"Magocracy" Fictional Stand-Alone Expansion Set for Magic: the Gathering (version 2.0) (by Donald Miller) ---------- DISCLAIMER ---------- This expansion is copyright 1997 by Donald Miller to everyone EXCEPT Wizards of the Coast. WotC may use these card ideas without compensation or attributing the ideas to me (Just seeing the cards printed would be compensation enough). Some of the cards and terms in this expansion are already copyrighted by WotC; in this case, I (of course) do not copyright these items. If you have any comments about Magocracy, please email dsm131@psu.edu. ---------- NEW RULES FOR MAGOCRACY CARDS ---------- Undying Essence: This ability usually applies to creatures, but Undying Essence can appear on non-creature cards. If a card with Undying Essence is in your graveyard, you may place it into your hand as a fast effect at any time. If a card with Undying Essence goes to the graveyard from anywhere other than from play, that card is removed from the game. Undying Essence only functions when the card is in the graveyard, it has no real effect when in play. Zealous: During your upkeep, if you have a card with Zealous in your hand and the number of lands you control is less than the card's casting cost, you may search your library for a land, shuffle your library, place the Zealous card on top of your library and then put the chosen land on top of that. Thus the next card you will draw is a land, and then you will draw the Zealous card again. If you can draw those two cards during the same upkeep, you can use the Zealous ability again. If Zealous is on a card with an X in it's casting cost, X is 0. Zealous only functions when the card is in your hand, it has no real effect when in play. Escape: There is an Escape ability for each type/class of land, such as MountainEscape, Underground Sea-Escape, or Legendary Land-Escape. If one of your attacking or defending creatures has Escape, you may tap a land of that type/class to untap that creature and have it deal and receive no damage in combat this turn. In effect, ForestEscape (for example) turns all of your forests effectively into Mazes of Ith, which you can use on your attacking or defending creatures with the ForestEscape ability. Barren: This ability usually applies to lands, but Barren can appear on non-land cards. A permanent with Barren has the following added to it's text box: "Comes into play tapped. T: Add 2 to your mana pool." If Barren is removed from that permanent, the extra text is also lost. Barren lands are similar to Snow-Covered lands in that they are still considered to be the original land type; i.e. a Barren Forest is still considered to be a Forest. Thus, a creature with Forestwalk could walk against a Barren Forest, but a creature with Barren Forestwalk couldn't walk against a normal Forest. A land could have both the Barren and Snow-Covered attributes at the same time. Silver Cards: There is a collection of cards in this expansion with a special silver border. Silver cards are colorless spells that are not artifacts. This allows colorless sorceries, instants, enchantments, and the like to exist. Because of this, Silver cards only use generic mana to cast, and are typically more expensive (in casting cost) than normal colored spells or artifacts. "Silver" is not a legal color for purposes of Sleight of Mind and the like. Hand Size Limit: This is the number of cards you must discard down to during your discard phase. Most of the time this number is 7, but there are several effects in this expansion that change this number. ---------- THE STORY (as of now; I will add more detail later) ---------- Two wizards are fighting and notice an explosion off in the distance. They both find the largest artifact ever discovered in a crater, as if just crashed. Even though it was heavily damaged, the artifact was able to defeat the two wizards by turning their own artifacts against them. The army of artifacts rampaged across the countryside, destroying all in it's path. No individual race or alliance could defeat it. The "opposite colored" alliances noticed that if they combined their strengths they could at least slow down the army, but could not stop it. Worst of all, information was gained saying the original huge artifact had begun to replicate itself, and if enough of them were constructed, they could send a message to wherever they came from. ---------- CARD LIST ---------- 388 cards: 60 Land, 51 Artifact, 9 Silver, 48 Gold, 44 Black, 44 Blue, 44 Green, 44 Red, 44 White (121 rare, 121 uncommon, 121 common, 25 land). ---------- LAND (60 cards) ---------- Acid Rain Forest Land U When Acid Rain Forest comes into play, put 3 Shortage counters on it. T: Add 1 to your mana pool and remove a Shortage counter (if any). T: Add G or R to your mana pool and take 1 damage for each Shortage counter on Acid Rain Forest. "Don't eat the local plants..." Barren Desert Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add 1 to your mana pool. T: Deal 1 damage to target attacking creature after combat. Barren Forest Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add G to your mana pool. Barren Island Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add U to your mana pool. Barren Mountain Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add R to your mana pool. Barren Plains Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add W to your mana pool. Barren Snow-Covered Forest Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add G to your mana pool. Barren Snow-Covered Island Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add U to your mana pool. Barren Snow-Covered Mountain Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add R to your mana pool. Barren Snow-Covered Plains Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add W to your mana pool. Barren Snow-Covered Swamp Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add B to your mana pool. Barren Swamp Basic Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add B to your mana pool. Barren Urza's School Land L Comes into play tapped. T: Add 2 to your mana pool. T: Add 1 to your mana pool. T: Add 3 to your mana pool. Use this ability only if you control at least one other Urza's School. If Barren is removed from this land, the last ability provides 2 mana instead of 3. Bashtrahn's Grove Legendary Land R T: Add G to your mana pool. T: Add one mana of any color that any Legendary Land in play can produce to your mana pool. T: All green creatures gain +1/+0 until end of turn. Cathedral of Sahnell Land U T: Creatures do not untap as normal until your next upkeep phase. Use this ability only during your upkeep phase. 2T: Add WWW to your mana pool. Crystal Geyser Legendary Land U T: Add 2 to your mana pool. T: Add X to your mana pool, where X is the number of Legendary Lands in play. T: All artifact creatures gain +1/+0 until end of turn. Cypress Land C If Cypress has any Depletion counters it does not untap during your untap phase. Remove a Depletion counter during your upkeep phase. T: Add G to your mana pool and put 1 Depletion counter on Cypress. T: Add GG to your mana pool and put 2 Depletion counters on Cypress. Darkside Land U T: Add 1 to your mana pool. T: Add BUGRW to your mana pool. None of this mana may be used as generic (colorless) mana. "Some people just can't look on the Brightside." - Falco Dead Hills Land U When Dead Hills comes into play, put 3 Shortage counters on it. T: Add 1 to your mana pool and remove a Shortage counter (if any). T: Add B or R to your mana pool and take 1 damage for each Shortage counter on Dead Hills. Deep Domain Land U 0, tap an Island you control: Target blue creature gains +0/+1 or +1/+0 until end of turn. 2T: Add UUU to your mana pool. "Let's hope none of this stuff ever washes up on shore." - Bashtrake Desert Land L T: Add 1 to your mana pool. T: Deal 1 damage to target attacking creature after combat. Desert Wasteland Land L Considered Barren, but Barren cannot be removed from this land. Comes into play tapped, and does not untap as normal during your next untap phase. Counts as a Desert. T: Add 3 to your mana pool. T: Deal 2 damage to target attacking creature after combat. Estuary Land U When Estuary comes into play, put 3 Shortage counters on it. T: Add 1 to your mana pool and remove a Shortage counter (if any). T: Add U or W to your mana pool and take 1 damage for each Shortage counter on Estuary. Fell-Fields Land R T: Add 1 to your mana pool. T, place the top card of your library into your graveyard: Add B or W to your mana pool. Fens Land U T: Add 1 to your mana pool. T: Add B to your mana pool. Place Fens in your hand at end of turn. T: Add G to your mana pool. Place Fens in your hand at end of turn. Forest Basic Land L T: Add G to your mana pool. [note: this card would have 2 panels in this expansion.] Fort Ential Land U T: Add 1 to your mana pool. T: Add B to your mana pool. Place Fort Ential in your hand at end of turn. T: Add W to your mana pool. Place Fort Ential in your hand at end of turn. Gateway Mountain Legendary Land R T: Add R to your mana pool. T: Add one mana of any color that any Legendary Land in play can produce to your mana pool. T: All red creatures gain +1/+0 until end of turn. Island Basic Land L T: Add U to your mana pool. [note: this card would have 2 panels in this expansion.] Lowlands Land C If Lowlands has any Depletion counters it does not untap during your untap phase. Remove a Depletion counter during your upkeep phase. T: Add W to your mana pool and put 1 Depletion counter on Lowlands. T: Add WW to your mana pool and put 2 Depletion counters on Lowlands. Marshland Land C If Marshland has any Depletion counters it does not untap during your untap phase. Remove a Depletion counter during your upkeep phase. T: Add B to your mana pool and put 1 Depletion counter on Marshland. T: Add BB to your mana pool and put 2 Depletion counters on Marshland. Minotaur's Clearing Land U You may choose not to untap some or all of your Minotaurs when Minotaur's Clearing is in play. T: Tap a Minotaur you control to tap target creature. That creature does not untap as normal as long as that Minotaur is tapped and in play. 2T: Add RRR to your mana pool. Mountain Basic Land L T: Add R to your mana pool. [note: this card would have 2 panels in this expansion.] Nehro Expanse Land U T: Add 1 to your mana pool. 4T: Put a Plot token land into play. This land can tap to add 1 generic mana to your mana pool. "Under the rule of Xsayasx, even the land itself animated and grew." Overlook Land U T: Add 1 to your mana pool. T: Add U to your mana pool. Place Overlook in your hand at end of turn. T: Add G to your mana pool. Place Overlook in your hand at end of turn. Pacificus Legendary Land R T: Add U to your mana pool. T: Add one mana of any color that any Legendary Land in play can produce to your mana pool. T: All blue creatures gain +1/+0 until end of turn. Peatland Legendary Land R T: Add 1 to your mana pool. T, place the top card of your library into your graveyard: Add B or G to your mana pool. "Roper, why does the topsoil EAT our seeds?" Pinnacle Land U T: Add 1 to your mana pool. T: Add U to your mana pool. Place Pinnacle in your hand at end of turn. T: Add R to your mana pool. Place Pinnacle in your hand at end of turn. Plains Basic Land L T: Add W to your mana pool. [note: this card would have 2 panels in this expansion.] Polson's Field Legendary Land R T: Add W to your mana pool. T: Add one mana of any color that any Legendary Land in play can produce to your mana pool. T: All white creatures gain +1/+0 until end of turn. Precipice Land C If Precipice has any Depletion counters it does not untap during your untap phase. Remove a Depletion counter during your upkeep phase. T: Add R to your mana pool and put 1 Depletion counter on Precipice. T: Add RR to your mana pool and put 2 Depletion counters on Precipice. Snow-Covered Forest Basic Land L T: Add G to your mana pool. Snow-Covered Island Basic Land L T: Add U to your mana pool. Snow-Covered Mountain Basic Land L T: Add R to your mana pool. Snow-Covered Plains Basic Land L T: Add W to your mana pool. Snow-Covered Swamp Basic Land L T: Add B to your mana pool. Stratum Land R T: Add 1 to your mana pool. T, place the top card of your library into your graveyard: Add R or W to your mana pool. Swamp Basic Land L T: Add B to your mana pool. [note: this card would have 2 panels in this expansion.] Tableland Land U T: Add 1 to your mana pool. T: Add R to your mana pool. Place Tableland in your hand at end of turn. T: Add W to your mana pool. Place Tableland in your hand at end of turn. "This place is a real Butte." - Slither Treefolk's Graveyard Land U T: Sacrifice a Treefolk to put a DeadLand token into play. Treat this as a token land that can tap to add G or B to your mana pool. 2T: Add GGG to your mana pool. "You can tell it's age by how many rings it's rotted off." Tropical Peninsula Land R T: Add 1 to your mana pool. T, place the top card of your library into your graveyard: Add U or G to your mana pool. Undead Dreamland Land U T: All creatures' types become "Zombie" until end of turn. Does not affect Legends, Artifact Creatures, or Walls (or any of their variants). 2T: Add BBB to your mana pool. "Bleah. Drool." - Everyone Urza's Generator Land U T: Add 1 to your mana pool. 3T: Search your library for 1 Urza's Mine, Urza's Power Plant, Urza's Tower, or Urza's School and place it into your hand. Shuffle your library afterwards. "Xsayasx was especially interested in conquering places of Power." Urza's School Land L T: Add 1 to your mana pool. T: Add 2 to your mana pool. Use this ability if you control at least one other Urza's School. If Barren is added to this land, the last ability produces 3 mana instead of 2. Volcanic Peninsula Land R T: Add 1 to your mana pool. T, place the top card of your library into your graveyard: Add U or R to your mana pool. Watercourse Land C If Watercourse has any Depletion counters it does not untap during your untap phase. Remove a Depletion counter during your upkeep phase. T: Add R to your mana pool and put 1 Depletion counter on Watercourse. T: Add RR to your mana pool and put 2 Depletion counters on Watercourse. Waterfall of Liquid Glass Land U Counts as a Desert. Comes into play tapped. You may choose not to untap Waterfall of Liquid Glass during your upkeep phase and put a Storage counter on it. T: Remove X Storage counters to add X colorless mana to your mana pool. T: Remove X Storage counters to deal X damage to target attacking creature after combat. Wetland Land U When Wetland comes into play, put 3 Shortage counters on it. T: Add 1 to your mana pool and remove a Shortage counter (if any). T: Add B or U to your mana pool and take 1 damage for each Shortage counter on Wetland. Witches' Tower Legendary Land R T: Add B to your mana pool. T: Add one mana of any color that any Legendary Land in play can produce to your mana pool. T: All black creatures gain +1/+0 until end of turn. Zabana Land U When Zabana comes into play, put 3 Shortage counters on it. T: Add 1 to your mana pool and remove a Shortage counter (if any). T: Add G or W to your mana pool and take 1 damage for each Shortage counter on Zabana. ---------- ARTIFACT (51 cards) ---------- Abraxas 6 Legendary Artifact Creature 3/1 R Cumulative Upkeep: 2 Counts as a Legend. Protection from Black Protection from Blue Protection from Green Protection from Red Protection from White "Only other artifacts could harm the great Abraxas." Al-Abara's Guardiant 6 Artifact Creature 1/5 R Counts as a Guardian. DesertEscape All damage done to you from instants or sorceries is reduced to 0. Alchemical Roterovessel 6 Artifact R X2T: Deal X damage to target player. X cannot be greater than 3. X1T: Deal X damage divided as you wish to target creature(s). X cannot be greater than 3. Arcum's Seismograph 3 Artifact C T: Add Barren to target basic land. T: Remove Barren from target land. 7T: Destroy target Barren land. If the land is also Snow-Covered, that land's controller takes 1 damage. 7T: Put target Barren land in your graveyard into your hand. If that land is also Snow-Covered, gain 1 life. Attendant of Betrayal 4 Artifact Creature 0/4 R Counts as a Bodyguard. Protection from Artifacts All your multi-colored creatures get +1/+1. If you control any other artifact creatures, Attendant of Betrayal is buried. "Some were disloyal to Xsayasx..." Beanie of Mental Prowess 4 Artifact U 3T: Untap target creature. That creature gains Flying until end of turn. "This artifact, originally rare, was duplicated in large numbers when it's usefulness was discovered." Carasting's Potion 5 Artifact U 3T, sacrifice Carasting's Potion: Select any card outside of the game that you own and shuffle it into your library. Draw a card during next turn's upkeep. Clockwork Engine 7 Artifact Creature 0/5 U Counts as a Wall. 4: Put a +1/+0 Engine counter on target artifact creature. All Engine counters are removed from all creatures at end of combat if it attacks. 4T: Put an Axe token into play. Treat this as a 1/1 artifact creature. Clockwork Kobold 0 Artifact Creature 0/1 R Counts as a Kobold. Comes into play with a +0/+1 counter. If Clockwork Kobold attacks or blocks, remove a +0/+1 counter at end of turn. 1T: Put a +0/+1 counter on Clockwork Kobold if it has no +0/+1 counters. Each player may draw 1 card during their upkeep phase. Clockwork Rebel 5 Artifact Creature 0/3 C Comes into play with four +2/+0 counters. If Clockwork Rebel attacks or blocks, remove a +2/+0 counter at end of combat. XT: Put X +2/+0 counters on Clockwork Rebel (can only have 4). 4T, remove a +2/+0 counter: put a -0/-2 counter on target creature. Chroma Field 2 Artifact C Choose a color when cast. 1: Gain 1 life for a successfully cast spell of the chosen color. Use this effect either when the spell is cast or later in the turn but only once for each spell of that color. "Being lucky had nothing to do with it." Color Net 2 Artifact C 1: Gain 1 life for a successfully cast multi-colored spell. Use this effect eiter when the spell is cast or later in the turn but only once for each spell. 3: Draw a card if one of your multi-colored permanents goes to the graveyard from play. Use this ability only once for each such permanent. Copper Door 4 Artifact U Whenever a player declares an attack, that player must first tap one of his or her creatures. 3: Target creature you control phases out. Crotiex 10 Legendary Artifact Creature 6/5 R Undying Essence; Zealous; Urza's Power Plant-Escape Counts as a Legend. Pay 1 life during your upkeep phase or Crotiex is removed from the game. All creatures blocking Crotiex are returned to their owner's hand at end of combat. Energy Flail 9 Artifact U Cumulative Upkeep: 3 All lands produce 1 less mana than usual when tapped for mana. Flagrare 4 Legendary Artifact R Choose a color. All single-colored creatures of that color get -1/-0. T, pay 1 life: All single-colored creatures of that color get -0/-1 until end of turn. Groundweaver 5 Artifact Creature 2/4 R When Groundweaver comes into play, choose a land type. Groundweaver gains land-Home of that land type. 4: Choose a land type. Groundweaver gains land-Walk and land-Escape of that land type until end of turn. Tap an untapped artifact you control: untap target land. Hershan's Tome 3 Artifact C Your hand size limit is doubled (i.e. if your limit was 7, it is now 14). 2: Turn over the top two cards of your library. Target opponent chooses which one goes into your hand, the other goes to the bottom of your library. Indolent 4 Artifact Creature 1/3 R When Indolent comes into play, choose a color. Players may not play any creature abilities from creatures of that color that have an activation cost. All creatures blocking Indolent gain First Strike until end of turn. Information Register 2 Artifact C T: The bottom card of your graveyard is put on the bottom of your library. X, sacrifice Information Register: The bottom X cards of your graveyard are shuffled into your library. "Never forget to put some Elven Cache in your Register." - Slither Ivory Bill 6 Artifact Creature 1/1 C Flying; Zealous; No Summoning Sickness T: Gain 1 life for each card in your hand in excess of four. T: Target player takes 1 damage if he has less than 3 cards in his hand. "The beautiful Ivory Bills are one of Xsayasx's less violent creatures." Knowledge Furnance 0 Artifact C At any time instead of drawing a card you may instead gain 1 life. Choose and discard a card: gain 2 life. "The orcs aren't the only ones who can eat a good book." Locomote Cell 5 Artifact Creature 0/2 C T: Add 3 to your mana pool. XT: Put X Storage counters on Locomote Cell. T, remove X Storage counters: Add X to your mana pool. Magnet Golem 4 Artifact Creature 3/3 R Bands with other artifact creatures All artifact creatures able to block Magnet Golem must do so. If Magnet Golem leaves play, lose X life, where X is the number of Charge counters on Magnet Golem. 1: Prevent 1 damage to you and put a Charge counter on Magnet Golem. Mana Lens 1 Artifact C T: Add 1 to your mana pool. 3T, put Mana Lens into your hand: Add 2 mana of any combination of colors to your mana pool. Mechanical Dreadnought 9 Artifact Creature X/X U First Strike X is equal to three times the number of players in play. Mechanical Dreadnought does not untap during your untap phase. X: Untap Mechanical Dreadnought. X is equal to three times the number of players in play. Mechanized Army 1 Artifact U 1T: Sacrifice Mechanized Army to make any number of creatures considered artifact creatures until end of turn. They still retain their original color and abilities. Mercury Wave 4 Artifact Creature 3/X U Counts as a Wave. X is the number of Waves in play. If Mercury Wave damages a creature and that creature goes to the graveyard, it gains a +X/+Y counter, where X was it's power and Y it's toughness. Sacrifice Mercury Wave: put an artifact 0/3 Pool token wall into play. Metallic Ballista 5 Artifact U 5T: Sacrifice an artifact creature to destroy target creature. "Not all of Xsayasx's weapons of war were entirely successful." Monitor 7 Artifact Creature 0/4 U Flying; Banding; Protection from Enchantments Counts as a Wall. All damage done to Monitor when defending is reduced to zero. 1: +1/+0 until end of turn. "Monitors and Clockwork Engines were used to hold conquered areas." Mox Quartz 0 Artifact R T: Add 2 to your mana pool. This mana can only be used to cast artifacts or to pay artifact activation costs. Nether Robot 10 Artifact Creature 10/1 U Flanking All of your spells cost 4 more colorless mana to cast. This functions even if Nether Robot is tapped. 1: Prevent 1 damage to Nether Robot. 4: Flying until end of turn. Nevinyrral's Globe 4 Artifact C Comes into play tapped. 1T: Sacrifice Nevinyrral's Globe to phase out all lands and deal 2 damage to each creature. Phantom's Forge 6 Artifact R When Phantom's Forge comes into play, put two phantom counters on it. During your upkeep, remove a phantom counter from Phantom's Forge. 6T: Place target artifact from your graveyard into play. Put two phantom counters on Phantom's Forge. T, Remove Phantom's Forge from the game: All artifacts in all graveyards come immediately into play as if they were just cast. You choose which order they come into play. Use this ability only if there are no phantom counters on Phantom's Forge. Purloiner 4 Artifact Creature 0/1 U If you lose control of Purloiner to a permanent in play, that permanent is buried. T: Gain control of target artifact creature. If Purloiner leaves play, each creature controlled in this way is placed in owner's graveyard. Roterowalker 1 Artifact Creature 0/3 U 2: +1/+0. No more than 6 may be spent in this way each turn. You may discard Roterowalker from your hand to place an a 0/2 Orniwalker token artifact creature into play. Play this ability as a sorcery. Rust Automaton 5 Artifact Creature 1/4 C During your upkeep, sacrifice an artifact or Rust Automaton is buried. Any artifact creature blocking or blocked by Rust Automaton is destroyed at end of combat. 2: Tap target artifact. 3: Counter target artifact effect requiring an activation cost. Rux 7 Artifact Creature 3/4 R Flying; Phasing 2, Sacrifice a Barren land: All your creatures gain +1/+0 until end of turn. 2, Sacrifice a Snow-Covered land: All your creatures gain +0/+1 until end of turn. 1, Sacrifice an artifact: Regenerate. Servalog 5 Artifact Creature X/2 R When attacking, X is the number of cards in defender's hand; 0 otherwise. T: Instead of drawing a card put a Tutor counter on Servalog. T, remove a Tutor counter: Instead of drawing a card you may search your library for any card and put it into your hand. Skarace 12 Legendary Artifact Creature 3/6 R Flying; Flanking; First Strike Does not tap to attack. Counts as a Legend. XXT: Deal X+1 damage to target non-artifact creature. XT: Gain control of target non-creature artifact until Skarace leaves play. X is the casting cost of the artifact. Skarn 10 Legendary Artifact Creature 9/5 R Trample; Protection from Blue; Bands with other artifact creatures Counts as a Legend. Sacrifice an Enchantment: Regenerate. T, tap 2 of your untapped artifact creatures: Destroy target global Enchantment or target Blue local Enchantment. Slither's Ladder 1 Artifact C 2: Target creature can block flying creatures. If this creature is destroyed by a creature with Trample, Slither's Ladder is also destroyed. "Will you hold that ladder still?!" - Slither Technological Anachronism 4 Artifact R Sacrifice Technological Anachronism: All players may take an artifact in their hand and put it directly into play until neither wants to play any more artifacts. No other spells or effects of any kind may be used while this is taking effect. If an artifact has X in it's casting cosy, X is 0. The Nest 8 Artifact C 4: Target Chimera that you control phases out. 4T: Put a 1/1 Chimera token artifact creature into play. These creatures have the ability "Sacrifice this creature: put a +1/+1 counter on target Chimera." Toolback Chimera 6 Artifact Creature 2/2 C Counts as a Chimera. 2: Regenerate. T, sacrifice Toolback Chimera: put a +2/+2 counter on target Chimera and it gains "2: Regenerate" permanently. T, sacrifice a Chimera: Bring target Chimera from your graveyard directly into play. Ultraplanar Chime 7 Artifact U Cumulative Upkeep: 1 All cards in play bearing the "#" expansion symbol are buried and cannot be played, except for Ultraplanar Chime. 6: Look at target player's hand. That player must discard all cards bearing the "#" expansion symbol. [Editor's Note: "#" here is the Magocracy expansion symbol.] Underworld Elevator 6 Artifact U T: Target card in your graveyard is placed anywhere in your graveyard. Keep the other cards in the same order. 3T, sacrifice Underworld Elevator: Shuffle your graveyard. Vola Orb 0 Artifact R Sacrifice a land: Draw a card. "I will go to any length to achieve my goal. Infinite power is worth any sacrifice." - Zur the Enchanter Vola Rattle 4 Artifact U All artifact creatures gain +1/+1. T: All artifact creatures gain +2/+0 until end of turn and Vola Rattle phases out. Xsayasx 18 Legendary Artifact Creature 2/15 R Cumulative Upkeep: Make a non-creature artifact any player controls into an X/X artifact creature, where X is it's casting cost. Counts as a Legend. 4: Gain control of target artifact. 18T: Place a Xsayasx Twin token into play. Treat this token as a 2/15 artifact creature. T, tap 5 Xsayasx Twin tokens: Target player loses the game. [note: It's pronounced "say-ask".] Zarkon Lexicon 5 Artifact R 1: Put one Page counter on Zarkon Lexicon. T, remove 4 Page counters: Draw 1 card. T, remove 7 Page counters: Draw 2 cards. T, remove 10 Page counters, sacrifice Zarkon Lexicon: Draw 3 cards. ---------- SILVER / COLORLESS (9 cards) ---------- Glass Dragon 7 Summon Dragon 4/2 R Flying For each point of damage that Glass Dragon deals to a player, that player must put the top card of his library in the graveyard. Glass Dragon cannot be the target of a non-colorless Enchant Creature spell. Invisible Spirit 5 Summon Spirit 3/3 R Protection from single colored Instants Invisible Spirit can only be blocked by walls. If Invisible Spirit attacks, defending player may draw a card. Jester's Riddle 6 Sorcery R Look at target opponent's hand. Choose and remove one of his cards from the game. That player draws a card during next upkeep. Draw a card during next upkeep. Mirari 11 Summon Legend 4/4 R When Mirari comes into play, put four 0/1 Mirror token creatures into play. During your upkeep, if you control no Mirrors, Mirari is buried. 1: Target creature blocking Mirari blocks target attacking Mirror instead. 0, sacrifice a Mirror: Retarget an effect that targets Mirari to any legal target. Shock Wave 6 Summon Wave 3/X U First Strike; Flanking X is the number of Waves in play. When Shock Wave comes into play, all creatures other than Waves take 1 damage. 4: Put Shock Wave into your hand. Sacrifice Shock Wave: Put a colorless 0/3 Pool token wall into play. Silver Flare 2 Enchantment R All players may at any time convert 1 colored mana for 2 generic mana. This generic mana can only be used to cast spells, not for activation costs. Silver Realm 4 Enchant World U All permanents are colorless. All spells are colorless as they are being cast, but spells that require colored mana in their casting cost still require the colored mana. Total Conversion 0 Instant R Pay 4 life to cast this spell. You and target opponent count their number of permanents. The player with the lower number buries all of his permanents. The player with the lower number then buries that number of permanents that any player controls. Wall of Crystal 6 Summon Wall 5/3 C Can block creatures with Flying If Wall of Crystal blocks a non-Flying creature, Wall of Crystal's toughness becomes 1 until end of turn. T: Reduce target Flanking creature's power to 0. ---------- GOLD / MULTI-COLORED (48 cards) ---------- Bashtrake 1BGW Summon Dragon Legend 3/3 R Flying Pay B or G or W during your upkeep or Bashtrake is buried. All creatures with the First Strike ability deal no damage in combat. BGW: Regenerate. Bbreeha Burr URR Summon Centaur 1/3 U T: Target creature's power becomes equal to Bbreeha Burr's power, and it's toughness becomes equal to Bbreeha Burr's toughness. Blood Mercenary GRW Summon Mercenary 3/4 C Barren Mountainwalk When Blood Mercenary comes into play, target land becomes Barren. Each upkeep, put a -0/-1 counter on a creature you control or Blood Mercenary is buried. If Blood Mercenary attacks and is not blocked, you may bury target creature at end of combat. Carasting the Rainbow Drake 1UGR Summon Dragon Legend 3/3 R Flying Pay U or G or R during your upkeep or Carasting the Rainbow Drake is buried. R: Carasting or target red Elemental gains Mountainwalk until end of turn. G: Carasting or target green Elemental gains Forestwalk until end of turn. U: Carasting or target blue Elemental gains Islandwalk until end of turn. Chaos Time Walk 1UR Sorcery R Flip a coin and have target opponent call heads or tails. If he loses, take an extra turn after the current one. If he wins, you must skip your next turn. Chromatic Wave 1BUGRW Summon Wave 3/X U Trample X is equal to the number of Waves in play. BUGRW: +Y/+Z until end of turn, where Y is Chromatic Wave's power and Z is Chromatic Wave's toughness. 0, sacrifice Chromatic Wave: Put a Pool token in play. Treat this token as a 0/3 white, blue, black, red, and green Wall. Chromatophore UGW Enchant Land C Enchanted land gains the following ability: "T: Add 3 mana to your mana pool in any combination of blue, green, or white mana." That land is now considered to be a mana-producing land. Converse X Mana Source U Use only colored mana of at least 2 different colors to cast this spell. Add X mana to your mana pool of any combination of colors. Demolish XBRR Instant C Destroy X+1 target artifacts. Gain 1 life for each non-creature artifact destroyed in this way. For each artifact creature destroyed in this way, the artifact creature's controller takes 1 damage. Ential Screen BBWW Enchantment R BW, sacrifice an enchantment: Gain the sacrificed enchantment's casting cost in life. BW, discard a card from your hand: Target player loses X+1 life, where X is the casting cost of the discarded card. Fatum 1GW Summon Faerie 1/2 C Flying GWT: Target local enchantment in your graveyard is placed in your hand. Tap a Faerie you control: Tap target creature unless the creature's controller pays 2 mana or 1 life. Gormandize Gorilla 2GR Summon Gorilla 4/2 C TaigaEscape; Rampage: 2 RG: Tap target land. Hershan 1URW Summon Dragon Legend 3/3 R Flying Pay U or R or W during your upkeep or Hershan is buried. WW: Prevent 1 damage to target red creature. UU: Draw 1 card. You may not declare an attack phase this turn. Use this ability only during your upkeep and only once per turn. RR: Deal 1 damage to target non-white creature. Hill Troll BUR Summon Troll 5/5 C MountainHome Hill Troll is buried if it is the target of a white spell. BURT: Target land becomes a basic Mountain until Hill Troll leaves play. Initiative 2RRW Sorcery U You may declare a second attack phase during your main phase this turn. Creatures that attacked the first attack phase may attack again if untapped. You may not cast Initiative more than once per turn. Jet Tiger BGW Summon Tiger 3/1 C 1B: First Strike until end of turn. 1G: Regenerate. 1W: Flying until end of turn. Kaleidotog BGRW Summon Atog 1/2 U If you control a single-colored or colorless creature during your upkeep, Kaleidotog is buried. Remove a color from one of your creatures: +2/+2 until end of turn. Lifeforce of the Swamp BG Enchantment U Sacrifice a swamp: Gain 3 life. Sacrifice any land: Gain 3 life. You may use this ability only if you control Lifeforce of the Swamp and Dark Heart of the Wood. Lowered Expectations BUGR Enchantment R At the end of your upkeep, if you have 0 cards in your hand, you may draw 2 cards. If you have 1 card in your hand, you may draw 1 card. Your hand size limit is reduced to 2, i.e. you must discard down to 2 cards during your discard phase. Mind Control BUGW Sorcery U Look at each opponents' hand in turn order. For each opponent, you may select some of the cards in his hand and shuffle them into his library, then he draws the same number of cards that was removed. Draw a card during next turn's upkeep. Mind Monster BUGRW Summon Monster 3/6 U BUGRWT: All players take 3 damage. Each player may discard 1 card for each damage they wish to prevent. Play this ability as a sorcery. BUGRWT: Target creature's controller must pay 3 or he loses 2 life. Use this ability only during that creature's controller's upkeep phase. Modaliss 2BGR Summon Manticore 2/4 C Flying RG: +1/+0 until end of turn. T: Deal 1 damage to target creature or player. If Modaliss deals damage to a player, that player gains 1 poison counter. If at any time a player has 10 poison counters, he loses the game. Neutralize RW Enchant Artifact U Target artifact creature that Neutralize enchants is no longer a creature. It is still considered an artifact, but loses all status of being a creature; i.e. no power/toughness, and all Enchant Creatures on it are destroyed. Ogre of the Underworld BUGR Summon Ogre 3/3 U All your Ogres do not tap to attack and gain "3T: Deal 3 damage to target creature and Ogre takes damage equal to the creature's power." Order of Ential 1BW Summon Knight 2/1 U Protection from Artifacts BW: First Strike until end of turn. BW: +1/+0 until end of turn. BW: Protection from White, Protection from Black, and -2/-0 until end of turn. Oxidize 3UG Interrupt R You may discard a multi-colored card from your hand instead of paying Oxidize's casting cost. Target artifact or artifact effect which requires an activation cost is countered. Peregrine Falconet UW Summon Falcon 1/1 C Flying When Peregrine Falconet comes into play, choose a color. Peregrine Falconet gains Protection from that color. Phantasmagoria 1BUU Summon Phantasm 9/4 C Flying; Phasing; Undying Essence Cumulative Upkeep: BU Return of the Forgotten BG Instant U Target creature you own that was removed from the game is returned in play under your control. Treat this creature as if it was just summoned. You lose life equal to it's power. Effects that prevent or redirect damage cannot prevent this loss of life. If there was an X in it's casting cost, X is 0. Reveille UGRW Legendary Enchant Creature U If enchanted creature attacks, all your other creatures that attack the same opponent are unblockable until end of turn. Rixthaxth 1BUURW Summon Legend 4/8 R Protection from Green Pay XBU during your upkeep, where X is the number of creatures Rixthaxth controls, or Rixthaxth is buried. BBUU: Take control of target creature until Rixthaxth leaves play or until you lose control of Rixthaxth. RRWW: Lose control of target creature that Rixthaxth controls. Shastack Screen 1BUUG Enchantment C BUG, remove the top card of your library from the game: Draw X+1 cards, where X is the casting cost of the card that was removed. Shastack Wizard 1UUG Summon Wizard 1/1 U UT: Deal 2 damage to target player. GT: Deal 2 damage to target creature. Snerd of the Black Aura 1BUG Summon Dragon Legend 3/3 R Flying; Rampage: 1 Pay B or U or G during your upkeep or Snerd of the Black Aura is buried. 1B: Deal 1 damage to Snerd and 2 damage to each creature blocking or blocked by Snerd. GU: Deal 1 damage to Snerd and 1 damage to any target. Stability UGR Enchant Permanent C Removes all occurences of Cumulative Upkeep on enchanted permanent. Suq'Ata Naga 1BGG Summon Naga 0/2 R Flanking If Suq'Ata Naga is not blocked, the defending player gets a poison counter. 2GB: Suq'Ata Naga deals 1 more poison counter if unblocked. Use this ability as often as you wish but before defending player declares blockers. If at any time a player has 10 poison counters, he loses the game. Tainted Bears UG Summon Bears 2/2 U U: Flying until end of turn. G: Trample until end of turn. "You tested that spell on a BEAR?!" - Zarkon Terra Incognita 3BURW Sorcery U If you have Terra Incognita in your library, you must have an entire new deck of at least 60 cards available. This secondary deck cannot contain a Terra Incognita card and must be legal as if it were to be combined with your main deck. Remove your library from the game: Shuffle your secondary deck. The secondary deck is now your library. Teuton Gargoyle 2RW Summon Gargoyle 2/2 R RR: +1/+1 and Flying until end of turn. If Teuton Gargoyle is put into the graveyard from play, put it into it's owner's hand at end of turn and skip your next discard phase. 4W, remove Teuton Gargoyle from the game: Remove target creature from the game. Thanatos 1BRW Summon Dragon Legend 3/3 R Flying; Bands with other Legends Pay B or R or W during your upkeep or Thanatos is buried. Thanatos and all creatures banded with Thanatos do not tap when attacking. RBW: +2/+2 and Flanking until end of turn. The Grid BBGGRW Enchantment R 1, target creature you control of toughness 1 or greater gains -1/-1 until end of turn: Target creature gains +1/+1 until end of turn. The Silver Magocracy 2BBWW Enchant World U During each player's upkeep, he or she must sacrifice an artifact. If that player cannot, he or she gains 1 life and all other players take 1 damage. Any player may discard an artifact at any time to deal 1 damage to target player or creature. Tradeer 1BUW Instant C Play during opponent's upkeep phase. If that player declares attacking creatures this turn, he must sacrifice a permanent for each attacking creature. True War BRRWW Sorcery C Bury all token creatures. Twiddleswarm UUR Instant U All untapped permanents are tapped and all tapped permanents are untapped. Does not affect enchantments. Ultimatum UUURW Interrupt C This spell cannot be targetted by Interrupts as it is being cast. All spells in the current spell stack are countered. Each player who had a spell in the stack (regardless of whether is countered before or not) gains 2 life. This spell may be cast even after Instants have been used in the current spell stack. Wall of the Elements 1BUGWW Summon Legendary Wall X/8 R Flying; First Strike Counts as a Wall and a Legend. X is the total toughnesses of all creatures Wall of the Elements blocks. (X is 0 if Wall of the Elements is currently not blocking) Can block 3 creatures. Zarkon UUGRW Summon Legend 4/4 R UU: Flying until end of turn. GW: Prevent all damage done to Zarkon by non-Legend creatures. R, sacrifice Zarkon and remove him from the game: All players switch their hands with an equal number of cards from their graveyards. If a player's graveyard is smaller than hand size, he or she switches their hand with their entire graveyard. Play this ability as a sorcery. ---------- BLACK (44 cards) ---------- Aniti BB Enchant Dead Creature C You may play this enchantment as an instant, if you do, bury it at end of turn. Take target creature from any graveyard into the game under your control. If the creature is not an artiact, you must pay B each upkeep or Aniti is buried. Baron Falco 5BBB Summon Legend 5/5 R First Strike At beginning of upkeep, place all creatures in your graveyard directly in play as if they were just summoned. You must sacrifice all of your creatures except Baron Falco during your upkeep; Baron Falco gains Rampage: X until end of turn, where X is the number of creatures sacrificed in this way. If Baron Falco leaves play, take 1 damage for each creature you have in play. Blood Wave 3B Summon Wave 3/X C X is equal to the number of Waves in play. 2B, pay 1 life: +3/+1 until end of turn. 0, sacrifice Blood Wave: Put a Pool token in play. Treat this token as a 0/3 black Wall. Bristle Horror 3BB Summon Horror 4/3 R Trample; No Summoning Sickness T, sacrifice a creature: target creature with Undying Essence is removed from the game. "Even the strong at heart still have a soul..." - Baron Falco Confluence BB Interrupt R Any black instant or sorcery just cast is duplicated. Once the spell is copied, choose it's new target or targets; the copied spell has the same number of targets as the original. Convey Soul 1BB Instant C Each opponent takes X damage, where X is the number of creatures in your graveyard. Gain 1 life for each point of damage Convey Soul deals. Corpse-Robber Ghoul B Summon Ghoul 0/1 U Barren Swampwalk BB, remove target creature in any graveyard from the game: put a +0/+1 or +1/+0 counter on Corpse-Robber Ghoul. BBT, remove target creature in your graveyard from the game: put a +1/+1 counter on any creature. Dampen Psyche 2XB Sorcery U Look through target opponent's library. You may remove from the game up to X interrupts in that library. Dark Ceremonial B Mana Source C Add 2B to your mana pool. Draw a card during next turn's upkeep. Despotic Realm B Enchantment U Any player may sacrifice any permanent at any time. Any player may discard a card from their hand at any time. Dominator 1BB Enchant Creature R All creatures of the same creature type as the enchanted creature gain +1/-1. Doom Rats 2B Summon Rats 0/X C X is the number of Rats in play. B: +2/+0 until end of turn. You may not spend more B than the number of Rats in play. BBBBBBT: All Rats in your graveyard gain Undying Essence until end of turn. Evil Eye of Watching 4B Summon Evil Eye 3/6 U Flying; SwampEscape; Bands with other Evil Eyes Evil Eye of Watching may attack only if opponent controls no untapped Flying creatures. Falco Vampire 3BB Summon Vampire 4/4 U First Strike When Falco Vampire becomes tapped, put a -1/-1 counter on Falco Vampire. Falco Vampire gets a +1/+1 counter each time a creature dies during a turn in which Falco Vampire damaged it. For each damage point that Falco Vampire deals to a player, that player must choose and discard a card (if possible). Limited Resources BBB Enchant World U All players' hand size limit is reduced to 2. Magical Surge 1B Instant C Target enchantment is buried. That enchantment's controller gains X life, where X is the casting cost of the enchantment. Mescroire Demon 2BBB Summon Demon 6/5 R Trample; Protection from Black Cumulative Upkeep: Take a creature from your graveyard and put it directly into play. If you cannot, Mescroire Demon becomes tapped and deals 6 damage to you. If one of your creatures goes to the graveyard from play, remove it from the game. Mildew Dank Stalker 4B Summon Night Stalker 2/5 U Sacrifice a swamp when Mildew Dank Stalker comes into play or it is buried. XXT: Look at the top X+1 cards of your library. You may place any Barren lands among those cards into your hand. T, discard a Snow-Covered land from your hand: Target player loses 2 life. Mind Numb 1B Sorcery C Target player reveals his or her hand and discards all Interrupts. Netherworld Shade 4B Summon Shade 0/4 C Phasing UUT: All spells cost 1 more generic mana to cast this turn. If Netherworld Shade goes to the graveyard, you may pay 1 life to put it into your hand instead. T, sacrifice and remove a creature from the game: Gain 1 life. Nevinitt 3B Summon Imp 1/1 C T: Untap target red creature. T: Force target creature to block this turn. Use this ability on your turn before your attack phase. Ignore this effect if the targetted creature becomes tapped or has no legal creatures to block during your attack. Nullify B Interrupt C Counter target white or green spell. Omen of the Mechanics 7B Enchantment U During your upkeep, take 1 damage for each artifact creature you control. All your non-creature artifacts become X/1 First Strike artifact creatures, where X is each artifact's casting cost. Other abilites are unaffected. Pernicious 3BBB Enchantment C If at end of turn there are no creatures in play, Pernicious is buried. B: Deal 2 damage to all creatures. BB: Deal 1 damage to all players. Radic Fiend 3B Summon Fiend 2/3 C Zealous T: Put a Radic counter on target creature. If a tapped creature has a Radic counter, it does not untap during it's controller's untap phase, instead, remove a Radic counter from the creature. Range Cobra 5B Summon Cobra 3/3 R 2: Range Cobra can block Flying creatures this turn. T: Target creature gains 1 poison counter, and Range Cobra does not untap as normal during your next untap phase. If at any time a player has 10 poison counters, he loses the game. Rogue Assassin 1BB Summon Assassin 1/1 R T: Destroy target blocking creature. Scourge 1BBB Instant U Destroy target creature or land. Shared Wealth BBB Enchantment U Any player may counter Shared Wealth when cast by losing 5 life. Cumulative Upkeep: Contribute the top card of your library to the ante. After your upkeep phase, proceed directly to your discard phase. 0: Bury target permanent opponent controls into your graveyard. This exchange of ownership is permanent. Use this ability only once per turn, during your upkeep phase. Remove Shared Wealth from your deck if not playing for ante. Shedding XXB Sorcery R Target an opponent when Shedding is cast. That opponent may reduce X by 1 for each 1 life he pays. After that opponent decides to pay no more, he must discard X cards at random. Soul Ghost 2BB Summon Ghost 3/3 R T: Target creature can be blocked only by black or artifact creatures until end of turn. 1B: Regenerate. Spectral Visitor 1BB Summon Specter 0/1 R Flying T: Target player's hand size limit becomes 1 until end of turn. Use this ability only during that player's upkeep. Spree for the Beyond XB Instant C Target creature gains +X/-X and Trample until end of turn. "The Beyond holds great versatility and utility for Dominaria. Remind me never to visit there." - Sisay Stinger 1B Sorcery C Target player gains 1 poison counter. If at any time a player has 10 poison counters, that player loses the game. Draw a card during next turn's upkeep. Swarm Bats 2B Summon Bats 1/1 C Flying; Flanking 2BT: Tap target creature. "No, it's not all the bats flying around; it's all the guano on the floor!" - Slither Thrull Mutilator 1BBB Summon Thrull 0/4 U Protection from Green T: During your upkeep, sacrifice a Thrull to put a Thrull from your graveyard directly into play. Treat this Thrull as if it was just summoned. B, sacrifice a Thrull: +2/-1 until end of turn. Togotog 1B Summon Atog 1/2 R All your Atogs gain +1/+1. Sacrifice an Atog: Togotog gets +2/+2 until end of turn. Tracer B Instant R Your life total becomes equal to the toughness of target creature. You may cast this spell during damage prevention or when your current life total is below 0. Twisted Bog BB Enchant Land C Twisted Bog only functions if played on a swamp you control. All creatures in play gain +1/-1 as long as you control the most creatures. Underworld Reality BBB Enchantment R Target a player when Underworld Reality comes into play. Whenever that player discards a card, he or she takes 1 damage. Urborg Celebration XX1B Sorcery R Remove all graveyards from the game. Then all players take the top X cards of their libraries and put them in their graveyards. Then all creatures in all graveyards are put immediately into play and without summoning sickness. Vapor Wraith BB Summon Wraith 1/3 U Vapor Wraith can only be blocked by blue creatures. If Vapor Wraith's power becomes any number other than 1; Vapor Wraith's power becomes 1. Wall of Nightmares 2BBB Summon Wall 0/6 U Flying; First Strike B: +2/+0 until end of turn. WG: Wall of Nightmares may block one extra creature this turn. Zombie Dragon 1BBB Summon Zombie 4/5 U BB: Regenerate. 1B: Swampwalk until end of turn. BR: Flying until end of turn. 1R: +1/+0 until end of turn. RR: Considered a Dragon until end of turn. ---------- BLUE (44 cards) ---------- Aeromental 3UUU Summon Elemental 6/4 R Flying; Protection from Sorceries U, put a -0/-1 counter on Aeromental: Put a blue 1/1 Elemental token into play. This token creature has Flying. Aquamental 3UUU Summon Elemental 4/6 R Islandwalk; Protection from Blue U: +1/+0 until end of turn. Astral Void 1UU Enchant World R Cumulative Upkeep: 1UU All spells are countered. If Astral Void leaves play, remove it from the game. Bewilding Minotaur 1UUUU Summon Minotaur 3/3 U Protection from Land As long as Bewilding Minotaur is untapped, you must place the top X cards of your library into the graveyard whenever any opponent tries to cast a spell; X is the casting cost of the spell. If you can do this, the spell is countered. Carrier Winds XUU Sorcery C X target creatures gain Flying until end of turn. These creatures are also not affected by Summoning Sickness until end of turn. Cerebral Augmentation 0 Mana Source C Add UU to your mana pool. This mana can only be used to cast instants or interrupts. Cerebral Augmentation is considered a blue card in your hand and a blue spell when cast. Cloud Leviathan 7UUUUU Summon Legend 12/12 R Flying; Trample Counts as a Leviathan. Comes into play tapped. Does not untap as normal. You may sacrifice three Islands or three creatures to untap Cloud Leviathan during your upkeep phase. You must sacrifice one Island or one creature to attack with Cloud Leviathan. Cloud Leviathan gains -6/-0 if attacking an opponent with no Islands in play. Cloud Wave 3U Summon Wave 3/X C Flying; Legendary Land-walk X is equal to the number of Waves in play. 0, sacrifice Cloud Wave: Put a Pool token in play. Treat this token as a 0/3 blue Wall. Control Entity 4U Summon Entity 2/2 U T: Target a player and take control of one of his creatures. That player takes control of Control Entity. Copy Enchantment 1U Enchantment R Target enchantment is copied. Treat this enchantment as an exact copy of the enchantment except Copy Enchantment remains blue. Counters on the enchantment are not copied. Fallen Mage 1UUUU Summon Mage 0/1 U XT: Counter target spell unless the spell's caster pays X more generic mana. XT: Counter target spell; X is the casting cost of the spell. "Some mages have seen the Power, and are unwilling to share it." Homarid Lich UUUU Enchantment R Cumulative Upkeep: Draw a card. Draw a card for each damage point you take. Any player may spend 1 at any time to deal 1 damage to you. If Homarid Lich leaves play, you lose the game. Homarid Tender 3U Summon Homarid 2/4 C IslandHome; Zealous Each upkeep put a Tide counter on Homarid Tender. Remove 3 Tide counters: Put a blue 1/1 Camarid token into play. U, sacrifice a Camarid: Target blue creature gets a +0/+1 or +1/+0 counter. Hydro-Serpent 7UU Summon Serpent 8/6 C Pay 1UU during your upkeep or Hydro-Serpent deals 3 damage to you and is buried. If Hydro-Serpent attacks, it gains Flanking X times, where X is the number of Snow-Covered islands the defending player has in play. Sacrifice an island: Regenerate. Keeper of Lat-Nam 4U Summon Sage 1/2 U When Keeper of Lat-Nam comes into play, draw a card during next turn's upkeep. 2: Draw a card. Use this ability only when you cast an artifact and only once for each 4 mana you spent in the casting cost of the artifact (round all fractions down). Lending 1U Enchant Artifact C 2, Tap enchanted artifact that is untapped: Draw 1 card. Play this ability as a sorcery. Living Enchantment 1UUU Summon Illusion 4/2 R Flying; First Strike During other player's turns, Living Enchantment counts as a global enchantment, not as a creature. Living Enchantment cannot block or use any creature abilities during other player's turns. UU: Phase out. You may use this ability if either Living Enchantment is a creature or an enchantment. Mana Wizard 2U Summon Wizard 0/4 C T: Add 1 to your mana pool. XT: -0/-X until end of turn and add X+1 blue mana to your mana pool. Ment'ha Djinn 1UUUU Summon Djinn 2/6 U Flying Pay U during your upkeep or Ment'ha Djinn deals 1 damage to you. Does not tap when attacking. 1UU: +1/+0 until end of turn. T: All your lands become Snow-Covered Islands until end of turn. Mental Fury XYU Instant R Deal X damage each to Y target creatures. Each of those creatures gain "T: Prevent all damage from Mental Fury." until end of turn. Merfolk of the Barbed Net U Summon Merfolk 1/1 C When Merfolk of the Barbed Net comes into play, put 2 Net counters on it. T, remove a Net counter: Deal 1 point of damage to target creature and tap it. That creature does not untap during it's controller's next untap phase. Mystical Terrain XU Sorcery U You may play this spell as an instant if you add 3 to it's casting cost. Name a basic land type, which can be Barren and/or Snow-Covered. X target lands become that type until end of turn. Pacificus Library 5U Enchantment U X: Draw a card, and put a Disorganization counter on Pacificus Library. X is the number of Disorganization counters on Pacificus Library. Phantasmal Negativity UUUU Enchantment R Target an opponent when cast. Each upkeep put a Degrade counter on Phantasmal Negativity. During that opponent's upkeep, he must tap 1 land for each Degrade counter on Phantasmal Negativity, or sacrifice 1 land and remove all Degrade counters from Phantasmal Negativity. Power Hunter 3U Summon Hunter 2/1 U Zealous T: Tap X target lands that any number of opponents control. Add X to your mana pool. All of this mana must be used to cast spells (none can be used for activation costs). Precognition XU Sorcery R Look at the top 2*X cards of your library, choose 2 and put them into your hand. Shuffle the rest of the cards into your library. X cannot be zero. Random Disposition U Enchant Creature C Enchanted creature gets +2/+2. Each upkeep, flip a coin. If it is heads, enchanted creature gets a +1/+1 counter. If it is tails, enchanted creature gets a -1/-1 counter. All counters stay even if this enchantment is removed. Reality Cascade X2U Sorcery R X target permanents phase out. Rotation UUUU Enchantment C During your upkeep, pay UUUU or bury Rotation. All players play with their hands face up on the table. Any player may cast any spell from any hand, as if it was in their own hand. If many players wish to cast the same spell, go in turn order starting with the current player. All cards are put in their owner's graveyards when they go to the graveyard. Sacerdotalist 2UU Summon Cleric 1/1 C Undying Essence; Protection from Black T: Untap target land. Play this ability as a sorcery. "Only the gods can imbue us with the true magic..." Scintillating Dragon 6UUU Summon Dragon 3/5 R Flying; Does not tap to attack UU: Switch Scintillating Dragon to a different (single) color. U: Regenerate. Use this ability only if black. U: Phase out. Use this ability only if blue. 0: Trample until end of turn. Use this ability only if green. U: +1/+0 until end of turn. Use this ability only if red. 0: First Strike until end of turn. Use this ability only if white. Sleight of Body 2UUU Interrupt U Replace the occurance of a creature type on a card in play or being played with another. For example, you may replace "all Goblins" with "all Dragons". This spell cannot switch a creature type to or from "Legend" or "Artifact Creature" (or any of their variant forms). A Wall changed into a non-Wall may now attack; a non-Wall changed into a Wall can no longer attack. Sleight of World 4U Interrupt U You may remove, add, or replace an expansion symbol on a card with another; or, you may replace one mana symbol on a card with another. Only "real" (in actual existance) expansion or mana symbols can be used. Split Soul 2U Sorcery C Bury target non-token creature you control. Place a token creature with the exact abilities of the buried creature into play, as if that creature card was just cast, but instead represented as a token creature. Draw a card during the next turn's upkeep. Teeka's Bookshelf 2U Instant C Zealous You may discard a blue card instead of paying Teeka's Bookshelf's casting cost. Play only during your discard phase. Your hand size limit increases by 7 this turn. Draw a card during next turn's upkeep. Teferi's Wrath XU Instant U X target creatures phase out. Each one of these creatures may have their controller choose to phase out a target creature. Temporal Leviathan 5UUUUU Summon Leviathan 9/11 R Zealous; Trample; Rampage: 3 Comes into play tapped. Does not untap as normal during your untap phase. UUU, pay 1 life: Untap Temporal Leviathan. 4UUT: Target non-enchanted permanent is placed in owner's hand. Time Jump X1UU Enchantment U Put X Delay counters on Time Jump when cast. Place target permanent and all local enchantments that enchant it under Time Jump. Treat this as if these permanents are not in the game. Bury Time Jump at the beginning of your upkeep if there are no Delay counters on it. At the end of your upkeep, remove a Delay counter from Time Jump. If Time Jump leaves play, return the permanents under it to the game. Transfolding Bookmark U Instant U Draw 2 cards. After successfully casting Transfolding Bookmark, put it on top of your library instead of in your graveyard. "The Bookmark's very nice, but it gets in the way of turning the page." Vesuvan Shapeshifter 2UU Summon Shapeshifter X/Y C IslandEscape; Phasing When cast, Vesuvan Shapeshiper's power/toughness is 0/5. During your upkeep, Vesuvan Shapeshifter may target a creature and copy it's power, toughness, and creature type. Vesuvan Shapeshifter gets none of the creature's other characteristics (such as color or abilities). Wall of Steam 4UU Instant U You may remove a blue card in your hand from the game instead of paying Wall of Steam's casting cost. Place a Wall of Steam token into play. Treat this token as a 6/1 flying wall. This token is buried at the end of any turn. War Galley 2UU Summon Ship 4/3 C IslandHome; Trample; Bands with other Ships GRT, sacrifice a permanent: Destroy target permanent. Wizard-Master of Magocracy 3UUU Summon Legend 0/3 R All your Wizards and Mages may untap one extra time during your main phase. U: Prevent 1 damage to target Wizard or Mage. Zephyr Hawk 1U Summon Hawk 1/1 C Flying; Banding U: Zephyr Hawk does not tap when attacking this turn. ---------- GREEN (44 cards) ---------- Artificial Biosphere 0 Mana Source C Discard a creature from your hand: Add the discarded creature's casting cost in green mana to your mana pool. This mana can only be used to cast Summon spells. Artificial Biosphere is a green card in your hand and is a green spell when cast. Attenuation GG Instant U Sacrifice a creature to give target creature a +X/+Y counter, where X is the sacrificed creature's power and Y is it's toughness. Aspirant Druid 4GG Summon Druid 1/1 R ForestEscape T, tap X untapped lands you control: Untap X+1 lands. T, tap X untapped artifacts you control: Untap X+1 artifacts. T, tap X untapped creatures you control: Untap X+1 creatures. Ball Hurricane GGG Summon Ball Hurricane 6/1 R Flying; No Summoning Sickness 1: Deal 1 damage to all Flying creatures and all players. At the end of any turn, bury Ball Hurricane. "Ifh-Biff had some friends." Bashtrahn 3GGGGG Summon Legend 4/6 R All Druids and Clerics gain +0/+3. 1G: Add one mana of any color to your mana pool. 1GB: Put a Forest from your graveyard into your hand. 1GU: Target creature you control is placed in it's owner's hand. Birds of the Grove 1 Summon Mana Birds 0/1 U Flying Considered a green card when in your hand and as a green spell when cast. T: Add 1 to your mana pool. 1T: Add G to your mana pool. GT: Add one mana of any color to your mana pool. "This isn't Paradise, you know." Cave Bears GG Summon Bears 2/2 C Snow-Covered MountainEscape; Barren Mountainwalk Cave Bears can block creatures with Mountainwalk as if they did not have that ability. Celstar Elf 3G Summon Elf 1/1 U All Elves gain ForestEscape and Bands with other Elves. T: All Elves gain Forestwalk until end of turn. 2T: All Elves gain +1/+0 until end of turn. If Celstar Elf leaves play, add 1 to your mana pool. Chain Desert Twister 1GGG Sorcery U Target permanent is buried. Whenever a permanent is buried from Chain Desert Twister, the owner of the permanent may spend 4 or GG to bury target permanent. If you pay an extra 4 during casting, all permanents buried by Chain Desert Twister are removed from the game. Cloud Elf 2G Summon Elf 0/2 C You may discard a green card instead of paying Cloud Elf's casting cost. -0/-1 until end of turn: Add G to your mana pool. You cannot use this ability to bring Cloud Elf's toughness below 0. Copy Land 1G Enchantment R Target land is copied. Treat this enchantment as an exact copy of that land, except Copy Land remains green. Counters on targetted land are not copied. Craw Dragon GGGGGG Summon Dragon 6/4 U Flying "After having seen that, I fear what a Scaled Dragon must look like." - Quartex, Kjeldoran Skycaptain Druyundi Druid 1GG Summon Druid 1/3 C All Bears gain +1/+1 and Bands with other Bears. GGGT: Regenerate target Bear. Enrage XXXGG Enchant Creature R Put X Madness counters on Enrage when it is cast. Enchanted creature gains Rampage: X+1, where X is the number of Madness counters on Enrage. X: Return Enrage to your hand, where X is the number of Madness counters on Enrage. Genopurge GGG Interrupt U Counter target Summon spell. No more Summon spells of the same summon type as the countered spell may be cast this turn. Great Badger 1GGG Summon Badger 3/3 U Protection from Flying creatures; Does not tap to attack If Great Badger blocks or is blocked, it gains +3/+3 and Trample until end of turn. Great Battle 4GGGG Legendary Enchantment R When Great Battle comes into play, put 2 Delay counters on it. During your upkeep, remove a Delay counter from Great Battle. When you remove the last counter, all players may search their decks for as many creatures as they like and put them directly into play. Treat these creatures as though they were just summoned. All players shuffle their decks afterwards. Great Expanse 4GGGG Legendary Enchantment R When Great Expanse comes into play, put 2 Delay counters on it. During your upkeep, remove a Delay counter from Great Expanse. When you remove the last counter, all players may search their decks for as much land as they like and put them directly into play. All players shuffle their decks afterwards. Great Growth 1GG Instant C Target creature gains +4/+4, Trample, and "1: +1/-1 until end of turn." until end of turn. Green Knight GG Summon Knight 2/1 U Flanking; Protection from Blue G: First Strike until end of turn. 1G: +1/+0 until end of turn. "The Order of the Juniper is a pretty strange bunch, especially in the attire that they wear." Haze of Mist 2GG Instant C You discard a green card instead of paying Haze of Mist's casting cost. Creatures deal no damage in combat this turn. High Morale GGG Enchantment R All your non-Flying creatures of any color gain +1/+1. G: All your green Flying creatures gain +1/+0 until end of turn. Use this ability only once per turn. G: All your green Flying creatures gain +0/+1 until end of turn. Use this ability only once per turn. Hopping Insects 6G Summon Insects 5/5 R Bands with other Insects Hopping Insects cannot be targetted by spells or effects. G: Flying until end of turn. G: Regenerate. G, put a -1/-1 counter on Hopping Insects: Tap target creature. That creature gains a -1/-1 counter. Illuminelf G Summon Elf 1/1 C T: Add 1 to your mana pool. T, tap X untapped creatures you control: Add X green mana to your mana pool. Inferior Army XG Sorcery U Target player loses X-Y life, where Y is the number of creatures he controls. Ignore this effect if Y is greater than X. Instill Acceleration G Legendary Enchant Artifact R 0: Untap enchanted artifact. Use this ability only once per turn. You may use this ability on opponents' turns as well. Living off the Land G Instant C Gain 1 life for each land that you control. Tap one of your untapped lands: Gain 1 life. You may use this ability as often as you wish. Sacrifice a land: Gain 1 life. You may use this ability as often as you wish. Magical Grove 1G Enchant Land C When enchanted land is tapped for mana, it produces one extra mana of the same color. Mana Elemental 4G Summon Elemental 4/4 U GG: Put a Storage counter on Mana Elemental. 0, remove a Storage counter from Mana Elemental: Add G to your mana pool. 0, remove 2 Storage counters from Mana Elemental: Add one mana of any color to your mana pool. March Wolf 2GG Summon Wolf 1/1 U First Strike; Banding 1G: Target creature gains +1/+0 until end of turn. 1G: Target creature gains +0/+1 until end of turn. T: Target creature gains +1/+1 until end of turn. Mulch Wave 3G Summon Wave 3/X C X is equal to the number of Waves in play. Any creature blocking Mulch Wave becomes tapped and does not untap during it's controller's next untap phase. 0, sacrifice a forest: Regenerate. 0, sacrifice Mulch Wave: Put a Pool token in play. Treat this token as a 0/3 green Wall. Preparation 2G Sorcery C All of your creatures do not have summoning sickness this turn. All of your permanents that normally come into play tapped come into play untapped instead for this turn. Draw a card during next turn's upkeep. Psychological Warfare GGGG Instant R Play only during opponent's upkeep phase. All of that opponent's Flying creatures must attack this turn or be buried. Those creatures also lose Flying until end of turn. Rebuild 0 Sorcery U All lands in all graveyards are put directly into their owner's play area. Rebuild is a green card in your hand and is a green spell when cast. Serval 1GGG Summon Cat Warriors 3/2 C Undying Essence; Rampage: 1; Does not tap to attack GGT: All your Cat Warriors gain +1/+0 until end of turn. Spearwood Treefolk 3G Summon Treefolk (X+2)/2 C Trample; No Summoning Sickness X is normally 0. When attacking, X is one-half the number of defending creatures (round down). When defending, X is one-half the number of attacking creatures (round down). Spider Phenom 3G Summon Spider 4/4 C Zealous; Phasing Can block creatures with Flying. G: All your Spiders gain Flying and cannot block non-Flying creatures until end of turn. Strip Fate G Interrupt R Sacrifice X lands: Counter target spell, where X is the casting cost of the spell. Tangle Basilisk 4GG Summon Basilisk 4/6 R ForestHome Can block creatures with Flying. Any creature blocking or blocked by Tangle Basilisk are buried at end of combat. GGG: Target creature blocking or blocked by Tangle Basilisk is removed from the game at end of combat. Thallid Dictator 1GG Summon Fungus 1/5 R During your upkeep, put a Spore counter on Thallid Dictator. Remove 3 Spore counters: Put a green 1/1 Saproling token into play. Sacrifice 2 Saprolings: All of Funguses gain +0/+1 until end of turn. All of your Saprolings gain +1/+0 until end of turn. Thunderstorm XG Sorcery U All Flying creatures get a -X/-X counter and then phase out. Venerable Wurm 3GGG Summon Wurm 5/2 C Rampage: 1 If Venerable Wurm goes to the graveyard from play, remove it from the game. 1G: +5/-1 until end of turn. Bury Venerable Wurm at end of turn. BU: Add 1 to Venerable Wurm's Rampage rating until end of turn. "Some really old Craw Wurms get this strange disease, which causes them to go quite mad." War Zone GGG Enchantment C During each player's discard phase, if that player could have but did not attack with at least one creature, he or she takes 1 damage. During each player's discard phase, if that player has no creatures in play or in his graveyard, that player takes 1 damage. World of the Beasts 2GGG Enchant World U Cumulative Upkeep: G Whenever a card is drawn, it is shown to all players. If the card is not a Summon or a Land, it is discarded and that player draws another card. ---------- RED (44 cards) ---------- Acidic Smoke 1RR Enchantment R Creatures with power 2 or less do not untap during any player's untap phase. Each player puts a -0/-1 counter on each of his creatures with power 2 or less during his upkeep phase. Baffle 1R Instant C You creatures that were declared to deal no damage in combat this turn instead deal their normal damage. Draw a card during next turn's upkeep. "I have an interesting new device called a fog horn..." Balk 2R Instant U Play only on your turn, after blockers have been declared but before damage dealing. Target defending player must redeclare blockers. Each one of his creatures cannot block the same creature(s) it blocked during the first declaration of blockers. Ball Disintegrate RRRRR Summon Ball Disintegrate 9/1 R Trample; No Summoning Sickness Creatures that go the graveyard and were damaged by Ball Disintegrate are removed from the game. 1R: +1/+1 until end of turn. At the end of any turn, bury Ball Disintegrate. Batwinged Kobold 1 Summon Kobold 0/1 C Flying Batwinged Kobold is a red card in your hand and is a red spell when cast. "YipYapYup, one of the Kobold youth, suddenly had an 'urdge' to fly." Broken Toothed Orcs 1R Summon Orcs 4/2 C Phasing Broken Toothed Orcs cannot attack if defending player controls an untapped creature with Trample. Broken Toothed Orcs cannot defend if you are being attacked by a creature with First Strike. Chain Flare 2R Instant C Deal 1 damage to target opponent/target opponent's creature. Draw a card during next turn's upkeep. Whenever Flare deals damage, that player/target's controller may pay 1 to deal 1 damage to target opponent/target opponent's creature and draw a card during next turn's upkeep. Chaos Elemental 1RR Summon Elemental 4/4 U No Summoning Sickness Whenever any player declares an attack, he gains control of Chaos Elemental. R: Flip a coin. If heads, +2/-1 until end of turn. If tails, -1/+2 until end of turn. Chaos Tutor R Instant R Flip a coin. If heads, search your library for a red card. If tails, search your library for a land. Shuffle your library and place the chosen card on top of it. If you pay 2 in addition to the casting cost, you may choose the result of the coin flip instead of flipping. Constrained Chaos 1R Interrupt C You may reflip a coin flip just resolved. This spell may be cast in the middle of another effect's resolution. Draw a card during next turn's upkeep. Crimson Hydra XRRRR Summon Hydra 0/0 R Trample Crimson Hydra comes into play with X +2/+1 counters. Remove a +2/+1 counter for each damage point Crimson Hydra receives. RR: Add a +2/+1 counter to Crimson Hydra. T, remove Y +2/+1 counters: Deal Y damage to target creature or player. Darkside Phoenix 3RRR Summon Phoenix 3/3 R Flying; Undying Essence; Zealous No Summoning Sickness Does not tap to attack. Diamond Giant 2RRRR Summon Giant 0/6 U Rampage: 1 All Giants and Titans gain +2/+0 and the ability to block Flying creatures. RT: -2/-4 until end of turn. Target creature gains +2/+2 until end of turn. Explosive Ordinance 2RR Enchantment U Cumulative Upkeep: You and all of creatures take 1 damage. X, add an Instability counter: All other players and all creatures not under your control take 1 damage. X is the number of Instability counters before adding the one for activation. Firequake XXR Sorcery U All non-Flying creatures get a -X/-X counter and then phase out. Fulminate XR Sorcery C Target player takes 2*X damage and you take X damage. Gateway Flare 4R Enchantment U R: Add 2 to your mana pool. This mana can only be used to cast Sorceries. Goblin Feast Chef 2RR Summon Goblin 0/2 C You may choose not to untap your Goblins during untap phase. If you do so, during your upkeep place a Feast counter on Goblin Feast Chef and tap all your untapped Goblins. Your Goblins comes into play tapped. T: Sacrifice Goblin Feast Chef to give all your Goblins +X/+0, where X is the number of Feast counters on Goblin Feast Chef. Goblin Queen 1RR Summon Queen 2/2 U All your Goblins gain MountainEscape. When attacking, all your Goblins gain +1/+0. When defending, all your Goblins gain +0/+1. If you have Goblin King and Goblin Queen in play, all of your Kings and Queens gain +3/+3. Guerrilla Warfare X4RR Instant R Target creature gains +X/+0 and can only be blocked by at least X creatures until end of turn. Hail of Lightning XXXR Sorcery C Deal 3 damage each to X targets. You may target the same target more once with this spell. Hobgoblin 3RR Summon Goblin 5/5 C Flanking; Barren Plainswalk Instrument of Destruction 4RR Enchant Artifact R Tap enchanted artifact: Destroy target artifact. That artifact's owner takes 2 damage. Sacrifice enchanted artifact: All artifacts in play are destroyed. You cannot use this ability the turn Instrument of Destruction comes into play. Kobold Guard 1R Summon Guard 1/2 U MountainEscape All your Kobolds gain Bands with other Kobolds and MountainEscape. "I'm watching you." Kobold Mutant 0 Summon Kobold 1/0 C Kobold Mutant is red card in your hand and is a red spell when cast. "Sickly at birth, sometimes only the Drill Sergeants could keep the Kobold Mutants alive." [note: the power/toughness is not a mistake] Kobold Scout 1 Summon Kobold 0/1 C Kobold Scout is a red card in your hand and is a red spell when cast. Draw a card during next turn's upkeep. If you pay 2 in addition to the casting cost, draw another card during next turn's upkeep. Kobold Warrens 1R Enchantment R 0, choose and discard a card from your hand: Put a Kobold token into play. Treat this token as a 0/1 red creature. Kobold Witch Doctor 2RR Summon Witch Doctor 2/3 R Protection from Green RRR: Phase out. All of your Kobolds gain Flanking, Rampage: 1, and "R: Regenerate". All your Drill Sergeants, Taskmasters, Overlords, Guards, Witch Doctors, and Rohgahh of Kher Keep are also considered Kobolds. Leadership in Battle 1RR Enchant Creature U As long as the enchanted creature has the highest power or toughness of any creature you control, all your red creatures gain +1/+1. Magius Mynotaus 7RR Summon Legend 5/5 R First Strike; Barren MountainHome Counts as a Minotaur. All your other Minotaurs gain +2/+0. R: Regenerate. R, tap a Minotaur you control: Target land becomes a Barren Mountain until end of turn. Mana Beam 1R Enchant Land R R, tap the land Mana Beam enchants: All your lands produce an extra R when tapped for mana this turn. Mountain Horizon 0 Mana Source C Add RR to your mana pool. This mana can only be used to cast sorceries or instants. Mountain Horizon is a red card in your hand and is a red spell when cast. Orcish Tactics Room 4R Enchantment U X, tap all of your Orcs: Draw X/2 (round up) cards, where X is the number of Orcs you control. Use this ability only during your upkeep and only once per turn. WU, sacrifice an enchantment: Gain life equal to the sacrificed enchantment's casting cost. Pitfall Dwarf 2RR Summon Dwarf 0/3 U All your creatures lose Flying continuously while Pitfall Dwarf is in play. RR: Target Flying creature loses Flying until end of turn and takes 2 damage. Pyromental 3RRR Summon Elemental 7/3 R Protection from Red R, put a -1/-0 counter on Pyromental: Deal 2 damage to any target. Use this ability only if Pyromental's power is above 0. Reverse Gravity 4RR Enchant World R All creatures that were Flying before Reverse Gravity came into play lose Flying. All creatures that were not Flying before Reverse Gravity came into play gain Flying. "The horde of Goblins gleefully flew over the Serra Angels..." Rivet RR Interrupt C Counter target spell. That spell's controller gains an Avoidance counter at the end of the current phase. That player may sacrifice the Avoidance counter at any time to counter target spell. Sand Wave 3R Summon Wave 3/X C Desertwalk X is the number of Waves in play. Sand Wave is immune to damage done by Deserts and red spells. 0, sacrifice Sand Wave: Put a Pool token in play. Treat this token as a 0/3 red Wall. Thunder Bolt R Instant C Target creature takes 2 damage. Target player takes 1 damage. If you add an extra R to yhe casting cost, put Thunder Bolt under the first card of your library (making it the second card of your library) instead of in the graveyard if it was successfully cast. Whirling Disruption RRRR Summon Wall 8/2 C Flying; Protection from Blue T: Flip a coin. If it results in your favor, bury target creature. If it does not, bury Whirling Disruption. Zantriss Dragon RRRR Summon Dragon 1/2 U Flying; Banding R: +2/+0 until end of turn. If you spend more than R in this way, Zantriss Dragon is destroyed at end of turn. ---------- WHITE (44 cards) ---------- Absorb 2W Instant C All damage done to you from one source is reduced to zero and prevented for rest of turn. Draw a card during next turn's upkeep. Active Reprieve X1WW Sorcery U Distribute any combination of X +1/+0 or +0/+1 counters among any number of target creatures. Afire XW Instant C Play only during opponent's upkeep. Gain 2*X life. That opponent can at any time for the rest of the turn spend 1 to have you lose 1 life. Annul WWW Instant R Play during any upkeep phase. Choose spells, artifacts, creatures, or enchantments. For the rest of the turn, all damage done to you from a source of that type is reduced to 0. Artifact Scarab 1W Enchant Creature C Target creature gets +2/+2 as long as any opponent controls any artifacts. That creature cannot be blocked by artifact creatures. Avoidance 1WWW Interrupt R You may discard a white card instead of paying Avoidance's casting cost. Counter target spell that targets you or a permanent that you control. Barren Hero 2WWW Summon Hero 4/1 U Undying Essence; Protection from Blue; Barren-landHome Comes into play tapped. T: Add 2 to your mana pool. RW: +3/+0 until end of turn. Barren Soldier 2WW Summon Soldier 3/1 C First Strike; Protection from Green; Barren-landHome Comes into play tapped. T: Add 2 to your mana pool. BW: Regenerate. Bergan's Wrath 2W Sorcery R All permanents in the game with local enchantments played on them are removed from the game. Blade Efreet 3W Summon Efreet 7/1 R No Summoning Sickness; Banding Cumulative Upkeep: W and 1 life All creatures banded with Blade Efreet get +X/+0 until end of turn, where X is the number of white mana symbols in the creature's casting cost. If Blade Efreet leaves play, bury all of your plains. Bladetusk Elephant 3W Summon Elephant 4/2 U First Strike; Bands with other Elephants and Mammoths G: Lose First Strike ability to gain Trample until end of turn. W: Lose First Strike ability to gain Flanking until end of turn. Bon Ceremony 0 Mana Source C Add W to your mana pool, or you may instead cast Bon Ceremony as an instant, if you do, prevent 1 damage to any target. Bon Ceremony is a white card in your hand and is a white spell when cast. Cantare Enchantress 1WW Summon Enchantress 0/2 R 1: Show the card you just drew from your library to all players. If it is an enchantment, draw another card. Circle of Protection: Gold 1W Enchantment U 2: Prevent one packet of damage to you from one multi-colored source. Circle of Protection: Land 1W Enchantment C 1: Prevent one packet of damage to you from one land source. 0: Empty your mana pool. Play this ability as an mana source. Circle of Protection: Silver 1W Enchantment C 1: Prevent one packet of damage to you from one colorless, non-land, non-artifact source. Conceal 3W Interrupt R One target permanent or player is not affected by target spell. The permanent or player does not have to be actually targetted by the spell; the target is simply considered to not exist for the resolution of the spell. Continuance 5W Sorcery U All players' life totals become 20. Effects that prevent or redirect damage cannot counter this change in life. CorUnicorn 1W Summon Unicorn 2/2 C Undying Essence; Phasing; PlainsHome Each time CorUnicorn phases in, choose a creature type. All creatures of that type gain +0/+1 until CorUnicorn leaves play. Docile Healer 1W Summon Healer 0/1 U 1WW: Target player removes 1 poison counter. T: Docile Healer gains an ability requiring an activation cost of any other Healer in play. Double Visions WW Sorcery C Look at the top ten cards of any library. You may then shuffle that library. If you decide not to shuffle and then pay W, you may then reorder those 10 cards. If you pay 4 in addition to the casting cost, draw 2 cards during next turn's upkeep. Enchanotog 1W Summon Atog 1/2 C All your Atogs gain +0/+2 if untapped and not attacking. Sacrifice an enchantment: Enchanotog gains +2/+2 until end of turn. Evasion 2WWW Enchant World U Cumulative Upkeep: WW No player may target some other player's permanents with spells or effects. No player may target some other player with spells or effects. Eye of Battle 5W Summon Avatar 2/6 U T: Tap three white creatures you control to give all your creatures +1/+2. Glass Wave 3W Summon Wave 3/X C Snow-Covered Plainswalk X is the number of Waves in play. Glass Wave cannot be blocked if defending player controls a zero casting cost non-creature artifact. 0, sacrifice Glass Wave: Put a Pool token in play. Treat this token as a 0/3 white Wall. Gold Scarab W Enchant Creature C Target creature gains +2/+2 as long as any opponent controls any multi-colored permanents. That creature cannot be blocked by multi-colored creatures. Icatian Archer 2WW Summon Archer 3/2 U WW: Flanking, but only versus Flying creatures. You may use this ability more than once per turn. T: Bury target Flying creature. That creature's controller may tap it to counter this effect if the creature is untapped. Ivory Dragon 4WW Summon Dragon 4/4 R Flying 2W: +1/+0 until end of turn. 2W: +0/+1 until end of turn. Show your hand to all players: Gain X/4 life, where X is the combined casting cost of all cards in your hand. Round all fractions down. Use this ability only during your upkeep and only once per turn. Lexing 2WW Enchantment R All your permanents that would normally come into play tapped come into play untapped instead. You may spend 1 less on the casting cost of all of your spells. Leukos Djinn 3WW Summon Djinn 4/6 R Flying While Leukos Djinn is in play, all effects that would cause a player to gain life cause that player to gain 1 more life than usual. Meditation 2W Enchant Land R All your creatures gain +0/+X, where X is the number of Meditate counters on Meditation. Tap the land Meditation enchants: Your creatures deal no damage in combat until your next upkeep. Place a Meditate counter on Meditation. Use this ability only during your upkeep. BR, sacrifice the land Meditation enchants: All your creatures gain +X/+0 until end of turn, where X is the number of Meditate counters on Meditation. Molter Griffin 3W Summon Griffin 2/2 U Flying; Plainswalk Each upkeep put a white 0/1 Molt token into play. This token creature has Flying. Sacrifice 2 Molts: Put a white 1/1 token Griffin into play. This token creature has Flying. Sacrifice 2 Griffins: Choose and put a Griffin from your hand into play. Pacificus Lions W Summon Lions 1/2 C PlainsEscape 0: Pacificus Lions is a white and blue creature until end of turn. UW: Snow-Covered Plainswalk and Snow-Covered Islandwalk until end of turn. Passive Reprieve X1WW Sorcery U Distribute any combination of X -1/-0 or -0/-1 counters among any number of target creatures. Persistence 2WW Enchantment U Undying Essence This spell cannot be targetted by interrupts as it is being cast. WW: Counter target interrupt. Play this ability as an interrupt. WW: Counter target discard effect. Play this ability as an interrupt. Polson's Guardian 1WW Summon Guardian 1/3 C Can block creatures with Flying. Can block creatures with Plainswalk as if they did not have that ability. T: All your defending creatures gain -1/+2 until end of turn. Power Attractor 5W Enchant Artifact C The activation cost of enchanted artifact is reduced by Y, where Y is the number of other artifacts you control, to a mininum of 1. This has no effect on continuous effects or activation costs of 0. All of your other artifacts become tapped and do not untap as normal. Reprimand 3W Instant U Target permanent is removed from the game. That permanent's owner may draw up to X cards, where X is the casting cost of the permanent. Sahnell Angel WWWW Summon Angel 3/2 R Flying; Banding; Trample Does not tap when attacking. T: +2/+0 until end of turn. Sahnell Paladin 1WW Summon Paladin 2/1 U Flanking; Bands with other Paladins 2: Prevent 1 damage to any creature. 1WWT: Sacrifice an enchantment to search your deck for any enchantment and place it into your hand. Shuffle your deck afterwards. Sesselloyd Paramath WWWWWW Summon Legend 0/10 R All of your creatures deal no damage in combat. 1WT: Each player sacrifices enough lands to equalize all lands in play. 1WT: Each player discards enough cards to equalize all cards in hand. 1WT: Each player sacrifices enough creatures to equalize all creatures in play. For each of these abilities, the player with the fewest of that category cannot sacrifice/discard in this way. Sveta Drake 2W Summon Drake 3/1 C Flying 1: +0/+1 until end of turn. You may not spend more than 3 in this way each turn. Terrapin Slug 2WW Summon Slug 2/8 R If Terrapin Slug has a Depletion counter, it does not untap during your untap. Remove a Depletion counter from Terrapin Slug during your upkeep phase. If at any time Terrapin Slug becomes tapped, put a Depletion counter on it. W, name a color: Protection from that color until end of turn. Town Crier 2W Summon Townsfolk 1/1 R All your Townsfolk gain Bands with other Townsfolk. If defending player controls any Townsfolk, all your Townsfolk are unblockable when attacking that player. 2T, sacrifice 1 Townsfolk: Draw 1 card from the bottom of your library. ---------- END OF CARD LIST ----------