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Anaba Ancestor
( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
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Anaba Bodyguard
( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Anaba Shaman
( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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Animate Dead
( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Animate Dead enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
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Armor of Faith
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Blizzard
( 2)
Enchantment
Cast this spell only if you control a snow land. Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Creatures with flying don't untap during their controllers' untap steps.
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Blood Lust
( 2)
Instant
If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.
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Bone Shaman
( 4)
Creature — Giant Shaman
(3/3)
: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn."
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Breeding Pit
( 4)
Enchantment
At the beginning of your upkeep, sacrifice Breeding Pit unless you pay . At the beginning of your end step, create a 0/1 black Thrull creature token.
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Carapace
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature.
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Casting of Bones
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
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Combat Medic
( 3)
Creature — Human Cleric Soldier
(0/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Creature Bond
( 2)
Enchantment — Aura
Enchant creature When enchanted creature dies, Creature Bond deals damage equal to that creature's toughness to the creature's controller.
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Cyclopean Tomb
( 4)
Artifact
, : Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep. When Cyclopean Tomb is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with Cyclopean Tomb but that a mire counter has not been removed from with Cyclopean Tomb.
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Dancing Scimitar
( 4)
Artifact Creature — Spirit
(1/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Deathgrip
( 2)
Enchantment
: Counter target green spell.
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Demonic Torment
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature.
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Denizen of the Deep
( 8)
Creature — Serpent
(11/11)
When Denizen of the Deep enters, return each other creature you control to its owner's hand.
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Derelor
( 4)
Creature — Thrull
(4/4)
Black spells you cast cost more to cast.
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Diabolic Machine
( 7)
Artifact Creature — Construct
(4/4)
: Regenerate Diabolic Machine.
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Disintegrate
( 1)
Sorcery
Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
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Dragon Engine
( 3)
Artifact Creature — Construct
(1/3)
: Dragon Engine gets +1/+0 until end of turn.
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Drop of Honey
( 1)
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures on the battlefield, sacrifice Drop of Honey.
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Electric Eel
( 1)
Creature — Fish
(1/1)
When Electric Eel enters, it deals 1 damage to you. : Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.
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Eternal Warrior
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance.
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Fallen Angel
( 5)
Creature — Angel
(3/3)
Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
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Fallen Ideal
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
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False Orders
( 1)
Instant
Cast this spell only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
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Fishliver Oil
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
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Flight
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has flying.
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Foriysian Interceptor
( 4)
Creature — Human Soldier
(0/5)
Flash (You may cast this spell any time you could cast an instant.) Defender Foriysian Interceptor can block an additional creature each combat.
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Foriysian Totem
( 3)
Artifact
: Add . : Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn. As long as Foriysian Totem is a creature, it can block an additional creature each combat.
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Foul Familiar
( 3)
Creature — Spirit
(3/1)
Foul Familiar can't block. , Pay 1 life: Return Foul Familiar to its owner's hand.
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Frankenstein's Monster
( 2)
Creature — Zombie
(0/1)
As Frankenstein's Monster enters, 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 with a +2/+0, +1/+1, or +0/+2 counter on it.
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Gaze of Pain
( 2)
Sorcery
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn.
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Giant Slug
( 2)
Creature — Slug
(1/1)
: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn. (It can't be blocked as long as defending player controls a land of that type.)
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Goblin Kites
( 2)
Enchantment
: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at the beginning of the next end step. If you lose the flip, sacrifice that creature.
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Guardian Angel
( 1)
Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
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High Tide
( 1)
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional .
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Holy Strength
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2.
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Icy Prison
( 2)
Enchantment
When Icy Prison enters, exile target creature. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays . When Icy Prison leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Infernal Medusa
( 5)
Creature — Gorgon
(2/4)
Whenever Infernal Medusa blocks a creature, destroy that creature at end of combat. Whenever Infernal Medusa becomes blocked by a non-Wall creature, destroy that creature at end of combat.
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Inquisition
( 3)
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
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Invisibility
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by Walls.
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Ironclaw Orcs
( 2)
Creature — Orc
(2/2)
Ironclaw Orcs can't block creatures with power 2 or greater.
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Island
( 0)
Basic Land — Island
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Ivory Cup
( 1)
Artifact
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Jade Monolith
( 4)
Artifact
: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead.
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Labyrinth Minotaur
( 4)
Creature — Minotaur
(1/4)
Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step.
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Legions of Lim-Dûl
( 3)
Creature — Zombie
(2/3)
Snow swampwalk (This creature can't be blocked as long as defending player controls a snow Swamp.)
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Lifetap
( 2)
Enchantment
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.
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Living Armor
( 4)
Artifact
, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's mana value.
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Living Artifact
( 1)
Enchantment — Aura
Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life.
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Living Wall
( 4)
Artifact Creature — Wall
(0/6)
Defender (This creature can't attack.) : Regenerate Living Wall.
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Lord of Tresserhorn
( 4)
Legendary Creature — Zombie
(10/4)
When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards. : Regenerate Lord of Tresserhorn.
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Lure
( 3)
Enchantment — Aura
Enchant creature All creatures able to block enchanted creature do so.
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Lurker
( 3)
Creature — Beast
(2/3)
Lurker can't be the target of spells unless it attacked or blocked this turn.
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Maze of Ith
( 0)
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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Moor Fiend
( 4)
Creature — Horror
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Null Rod
( 2)
Artifact
Activated abilities of artifacts can't be activated.
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Onulet
( 3)
Artifact Creature — Construct
(2/2)
When Onulet dies, you gain 2 life.
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Orcish Artillery
( 3)
Creature — Orc Warrior
(1/3)
: Orcish Artillery deals 2 damage to any target and 3 damage to you.
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Paralyze
( 1)
Enchantment — Aura
Enchant creature When Paralyze enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap the creature.
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Pit Trap
( 2)
Artifact
, , Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated.
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Plague Rats
( 3)
Creature — Rat
(*/*)
Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats on the battlefield.
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Pygmy Allosaurus
( 3)
Creature — Dinosaur
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Pyrotechnics
( 5)
Sorcery
Pyrotechnics deals 4 damage divided as you choose among any number of targets.
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Raise Dead
( 1)
Sorcery
Return target creature card from your graveyard to your hand.
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Reconstruction
( 1)
Sorcery
Return target artifact card from your graveyard to your hand.
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Ritual of the Machine
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Gain control of target nonartifact, nonblack creature.
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Samite Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Scarecrow
( 5)
Artifact Creature — Scarecrow
(2/2)
, : Prevent all damage that would be dealt to you this turn by creatures with flying.
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Screeching Drake
( 4)
Creature — Drake
(2/2)
Flying When Screeching Drake enters, draw a card, then discard a card.
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Sengir Vampire
( 5)
Creature — Vampire
(4/4)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.
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Serendib Djinn
( 4)
Creature — Djinn
(5/6)
Flying At the beginning of your upkeep, sacrifice a land. If you sacrifice an Island this way, Serendib Djinn deals 3 damage to you. When you control no lands, sacrifice Serendib Djinn.
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Serendib Efreet
( 3)
Creature — Efreet
(3/4)
Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you.
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Serra Bestiary
( 2)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay . Enchanted creature can't attack or block, and its activated abilities with in their costs can't be activated.
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Shanodin Dryads
( 1)
Creature — Nymph Dryad
(1/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Shield of the Ages
( 2)
Artifact
: Prevent the next 1 damage that would be dealt to you this turn.
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Siren's Call
( 1)
Instant
Cast this spell only during an opponent's turn, before attackers are declared. Creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
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Six-y Beast
( 4)
Creature — Beast
(0/0)
As Six-y Beast enters, you secretly put six or fewer +1/+1 counters on it, then an opponent guesses the number of counters. If that player guesses right, sacrifice Six-y Beast after it enters.
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Soldevi Golem
( 4)
Artifact Creature — Golem
(5/3)
Soldevi Golem doesn't untap during your untap step. At the beginning of your upkeep, you may untap target tapped creature an opponent controls. If you do, untap Soldevi Golem.
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Spinal Villain
( 3)
Creature — Beast
(1/2)
: Destroy target blue creature.
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Stop That
( 1)
Instant
Target player discards a card. Gotcha — If an opponent audibly flicks the cards in their hand, you may say "Gotcha" When you do, return Stop That from your graveyard to your hand.
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Stromgald Cabal
( 3)
Creature — Human Knight
(2/2)
, Pay 1 life: Counter target white spell.
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