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Protective Sphere
( 3)
Enchantment
, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. <I>(Colorless mana prevents no damage.)</I>
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Psychic Trance
( 4)
Instant
Until end of turn, Wizards you control gain ": Counter target spell."
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Pulse of Llanowar
( 4)
Enchantment
If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type.
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Quirion Trailblazer
( 4)
Creature — Elf Scout
(1/2)
When Quirion Trailblazer enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Regenerate
( 2)
Instant
Regenerate target creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Renewing Touch
( 1)
Sorcery
Shuffle any number of target creature cards from your graveyard into your library.
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Respite
( 2)
Instant
Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature.
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Resuscitate
( 2)
Instant
Until end of turn, creatures you control gain ": Regenerate this creature."
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Reverent Mantra
( 4)
Instant
You may exile a white card from your hand rather than pay this spell's mana cost. Choose a color. All creatures gain protection from the chosen color until end of turn.
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Root Maze
( 1)
Enchantment
Artifacts and lands enter tapped.
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Sacred Prey
( 1)
Creature — Horse
(1/1)
Whenever Sacred Prey becomes blocked, you gain 1 life.
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Samite Blessing
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has ": The next time a source of your choice would deal damage to target creature this turn, prevent that damage."
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Saprazzan Cove
( 0)
Land
Saprazzan Cove enters tapped. : Put a storage counter on Saprazzan Cove. , Remove any number of storage counters from Saprazzan Cove: Add for each storage counter removed this way.
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Scryb Ranger
( 2)
Creature — Faerie Ranger
(1/1)
Flash Flying, protection from blue Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
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Sea Drake
( 3)
Creature — Drake
(4/3)
Flying When Sea Drake enters, return two target lands you control to their owner's hand.
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Sea Sprite
( 2)
Creature — Faerie
(1/1)
Flying, protection from red
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Seedtime
( 2)
Instant
Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.
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Seer's Vision
( 4)
Enchantment
Your opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Activate only as a sorcery.
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Serra Angel
( 5)
Creature — Angel
(4/4)
Flying Vigilance (Attacking doesn't cause this creature to tap.)
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Serra's Blessing
( 2)
Enchantment
Creatures you control have vigilance. (Attacking doesn't cause them to tap.)
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Serra's Hymn
( 1)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Hymn. Sacrifice Serra's Hymn: Prevent the next X damage that would be dealt this turn to any number of targets, divided as you choose, where X is the number of verse counters on Serra's Hymn.
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Shimmering Mirage
( 2)
Instant
Target land becomes the basic land type of your choice until end of turn. Draw a card.
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Silkwing Scout
( 3)
Creature — Faerie Scout
(2/1)
Flying , Sacrifice Silkwing Scout: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Spellstutter Sprite
( 2)
Creature — Faerie Wizard
(1/1)
Flash Flying When Spellstutter Sprite enters, counter target spell with mana value X or less, where X is the number of Faeries you control.
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Squee's Embrace
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, return that card to its owner's hand.
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Stream of Unconsciousness
( 1)
Kindred Instant — Wizard
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
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Strongarm Thug
( 3)
Creature — Human Mercenary
(1/1)
When Strongarm Thug enters, you may return target Mercenary card from your graveyard to your hand.
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Sustaining Spirit
( 2)
Creature — Angel Spirit
(0/3)
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.) Damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Swamp
( 0)
Basic Land — Swamp
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Sylvan Echoes
( 1)
Enchantment
Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.)
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Taunting Elf
( 1)
Creature — Elf
(0/1)
All creatures able to block Taunting Elf do so.
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Tectonic Break
( 2)
Sorcery
Each player sacrifices X lands of their choice.
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Thornwind Faeries
( 3)
Creature — Faerie
(1/1)
Flying : Thornwind Faeries deals 1 damage to any target.
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Thoughtleech
( 2)
Enchantment
Whenever an Island an opponent controls becomes tapped, you may gain 1 life.
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Titania, Protector of Argoth
( 5)
Legendary Creature — Elemental
(5/3)
When Titania, Protector of Argoth enters, return target land card from your graveyard to the battlefield. Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.
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Transcendence
( 6)
Enchantment
You don't lose the game for having 0 or less life. When you have 20 or more life, you lose the game. Whenever you lose life, you gain 2 life for each 1 life you lost. <I>(Damage dealt to you causes you to lose life.)</I>
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Traveler's Cloak
( 3)
Enchantment — Aura
Enchant creature As Traveler's Cloak enters, choose a land type. When Traveler's Cloak enters, draw a card. Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
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Twiddle
( 1)
Instant
You may tap or untap target artifact, creature, or land.
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Vernal Equinox
( 4)
Enchantment
Any player may cast creature and enchantment spells as though they had flash.
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Vigilant Martyr
( 1)
Creature — Human Cleric
(1/1)
Sacrifice Vigilant Martyr: Regenerate target creature. , , Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment.
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Volcanic Wind
( 6)
Sorcery
Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures on the battlefield as you cast this spell.
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Wall of Tears
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.
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Wall of Wood
( 1)
Creature — Wall
(0/3)
Defender (This creature can't attack.)
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Wanderlust
( 3)
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.
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Wilderness Hypnotist
( 4)
Creature — Merfolk Wizard
(1/3)
: Target red or green creature gets -2/-0 until end of turn.
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Wonder
( 4)
Creature — Incarnation
(2/2)
Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
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Wood Elves
( 3)
Creature — Elf Scout
(1/1)
When Wood Elves enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
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Words of Worship
( 3)
Enchantment
: The next time you would draw a card this turn, you gain 5 life instead.
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Yavimaya Dryad
( 3)
Creature — Dryad
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) When Yavimaya Dryad enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.
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