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Amnesia
( 6)
Sorcery
Target player reveals their hand and discards all nonland cards.
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Angry Mob
( 4)
Creature — Human
(2+*/2+*)
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
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Ashes to Ashes
( 3)
Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
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Ball Lightning
( 3)
Creature — Elemental
(6/1)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, sacrifice this creature.
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Barl's Cage
( 4)
Artifact
: Target creature doesn't untap during its controller's next untap step.
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Blood Moon
( 3)
Enchantment
Nonbasic lands are Mountains.
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Blood of the Martyr
( 3)
Instant
Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead.
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Bog Imp
( 2)
Creature — Imp
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Bog Rats
( 1)
Creature — Rat
(1/1)
Bog Rats can't be blocked by Walls.
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Bone Flute
( 3)
Artifact
, : All creatures get -1/-0 until end of turn.
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Brainwash
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't attack unless its controller pays .
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City of Shadows
( 0)
Land
, Exile a creature you control: Put a storage counter on City of Shadows. : Add for each storage counter on City of Shadows.
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Cleansing
( 3)
Sorcery
For each land, destroy that land unless any player pays 1 life.
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Curse Artifact
( 4)
Enchantment — Aura
Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless they sacrifice that artifact.
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Dance of Many
( 2)
Enchantment
When Dance of Many enters, create a token that's a copy of target nontoken creature. When Dance of Many leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay .
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Dark Sphere
( 0)
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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Deep Water
( 2)
Enchantment
: Until end of turn, if you tap a land you control for mana, it produces instead of any other type.
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Diabolic Machine
( 7)
Artifact Creature — Construct
(4/4)
: Regenerate Diabolic Machine.
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Drowned
( 2)
Creature — Zombie
(1/1)
: Regenerate Drowned.
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Eater of the Dead
( 5)
Creature — Horror
(3/4)
: If Eater of the Dead is tapped, exile target creature card from a graveyard and untap Eater of the Dead.
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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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Elves of Deep Shadow
( 1)
Creature — Elf Druid
(1/1)
: Add . Elves of Deep Shadow deals 1 damage to you.
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Erosion
( 3)
Enchantment — Aura
Enchant land At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays or 1 life.
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Eternal Flame
( 4)
Sorcery
Eternal Flame deals X damage to target opponent or planeswalker and half X damage, rounded up, to you, where X is the number of Mountains you control.
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Exorcist
( 2)
Creature — Human Cleric
(1/1)
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Fasting
( 1)
Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it. If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life. When you draw a card, destroy Fasting.
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Fellwar Stone
( 2)
Artifact
: Add one mana of any color that a land an opponent controls could produce.
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Festival
( 1)
Instant
Cast this spell only during an opponent's upkeep. Creatures can't attack this turn.
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Fire and Brimstone
( 5)
Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
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Fire Drake
( 3)
Creature — Drake
(1/2)
Flying : Fire Drake gets +1/+0 until end of turn. Activate only once each turn.
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Fissure
( 5)
Instant
Destroy target creature or land. It can't be regenerated.
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Flood
( 1)
Enchantment
: Tap target creature without flying.
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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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Gaea's Touch
( 2)
Enchantment
: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn. Sacrifice Gaea's Touch: Add .
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Ghost Ship
( 4)
Creature — Spirit
(2/4)
Flying : Regenerate Ghost Ship.
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Giant Shark
( 6)
Creature — Shark
(4/4)
Giant Shark can't attack unless defending player controls an Island. Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn. When you control no Islands, sacrifice Giant Shark.
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Goblin Caves
( 3)
Enchantment — Aura
Enchant land As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2.
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Goblin Digging Team
( 1)
Creature — Goblin
(1/1)
, Sacrifice Goblin Digging Team: Destroy target Wall.
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Goblin Rock Sled
( 2)
Creature — Goblin
(3/1)
Trample Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn. Goblin Rock Sled can't attack unless defending player controls a Mountain.
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Goblin Shrine
( 3)
Enchantment — Aura
Enchant land As long as enchanted land is a basic Mountain, Goblin creatures get +1/+0. When Goblin Shrine leaves the battlefield, it deals 1 damage to each Goblin creature.
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Goblin Wizard
( 4)
Creature — Goblin Wizard
(1/1)
: You may put a Goblin permanent card from your hand onto the battlefield. : Target Goblin gains protection from white until end of turn.
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Goblins of the Flarg
( 1)
Creature — Goblin Warrior
(1/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) When you control a Dwarf, sacrifice Goblins of the Flarg.
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Holy Light
( 3)
Instant
Nonwhite creatures get -1/-1 until end of turn.
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Inferno
( 7)
Instant
Inferno deals 6 damage to each creature and each player.
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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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Knights of Thorn
( 4)
Creature — Human Knight
(2/2)
Protection from red; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Leviathan
( 9)
Creature — Leviathan
(10/10)
Trample Leviathan enters tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.)
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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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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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Mana Clash
( 1)
Sorcery
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.
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Mana Vortex
( 3)
Enchantment
When you cast this spell, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land of their choice. When there are no lands on the battlefield, sacrifice Mana Vortex.
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Marsh Gas
( 1)
Instant
All creatures get -2/-0 until end of turn.
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Marsh Goblins
( 2)
Creature — Goblin
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Viper
( 4)
Creature — Snake
(1/2)
Whenever Marsh Viper deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
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Martyr's Cry
( 2)
Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
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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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Merfolk Assassin
( 2)
Creature — Merfolk Assassin
(1/2)
: Destroy target creature with islandwalk.
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Mind Bomb
( 1)
Sorcery
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.
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Miracle Worker
( 1)
Creature — Human Cleric
(1/1)
: Destroy target Aura attached to a creature you control.
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Morale
( 3)
Instant
Attacking creatures get +1/+1 until end of turn.
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Murk Dwellers
( 4)
Creature — Zombie
(2/2)
Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.
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Nameless Race
( 4)
Creature
(*/*)
Trample As Nameless Race enters, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards. Nameless Race's power and toughness are each equal to the life paid as it entered.
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Necropolis
( 5)
Artifact Creature — Wall
(0/1)
Defender (This creature can't attack.) Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's mana value.
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Orc General
( 3)
Creature — Orc Warrior
(2/2)
, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn.
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People of the Woods
( 2)
Creature — Human
(1/*)
People of the Woods's toughness is equal to the number of Forests you control.
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Pikemen
( 2)
Creature — Human Soldier
(1/1)
First strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Preacher
( 3)
Creature — Human Cleric
(1/1)
You may choose not to untap Preacher during your untap step. : For as long as Preacher remains tapped, gain control of target creature of an opponent's choice they control.
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Psychic Allergy
( 5)
Enchantment
As Psychic Allergy enters, choose a color. At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of nontoken permanents of the chosen color they control. At the beginning of your upkeep, destroy Psychic Allergy unless you sacrifice two Islands.
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Rag Man
( 4)
Creature — Human Minion
(2/1)
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Reflecting Mirror
( 4)
Artifact
, : Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the mana value of that spell.
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Runesword
( 6)
Artifact
, : Target attacking creature gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would die this turn, exile that creature instead.
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Safe Haven
( 0)
Land
, : Exile target creature you control. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card exiled with Safe Haven to the battlefield under its owner's control.
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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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Scavenger Folk
( 1)
Creature — Human
(1/1)
, , Sacrifice Scavenger Folk: Destroy target artifact.
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Season of the Witch
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
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Skull of Orm
( 3)
Artifact
, : Return target enchantment card from your graveyard to your hand.
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Sorrow's Path
( 0)
Land
: Choose two target blocking creatures controlled by the same opponent. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking. Whenever Sorrow's Path becomes tapped, it deals 2 damage to you and each creature you control.
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Squire
( 2)
Creature — Human Soldier
(1/2)
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