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Animate Wall
Enchantment — Aura
Enchant Wall
Enchanted Wall can attack as though it didn't have defender.
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Armageddon
Sorcery
Destroy all lands.
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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.
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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
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Black Ward
Enchantment — Aura
Enchant creature
Enchanted creature has protection from black. This effect doesn't remove Black Ward.
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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.
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Blessing
Enchantment — Aura
Enchant creature
: Enchanted creature gets +1/+1 until end of turn.
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Blue Ward
Enchantment — Aura
Enchant creature
Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.
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Castle
Enchantment
Untapped creatures you control get +0/+2.
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Circle of Protection: Black
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Blue
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Green
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: Red
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
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Circle of Protection: White
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
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Consecrate Land
Enchantment — Aura
Enchant land
Enchanted land has indestructible and can't be enchanted by other Auras.
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Conversion
Enchantment
At the beginning of your upkeep, sacrifice Conversion unless you pay .
All Mountains are Plains.
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Crusade
Enchantment
White creatures get +1/+1.
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Death Ward
Instant
Regenerate target creature.
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Disenchant
Instant
Destroy target artifact or enchantment.
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Farmstead
Enchantment — Aura
Enchant land
Enchanted land has "At the beginning of your upkeep, you may pay . If you do, you gain 1 life."
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Green Ward
Enchantment — Aura
Enchant creature
Enchanted creature has protection from green. This effect doesn't remove Green Ward.
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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.
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Healing Salve
Instant
Choose one —
• Target player gains 3 life.
• Prevent the next 3 damage that would be dealt to any target this turn.
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Holy Armor
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2.
: Enchanted creature gets +0/+1 until end of turn.
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Holy Strength
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2.
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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.
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Karma
Enchantment
At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.
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Lance
Enchantment — Aura
Enchant creature
Enchanted creature has first strike.
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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
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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
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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
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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
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Purelace
Instant
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
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Red Ward
Enchantment — Aura
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove Red Ward.
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Resurrection
Sorcery
Return target creature card from your graveyard to the battlefield.
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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.
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Righteousness
Instant
Target blocking creature gets +7/+7 until end of turn.
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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
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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
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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
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Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
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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
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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
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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
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White Ward
Enchantment — Aura
Enchant creature
Enchanted creature has protection from white. This effect doesn't remove White Ward.
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Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.
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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
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Ancestral Recall
Instant
Target player draws three cards.
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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.
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Blue Elemental Blast
Instant
Choose one —
• Counter target red spell.
• Destroy target red permanent.
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Braingeyser
Sorcery
Target player draws X cards.
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Clone
Creature — Shapeshifter
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
0/0
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Control Magic
Enchantment — Aura
Enchant creature
You control enchanted creature.
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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.
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Counterspell
Instant
Counter target spell.
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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.
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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.
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Feedback
Enchantment — Aura
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player.
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Flight
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
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Invisibility
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked except by Walls.
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Jump
Instant
Target creature gains flying until end of turn.
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Lifetap
Enchantment
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.
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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
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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.)
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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
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Mana Short
Instant
Tap all lands target player controls and that player loses all unspent mana.
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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
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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
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Phantasmal Terrain
Enchantment — Aura
Enchant land
As Phantasmal Terrain enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.
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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
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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
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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.
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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.
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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
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Psionic Blast
Instant
Psionic Blast deals 4 damage to any target and 2 damage to you.
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Psychic Venom
Enchantment — Aura
Enchant land
Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.
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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
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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.
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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.)
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Spell Blast
Instant
Counter target spell with mana value X. (For example, if that spell's mana cost is , X is 5.)
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Stasis
Enchantment
Players skip their untap steps.
At the beginning of your upkeep, sacrifice Stasis unless you pay .
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Steal Artifact
Enchantment — Aura
Enchant artifact
You control enchanted artifact.
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Thoughtlace
Instant
Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.)
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Time Walk
Sorcery
Take an extra turn after this one.
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Timetwister
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
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Twiddle
Instant
You may tap or untap target artifact, creature, or land.
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Unsummon
Instant
Return target creature to its owner's hand.
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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
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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.
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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
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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
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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
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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.
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Bad Moon
Enchantment
Black creatures get +1/+1.
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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
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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
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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.
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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.
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Dark Ritual
Instant
Add .
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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.
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Deathgrip
Enchantment
: Counter target green spell.
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Deathlace
Instant
Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)
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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.
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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
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Demonic Tutor
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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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.
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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
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Evil Presence
Enchantment — Aura
Enchant land
Enchanted land is a Swamp.
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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.)
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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
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Gloom
Enchantment
White spells cost more to cast.
Activated abilities of white enchantments cost more to activate.
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Howl from Beyond
Instant
Target creature gets +X/+0 until end of turn.
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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
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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.
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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
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Mind Twist
Sorcery
Target player discards X cards at random.
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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
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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
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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.
*/*
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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.
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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.
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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"
*/*
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Raise Dead
Sorcery
Return target creature card from your graveyard to your hand.
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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
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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.
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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
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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
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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
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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.
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Sinkhole
Sorcery
Destroy target land.
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Terror
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated.
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Unholy Strength
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+1.
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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
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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.
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Weakness
Enchantment — Aura
Enchant creature
Enchanted creature gets -2/-1.
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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
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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.
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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
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Burrowing
Enchantment — Aura
Enchant creature
Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Chaoslace
Instant
Target spell or permanent becomes red. (Its mana symbols remain unchanged.)
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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.
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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
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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
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Dwarven Warriors
Creature — Dwarf Warrior
: Target creature with power 2 or less can't be blocked this turn.
1/1
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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
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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."
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Earthquake
Sorcery
Earthquake deals X damage to each creature without flying and each player.
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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.
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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
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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.
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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"
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Flashfires
Sorcery
Destroy all Plains.
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Fork
Instant
Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.
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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
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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
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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
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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
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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
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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
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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
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Keldon Warlord
Creature — Human Barbarian
Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.
*/*
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Lightning Bolt
Instant
Lightning Bolt deals 3 damage to any target.
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Mana Flare
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Manabarbs
Enchantment
Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.
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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
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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
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Orcish Oriflamme
Enchantment
Attacking creatures you control get +1/+0.
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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.
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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.
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Red Elemental Blast
Instant
Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
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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
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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
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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
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Shatter
Instant
Destroy target artifact.
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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
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Smoke
Enchantment
Players can't untap more than one creature during their untap steps.
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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
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Stone Rain
Sorcery
Destroy target land.
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Tunnel
Instant
Destroy target Wall. It can't be regenerated.
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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
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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
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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
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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
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Wheel of Fortune
Sorcery
Each player discards their hand, then draws seven cards.
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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.
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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.
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Birds of Paradise
Creature — Bird
Flying
: Add one mana of any color.
0/1
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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.)
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Channel
Sorcery
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
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Cockatrice
Creature — Cockatrice
Flying
Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
2/4
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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
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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
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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.
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Fog
Instant
Prevent all combat damage that would be dealt this turn.
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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
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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
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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.
*/*
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Giant Growth
Instant
Target creature gets +3/+3 until end of turn.
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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
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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
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Hurricane
Sorcery
Hurricane deals X damage to each creature with flying and each player.
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Ice Storm
Sorcery
Destroy target land.
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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.
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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
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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.
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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
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Lifeforce
Enchantment
: Counter target black spell.
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Lifelace
Instant
Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.)
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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.
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Living Lands
Enchantment
All Forests are 1/1 creatures that are still lands.
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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
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Lure
Enchantment — Aura
Enchant creature
All creatures able to block enchanted creature do so.
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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.
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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.)
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Regrowth
Sorcery
Return target card from your graveyard to your hand.
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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
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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
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Stream of Life
Sorcery
Target player gains X life.
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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
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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
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Tranquility
Sorcery
Destroy all enchantments.
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Tsunami
Sorcery
Destroy all Islands.
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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
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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
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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
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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
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Wanderlust
Enchantment — Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.
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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
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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.)
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Wild Growth
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
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Ankh of Mishra
Artifact
Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller.
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Basalt Monolith
Artifact
Basalt Monolith doesn't untap during your untap step.
: Add .
: Untap Basalt Monolith.
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Black Lotus
Artifact
, Sacrifice Black Lotus: Add three mana of any one color.
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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.
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Celestial Prism
Artifact
, : Add one mana of any color.
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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.
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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
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Conservator
Artifact
, : Prevent the next 2 damage that would be dealt to you this turn.
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Copper Tablet
Artifact
At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player.
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Crystal Rod
Artifact
Whenever a player casts a blue spell, you may pay . If you do, you gain 1 life.
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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.
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Dingus Egg
Artifact
Whenever a land is put into a graveyard from the battlefield, Dingus Egg deals 2 damage to that land's controller.
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Disrupting Scepter
Artifact
, : Target player discards a card. Activate only during your turn.
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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.
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Gauntlet of Might
Artifact
Red creatures get +1/+1.
Whenever a Mountain is tapped for mana, its controller adds an additional .
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Glasses of Urza
Artifact
: Look at target player's hand.
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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.)
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Howling Mine
Artifact
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.
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Icy Manipulator
Artifact
, : Tap target artifact, creature, or land.
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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.
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Iron Star
Artifact
Whenever a player casts a red spell, you may pay . If you do, you gain 1 life.
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Ivory Cup
Artifact
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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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.
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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
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Jayemdae Tome
Artifact
, : Draw a card.
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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
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Kormus Bell
Artifact
All Swamps are 1/1 black creatures that are still lands.
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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.
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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
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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 .
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Meekstone
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.
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Mox Emerald
Artifact
: Add .
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Mox Jet
Artifact
: Add .
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Mox Pearl
Artifact
: Add .
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Mox Ruby
Artifact
: Add .
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Mox Sapphire
Artifact
: Add .
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Nevinyrral's Disk
Artifact
Nevinyrral's Disk enters the battlefield tapped.
, : Destroy all artifacts, creatures, and enchantments.
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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
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Rod of Ruin
Artifact
, : Rod of Ruin deals 1 damage to any target.
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Sol Ring
Artifact
: Add .
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Soul Net
Artifact
Whenever a creature dies, you may pay . If you do, you gain 1 life.
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Sunglasses of Urza
Artifact
You may spend white mana as though it were red mana.
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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.)
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Throne of Bone
Artifact
Whenever a player casts a black spell, you may pay . If you do, you gain 1 life.
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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.
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Winter Orb
Artifact
As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.
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Wooden Sphere
Artifact
Whenever a player casts a green spell, you may pay . If you do, you gain 1 life.
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Badlands
Land — Swamp Mountain
(: Add or .)
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Bayou
Land — Swamp Forest
(: Add or .)
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Plateau
Land — Mountain Plains
(: Add or .)
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Savannah
Land — Forest Plains
(: Add or .)
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Scrubland
Land — Plains Swamp
(: Add or .)
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Taiga
Land — Mountain Forest
(: Add or .)
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Tropical Island
Land — Forest Island
(: Add or .)
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Tundra
Land — Plains Island
(: Add or .)
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Underground Sea
Land — Island Swamp
(: Add or .)
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Volcanic Island
Land — Island Mountain
(: Add or .)
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Plains
Basic Land — Plains
(: Add .)
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Plains
Basic Land — Plains
(: Add .)
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Plains
Basic Land — Plains
(: Add .)
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Island
Basic Land — Island
(: Add .)
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Island
Basic Land — Island
(: Add .)
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Island
Basic Land — Island
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
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Swamp
Basic Land — Swamp
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Mountain
Basic Land — Mountain
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
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Forest
Basic Land — Forest
(: Add .)
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