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Angry Mob
Creature — Human
Trample
As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
2+*/2+*
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Blood of the Martyr
Instant
Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead.
The willow knows what the storm does not: that the power to endure harm outlives the power to inflict it.
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Brainwash
Enchantment — Aura
Enchant creature
Enchanted creature can't attack unless its controller pays .
"They're not your friends; they despise you. I'm the only one you can count on. Trust me."
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Cleansing
Sorcery
For each land, destroy that land unless any player pays 1 life.
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Dust to Dust
Sorcery
Exile two target artifacts.
Tervish never noticed that the amulet had vanished. It had disappeared not only from his possession, but from his memory as well.
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Exorcist
Creature — Human Cleric
, : Destroy target black creature.
Though they often bore little greater charm than the demons they battled, exorcists were always welcome in Scarwood.
1/1
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Fasting
Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it.
If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life.
When you draw a card, destroy Fasting.
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Festival
Instant
Cast this spell only during an opponent's upkeep.
Creatures can't attack this turn.
Only after the townsfolk had drawn us into their merry celebration did we discover that their holiday rituals held a deeper purpose.
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Fire and Brimstone
Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
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Holy Light
Instant
Nonwhite creatures get -1/-1 until end of turn.
"Bathed in hallowed light, the infidels looked upon the impurities of their souls and despaired." —*The Book of Tal*
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Knights of Thorn
Creature — Human Knight
Protection from red; 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.)
"With a great cry, the Goblin host broke and ran as the first wave of Knights penetrated its ranks." —Tivadar of Thorn, *History of the Goblin Wars*
2/2
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Martyr's Cry
Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
"It is only fitting that one such as I should die in pursuit of knowledge."
—Vervamon the Elder
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Miracle Worker
Creature — Human Cleric
: Destroy target Aura attached to a creature you control.
"Those blessed hands could bring surcease to even the most tainted soul."
—Sister Betje, *Miracles of the Saints*
1/1
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Morale
Instant
Attacking creatures get +1/+1 until end of turn.
"After Lacjsi's speech, the Knights grew determined to crush their ancient enemies clan by clan." —Tivadar of Thorn, *History of the Goblin Wars*
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Pikemen
Creature — Human Soldier
First strike; 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.)
"As the cavalry bore down, we faced them with swords drawn and pikes hidden in the grass at our feet. 'Don't lift your pikes 'til I give the word,' I said." —Maeveen O'Donagh, *Memoirs of a Soldier*
1/1
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Preacher
Creature — Human Cleric
You may choose not to untap Preacher during your untap step.
: For as long as Preacher remains tapped, gain control of target creature of an opponent's choice they control.
1/1
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Squire
Creature — Human Soldier
"Of twenty yeer of age he was, I gesse.
Of his stature he was of even lengthe,
And wonderly deliver, and greete of strengthe."
—Geoffrey Chaucer, *The Canterbury Tales*
1/2
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Tivadar's Crusade
Sorcery
Destroy all Goblins.
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Witch Hunter
Creature — Human Cleric
: Witch Hunter deals 1 damage to target player or planeswalker.
, : Return target creature an opponent controls to its owner's hand.
1/1
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Amnesia
Sorcery
Target player reveals their hand and discards all nonland cards.
"When one has witnessed the unspeakable, 'tis sometimes better to forget." —Vervamon the Elder
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Apprentice Wizard
Creature — Human Wizard
, : Add .
0/1
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Dance of Many
Enchantment
When Dance of Many enters the battlefield, create a token that's a copy of target nontoken creature.
When Dance of Many leaves the battlefield, exile the token.
When the token leaves the battlefield, sacrifice Dance of Many.
At the beginning of your upkeep, sacrifice Dance of Many unless you pay .
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Deep Water
Enchantment
: Until end of turn, if you tap a land you control for mana, it produces instead of any other type.
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Drowned
Creature — Zombie
: Regenerate Drowned.
We asked Captain Soll what became of the Serafina, but all he said was, "Ships that go down shouldn't come back up."
1/1
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Electric Eel
Creature — Fish
When Electric Eel enters the battlefield, it deals 1 damage to you.
: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.
1/1
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Erosion
Enchantment — Aura
Enchant land
At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays or 1 life.
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Flood
Enchantment
: Tap target creature without flying.
"A dash of cool water does wonders to clear a cluttered battlefield." —Vibekke Ragnild, *Witches and War*
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Ghost Ship
Creature — Spirit
Flying
: Regenerate Ghost Ship.
"That phantom prow split the storm as lightning cast its long shadow on the battlefield below." —Mireille Gaetane, *The Valeriad*
2/4
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Giant Shark
Creature — Shark
Giant Shark can't attack unless defending player controls an Island.
Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn.
When you control no Islands, sacrifice Giant Shark.
4/4
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Leviathan
Creature — Leviathan
Trample
Leviathan enters the battlefield tapped and doesn't untap during your untap step.
At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.
Leviathan can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.)
10/10
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Mana Vortex
Enchantment
When you cast this spell, counter it unless you sacrifice a land.
At the beginning of each player's upkeep, that player sacrifices a land.
When there are no lands on the battlefield, sacrifice Mana Vortex.
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Merfolk Assassin
Creature — Merfolk Assassin
: Destroy target creature with islandwalk.
1/2
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Mind Bomb
Sorcery
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.
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Psychic Allergy
Enchantment
As Psychic Allergy enters the battlefield, choose a color.
At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of nontoken permanents of the chosen color they control.
At the beginning of your upkeep, destroy Psychic Allergy unless you sacrifice two Islands.
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Riptide
Instant
Tap all blue creatures.
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Sunken City
Enchantment
At the beginning of your upkeep, sacrifice Sunken City unless you pay .
Blue creatures get +1/+1.
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Tangle Kelp
Enchantment — Aura
Enchant creature
When Tangle Kelp enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn.
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Water Wurm
Creature — Wurm
Water Wurm gets +0/+1 as long as an opponent controls an Island.
1/1
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Ashes to Ashes
Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
"All rivers eventually run to the sea. My job is to sort out who goes first." —Maeveen O'Donagh, Memoirs of a Soldier
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Banshee
Creature — Spirit
, : Banshee deals half X damage, rounded down, to any target, and half X damage, rounded up, to you.
Some say Banshees are the hounds of Death, baying to herd their prey into the arms of their master.
0/1
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Bog Imp
Creature — Imp
Flying (This creature can't be blocked except by creatures with flying or reach.)
On guard for larger dangers, we underestimated the power and speed of the Imp's muck-crusted claws.
1/1
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Bog Rats
Creature — Rat
Bog Rats can't be blocked by Walls.
Their stench was vile and strong enough, but not nearly as powerful as their hunger.
1/1
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Curse Artifact
Enchantment — Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless they sacrifice that artifact.
Voska feared the artifact had come too easily.
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Eater of the Dead
Creature — Horror
: If Eater of the Dead is tapped, exile target creature card from a graveyard and untap Eater of the Dead.
Even the putrid muscles of the dead can provide strength to those loathsome enough to consume them.
3/4
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Frankenstein's Monster
Creature — Zombie
As Frankenstein's Monster enters the battlefield, exile X creature cards from your graveyard. If you can't, put Frankenstein's Monster into its owner's graveyard instead of onto the battlefield. For each creature card exiled this way, Frankenstein's Monster enters the battlefield with a +2/+0, +1/+1, or +0/+2 counter on it.
0/1
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Grave Robbers
Creature — Human Rogue
, : Exile target artifact card from a graveyard. You gain 2 life.
"If you don't have your health, you don't have anything."
—Proverb
1/1
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Inquisition
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
Many of those entrusted to Primata Delphine's care tended to express themselves with screams.
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Marsh Gas
Instant
All creatures get -2/-0 until end of turn.
"Comes right outta th' ground. If ya can smell it, it's too late."
—Keevy Bogsbury
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Murk Dwellers
Creature — Zombie
Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.
When Raganorn unsealed the catacombs, he found more than the dead and their treasures.
2/2
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Nameless Race
Creature
Trample
As Nameless Race enters the battlefield, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards.
Nameless Race's power and toughness are each equal to the life paid as it entered the battlefield.
*/*
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Rag Man
Creature — Human Minion
, : Target opponent reveals their hand and discards a creature card at random. Activate only during your turn.
"Aw, he's just a silly, dirty little man. What's to be afraid of?"
2/1
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Season of the Witch
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life.
At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
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The Fallen
Creature — Zombie
At the beginning of your upkeep, The Fallen deals 1 damage to each opponent and planeswalker it has dealt damage to this game.
Magic often masters those who cannot master it.
2/3
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Uncle Istvan
Creature — Human
Prevent all damage that would be dealt to Uncle Istvan by creatures.
Solitude drove the old hermit insane. Now he only keeps company with those he can catch.
1/3
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Word of Binding
Sorcery
Tap X target creatures.
"That was the worst experience of my days, standing there helpless as they killed my whole troop." —Maeveen O'Donagh, *Memoirs of a Soldier*
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Worms of the Earth
Enchantment
Players can't play lands.
Lands can't enter the battlefield.
At the beginning of each upkeep, any player may sacrifice two lands or have Worms of the Earth deal 5 damage to that player. If a player does either, destroy Worms of the Earth.
The ground collapsed, leaving nothing but the great Worms' mucous residues.
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Ball Lightning
Creature — Elemental
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Haste (This creature can attack and as soon as it comes under your control.)
At the beginning of the end step, sacrifice Ball Lightning.
6/1
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Blood Moon
Enchantment
Nonbasic lands are Mountains.
Heavy light flooded across the landscape, cloaking everything in deep crimson.
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Brothers of Fire
Creature — Human Shaman
: Brothers of Fire deals 1 damage to any target and 1 damage to you.
Fire is never a gentle master.
2/2
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Cave People
Creature — Human
Whenever Cave People attacks, it gets +1/-2 until end of turn.
, : Target creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
1/4
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Eternal Flame
Sorcery
Eternal Flame deals X damage to target opponent or planeswalker and half X damage, rounded up, to you, where X is the number of Mountains you control.
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Fire Drake
Creature — Drake
Flying
: Fire Drake gets +1/+0 until end of turn. Activate only once each turn.
1/2
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Fissure
Instant
Destroy target creature or land. It can't be regenerated.
"Must not all things at the last be swallowed up in death?" —Plato
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Goblin Caves
Enchantment — Aura
Enchant land
As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2.
The stench of countless generations of unspeakable activities was enough to loosen both our footing and our stomachs.
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Goblin Digging Team
Creature — Goblin
, Sacrifice Goblin Digging Team: Destroy target Wall.
"From down here we can make the whole wall collapse!" "Uh, yeah, boss, but how do we get out?"
1/1
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Goblin Hero
Creature — Goblin
They attacked in an orgy of rage and madness, but only one seemed as focused on killing us as on the sheer joy of battle.
2/2
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Goblin Rock Sled
Creature — Goblin
Trample
Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn.
Goblin Rock Sled can't attack unless defending player controls a Mountain.
3/1
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Goblin Shrine
Enchantment — Aura
Enchant land
As long as enchanted land is a basic Mountain, Goblin creatures get +1/+0.
When Goblin Shrine leaves the battlefield, it deals 1 damage to each Goblin creature.
"I knew it weren't no ordinary pile of—you know." —Norin the Wary
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Goblin Wizard
Creature — Goblin Wizard
: You may put a Goblin permanent card from your hand onto the battlefield.
: Target Goblin gains protection from white until end of turn.
1/1
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Goblins of the Flarg
Creature — Goblin Warrior
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
When you control a Dwarf, sacrifice Goblins of the Flarg.
1/1
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Inferno
Instant
Inferno deals 6 damage to each creature and each player.
"Any scrap of compassion that still existed in my soul was permanently snuffed out when they cast me out into the flames." —Mairsil, called the Pretender
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Mana Clash
Sorcery
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.
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Orc General
Creature — Orc Warrior
, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn.
"Your army must fear you more than the enemy. Only then will you triumph." —Malga Phlegmtooth
2/2
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Sisters of the Flame
Creature — Human Shaman
: Add .
We are many wicks sharing a common tallow; we feed the skies with the ashes of our prey.
2/2
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Carnivorous Plant
Creature — Plant Wall
Defender
"It had a mouth like that of a great beast, and gnashed its teeth as it strained to reach us. I am thankful it possessed no means of locomotion." —Vervamon the Elder
4/5
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Elves of Deep Shadow
Creature — Elf Druid
: Add . Elves of Deep Shadow deals 1 damage to you.
"They are aberrations who have turned on everything we hold sacred. Let them be cast out." —Ailheen, Speaker of the Council
1/1
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Gaea's Touch
Enchantment
: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Sacrifice Gaea's Touch: Add .
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Gaea's Touch
Enchantment
: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Sacrifice Gaea's Touch: Add .
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Hidden Path
Enchantment
Green creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
"Where moments before we were lost beyond hope, the strange, floating lights showed us the way and restored our morale."
—Vervamon the Elder
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Land Leeches
Creature — Leech
First strike
"The standard cure for leeches requires the application of burning embers. Alternative methods must be devised should an ember of sufficient size prove more harmful than the leech." —Vervamon the Elder
2/2
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Lurker
Creature — Beast
Lurker can't be the target of spells unless it attacked or blocked this turn.
"Each night we felt it watching us from the darkness beyond our fire. We only had one pack horse left."
—Maeveen O'Donagh, *Memoirs of a Soldier*
2/3
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Marsh Viper
Creature — Snake
Whenever Marsh Viper deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
"All we had left were their black and bloated bodies." —Maeveen O'Donagh, *Memoirs of a Soldier*
1/2
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Niall Silvain
Creature — Ouphe
, : Regenerate target creature.
This is his domain, and while you remain here you must value all life as you value your own.
2/2
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People of the Woods
Creature — Human
People of the Woods's toughness is equal to the number of Forests you control.
"Their rain of arrows left only myself alive, cowering within a tree hollow. They did not even come out to loot the bodies."
—Vervamon the Elder
1/*
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Savaen Elves
Creature — Elf
, : Destroy target Aura attached to a land.
"Purity of magic can only come from purity of the land. How can a meal nourish if the ingredients are spoiled?" —Sidaine of Savaen
1/1
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Scarwood Bandits
Creature — Human Rogue
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
, : Unless an opponent pays , gain control of target artifact for as long as Scarwood Bandits remains on the battlefield.
2/2
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Scarwood Hag
Creature — Hag
, : Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
: Target creature loses forestwalk until end of turn.
1/1
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Scavenger Folk
Creature — Human
, , Sacrifice Scavenger Folk: Destroy target artifact.
String, weapons, wax, or jewels—it makes no difference. Leave nothing unguarded in Scarwood.
1/1
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Spitting Slug
Creature — Slug
Whenever Spitting Slug blocks or becomes blocked, you may pay . If you do, Spitting Slug gains first strike until end of turn. Otherwise, each creature blocking or blocked by Spitting Slug gains first strike until end of turn.
2/4
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Tracker
Creature — Human
, : Tracker deals damage equal to its power to target creature. That creature deals damage equal to its power to Tracker.
2/2
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Venom
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat.
"I told him it was just a flesh wound, a wee scratch, but the next time I looked at him, poor Tadhg was dead and gone." —Maeveen O'Donagh, *Memoirs of a Soldier*
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Whippoorwill
Creature — Bird
, : Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another permanent or player. When the creature dies this turn, exile the creature.
If the Whippoorwill remains silent, the soul has not reached its reward.
1/1
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Wormwood Treefolk
Creature — Treefolk
: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you. (It can't be blocked as long as defending player controls a Forest.)
: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you. (It can't be blocked as long as defending player controls a Swamp.)
4/4
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Marsh Goblins
Creature — Goblin
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Even the other Goblin races shun the Marsh Goblins, thanks to certain unwholesome customs they practice.
1/1
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Scarwood Goblins
Creature — Goblin
Larger and more cunning than most Goblins, Scarwood Goblins are thankfully found only in isolated pockets.
2/2
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Dark Heart of the Wood
Enchantment
Sacrifice a Forest: You gain 3 life.
Even the Goblins shun this haunted place, where the tree limbs twist in agony and the ground seems to scuttle under your feet.
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Barl's Cage
Artifact
: Target creature doesn't untap during its controller's next untap step.
For a dozen years the Cage had held Lord Ith, but as the Pretender Mairsil's power weakened, so did the bars.
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Bone Flute
Artifact
, : All creatures get -1/-0 until end of turn.
After the Battle of Pitdown, Lady Ursnell fashioned the first such instrument out of Lord Ursnell's left leg.
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Book of Rass
Artifact
, Pay 2 life: Draw a card.
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Coal Golem
Artifact Creature — Golem
, Sacrifice Coal Golem: Add .
"Three such creatures stood burning at the crest of the hill. Only seconds later, the Fireball struck our front line." —Lydia, Countess Brellis
3/3
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Dark Sphere
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
"I was struck senseless for a moment, but revived when the strange curiosity I carried fell to the ground, screaming like a dying animal."
—Barl, Lord Ith
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Diabolic Machine
Artifact Creature — Construct
: Regenerate Diabolic Machine.
"The bolts of our ballistae smashed into the monstrous thing, but our hopes died in our chests as its gears continued turning." —Sevti Mukul, *The Fall of Alsoor*
4/4
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Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
"What do you have that I cannot obtain?" —Mairsil, called the Pretender
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Fountain of Youth
Artifact
, : You gain 1 life.
The Fountain had stood in the town square for centuries, but only the pigeons knew its secret.
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Fountain of Youth
Artifact
, : You gain 1 life.
The Fountain had stood in the town square for centuries, but only the pigeons knew its secret.
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Living Armor
Artifact
, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's mana value.
Though it affords excellent protection, few don this armor. The process is uncomfortable and not easily reversed.
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Necropolis
Artifact Creature — Wall
Defender (This creature can't attack.)
Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's mana value.
0/1
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Reflecting Mirror
Artifact
, : Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the mana value of that spell.
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Runesword
Artifact
, : Target attacking creature gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would die this turn, exile that creature instead.
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Runesword
Artifact
, : Target attacking creature gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would die this turn, exile that creature instead.
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Scarecrow
Artifact Creature — Scarecrow
, : Prevent all damage that would be dealt to you this turn by creatures with flying.
There was more malice in its button eyes than should have been possible in something that had never known life.
2/2
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Skull of Orm
Artifact
, : Return target enchantment card from your graveyard to your hand.
Though lifeless, the Skull still possessed a strange power over the flow of magic.
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Standing Stones
Artifact
, , Pay 1 life: Add one mana of any color.
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Stone Calendar
Artifact
Spells you cast cost up to less to cast.
The Pretender Mairsil ordered a great Calendar drawn up to show when the paths to the Dark Lands were strongest.
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Tormod's Crypt
Artifact
, Sacrifice Tormod's Crypt: Exile target player's graveyard.
The dark opening seemed to breathe the cold, damp air of the dead earth in a steady rhythm.
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Tower of Coireall
Artifact
: Target creature can't be blocked by Walls this turn.
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Wand of Ith
Artifact
, : Target player reveals a card at random from their hand. If it's a land card, that player discards it unless they pay 1 life. If it isn't a land card, the player discards it unless they pay life equal to its mana value. Activate only during your turn.
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War Barge
Artifact
: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)
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City of Shadows
Land
, Exile a creature you control: Put a storage counter on City of Shadows.
: Add for each storage counter on City of Shadows.
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Maze of Ith
Land
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
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Safe Haven
Land
, : Exile target creature you control.
At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card exiled with Safe Haven to the battlefield under its owner's control.
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Sorrow's Path
Land
: Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking.
Whenever Sorrow's Path becomes tapped, it deals 2 damage to you and each creature you control.
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