Unlimited Edition

Image Card Info Mana cost
Animate Wall

Animate Wall

Enchantment — Aura

Enchant Wall Enchanted Wall can attack as though it didn't have defender.

W
Armageddon

Armageddon

Sorcery

Destroy all lands.

3 W
Balance

Balance

Sorcery

Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

1 W
Benalish Hero

Benalish Hero

Creature — Human Soldier

Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Benalia has a complex caste system that changes with the lunar year. No matter what the season, the only caste that cannot be attained by either heredity or money is that of the hero.

1/1

W
Black Ward

Black Ward

Enchantment — Aura

Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward.

W
Blaze of Glory

Blaze of Glory

Instant

Cast this spell only during combat before blockers are declared. Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able.

W
Blessing

Blessing

Enchantment — Aura

Enchant creature : Enchanted creature gets +1/+1 until end of turn.

W W
Blue Ward

Blue Ward

Enchantment — Aura

Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.

W
Castle

Castle

Enchantment

Untapped creatures you control get +0/+2.

3 W
Circle of Protection: Black

Circle of Protection: Black

Enchantment

: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

1 W
Circle of Protection: Blue

Circle of Protection: Blue

Enchantment

: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

1 W
Circle of Protection: Green

Circle of Protection: Green

Enchantment

: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

1 W
Circle of Protection: Red

Circle of Protection: Red

Enchantment

: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

1 W
Circle of Protection: White

Circle of Protection: White

Enchantment

: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

1 W
Consecrate Land

Consecrate Land

Enchantment — Aura

Enchant land Enchanted land has indestructible and can't be enchanted by other Auras.

W
Conversion

Conversion

Enchantment

At the beginning of your upkeep, sacrifice Conversion unless you pay . All Mountains are Plains.

2 W W
Crusade

Crusade

Enchantment

White creatures get +1/+1.

W W
Death Ward

Death Ward

Instant

Regenerate target creature.

W
Disenchant

Disenchant

Instant

Destroy target artifact or enchantment.

1 W
Farmstead

Farmstead

Enchantment — Aura

Enchant land Enchanted land has "At the beginning of your upkeep, you may pay . If you do, you gain 1 life."

W W W
Green Ward

Green Ward

Enchantment — Aura

Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward.

W
Guardian Angel

Guardian Angel

Instant

Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.

X W
Healing Salve

Healing Salve

Instant

Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.

W
Holy Armor

Holy Armor

Enchantment — Aura

Enchant creature Enchanted creature gets +0/+2. : Enchanted creature gets +0/+1 until end of turn.

W
Holy Strength

Holy Strength

Enchantment — Aura

Enchant creature Enchanted creature gets +1/+2.

W
Island Sanctuary

Island Sanctuary

Enchantment

If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

1 W
Karma

Karma

Enchantment

At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.

2 W W
Lance

Lance

Enchantment — Aura

Enchant creature Enchanted creature has first strike.

W
Mesa Pegasus

Mesa Pegasus

Creature — Pegasus

Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Before a woman marries in the village of Sursi, she must visit the land of the Mesa Pegasus. Legend has it that if the woman is pure of heart and her love is true, a Mesa Pegasus will appear, blessing her family with long life and good fortune.

1/1

1 W
Northern Paladin

Northern Paladin

Creature — Human Knight

, : Destroy target black permanent.

"Look to the north; there you will find aid and comfort." —The Book of Tal

3/3

2 W W
Pearled Unicorn

Pearled Unicorn

Creature — Unicorn

"'Do you know, I always thought Unicorns were fabulous monsters, too? I never saw one alive before!' 'Well, now that we have seen each other,' said the Unicorn, 'if you'll believe in me, I'll believe in you.'" —Lewis Carroll

2/2

2 W
Personal Incarnation

Personal Incarnation

Creature — Avatar Incarnation

: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Only Personal Incarnation's owner may activate this ability. When Personal Incarnation dies, its owner loses half their life, rounded up.

6/6

3 W W W
Purelace

Purelace

Instant

Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)

W
Red Ward

Red Ward

Enchantment — Aura

Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward.

W
Resurrection

Resurrection

Sorcery

Return target creature card from your graveyard to the battlefield.

2 W W
Reverse Damage

Reverse Damage

Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

1 W W
Righteousness

Righteousness

Instant

Target blocking creature gets +7/+7 until end of turn.

W
Samite Healer

Samite Healer

Creature — Human Cleric

: Prevent the next 1 damage that would be dealt to any target this turn.

Healers ultimately acquire the divine gifts of spiritual and physical wholeness. The most devout are also granted the ability to pass physical wholeness on to others.

1/1

1 W
Savannah Lions

Savannah Lions

Creature — Cat

The traditional kings of the jungle command a healthy respect in other climates as well. Relying mainly on their stealth and speed, Savannah Lions can take a victim by surprise, even in the endless flat plains of their homeland.

2/1

W
Serra Angel

Serra Angel

Creature — Angel

Flying, vigilance

Born with wings of light and a sword of faith, this heavenly incarnation embodies both fury and purity.

4/4

3 W W
Swords to Plowshares

Swords to Plowshares

Instant

Exile target creature. Its controller gains life equal to its power.

W
Veteran Bodyguard

Veteran Bodyguard

Creature — Human

As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead.

Good bodyguards are hard to find, mainly because they don't live long.

2/5

3 W W
Wall of Swords

Wall of Swords

Creature — Wall

Defender (This creature can't attack.) Flying

Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: "In the death of your savior will you find salvation."

3/5

3 W
White Knight

White Knight

Creature — Human Knight

First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)

Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.

2/2

W W
White Ward

White Ward

Enchantment — Aura

Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward.

W
Wrath of God

Wrath of God

Sorcery

Destroy all creatures. They can't be regenerated.

2 W W
Air Elemental

Air Elemental

Creature — Elemental

Flying

These spirits of the air are winsome and wild, and cannot be truly contained. Only marginally intelligent, they often substitute whimsy for strategy, delighting in mischief and mayhem.

4/4

3 U U
Ancestral Recall

Ancestral Recall

Instant

Target player draws three cards.

U
Animate Artifact

Animate Artifact

Enchantment — Aura

Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.

3 U
Blue Elemental Blast

Blue Elemental Blast

Instant

Choose one — • Counter target red spell. • Destroy target red permanent.

U
Braingeyser

Braingeyser

Sorcery

Target player draws X cards.

X U U
Clone

Clone

Creature — Shapeshifter

You may have Clone enter the battlefield as a copy of any creature on the battlefield.

0/0

3 U
Control Magic

Control Magic

Enchantment — Aura

Enchant creature You control enchanted creature.

2 U U
Copy Artifact

Copy Artifact

Enchantment

You may have Copy Artifact enter the battlefield as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.

1 U
Counterspell

Counterspell

Instant

Counter target spell.

U U
Creature Bond

Creature Bond

Enchantment — Aura

Enchant creature When enchanted creature dies, Creature Bond deals damage equal to that creature's toughness to the creature's controller.

1 U
Drain Power

Drain Power

Sorcery

Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.

U U
Feedback

Feedback

Enchantment — Aura

Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player.

2 U
Flight

Flight

Enchantment — Aura

Enchant creature Enchanted creature has flying.

U
Invisibility

Invisibility

Enchantment — Aura

Enchant creature Enchanted creature can't be blocked except by Walls.

U U
Jump

Jump

Instant

Target creature gains flying until end of turn.

U
Lifetap

Lifetap

Enchantment

Whenever a Forest an opponent controls becomes tapped, you gain 1 life.

U U
Lord of Atlantis

Lord of Atlantis

Creature — Merfolk

Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)

A master of tactics, the Lord of Atlantis makes his people bold in battle merely by arriving to lead them.

2/2

U U
Magical Hack

Magical Hack

Instant

Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.)

U
Mahamoti Djinn

Mahamoti Djinn

Creature — Djinn

Flying (This creature can't be blocked except by creatures with flying or reach.)

Of royal blood among the spirits of the air, the Mahamoti Djinn rides on the wings of the winds. As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.

5/6

4 U U
Mana Short

Mana Short

Instant

Tap all lands target player controls and that player loses all unspent mana.

2 U
Merfolk of the Pearl Trident

Merfolk of the Pearl Trident

Creature — Merfolk

Most human scholars believe that Merfolk are the survivors of sunken Atlantis, humans adapted to the water. Merfolk, however, believe that humans sprang forth from Merfolk who adapted themselves in order to explore their last frontier.

1/1

U
Phantasmal Forces

Phantasmal Forces

Creature — Illusion

Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay .

These beings embody the essence of true heroes long dead. Summoned from the dreamrealms, they rise to meet their enemies.

4/1

3 U
Phantasmal Terrain

Phantasmal Terrain

Enchantment — Aura

Enchant land As Phantasmal Terrain enters the battlefield, choose a basic land type. Enchanted land is the chosen type.

U U
Phantom Monster

Phantom Monster

Creature — Illusion

Flying

"While, like a ghastly rapid river, Through the pale door, A hideous throng rush out forever, And laugh—but smile no more." —Edgar Allan Poe, "The Haunted Palace"

3/3

3 U
Pirate Ship

Pirate Ship

Creature — Human Pirate

Pirate Ship can't attack unless defending player controls an Island. : Pirate Ship deals 1 damage to any target. When you control no Islands, sacrifice Pirate Ship.

4/3

4 U
Power Leak

Power Leak

Enchantment — Aura

Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. Power Leak deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.

1 U
Power Sink

Power Sink

Instant

Counter target spell unless its controller pays . If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.

X U
Prodigal Sorcerer

Prodigal Sorcerer

Creature — Human Wizard

: Prodigal Sorcerer deals 1 damage to any target.

Occasionally a member of the Institute of Arcane Study acquires a taste for worldly pleasures. Seldom do they have trouble finding employment.

1/1

2 U
Psionic Blast

Psionic Blast

Instant

Psionic Blast deals 4 damage to any target and 2 damage to you.

2 U
Psychic Venom

Psychic Venom

Enchantment — Aura

Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.

1 U
Sea Serpent

Sea Serpent

Creature — Serpent

Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent.

Legend has it that Serpents used to be bigger, but how could that be?

5/5

5 U
Siren's Call

Siren's Call

Instant

Cast this spell only during an opponent's turn, before attackers are declared. Creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.

U
Sleight of Mind

Sleight of Mind

Instant

Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)

U
Spell Blast

Spell Blast

Instant

Counter target spell with mana value X. (For example, if that spell's mana cost is , X is 5.)

X U
Stasis

Stasis

Enchantment

Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay .

1 U
Steal Artifact

Steal Artifact

Enchantment — Aura

Enchant artifact You control enchanted artifact.

2 U U
Thoughtlace

Thoughtlace

Instant

Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.)

U
Time Walk

Time Walk

Sorcery

Take an extra turn after this one.

1 U
Timetwister

Timetwister

Sorcery

Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)

2 U
Twiddle

Twiddle

Instant

You may tap or untap target artifact, creature, or land.

U
Unsummon

Unsummon

Instant

Return target creature to its owner's hand.

U
Vesuvan Doppelganger

Vesuvan Doppelganger

Creature — Shapeshifter

You may have Vesuvan Doppelganger enter the battlefield as a copy of any creature on the battlefield, except it doesn't copy that creature's color and it has "At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn't copy that creature's color and it has this ability."

0/0

3 U U
Volcanic Eruption

Volcanic Eruption

Sorcery

Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains put into a graveyard this way.

X U U U
Wall of Air

Wall of Air

Creature — Wall

Defender, flying (This creature can't attack, and it can block creatures with flying.)

"This 'standing windstorm' can hold us off indefinitely? Ridiculous!" Saying nothing, she put a pinch of salt on the table. With a bang she clapped her hands, and the salt disappeared, blown away.

1/5

1 U U
Wall of Water

Wall of Water

Creature — Wall

Defender (This creature can't attack.) : Wall of Water gets +1/+0 until end of turn.

A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path.

0/5

1 U U
Water Elemental

Water Elemental

Creature — Elemental

Unpredictable as the sea itself, Water Elementals shift without warning from tranquility to tempest. Capricious and fickle, they flow restlessly from one shape to another, expressing their moods with their physical forms.

5/4

3 U U
Animate Dead

Animate Dead

Enchantment — Aura

Enchant creature card in a graveyard When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.

1 B
Bad Moon

Bad Moon

Enchantment

Black creatures get +1/+1.

1 B
Black Knight

Black Knight

Creature — Human Knight

First strike (This creature deals combat damage before creatures without first strike.) Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)

Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

2/2

B B
Bog Wraith

Bog Wraith

Creature — Wraith

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

'Twas in the bogs of Cannelbrae My mate did meet an early grave 'Twas nothing left for us to save In the peat-filled bogs of Cannelbrae.

3/3

3 B
Contract from Below

Contract from Below

Sorcery

Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.

B
Cursed Land

Cursed Land

Enchantment — Aura

Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player.

2 B B
Dark Ritual

Dark Ritual

Instant

Add .

B
Darkpact

Darkpact

Sorcery

Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.

B B B
Deathgrip

Deathgrip

Enchantment

: Counter target green spell.

B B
Deathlace

Deathlace

Instant

Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)

B
Demonic Attorney

Demonic Attorney

Sorcery

Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of their library.

1 B B
Demonic Hordes

Demonic Hordes

Creature — Demon

: Destroy target land. At the beginning of your upkeep, unless you pay , tap Demonic Hordes and sacrifice a land of an opponent's choice.

Created to destroy Dominia, Demons can sometimes be bent to a more focused purpose.

5/5

3 B B B
Demonic Tutor

Demonic Tutor

Sorcery

Search your library for a card, put that card into your hand, then shuffle.

1 B
Drain Life

Drain Life

Sorcery

Spend only black mana on X. Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.

X 1 B
Drudge Skeletons

Drudge Skeletons

Creature — Skeleton

: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Bones scattered around us joined to form misshapen bodies. We struck at them repeatedly—they fell, but soon formed again, with the same mocking look on their faceless skulls.

1/1

1 B
Evil Presence

Evil Presence

Enchantment — Aura

Enchant land Enchanted land is a Swamp.

B
Fear

Fear

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)

B B
Frozen Shade

Frozen Shade

Creature — Shade

: Frozen Shade gets +1/+1 until end of turn.

"There are some qualities—some incorporate things,/ That have a double life, which thus is made/ A type of twin entity which springs/ From matter and light, evinced in solid and shade." —Edgar Allan Poe, "Silence"

0/1

2 B
Gloom

Gloom

Enchantment

White spells cost more to cast. Activated abilities of white enchantments cost more to activate.

2 B
Howl from Beyond

Howl from Beyond

Instant

Target creature gets +X/+0 until end of turn.

X B
Hypnotic Specter

Hypnotic Specter

Creature — Specter

Flying Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.

"...There was no trace/ Of aught on that illumined face..." —Samuel Coleridge, "Phantom"

2/2

1 B B
Lich

Lich

Enchantment

As Lich enters the battlefield, you lose life equal to your life total. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game. When Lich is put into a graveyard from the battlefield, you lose the game.

B B B B
Lord of the Pit

Lord of the Pit

Creature — Demon

Flying, trample At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.

7/7

4 B B B
Mind Twist

Mind Twist

Sorcery

Target player discards X cards at random.

X B
Nether Shadow

Nether Shadow

Creature — Spirit

Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow onto the battlefield.

1/1

B B
Nettling Imp

Nettling Imp

Creature — Imp

: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.

1/1

2 B
Nightmare

Nightmare

Creature — Nightmare Horse

Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control.

The Nightmare arises from its lair in the swamps. As the poisoned land spreads, so does the Nightmare's rage and terrifying strength.

*/*

5 B
Paralyze

Paralyze

Enchantment — Aura

Enchant creature When Paralyze enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap the creature.

B
Pestilence

Pestilence

Enchantment

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence. : Pestilence deals 1 damage to each creature and each player.

2 B B
Plague Rats

Plague Rats

Creature — Rat

Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats on the battlefield.

"Should you a Rat to madness tease Why ev'n a Rat may plague you..." —Samuel Coleridge, "Recantation"

*/*

2 B
Raise Dead

Raise Dead

Sorcery

Return target creature card from your graveyard to your hand.

B
Royal Assassin

Royal Assassin

Creature — Human Assassin

: Destroy target tapped creature.

Trained in the arts of stealth, the royal assassins choose their victims carefully, relying on timing and precision rather than brute force.

1/1

1 B B
Sacrifice

Sacrifice

Instant

As an additional cost to cast this spell, sacrifice a creature. Add an amount of equal to the sacrificed creature's mana value.

B
Scathe Zombies

Scathe Zombies

Creature — Zombie

"They groaned, they stirred, they all uprose,/ Nor spake, nor moved their eyes;/ It had been strange, even in a dream,/ To have seen those dead men rise."/ —Samuel Coleridge, "The Rime of the Ancient Mariner"

2/2

2 B
Scavenging Ghoul

Scavenging Ghoul

Creature — Zombie

At the beginning of each end step, put a corpse counter on Scavenging Ghoul for each creature that died this turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul.

2/2

3 B
Sengir Vampire

Sengir Vampire

Creature — Vampire

Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.

4/4

3 B B
Simulacrum

Simulacrum

Instant

You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.

1 B
Sinkhole

Sinkhole

Sorcery

Destroy target land.

B B
Terror

Terror

Instant

Destroy target nonartifact, nonblack creature. It can't be regenerated.

1 B
Unholy Strength

Unholy Strength

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+1.

B
Wall of Bone

Wall of Bone

Creature — Skeleton Wall

Defender (This creature can't attack.) : Regenerate Wall of Bone. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

The Wall of Bone is said to be an aspect of the Great Wall in Hel, where the bones of all sinners wait for Ragnarok, when Hela will call them forth for the final battle.

1/4

2 B
Warp Artifact

Warp Artifact

Enchantment — Aura

Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.

B B
Weakness

Weakness

Enchantment — Aura

Enchant creature Enchanted creature gets -2/-1.

B
Will-o'-the-Wisp

Will-o'-the-Wisp

Creature — Spirit

Flying (This creature can't be blocked except by creatures with flying or reach.) : Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

"About, about in reel and rout The death-fires danced at night; The water, like a witch's oils, Burnt green, and blue and white." —Samuel Coleridge, "The Rime of the Ancient Mariner"

0/1

B
Word of Command

Word of Command

Instant

Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.

B B
Zombie Master

Zombie Master

Creature — Zombie

Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.) Other Zombies have ": Regenerate this permanent."

They say the Zombie Master controlled these foul creatures even before his own death, but now that he is one of them, nothing can make them betray him.

2/3

1 B B
Burrowing

Burrowing

Enchantment — Aura

Enchant creature Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)

R
Chaoslace

Chaoslace

Instant

Target spell or permanent becomes red. (Its mana symbols remain unchanged.)

R
Disintegrate

Disintegrate

Sorcery

Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.

X R
Dragon Whelp

Dragon Whelp

Creature — Dragon

Flying : Dragon Whelp gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Dragon Whelp at the beginning of the next end step.

"O to be a dragon . . . of silkworm size or immense . . ." —Marianne Moore, "O to Be a Dragon"

2/3

2 R R
Dwarven Demolition Team

Dwarven Demolition Team

Creature — Dwarf

: Destroy target Wall.

Foolishly, Najib retreated to his castle at El-Abar; the next morning he was dead. In just one night, the dwarven forces had reduced the mighty walls to mere rubble.

1/1

2 R
Dwarven Warriors

Dwarven Warriors

Creature — Dwarf Warrior

: Target creature with power 2 or less can't be blocked this turn.

1/1

2 R
Earth Elemental

Earth Elemental

Creature — Elemental

Earth Elementals have the eternal strength of stone and the endurance of mountains. Primordially connected to the land they inhabit, they take a long-term view of things, scorning the impetuous haste of short-lived mortal creatures.

4/5

3 R R
Earthbind

Earthbind

Enchantment — Aura

Enchant creature When Earthbind enters the battlefield, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying."

R
Earthquake

Earthquake

Sorcery

Earthquake deals X damage to each creature without flying and each player.

X R
False Orders

False Orders

Instant

Cast this spell only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.

R
Fire Elemental

Fire Elemental

Creature — Elemental

Fire Elementals are ruthless infernos, annihilating and consuming their foes in a frenzied holocaust. Crackling and blazing, they sear swift, terrible paths, leaving the land charred and scorched in their wake.

5/4

3 R R
Fireball

Fireball

Sorcery

This spell costs more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.

X R
Firebreathing

Firebreathing

Enchantment — Aura

Enchant creature : Enchanted creature gets +1/+0 until end of turn.

"And topples round the dreary west A looming bastion fringed with fire." —Alfred, Lord Tennyson, "In Memoriam"

R
Flashfires

Flashfires

Sorcery

Destroy all Plains.

3 R
Fork

Fork

Instant

Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.

R R
Goblin Balloon Brigade

Goblin Balloon Brigade

Creature — Goblin Warrior

: Goblin Balloon Brigade gains flying until end of turn.

"From up here we can drop rocks and arrows and more rocks!" "Uh, yeah boss, but how do we get down?"

1/1

R
Goblin King

Goblin King

Creature — Goblin

Other Goblins get +1/+1 and have mountainwalk.

To become king of the Goblins, one must assassinate the previous king. Thus, only the most foolish seek positions of leadership.

2/2

1 R R
Granite Gargoyle

Granite Gargoyle

Creature — Gargoyle

Flying : Granite Gargoyle gets +0/+1 until end of turn.

"While most overworlders fortunately don't realize this, Gargoyles can be most delicious, providing you have the appropriate tools to carve them." —The Underworld Cookbook, by Asmoranomardicadaistinaculdacar

2/2

2 R
Gray Ogre

Gray Ogre

Creature — Ogre

The Ogre philosopher Gnerdel believed the purpose of life was to live as high on the food chain as possible. She refused to eat vegetarians, and preferred to live entirely on creatures that preyed on sentient beings.

2/2

2 R
Hill Giant

Hill Giant

Creature — Giant

Fortunately, Hill Giants have large blind spots in which a human can easily hide. Unfortunately, these blind spots are beneath the bottoms of their feet.

3/3

3 R
Hurloon Minotaur

Hurloon Minotaur

Creature — Minotaur

The Minotaurs of the Hurloon Mountains are known for their love of battle. They are also known for their hymns to the dead, sung for friend and foe alike. These hymns can last for days, filling the mountain valleys with their low, haunting sounds.

2/3

1 R R
Ironclaw Orcs

Ironclaw Orcs

Creature — Orc

Ironclaw Orcs can't block creatures with power 2 or greater.

Generations of genetic weeding have given rise to the deviously cowardly Ironclaw clan. To say that Orcs in general are vicious, depraved, and ignoble does not do justice to the Ironclaw.

2/2

1 R
Keldon Warlord

Keldon Warlord

Creature — Human Barbarian

Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.

*/*

2 R R
Lightning Bolt

Lightning Bolt

Instant

Lightning Bolt deals 3 damage to any target.

R
Mana Flare

Mana Flare

Enchantment

Whenever a player taps a land for mana, that player adds one mana of any type that land produced.

2 R
Manabarbs

Manabarbs

Enchantment

Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.

3 R
Mons's Goblin Raiders

Mons's Goblin Raiders

Creature — Goblin

The intricate dynamics of Rundvelt Goblin affairs are often confused with anarchy. The chaos, however, is the chaos of a thundercloud, and direction will sporadically and violently appear. Pashalik Mons and his raiders are the thunderhead that leads in the storm.

1/1

R
Orcish Artillery

Orcish Artillery

Creature — Orc Warrior

: Orcish Artillery deals 2 damage to any target and 3 damage to you.

In a rare display of ingenuity, the Orcs invented an incredibly destructive weapon. Most Orcish artillerists are those who dared criticize its effectiveness.

1/3

1 R R
Orcish Oriflamme

Orcish Oriflamme

Enchantment

Attacking creatures you control get +1/+0.

3 R
Power Surge

Power Surge

Enchantment

At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands they controlled at the beginning of this turn.

R R
Raging River

Raging River

Enchantment

Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label.

R R
Red Elemental Blast

Red Elemental Blast

Instant

Choose one — • Counter target blue spell. • Destroy target blue permanent.

R
Roc of Kher Ridges

Roc of Kher Ridges

Creature — Bird

Flying

We encountered a valley topped with immense boulders and eerie rock formations. Suddenly one of these boulders toppled from its perch and sprouted gargantuan wings, casting a shadow of darkness and sending us fleeing in terror.

3/3

3 R
Rock Hydra

Rock Hydra

Creature — Hydra

Rock Hydra enters the battlefield with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. : Prevent the next 1 damage that would be dealt to Rock Hydra this turn. : Put a +1/+1 counter on Rock Hydra. Activate only during your upkeep.

0/0

X R R
Sedge Troll

Sedge Troll

Creature — Troll

Sedge Troll gets +1/+1 as long as you control a Swamp. : Regenerate Sedge Troll.

The stench in the hovel was overpowering; something loathsome was cooking. Occasionally something surfaced in the thick paste, but my host would casually push it down before I could make out what it was.

2/2

2 R
Shatter

Shatter

Instant

Destroy target artifact.

1 R
Shivan Dragon

Shivan Dragon

Creature — Dragon

Flying (This creature can't be blocked except by creatures with flying or reach.) : Shivan Dragon gets +1/+0 until end of turn.

While it's true most Dragons are cruel, the Shivan Dragon seems to take particular glee in the misery of others, often tormenting its victims much like a cat plays with a mouse before delivering the final blow.

5/5

4 R R
Smoke

Smoke

Enchantment

Players can't untap more than one creature during their untap steps.

R R
Stone Giant

Stone Giant

Creature — Giant

: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at the beginning of the next end step.

What goes up, must come down.

3/4

2 R R
Stone Rain

Stone Rain

Sorcery

Destroy target land.

2 R
Tunnel

Tunnel

Instant

Destroy target Wall. It can't be regenerated.

R
Two-Headed Giant of Foriys

Two-Headed Giant of Foriys

Creature — Giant

Trample Two-Headed Giant of Foriys can block an additional creature each combat.

None know if this Giant is the result of aberrant magics, Siamese twins, or a mentalist's schizophrenia.

4/4

4 R
Uthden Troll

Uthden Troll

Creature — Troll

: Regenerate Uthden Troll.

"Oi oi oi, me gotta hurt in 'ere, Oi oi oi, me smell a ting is near, Gonna bosh 'n gonna nosh 'n da hurt'll disappear." —Traditional

2/2

2 R
Wall of Fire

Wall of Fire

Creature — Wall

Defender (This creature can't attack.) : Wall of Fire gets +1/+0 until end of turn.

Conjured from the bowels of hell, the fiery wall forms an impassable barrier, searing the soul of any creature attempting to pass through its terrible bursts of flame.

0/5

1 R R
Wall of Stone

Wall of Stone

Creature — Wall

Defender (This creature can't attack.)

The Earth herself lends her strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land.

0/8

1 R R
Wheel of Fortune

Wheel of Fortune

Sorcery

Each player discards their hand, then draws seven cards.

2 R
Aspect of Wolf

Aspect of Wolf

Enchantment — Aura

Enchant creature Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.

1 G
Berserk

Berserk

Instant

Cast this spell only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.

G
Birds of Paradise

Birds of Paradise

Creature — Bird

Flying : Add one mana of any color.

0/1

G
Camouflage

Camouflage

Instant

Cast this spell only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)

G
Channel

Channel

Sorcery

Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .

G G
Cockatrice

Cockatrice

Creature — Cockatrice

Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

2/4

3 G G
Craw Wurm

Craw Wurm

Creature — Wurm

The most terrifying thing about the Craw Wurm is probably the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.

6/4

4 G G
Elvish Archers

Elvish Archers

Creature — Elf Archer

First strike

I tell you, there was so many arrows flying about you couldn't hardly see the sun. So I says to young Angus, "Well, at least now we're fighting in the shade!"

2/1

1 G
Fastbond

Fastbond

Enchantment

You may play any number of lands on each of your turns. Whenever you play a land, if it wasn't the first land you played this turn, Fastbond deals 1 damage to you.

G
Fog

Fog

Instant

Prevent all combat damage that would be dealt this turn.

G
Force of Nature

Force of Nature

Creature — Elemental

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay .

8/8

2 G G G G
Fungusaur

Fungusaur

Creature — Fungus Dinosaur

Whenever Fungusaur is dealt damage, put a +1/+1 counter on it.

Rather than sheltering her young, the female Fungusaur often injures her own offspring, thereby ensuring their rapid growth.

2/2

3 G
Gaea's Liege

Gaea's Liege

Creature — Avatar

As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. : Target land becomes a Forest until Gaea's Liege leaves the battlefield.

*/*

3 G G G
Giant Growth

Giant Growth

Instant

Target creature gets +3/+3 until end of turn.

G
Giant Spider

Giant Spider

Creature — Spider

Reach (This creature can block creatures with flying.)

While it possesses potent venom, the Giant Spider often chooses not to paralyze its victims. Perhaps the creature enjoys the gentle rocking motion caused by its captives' struggles to escape its web.

2/4

3 G
Grizzly Bears

Grizzly Bears

Creature — Bear

Don't try to outrun one of Dominia's Grizzlies; it'll catch you, knock you down, and eat you. Of course, you could run up a tree. In that case you'll get a nice view before it knocks the tree down and eats you.

2/2

1 G
Hurricane

Hurricane

Sorcery

Hurricane deals X damage to each creature with flying and each player.

X G
Ice Storm

Ice Storm

Sorcery

Destroy target land.

2 G
Instill Energy

Instill Energy

Enchantment — Aura

Enchant creature Enchanted creature can attack as though it had haste. : Untap enchanted creature. Activate only during your turn and only once each turn.

G
Ironroot Treefolk

Ironroot Treefolk

Creature — Treefolk

The mating habits of Treefolk, particularly the stalwart Ironroot Treefolk, are truly absurd. Molasses comes to mind. It's amazing the species can survive at all given such protracted periods of mate selection, conjugation, and gestation.

3/5

4 G
Kudzu

Kudzu

Enchantment — Aura

Enchant land When enchanted land becomes tapped, destroy it. That land's controller may attach Kudzu to a land of their choice.

1 G G
Ley Druid

Ley Druid

Creature — Human Druid

: Untap target land.

After years of training, the Druid becomes one with nature, drawing power from the land and returning it when needed.

1/1

2 G
Lifeforce

Lifeforce

Enchantment

: Counter target black spell.

G G
Lifelace

Lifelace

Instant

Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.)

G
Living Artifact

Living Artifact

Enchantment — Aura

Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life.

G
Living Lands

Living Lands

Enchantment

All Forests are 1/1 creatures that are still lands.

3 G
Llanowar Elves

Llanowar Elves

Creature — Elf Druid

: Add .

Whenever the Llanowar Elves gather the fruits of their forest, they leave one plant of each type untouched, considering that nature's portion.

1/1

G
Lure

Lure

Enchantment — Aura

Enchant creature All creatures able to block enchanted creature do so.

1 G G
Natural Selection

Natural Selection

Instant

Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.

G
Regeneration

Regeneration

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) : Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

1 G
Regrowth

Regrowth

Sorcery

Return target card from your graveyard to your hand.

1 G
Scryb Sprites

Scryb Sprites

Creature — Faerie

Flying

The only sound was the gentle clicking of the Faeries' wings. Then those intruders who were still standing turned and fled. One thing was certain: they didn't think the Scryb were very funny anymore.

1/1

G
Shanodin Dryads

Shanodin Dryads

Creature — Nymph Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

Moving without sound, swift figures pass through branches and undergrowth completely unhindered. One with the trees around them, the Dryads of Shanodin Forest are seen only when they wish to be.

1/1

G
Stream of Life

Stream of Life

Sorcery

Target player gains X life.

X G
Thicket Basilisk

Thicket Basilisk

Creature — Basilisk

Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

Moss-covered statues littered the area, a macabre monument to the Basilisk's power.

2/4

3 G G
Timber Wolves

Timber Wolves

Creature — Wolf

Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Though many think of Wolves as solitary predators, they are actually extremely social animals. During a hunt they often call to each other, which can be quite unsettling for their prey.

1/1

G
Tranquility

Tranquility

Sorcery

Destroy all enchantments.

2 G
Tsunami

Tsunami

Sorcery

Destroy all Islands.

3 G
Verduran Enchantress

Verduran Enchantress

Creature — Human Druid

Whenever you cast an enchantment spell, you may draw a card.

Some say magic was first practiced by women, who have always felt strong ties to the land.

0/2

1 G G
Wall of Brambles

Wall of Brambles

Creature — Plant Wall

Defender (This creature can't attack.) : Regenerate Wall of Brambles.

"What else, when chaos draws all forces inward to shape a single leaf." —Conrad Aiken

2/3

2 G
Wall of Ice

Wall of Ice

Creature — Wall

Defender (This creature can't attack.)

"And through the drifts the snowy cliffs/ Did send a dismal sheen:/ Nor shapes of men nor beasts we ken—/ The ice was all between."/ —Samuel Coleridge, "The Rime of the Ancient Mariner"

0/7

2 G
Wall of Wood

Wall of Wood

Creature — Wall

Defender (This creature can't attack.)

Everybody knows that to ward off trouble, you knock on wood. But usually it's better to make a wall out of the wood and let trouble do the knocking.

0/3

G
Wanderlust

Wanderlust

Enchantment — Aura

Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.

2 G
War Mammoth

War Mammoth

Creature — Elephant

Trample

I didn't think Mammoths could ever hold a candle to a well-trained battle horse. Then one day I turned my back on a drunken soldier. His blow never landed; Mi'cha flung the brute over ten meters.

3/3

3 G
Web

Web

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.)

G
Wild Growth

Wild Growth

Enchantment — Aura

Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional .

G
Ankh of Mishra

Ankh of Mishra

Artifact

Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller.

2
Basalt Monolith

Basalt Monolith

Artifact

Basalt Monolith doesn't untap during your untap step. : Add . : Untap Basalt Monolith.

3
Black Lotus

Black Lotus

Artifact

, Sacrifice Black Lotus: Add three mana of any one color.

0
Black Vise

Black Vise

Artifact

As Black Vise enters the battlefield, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in their hand minus 4.

1
Celestial Prism

Celestial Prism

Artifact

, : Add one mana of any color.

3
Chaos Orb

Chaos Orb

Artifact

, : If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy Chaos Orb.

2
Clockwork Beast

Clockwork Beast

Artifact Creature — Beast

Clockwork Beast enters the battlefield with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this combat, remove a +1/+0 counter from it. , : Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Activate only during your upkeep.

0/4

6
Conservator

Conservator

Artifact

, : Prevent the next 2 damage that would be dealt to you this turn.

4
Copper Tablet

Copper Tablet

Artifact

At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player.

2
Crystal Rod

Crystal Rod

Artifact

Whenever a player casts a blue spell, you may pay . If you do, you gain 1 life.

1
Cyclopean Tomb

Cyclopean Tomb

Artifact

, : Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep. When Cyclopean Tomb is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with Cyclopean Tomb but that a mire counter has not been removed from with Cyclopean Tomb.

4
Dingus Egg

Dingus Egg

Artifact

Whenever a land is put into a graveyard from the battlefield, Dingus Egg deals 2 damage to that land's controller.

4
Disrupting Scepter

Disrupting Scepter

Artifact

, : Target player discards a card. Activate only during your turn.

3
Forcefield

Forcefield

Artifact

: The next time an unblocked creature of your choice would deal combat damage to you this turn, prevent all but 1 of that damage.

3
Gauntlet of Might

Gauntlet of Might

Artifact

Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional .

4
Glasses of Urza

Glasses of Urza

Artifact

: Look at target player's hand.

1
Helm of Chatzuk

Helm of Chatzuk

Artifact

, : Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

1
Howling Mine

Howling Mine

Artifact

At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.

2
Icy Manipulator

Icy Manipulator

Artifact

, : Tap target artifact, creature, or land.

4
Illusionary Mask

Illusionary Mask

Artifact

: You may choose a creature card in your hand whose mana cost could be paid by some amount of, or all of, the mana you spent on . If you do, you may cast that card face down as a 2/2 creature spell without paying its mana cost. If the creature that spell becomes as it resolves has not been turned face up and would assign or deal damage, be dealt damage, or become tapped, instead it's turned face up and assigns or deals damage, is dealt damage, or becomes tapped. Activate only as a sorcery.

2
Iron Star

Iron Star

Artifact

Whenever a player casts a red spell, you may pay . If you do, you gain 1 life.

1
Ivory Cup

Ivory Cup

Artifact

Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.

1
Jade Monolith

Jade Monolith

Artifact

: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead.

4
Jade Statue

Jade Statue

Artifact

: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Activate only during combat.

"Some of the other guys dared me to touch it, but I knew it weren't no ordinary hunk o' rock." —Norin the Wary

4
Jayemdae Tome

Jayemdae Tome

Artifact

, : Draw a card.

4
Juggernaut

Juggernaut

Artifact Creature — Juggernaut

Juggernaut attacks each combat if able. Juggernaut can't be blocked by Walls.

We had taken refuge in a small cave, thinking the entrance was too narrow for it to follow. To our horror, its gigantic head smashed into the mountainside, ripping itself a new entrance.

5/3

4
Kormus Bell

Kormus Bell

Artifact

All Swamps are 1/1 black creatures that are still lands.

4
Library of Leng

Library of Leng

Artifact

You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.

1
Living Wall

Living Wall

Artifact Creature — Wall

Defender (This creature can't attack.) : Regenerate Living Wall.

Some fiendish mage had created a horrifying wall of living flesh, patched together from a jumble of still-recognizable body parts. As we sought to hew our way through it, some unknown power healed the gaping wounds we cut, denying us passage.

0/6

4
Mana Vault

Mana Vault

Artifact

Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay . If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. : Add .

1
Meekstone

Meekstone

Artifact

Creatures with power 3 or greater don't untap during their controllers' untap steps.

1
Mox Emerald

Mox Emerald

Artifact

: Add .

0
Mox Jet

Mox Jet

Artifact

: Add .

0
Mox Pearl

Mox Pearl

Artifact

: Add .

0
Mox Ruby

Mox Ruby

Artifact

: Add .

0
Mox Sapphire

Mox Sapphire

Artifact

: Add .

0
Nevinyrral's Disk

Nevinyrral's Disk

Artifact

Nevinyrral's Disk enters the battlefield tapped. , : Destroy all artifacts, creatures, and enchantments.

4
Obsianus Golem

Obsianus Golem

Artifact Creature — Golem

"The foot stone is connected to the ankle stone, the ankle stone is connected to the leg stone..." —Song of the Artificer

4/6

6
Rod of Ruin

Rod of Ruin

Artifact

, : Rod of Ruin deals 1 damage to any target.

4
Sol Ring

Sol Ring

Artifact

: Add .

1
Soul Net

Soul Net

Artifact

Whenever a creature dies, you may pay . If you do, you gain 1 life.

1
Sunglasses of Urza

Sunglasses of Urza

Artifact

You may spend white mana as though it were red mana.

3
The Hive

The Hive

Artifact

, : Create a 1/1 colorless Insect artifact creature token with flying named Wasp. (It can't be blocked except by creatures with flying or reach.)

5
Throne of Bone

Throne of Bone

Artifact

Whenever a player casts a black spell, you may pay . If you do, you gain 1 life.

1
Time Vault

Time Vault

Artifact

Time Vault enters the battlefield tapped. Time Vault doesn't untap during your untap step. If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault. : Take an extra turn after this one.

2
Winter Orb

Winter Orb

Artifact

As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.

2
Wooden Sphere

Wooden Sphere

Artifact

Whenever a player casts a green spell, you may pay . If you do, you gain 1 life.

1
Badlands

Badlands

Land — Swamp Mountain

(: Add or .)

Bayou

Bayou

Land — Swamp Forest

(: Add or .)

Plateau

Plateau

Land — Mountain Plains

(: Add or .)

Savannah

Savannah

Land — Forest Plains

(: Add or .)

Scrubland

Scrubland

Land — Plains Swamp

(: Add or .)

Taiga

Taiga

Land — Mountain Forest

(: Add or .)

Tropical Island

Tropical Island

Land — Forest Island

(: Add or .)

Tundra

Tundra

Land — Plains Island

(: Add or .)

Underground Sea

Underground Sea

Land — Island Swamp

(: Add or .)

Volcanic Island

Volcanic Island

Land — Island Mountain

(: Add or .)

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)