	Two common creatures, each of which enters the battlefield with a number of +1/+1 counters and gives creatures you control with +1/+1 counters a keyword ability.
 	 	Two common creatures, each has a landfall ability that gives it a +2/+2 for the turn; unlike previous Zendikar sets, only two creatures have this as opposed to a full cycle.
 	 	Two common Cat creatures. Each has a landfall ability that gives it a +1/+1 counter, and another keyword ability.
==Reprinted cards==
The following cards have been reprinted:
*, first printed in Alpha, last seen in Core Set 2020.
*, first printed in Zendikar, last seen in Commander 2018.
*, first printed in Morningtide, last seen in Core Set 2020.
*, first printed in Fate Reforged, last seen in Mystery Booster.
*, first printed in Shadows over Innistrad, last seen in Core Set 2020.
*, first printed in Innistrad, last seen in Battle for Zendikar.
*, first printed in Kaladesh.
*, first printed in Khans of Tarkir, last seen in Game Night.
*, first printed in Ixalan.
===Mythic Rare to Rare===
*, first printed in Zendikar, last seen in Iconic Masters. 
===Functional reprints===
* is a functional reprint of <c>Blade of the Sixth Pride</c>, <c>Devilthorn Fox</c>, <c>Dromoka Warrior</c>, <c>Knight of New Benalia</c>, <c>Oreskos Swiftclaw</c>, <c>Raptor Companion</c> and <c>Savai Sabertooth</c>, except for creature types.
* is a functional reprint of <c>Ironshell Beetle</c> and <c>Timberland Guide</c>, except for creature types.
* is a functional reprint of <c>Faerie Invaders</c>, <c>Spire Monitor</c>, <c>Stormrider Spirit</c> and <c>Wind Strider</c>, except for creature types.
* is a functional reprint of <c>Centaur Courser</c>, <c>Harrier Naga</c> and <c>Nessian Courser</c>, except for creature types.
* is a functional reprint of <c>Moss Viper</c> and <c>Sedge Scorpion</c>, except for creature types.
==Preconstructed decks==
Zendikar Rising introduces Commander decks that are released as a regular part of a set's product line.
==Notable cards==
*<c>Charix, the Raging Isle</c> has the highest printed toughness of any black-bordered creature at 17.
*Years seemingly have passed for the <c>Teeterpeak Ambusher</c>, improving his skills and equipment, but using the same method since he was a <c>Reckless Bushwhacker</c> in Oath of the Gatewatch and a just a young <c>Goblin Bushwhacker</c> in the Zendikar set.
*Zendikar Rising is the first draft set since Scars of Mirrodin where no Auras were designed to be placed on one's own creatures due to the prevalence of "snap-on" Equipment.
*<c>Skyclave Apparition</c> became the most played white creature in Modern and one of the most played creatures in the format in general thanks to its ability to permanently remove recurring threats like <c>Uro, Titan of Nature's Wrath</c> and <c>Kroxa, Titan of Death's Hunger</c>.
*<c>Skyclave Relic</c> is the first non-creature artifact with indestructible since <c>Darksteel Relic</c> from New Phyrexia, around nine years after the latter was printed.
* is the second ever gold kicker spell, after 20 years prior in Invasion. 
*The modal double-faced cards enabled in Pioneer and improved in Modern and Legacy strategies based around having no cards counting as lands in your library and winning through different means. Eventually this led to the February 2021 banning of <c>Balustrade Spy</c> and <c>Undercity Informer</c> in Pioneer, two cards that allowed you to mill your entire library and win with a critical amount of creatures that put themselves from your graveyard onto the battlefield for free.
===Banned and restricted cards===
*<c>Omnath, Locus of Creation</c> was the fourth in the series of the ever-expanding Omnath legendary creatures, adding White mana to the Temur combination. Despite the four-color mana cost it became trivially easy to cast, and the base rate of a 4/4 that draws a card and gains 4 life every turn turned aggro from a traditionally bad matchup to a laughably easy one. Decks quickly built to exploit Omnath to its full potential, with <c>Lotus Cobra</c> managing the color requirements and <c>Escape to the Wilds</c> or <c>Genesis Ultimatum</c> being ways to continuously hit four or five land drops a turn, playing almost as a Storm deck. The deck was weakened with the <c>Uro, Titan of Nature's Wrath</c> banning, but that merely took away one avenue of long-game inevitability, and controlling a deck with so much mana was nearly impossible. A second build hybridized Omnath with the Adventures deck, making a ramp strategy with enough interaction that only the pure Omnath ramp decks would overpower. After a 70% metagame domination at the 2020 Grand Finals, Omnath was banned in Standard alongside <c>Lucky Clover</c> (part of the Omnath Adventures shell) and <c>Escape to the Wilds</c>. The card was simultaneously suspended in Historic, and later banned in February 2021, but with the creation of Alchemy it was rebalanced into <c>A-Omnath, Locus of Creation</c> and unbanned.
==References==
==External links==
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