--------------------------------------------------------------------------- MAGIC: The Gathering Card Checklist, with complete card texts, version 12.0 --------------------------------------------------------------------------- If you find any errors or omissions on this list, send e-mail to devjoe@wilma.che.utexas.edu, or try jwd@che.utexas.edu if that bounces. The latest version of the full text list is available by anonymous FTP from ftp.itis.com as /pub/deckmaster/card.info/lists.w.spoilers/devjoes.list.of.all.texts.vX.Y for some version number X.Y. The other files are in the /pub/deckmaster/card.info directory with names that begin with "devjoes". You can also find all the files on my FTP server, wilma.che.utexas.edu, in the /magic directory, as long as it is still here. This list may be distributed freely; please do so! =====> This list is for educational use only and may NOT be sold or used in any product or program sold for profit. <===== "This listing is composed of copyrighted material from Magic: The Gathering, a product of Wizards of the Coast Inc. Wizards of the Coast{R}, Deckmaster{tm}, Magic: The Gathering{tm}, Magic{tm}, Arena{tm}, Arabian Nights{tm}, Antiquities{tm}, Legends{tm}, The Dark{tm}, Fallen Empires{tm}, Ice Age{tm}, Chronicles{tm}, Homelands{tm}, Alliances{tm}, Mirage{tm}, Visions{tm}, Portal{tm}, Weatherlight{tm}, Tempest{tm}, Stronghold{tm}, Exodus{tm}, and Urza's Saga{tm} are registered trademarks of Wizards of the Coast Inc." Where did this information come from?: -------------------------------------- The following checklist was compiled using the lists available at the anonymous FTP site (marvin.macc.wisc.edu/ftp.itis.com), as well as my own cards, the changes listed in the Pocket Players' Guide and Duelist Magazine (various issues, and the Complete Card List from issue #8), personal e-mail, and messages on the newsgroups rec.games.deckmaster (defunct) and rec.games.trading-cards.misc and the mtg-l mailing list. Contributors include Nick Sauer, Dan Reynolds, the Snark (Dave Howell), Shawn Marier, Paul Waterman, Eddy J. Gurney, Chris Feltham, Kevin Meyer, Dylan O'Donnell, Tom Wylie, Charles Denny, Pat Lett, Jim Salem, Steve Snodgrass, Tom Christiansen, Lantius, Dave Lewis, Jacob Butcher, Craig Mackey, Cathy Nicoloff, Neutral Ground, Che Fox, Craig Young and many others. Thanks goes out to everyone who has helped verify card text and/or correct errors. Frequency data: --------------- Rarities for all cards listed in the Complete Card List (CCL) distributed with Duelist #8 are used here. Previously, the data for Arabian Nights was taken from the Snark's "card codes" release. It appears that the CCL has mistakenly switched the definitions of the (a) and (b) types for the cards with light and dark mana-circle variants, as the same notation was used in the "card codes" release, with the definitions switched, and the known distribution of cards matches the "card codes" release. All sets from Alpha to 4th Edition and Arabian Nights through Ice Age and Homelands are printed on two, three, or four sheets of 121 cards each. Alliances is printed on 3 sheets of 110 cards each. Mirage and Tempest are printed on three sheets of 110 different cards, and a basic land sheet. Visions is printed in a weird way: there are three 110-card sheets. The uncommon sheet is normal, and consists of 55 U2's. The common sheet is normal, and consists of 55 C2's; however, these are split into a group of 50 (5 cards of each color, twice each) and a group of 60 (6 cards each color, twice each) for packing, and *normal* Visions packs have 1 card of each color from each group. This doesn't work out evenly, though, so there are some necessary oddball packs with different common assortments. The rare sheet is split into a 50-card "real rare" sheet with 50 R1's, and a 60-card sheet containing the rest of the commons. Again, *normal* Visions packs have exactly one card from this alternate common sheet, in the slot next to the uncommons. This doesn't work out evenly though, so some packs have cards from this sheet in place of some of the other commons. The 7 commons on this special sheet are listed with common rarity but with a comment that they are on the "alternate common sheet." The colored cards on the alternate common sheet in US-made packs are not the same ones as in Belgian-made packs; both varieties are marked. 60 doesn't divide into 7 evenly, so it is likely that the colored cards on the alternate common sheet appear 8 times each, and the two artifacts 10 times each. If we call these cards "A8" and "A10" commons, the overall average of A8:C2:A10 commons is 8:9:10. Weatherlight is printed in the exact same pattern as Visions. 5th edition is printed in an odd pattern I don't yet have a full description of. I imagine that the rares and uncommons are simply printed on 132-card sheets. The 165 commons are probably printed on two sheets, one with all the cards duplicated, which is simply printed in half the quantity that the other sheet is printed. I haven't yet tried to determine if the cards from the smaller sheet usually show up in certain slots, or whatever. The way they're going, though, 6th edition may have 165 each rares and uncommons and 220 commons. :-) Tempest also has preconstucted decks; these are *probably* printed 2 decks to a sheet on 121-card sheets, with one card left over, but I don't know any details. C = Common, R = Rare, U = Uncommon, X = eXtra-common, L=Land sheet C1, C4, U2, etc. indicate number of times card appears on the common or uncommon sheet of an expansion set. Sets: g=Gathering (A/B/UL/RV/4E) c=Chronicles(CH) p=Promotional n=Arabian Nights(AN) q=Antiquities(AQ) l=Legends(LG) d=The Dark(DK) f=Fallen Empires(FE) i=Ice Age(IA) h=Homelands(HL) a=Alliances(AI) m=Mirage(MI) v=Visions(VI) w=Weatherlight(WL) t=Tempest(TE) s=Stronghold(SH) e=Exodus(EX) u=Urza's Saga(US) Portal, Quick Start set, and Tempest/Stronghold preconstructed deck cards are not listed in the card frequencies in this list (yet). The single letter abbreviations are used in the frequency listings, while I usually use the more common two-letter abbreviations when describing differences in different versions of a card. gKLMN indicates a card in the Gathering that appeared as a K in alpha, beta, and unlimited editions, as an L in revised, and as an M in 4th edition, and N in 5th edition. K, L, M, and N may be letters C=common, etc., or a dash meaning "not present." For example: g-R--qU1 means an Antiquities U1, which was added to the Revised as a rare, and did not appear in 4th or 5th edition. Ice Age and Mirage did not have any cards (other than basic land) that appeared more than once on its printing sheet, so Ice Age cards are just listed as iC, etc., with no number. For basic lands X is approximately U5+C9 for each land in A/B/UL/RV, but the exact proportions are not known. Only 2 of the 3 artworks for each land were used in Alpha. In A/B/UL, the only basic land appearing on the rare sheet was the normal-looking Island with blue water. In 4E/IA/MI/5E/TE the lands appear on their own printing sheet, designated by an L; each land is actually an L24 or L25 in 4E/IA, and an L22 in the later sets. Each artwork is an L8 in 4E and an L6 in IA, except that one Plains art in each of these sets appears one extra time. In the later sets, each land has two L5 and two L6 artworks. Only L is listed in the frequency code to save space. Promo cards are distributed differently from other cards, so they've just been classified as common (Norritt), uncommon (other cards packed in magazines or the special offers with the Magic novels, etc.) and rare (I have marked the Arena prize cards as rare promos, but nothing else). Note that the IA/HL/CH promos are no different than the regular-issue cards, but were printed in a separate printing and thus (especially for Norritt) there are more of these than other IA commons & HL U1's. Promo cards that are playable (i.e., they are the same size and have the same back design as normal Magic cards) are listed in the frequency data as pU or pC, etc. Promo cards and others which are not the same size as normal magic cards or have different back designs will not be listed, although they may be listed in the comments that appear with the errata for a card. I plan on adding the cards in the Quick Start sets, but I have not yet done so. Mana symbols: ------------- U=blUe mana, B=Black, W=White, R=Red, G=Green, T=tap, 1=any 1 mana (i.e., the "colorless" mana symbol) In card texts, these symbols are always shown between <>, using only one set of <> for several mana symbols in a row. In casting costs the <> are omitted. In A/B/UL/AN/AQ, the Tap symbol hadn't been invented yet, so the cards either said "Tap to foo..." instead of ": Foo..." or, in the case of artifacts, indicated the tapping by using the card type "Mono Artifact". Changes from this to the tap symbol aren't noted on the individual cards because it would waste a lot of space in the already-long listings; all cards are listed using the modern language. In RV/LG/DK/FE, and the the Arena promo card from the Magic novel of the same name, the tap symbol is a T, tilted to the right, in a gray mana circle. In the Ice Age promos, the Mana Crypt promo card from _Final Sacrifice_, and 4E/IA/CH/HL and newer cards, the tap symbol is a black diamond shape with a white curved arrow in it. In the cards with the newer tap symbol, except the Ice Age promos, the white mana symbol is now a sun with 8 matching, jagged-looking points. All previous editions (A/B/UL/RV/AN/AQ/LG/DK/FE, and the Ice Age promo cards) have the original, scribble-looking 12-pointed-sun white mana symbol. The two white Ice Age promos appear with the old mana symbol even in Ice Age, most likely so as not to make the promos become collectors' items, as happened with the promo Blue Elemental Blast and Fireball. The first promos have apparently experimental designs that were never used for a normal release. The Nalathni Dragon has the same red mana symbol as other cards, but the circle behind it is a weird pink color. The Sewers of Estark uses a black mana symbol in which the eyes and nose of the skull are smaller and lower on the skull -- more like a real skull -- and the cracks in the top of the skull are smaller and farther apart. These two cards and Arena all have deep, dark border colors, darker than even beta/unlimited cards. This looks like an attempt to fix the revised "lightness" problem that went too far. Many Arabian Nights cards use colorless mana symbols that are smaller than normal, and have a background the same color as the card, instead of gray. These same cards have differently-colored backgrounds behind the colored mana symbols. Some cards exist in two versions, one like this and one like other cards; these are marked as comments by the appropriate cards. How many cards were printed? ---------------------------- These are the best estimates to my knowledge of the overall print runs for each set. Where given, the numbers in the Duelist Magazine's Complete Card List are used. The Collectors' Edition and International Collectors' Edition are the square-cornered cards with gold borders on the back, which were sold as boxed sets in late 1993 and early 1994, and not intended to be played with. Alpha: 2.6 million (roughly 1100 of each rare) Beta: 7.3 million (3000 of each rare) Collectors Edition: 3.6 million (10000 sets of 363 cards) International C.E.: 1.8 million (5000 sets of 363 cards) Unlimited: 35 million (14,500 of each rare) Revised: est. 600 million (est. 289,000 of each rare) 4th edition: still in print, est. 700 million [Jan 96] (354,000 each rare) Chronicles: still in print, est. 250 million [Jan 96] (517,000 each U1) Arabian Nights: 5 million (20,700 of each U2) Antiquities: 15 million (31,000 of each U1) Legends: 35 million (19,300 of each rare) Dark: 62 million (128,000 of each U1) Fallen Empires: est.400 million (830,000 of each U1) Ice Age: still in print, est 400 million [Jan 96] (200,000 each rare) Homelands: unknown, est. 200 million (400,000 each U1) Later sets: really unknown, lots From these numbers a bit of analysis can be performed to determine the actual number of each card printed. Cards are printed on sheets of 121 cards, with all cards on the same sheet being printed in equal quantities EXCEPT that (so far, only in expansion sets) some cards appear more than once on their sheet, so are twice or three times or however many times as common as other cards. In AN/AQ/DK/FE/HL there were just two sheets, uncommon and common, printed in a 1 to 3 ratio (just like the cards in the packs). Legends had rare, uncommon, and common sheets printed in a 1:3:11 ratio. So divide any of the above numbers by 121 to find the total number of sheets printed, and divide that by 4 to get the number of uncommon sheets for any of the small expansions or by 15 to get the number of rare sheets of Legends. The Gathering sets are more difficult since there were both boosters and starter decks so we don't know the exact ratio. In Alpha and Beta WotC said they split the print run about evenly between starters and boosters; this is probably still true for Unlimited. This gives (using a starter and 4 boosters as a basis) a ratio of 6:25:89, or approximately 1:4:15. In revised it is likely the ratio was shifted more towards boosters, so if we use a starter and 8 boosters as the basis we get 10:37:133 or 1:3.7:13.3 -- uncommons are slightly more common than before, and rares are also more common, by a larger degree than uncommons -- now 1/18 of the cards are rares rather than 1/20 in A/B/UL. It's actually more than that since a lot of late-run starter decks were packed with 3 rares and 12 uncommons instead of the usual 2 and 13. If we estimate 1/5 of all the revised starter decks were like this, then we have 4 normal starters, 1 3-rare starter, and 40 boosters for a 51:184:665 ratio or 1:3.6:13. 4th edition rares and uncommons will be even more common compared to the uncommons and commons -- starters are 3:9:26:22 (22 land) and boosters are 1:3:11 so the overall ratio will be something like 1:3:10.4:2. For Ice Age, this means that there are 2x6=12 of each snow-covered basic land for each rare, making them only slightly more common than regular commons. Promotional Cards: ------------------ Starting in late 1994, quite a few promotional Magic cards became available. Some of these are unique cards that will likely only be available through a special offer, while others were printed in 4th edition or Ice Age. The 4th edition promos differ from the actual cards in the copyright line only; the promos say 1994 but the actual cards say 1995. The Ice Age promos say 1995, and are identical to the real cards, even including the old white mana symbol on the white cards, although some people claimed that the promos and the regular cards felt different. I haven't personally seen the Homelands and Chronicles promos but until I know otherwise, I will assume they are identical to the regular card. Altogether, the promos are: 13 Ice Age cards (normal Ice Age icon) [total 4 million cards] 2 4th edition cards (no icon) 5 cards from the novels (pen icon) [est. 75,000-150,000 each] 1 DragonCon card (dragon icon) [est. 275,000] 3 Homelands cards (normal HL icon) 3 Chronicles cards (normal mutant Chronicles versions of expansion icons) many giant cards (1 with new art) ? giant promo cards available only in the PC game 7 alternate art versions of cards (for Arena league, M in a circle icon) 2 alternate art versions of cards (given to Legend DCI members, M in a circle) 1 Japanese Nalathni Dragon with no expansion icon. The DragonCon card appeared in Duelist #3 and three were packed with each copy of Duelist Companion #4, in addition to the ones sent to convention-goers. The cards from the novels were available from the first four Magic:the Gathering novels by sending in a SASE, a receipt, and a certificate from the last page of the novel; the fifth novel had an offer to get one of the other cards for a SASE & $1. Two of the Ice Age cards, as well as the 4E, HL, and Chronicles cards, were distributed with various M:tG comic books from Acclaim. The other Ice Age cards were distributed in various gaming-related magazines. Along with Duelist Companion #8, each Convocation member received a packet of 20 of these cards -- Giant Badger, Sewers of Estark, 11 of the Ice Age cards, and duplicates of 7 Ice Age cards. In Companion #9, the two 4th edition previews and Gorilla Pack were included. Fylgja was the only Ice Age promo not mailed to Convocation members. Marc Schmalz (Sparky!!) said that there were a total of 4 million Ice Age promo cards distributed; this would mean roughly 1.9 million Norritts and an average of 175,000 of each of the other cards, but these were definitely not printed in equal amounts. If there are eventually a billion Ice Age cards printed, there will be about 5 million of each common, so only the promo Norritt will make any significant impact on the overall commonality of any of the Ice Age promo cards. The Homelands U1's printed in the comic book may be a different story, because there will be a lot less Homelands than Ice Age, and the rarest cards in the set are duplicated, not the commonest ones. If you use the (wild guess) figure of 100 million Homelands cards, that is about 200,000 of each U1. If there are 180,000 of the comic book printed, that makes 60,000 extra of each of the three cards, which is probably the minimum needed to make those cards noticeably more common. Stephen D'Angelo estimates 275,000 Nalathni Dragons, 150,000 each of Arena and Sewers of Estark, 100,000 each of Windseeker Centaur and Giant Badger, and 75,000 of Mana Crypt. This makes Mana Crypt about as plentiful as A/B/UL uncommons (like Berserk) and Nalathni Dragon about as plentiful as A/B/UL commons (like Sinkhole). The Legend DCI cards are Counterspell and Incinerate. They use an M in a circle (like the Magic Pro Tour logo) as the expansion symbol. The Arena league has seven alternate-art cards with the same M-in-a-circle expansion icon -- the five basic lands, Fireball, and Disenchant. There is one giant "Astral" set card packed in each copy of the MtG for PC game by Microprose. (Astral set is the 12 special cards only available in the PC game, generally stuff that involves randomness beyond simple coin tosses.) The box seems to indicate that all 12 giant cards are available, but early buyers of the game reported that there was an Aswan Jaguar in every box. Giant card summary: An oversized Black Lotus was packed with issue 15 of Scrye. An oversized Chaos Orb appears in some (ca. May 1996) issue of Inquest. An oversized Juzam Djinn was packaged with Duelist #12. An oversized Serra Angel with new Rebecca Guay art was packed with issue #1 of the Serra Angel comic book. Oversized Hurloon Minotaurs and Serra Angels with the original art were given out by the WotC caravan tour. An oversized Jester's Cap was packed with Duelist #18. Oversized basic lands with the Arena alternate art were given out as freebies to those who signed up for certain Arena seasons; other giant cards were used as prizes. An oversized Shivan Dragon appeared with Duelist #20, #21, or so. Ozawa Sakuro reports that a Japanese version of Nalathni Dragon was sent out to people who used an exchange program offered with the Japanese edition of Mirage -- an extra Crystal Vein appeared in place of the Flood Plain, and Hobby Japan offered to replace two Japanese Crystal Veins with a Flood Plain and a Crystal Vein, plus an extra card (the Nalathni Dragon). This card does not have the dragon icon. 4th edition test print (a.k.a "Summer Edition") ---------------------- There was a printing of cards in late summer 1994 which was intended to be 4th edition (back when it was going to be released in September 1994) which had borders and colors similar to (but not identical to) the now-released 4th edition. This was known to have the following features: * misprinted Hurricane with BLUE borders * correctly printed Serendib Efreet * 1994 copyright date, exactly like Legends and Dark copyrights (See Magic Encyclopedia (1st volume) just before the oversize errata for pictures of some of these cards. Also a Summer Edition Bog Rats can be seen in the Magic the Puzzling book.) Tom Wylie just said this was a test print, and the cards were intended to be destroyed, but some were released accidentally. However (according to Eric Aldrich) at ConQuest in November, Richard Garfield spoke about this printing; this was intended to be the real 4th edition. Due to typos and other errors, like the Hurricane, the printing was stopped and 120 million cards were destroyed -- but apparently not all of them. This was probably part of the reason for the shortage of Revised cards that occurred in December 1994 -- almost two months of printing (at that time) was wasted. I will not attempt to note the changes for these cards on my list, but if anybody has any of them, let me know and maybe I can assemble a separate list. I particularly would like to know of any other misprints in the test print, and cards in the test print that were NOT in revised. Foreign language editions: -------------------------- Several printings of Magic in languages other than English have been released. I will try to list these here, but lists containing full text will be left to others. Some of this information may be inaccurate or incomplete. Italian Revised, limited and unlimited editions Italian Dark Italian Legends German and French Revised, limited edition German and French Revised, unlimited edition (These use 4E-style card layout). Italian, German, French "Renaissance" sets -- short runs of limited edition cards of the 122 cards being added in to 4th edition. These have the original expansion set logos. Note: since there are black bordered Italian Dark & Legends, the Italian Renaissance has all that AN & AQ reprinted in either 4E or CH, except Piety is missing. Spanish, Portuguese, Japanese, Chinese, and Korean 4th edition, limited ed. Italian, German, French, Spanish, Portuguese, Japanese, Chinese, and maybe Korean 4th edition, unlimited ed. Italian, German, French, Spanish, and Portuguese Ice Age French and German Chronicles, limited ed. unlimited ed. chronicles? Italian, German, French, Spanish, and Portuguese Homelands German and French Alliances various languages of Mirage, etc. As of Visions, WotC seems to indicate that they will print every main set and expansion in 9 languages, to provide 36 different boosters a year to the international booster subscribers of Duelist. To tell the difference between many of the languages, look for the "All rights reserved" in the copyright notice. Tutti i diritti riservati = Italian Tous droits reserves = French Alle Rechte vorbehalten = German Todos los derechos reservados = Spanish Todos os direitos reservados = Portuguese English, Japanese, Chinese and Korean cards have "All rights reserved" in English. Japanese cards have the "Illus." before the artist name in Japanese; Chinese and Korean cards have the English "Illus." there. Chinese and Korean cards are only distinguished by the language. Multiple artworks: ------------------ Each card with multiple artworks is only listed once. 19 different versions of the art for each basic land exist. 1-3. There are 3 different artworks for each basic land in B/UL/RV/4E. Only 2 of these for each land appear in Alpha. 1 of the original mountains appears in Arabian Nights. 4-6. Three new artworks (and a 4th "snow-covered" one) for each land appear in Ice Age. The Ice Age Plains artworks all fit together to form one long picture, with the snow-covered one at the end. 7. One new artwork for each basic land appears on cards given to Arena players, in both normal and oversized versions; these five cards combine to form one long picture. 8-11. Four new artworks for each basic land appear in Mirage; the forests seem to represent the four seasons. 12-15. Four new artworks for each basic land appear in 5th edition. 16-19. Four new artworks for each basic land appear in Tempest. Each card which appears in Ice Age, Mirage, or other expansions that was also previously in another set has new artwork in the expansion, except the Mountain (using one of the existing mountain artworks) which appears in Arabian Nights. Most of the lands in Antiquities have 4 different versions of the artwork. A couple had cards on both the common and uncommon sheets, and thus have weird frequencies like qU3C1. The individual rarity of each artwork is noted for each card. These two cards were both added into 4th edition; an uncommon artwork was chosen for each; the art chosen is listed by each card in the list. The C3 and C4 commons in Fallen Empires are actually 3 or 4 C1's with the same name and abilities but different art (usually by different artists), and different flavor text if there is any. Each version of each card is C1. The artwork for Plateau changed in the revised edition, supposedly because Wizards of the Coast lost the original computer file and the original art itself could not be found or had been damaged. The artwork for Unholy Strength changed in 4th edition -- the burning pentagram in the background was removed. The C4 commons in Homelands are actually 2 C2's with the same name and abilities but different art (by the same artist) and flavor text. On some of these (Anaba Shaman, Dwarven Trader, and Trade Caravan) the 2 pictures fit together to form one wide one, and the 2 Dark Mazes fit together no matter which way you put them, so you can make a long chain of repeating images. In Alliances, the C2, C3, and U6 cards all have two versions of the art (by the same artist). The C2's and U6's are split evenly; the C3's consist of a C1 and a C2, and which is which will be commented in the list when known. Alliances packs normally contain one card from the rare sheet, 3 from the uncommon sheet, and 8 from the common sheet. Thus R6 is similar in rarity to U2, and U6 is similar to C2. Over 200 cards have new art in 5th edition; these cards are indicated in comments in the list. Changes in text for various editions, and ERRATA: ------------------------------------------------------------- The latest version of the text appears first. "Latest" refers to release order, so the latest cards would be TE, WL, 5E, MI, AI, HL, IA, 4E, FE, DK, LG, RV, AQ, UL, AN, Beta, and Alpha, in that order. Earlier text (or just the differences) follows, in {}. Errata, in card text, or in other parts of the card like casting cost, wrong artist, etc., is also in {} and follows the text changes. Other comments, such as info on the distribution of promo cards, is in {} after the errata. Global ERRATA not listed on individual cards: --------------------------------------------- Mono Artifacts have added to their activation costs. Mono, Poly, and Continuous Artifacts have errata to just be Artifacts. These errata are not included in the current text of cards which have not been reprinted, and not otherwise noted. Other cards that say "Tap to ..." replace that with a : activation cost. On many cards that changed to this form in revised, no note is made that the pre-RV cards are different. Any irregularities (see Nevinyrral's Disk and Bottle of Suleiman) are noted. The following ERRATA are not necessarily listed everywhere they are appropriate; typically the latest text available should be used for old editions of such cards. 1. All cards that talk about "discarding" permanents should replace "discard" with "destroy". [1/29/94 RTR, and written out for most individual cards in Duelist #4, pages 130-138] 2. Any card that specifically talks about destroying or discarding itself should say it sacrifices itself when used. The one exception is Nevinyrral's Disk. [1/29/94 RTR, and written out for most individual cards in Duelist #4, pages 130-138] 3. Any card that talks about paying mana or using fast effects during the untap phase should have such things occur during the upkeep phase instead. [UNKNOWN] 4. Old damage prevention effects (except Guardian Angel) only target the damage, and not the damaged creature. [Duelist #7, page 36] 5. New for 5th edition: Interrupts that target nothing or target something other than a spell being cast are now Mana Sources if they only provide mana, or Instants otherwise. Interrupts which can target either a casting or something else (like Hydroblast) are Interrupts if targeting a casting, or Instants otherwise. [Duelist #13, page 52] 6. Every permanent that explicitly destroys itself should be read as burying itself. [10/03/96 RTR] 7. Spells and abilities that used to be played as interrupts, but are now only played as Mana Source or Interrupts, are considered to have errata to make them that type. [10/03/96 RTR] Rulebook ERRATA: ---------------- 1. On Page 49 of the Mirage rulebook, "Declare Attackers" should begin with "The active player can declare zero or more attackers . . ." For example, you can still declare a null attack. [10/03/96 RTR] 2. Permanents that phase out retain all permanent effects that apply to them, not just permanent changes. For example, the effect of Ritual of the Machine will not end if the stolen creature phases out. [10/03/96 RTR] 3. Lands themselves are not mana sources. (The glossary entry for "Mana Source" should read "Typically, a land ability that produces mana . . . .") [10/03/96 RTR] 4. The term "bury" now refers to putting any card or token, not just a permanent, into its owner's graveyard. For example, Three Wishes uses "bury" correctly. [3/14/97 RTR] Finally, the list! Artif Acidic Dagger mR 4 Artifact <4T>: Destroy any non-Wall creature receiving combat damage from target creature this turn. If targeted creature leaves play, bury Acidic Dagger. Use this ability only before defense is chosen. {ERRATA: Change "leaves play" to "leaves play this turn". [12/3/96 RTR]} Artif Adarkar Sentinel iU 5 Artifact Creature 3/3 <1>: +0/+1 until end of turn Artif Aegis of the Meek iR 3 Artifact <1T>: Target 1/1 creature gets +1/+2 until end of turn. Artif Aeolipile fU1 2 Artifact <1T>: Sacrifice Aeolipile to have it deal 2 damage to any target. Artif Aesthir Glider aC2 3 Artifact Creature 2/1, Flying Cannot be assigned to block. Artif Al-abara's Carpet lR1 5 Artifact <5T>: Prevents all damage done to you by attacking non-flying creatures. Artif Aladdin's Lamp g-RR-nU2 10 Artifact : Instead of drawing a card from the top of your library, draw X cards but choose only one to put into your hand. Shuffle the leftover cards and put them at the bottom of your library. X cannot be 0. {RV/AN: "in" instead of "into", "You must" before "shuffle", and no "X cannot be 0." AN: two <5> mana circles used to show casting cost instead of a <10>.} Artif Aladdin's Ring g-RRRnU2 8 Artifact <8T>: Aladdin's Ring deals 4 damage to target creature or player. {RV text: "<8T>: Aladdin's Ring does 4 damage to any target." AN text: "<8T>: Do 4 damage to any target."} {New art in 5E.} Artif Alchor's Tomb lR1 4 Artifact <2T>: Change the color of target permanent you control to a color of your choice. Use counters. Cost to cast, tap, maintain, or use a special ability of card remains unchanged. Artif Altar of Dementia tR 2 Artifact Sacrifice a creature: Target player puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard. Artif Amber Prison mR 4 Artifact You may choose not to untap Amber Prison during your untap phase. <4T>: Tap target artifact, creature or land. As long as Amber Prison remains tapped, that permanent does not untap during its controller's untap phase. Artif Amulet of Kroog g--CCqC4 2 Artifact <2T>: Prevent 1 damage to any creature or player. {AQ: "... any target"} Artif Amulet of Quoz iR 6 Artifact Remove Amulet of Quoz from your deck before playing if you are not playing for ante. <0T>: Sacrifice Amulet of Quoz. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, that opponent loses the game. Otherwise, you lose the game. Effects that prevent or redirect damage cannot be used to prevent this loss of life. Use this ability only during your upkeep. The opponent may ante an additional card to counter this effect. {ERRATA: delete "Effects that prevent or redirect damage cannot be used to prevent this loss of life." [Encyc. p. 72]} Artif Amulet of Unmaking mR 5 Artifact <5T>, Remove Amulet of Unmaking from the game: Remove target artifact, creature or land from the game. Play this ability as a sorcery. Artif Ankh of Mishra gRRRR 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. {4E text: "Each time a player puts a land into play, Ankh of Mishra deals 2 damage to that player." A/B/UL/RV text: "Ankh does 2 damage to anyone who puts a new land into play."} {New art in 5E.} Artif Anvil of Bogardan vR 2 Artifact Each player skips his or her discard phase. During each player's draw phase, that player draws an additional card and then chooses and discards a card. Artif Apocalypse Chime hU1pU 2 Artifact <2T>: Sacrifice Apocalypse Chime to bury all cards from the Homelands expansion. {One of three Homelands rares is available in each copy of the first issue of the Homelands comic book.} Artif Arcum's Sleigh iU 1 Artifact <2T>: Attacking this turn does not cause target creature to tap. You cannot use this ability if defending player controls no snow-covered lands. {ERRATA: Second sentence should begin: "Ignore this effect if ...", which is supposed to mean the ability kicks in when it is declared as an attacker, and is ignored if the player that creature attacks controls no snow covered land at that time. [7/19/95 RTR]} Artif Arcum's Weathervane iU 2 Artifact <2T>: Target snow-covered land becomes a non-snow-covered land of the same type. Mark the changed land with a counter. <2T>: Target non-snow-covered basic land becomes a snow-covered land of the same type. Mark the changed land with a counter. Artif Arcum's Whistle iU 3 Artifact <3T>: Target non-wall creature must attack. At end of turn, destroy that creature if it could not attack. Use this ability only during the creature's controller's turn before the attack. The creature's controller may counter this effect by paying X, where X is equal to the creature's casting cost. Arcum's Whistle does not affect creatures brought under their controller's control this turn. {ERRATA: add "this turn" to end of first sentence. [Encyc. p. 73] Note: the first X should be in a colorless mana circle, but isn't. [unrecognized]} Artif Arena of the Ancients lR1cU1 3 Artifact When Arena of the Ancients comes into play, tap all legends. Legends do not untap during their controllers' untap phase. {LG text: "All legends become tapped when Arena comes into play. Legends do not untap as normal during the untap phase."} Artif Armageddon Clock g-RR-qU2 6 Artifact During your upkeep, put one doom counter on Armageddon Clock. At the end of your upkeep, Armageddon Clock deals X damage to each player, where X is the number of doom counters on Armageddon Clock. During any upkeep, any player may pay <4> to remove a doom counter from Armageddon Clock. {AQ/RV text: "Put one counter on Armageddon Clock during each of your upkeeps. At the end of your upkeep, each player takes damage equal to the number of counters on the Clock. Any player may spend <4> during any upkeep to remove a counter."} {ERRATA: During controller's upkeep, a counter must be added before the effect to remove a counter may be activated. [4/12/95 RTR]} Artif Ashnod's Altar g---UqU2cU2 3 Artifact Sacrifice a creature: Add two colorless mana to your mana pool. Play this ability as a mana source. {CH text: "<0>: Sacrifice a creature to add two colorless mana to your mana pool. Play this ability as an interrupt." AQ text: "<0>: Sacrifice one of your creatures to add 2 colorless mana to your mana pool. This effect is played as an interrupt. You may not sacrifice a creature that is already on its way to the graveyard."} {New art in 5E.} Artif Ashnod's Battle Gear g--U-qU2 2 Artifact <2T>: Target creature you control gets +2/-2 as long as Ashnod's Battle Gear remains tapped. You may choose not to untap Ashnod's Battle Gear during your untap phase. {AQ: Begins "Give a creature of yours +2/-2 ...", no "your" before "untap phase".} Artif Ashnod's Cylix aR2 2 Artifact <3T>: Target player looks at the top three cards of his or her library and puts one of them on top of that library. Remove the remaining two from the game. Artif Ashnod's Transmogrant g---CqU3cC2 1 Artifact , Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact creature permanently. {4E text: ": Sacrifice Ashnod's Transmogrant to put a +1/+1 counter on target non-artifact creature. That creature becomes an artifact creature, although it retains its color." AQ text: "Target non-artifact creature gains +1/+1 and is now considered an artifact creature, though it retains its original color. Discard Ashnod's Transmogrant after it is used."} Artif Astrolabe aC2 3 Artifact <1T>: Sacrifice Astrolabe to add two mana of any one color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Artif Balm of Restoration fU1 2 Artifact <1T>: Sacrifice Balm of Restoration to gain 2 life or prevent up to 2 damage to any player or creature. Artif Barbed Sextant g---CiC 1 Artifact <1T>, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Play this ability as a mana source. Draw a card at the beginning of the next turn. {IA text: "<1T>: Sacrifice Barbed Sextant to add one mana of any color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep."} Artif Barl's Cage g---RdU1cU1 4 Artifact <3>: Target creature does not untap during its controller's next untap phase. {DK text: "<3>: Target creature does not untap as normal during its controller's next untap phase."} Artif Basalt Golem mU 5 Artifact Creature 2/4 Basalt Golem cannot be blocked by artifact creatures. Whenever Golem is blocked by any creature, bury that creature at end of combat and put a Stone token into play under control of the creature's controller. Treat this token as a 0/2 artifact creature that counts as a Wall. Artif Basalt Monolith gUU-- 3 Artifact : Add 3 colorless mana to your mana pool. Does not untap as normal during untap phase; you may spend <3> at any other time to untap. Drawing mana from this artifact is played as an interrupt. {A/B/UL: "... during untap phase; spend <3> to untap. Tapping this artifact can be played as an interrupt." Alpha: untap cost has plain 3 instead of mana symbol.} {ERRATA: should read ": Add 3 colorless mana to your mana pool. This mana may not be used to pay for any Basalt Monolith's untap ability. Does not untap as normal during untap phase; you may spend <3> at any other time to have Basalt Monolith untap at the end of the phase. Drawing mana from this artifact is played as an interrupt" [Encyc. p. 208]} Artif Baton of Morale iU 2 Artifact <2>: Target creature gains banding until end of turn. Artif Battering Ram g--CCqC4 2 Artifact Creature 1/1, Banding when attacking If Battering Ram is blocked by any Wall, destroy that Wall at end of combat. {4E text: "At the end of combat, destroy all walls blocking Battering Ram." AQ text: "Bands, but only when attacking. Any wall blocking Battering Ram is destroyed. Walls destroyed in this way deal their damage before dying."} {ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made. [9/22/95 RTR, in "Blocking Abilities"; encyc. entry is mangled]} Artif Black Lotus gR--- 0 Artifact : Adds 3 mana of any single color of your choice to your mana pool, then is discarded. Tapping this artifact can be played as an interrupt. {ERRATA: should read ": Sacrifice Black Lotus to add three mana of any single color to your mana pool. Play this ability as an interrupt." [Encyc. p. 208]} {An oversized Black Lotus appears in issue 15 of Scrye.} Artif Black Mana Battery g--R-lU1 4 Artifact <2T>: Put one charge counter on Black Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Black Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from BMB", "This ability is played as ..."} Artif Black Vise gUUU- 1 Artifact At the end of target opponent's upkeep, Black Vise deals that player 1 damage for each card in his or her hand in excess of four. {RV text: "If opponent has more than four cards in hand during his or her upkeep, Black Vise does 1 damage to opponent for each card in excess of four." A/B/UL: like RV but no "his or her", "Black Vise" was not capitalized in text.} Artif Blue Mana Battery g--R-lU1 4 Artifact <2T>: Put one charge counter on Blue Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Blue Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from BMB", "This ability is played as ..."} Artif Bone Flute dU2 3 Artifact <2T>: All creatures get -1/-0 until end of turn. Artif Bone Mask mR 4 Artifact <2T>: Prevent all damage to you from any one source. For each 1 damage prevented in this way, remove the top card of your library from the game. Artif Booby Trap tR 6 Artifact When Booby Trap comes into play, name a card other than a basic land. Whenever target opponent draws any cards, he or she reveals those cards to all players. If any of those cards is the named card, Sacrifice Booby Trap and it deals 10 damage to that player. Artif Book of Rass dU2cU1 6 Artifact <2>: Pay 2 life to draw a card. Effects that prevent or redirect damage cannot be used to counter this lose of life. {DK text: "<2>: Pay 2 life to draw one card. Effects that prevent or redirect damage may not be used to counter this loss of life."} Artif Bosium Strip wR 3 Artifact <3T>: Until end of turn, if at any time the top card in your graveyard is an instant, interrupt, or sorcery card, you may play that card as though it were in your hand. If you do so, remove the card from the game. Artif Bottle Gnomes tU 3 Artifact Creature 1/3 Sacrifice Bottle Gnomes: Gain 3 life. Artif Bottle of Suleiman g-RRRnU2 4 Artifact <1>, Sacrifice Bottle of Suleiman: Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Bottle of Suleiman deals 5 damage to you. Otherwise, put a Djinn token into play. Treat this token as a 5/5 artifact creature with flying. {4E text began: "<1>: Sacrifice Bottle of Suleiman." AN/RV text: "<1>: Flip a coin, with opponent calling heads or tails while coin is in the air. If the flip ends up in opponent's favor, Bottle of Suleiman does 5 damage to you. Otherwise, a 5/5 flying Djinn immediately comes into play on your side. Use a counter to represent Djinn. Djinn is treated exactly like a normal artifact creature, except that if it leaves play it is removed from the game entirely. No matter how the flip turns out, Bottle of Suleiman is discarded after use." AN version was a mono artifact, but was not added to activation cost of later editions.} {ERRATA: change "Suleiman. Flip" to "Suleiman to flip" [Encyc. p. 21]} {New art in 5E.} Artif Brass Man g-UU-nU3 1 Artifact Creature 1/3 Brass Man does not untap during your untap phase. <1>: Untap Brass Man. Use this ability only during your upkeep. {RV text: "Brass Man does not untap as normal; you must pay <1> during your upkeep phase to untap it." AN: like RV but "untap" instead of "upkeep".} Artif Brass-Talon Chimera vU 4 Artifact Creature 2/2, First strike Brass-Talon Chimera counts as a Chimera. Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains first strike permanently. Artif Bronze Horse lR1cU1 7 Artifact Creature 4/4, Trample As long as you control any other creatures, damage dealt to Bronze Horse by spells that target it is reduced to 0. {LG text: "Damage done to Bronze Horse by spells which target it is reduced to zero as long as you control another creature."} Artif Bronze Tablet g--R-qU1 6 Artifact Comes into play tapped. <4T>: Remove Bronze Tablet and target card opponent owns from the game. You become owner of opponent's card and opponent becomes owner of Bronze Tablet. Opponent may prevent this exchange by paying 10 life; if he or she does so, destroy Bronze Tablet. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. Remove Bronze Tablet from your deck before playing if not playing for ante. {AQ text: "<4T>: Target any card opponent has in play; remove it and Bronze Tablet from game. You become owner of that card, and your opponent becomes owner of Bronze Tablet. Exchange is permanent; play as interrupt. Opponent can prevent exchange by spending 10 life; this discards Bronze Tablet. Damage-preventing effects cannot counter such loss of life. Bronze Tablet comes into play tapped. Remove this card from deck if not playing for ante."} {ERRATA: should read "Comes into play tapped. <4T>: Remove Bronze Tablet and target card in play that you do not own from the game. You become owner of that card, and that card's owner becomes the owner of Bronze Tablet. That player may prevent this exchange by paying 10 life; if he or she does so, destroy Bronze Tablet. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. Remove Bronze Tablet from your deck before playing if not playing for ante." [Encyc. p. 208]} Artif Bubble Matrix wR 4 Artifact All damage dealt to creatures is reduced to 0. Artif Bullwhip sU 4 Artifact <2T>: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. Artif Candelabra of Tawnos qU1 1 Artifact : Untap X separate lands. {ERRATA: should read ": Untap X separate lands." [Encyc. p. 130]} Artif Celestial Prism gUUU- 3 Artifact <2T>: Add one mana of any color to your mana pool. Play this ability as an interrupt. {RV text: "<2T>: Provides 1 mana of any color. This use is played as an interrupt." A/B/UL: like RV but "can be played" instead of "is played".} Artif Celestial Sword iR 6 Artifact <3T>: Target creature you control gets +3/+3 until end of turn. At end of turn, bury that creature. Artif Chaos Orb gR--- 2 Artifact <1T>: Flip Chaos Orb onto the playing area from a height of at least one foot. Chaos Orb must turn completely over at least once or it is discarded with no effect. When Chaos Orb lands, any cards in play that it touches are destroyed, as is Chaos Orb. {ERRATA: change "discarded" to "destroyed", and add to the end "Ignore this effect if Chaos Orb is not in play when the effect resolves." [Encyc. p. 208]} {An oversized Chaos Orb appears in some issue of Inquest (ca. May 1996).} Artif Charcoal Diamond mU 2 Artifact Charcoal Diamond comes into play tapped. : Add to your mana pool. Play this ability as a mana source. Artif Chariot of the Sun mU 3 Artifact <2T>: Target creature you control gains flying and has its toughness reduced to 1 until end of turn. Artif Chimeric Sphere wU 3 Artifact <2>: Until end of turn, Chimeric Sphere is a 2/1 artifact creature with flying. <2>: Until end of turn, Chimeric Sphere is a 3/2 artifact creature without flying. Artif City in a Bottle nU2 2 Artifact All cards from _Arabian Nights_ must be discarded from play, except for City in a Bottle. While City in a Bottle is in play, no further cards from _Arabian Nights_ can be played. {ERRATA: change "discarded from play" to "destroyed" [Encyc. p. 123]} Artif Clay Statue g--CCqC4 4 Artifact Creature 3/1, <2>: Regenerate {AQ ability: "<2>: Regenerates"} {New art in 5E.} Artif Clockwork Avian g--R-qU1 5 Artifact Creature 0/4, Flying When Clockwork Avian comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Avian is assigned to attack or block, remove a counter. : Put X +1/+0 counters on Clockwork Avian. You may have no more than four of these counters on Clockwork Avian. Use this ability only during your upkeep. {AQ text: "Put four +1/+0 counters on Avian. After Avian attacks or blocks a creature, discard a counter. During his or her upkeep, controller may buy back lost counters for <1> per counter; this taps Avian."} Artif Clockwork Beast gRRRR 6 Artifact Creature 0/4 When Clockwork Beast comes into play, put seven +1/+0 counters on it. At the end of any combat in which Clockwork Beast attacked or blocked, remove one of these counters. : Put X +1/+0 counters on Clockwork Beast. You may have no more than seven of these counters on Clockwork Beast. Use this ability only during your upkeep. {4E: "is assigned to attack or block, remove a counter" instead of "attacked or blocked, remove one of these counters" RV text: "Put seven +1/+0 counters on Beast. After Beast attacks or blocks a creature, discard a counter. During the upkeep phase, controller may buy back lost counters for <1> per counter; this taps Beast." A/B/UL: like RV but "untap" instead of "upkeep", "... for 1 mana per counter instead of untapping beast; this taps Beast if it wasn't tapped already."} Artif Clockwork Gnomes hC1 4 Artifact Creature 2/2 <3T>: Regenerate target artifact creature. Artif Clockwork Steed g---UhC1 4 Artifact Creature 0/3 Clockwork Steed cannot be blocked by artifact creatures. When Clockwork Steed comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Steed attacked or blocked, remove one of these counters. : Put X +1/+0 counters on Clockwork Steed. You may have no more than four of these counters on Clockwork Steed. Use this ability only during your upkeep. {HL: began "Cannot" instead of "Clockwork Steed cannot"} {New art in 5E.} Artif Clockwork Swarm hC1 4 Artifact Creature 0/3 Cannot be blocked by walls. When Clockwork Swarm comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Swarm attacked or blocked, remove one of these counters. : Put X +1/+0 counters on Clockwork Swarm. You may have no more than four of these counters on Clockwork Swarm. Use this ability only during your upkeep. Artif Coal Golem dU2 5 Artifact Creature 3/3 <3>: Sacrifice Coal Golem to add to your mana pool. This ability is played as an interrupt. Artif Coiled Tinviper tC 3 Artifact Creature 2/1, First strike Artif Cold Storage tR 4 Artifact <3>: Put target creature you control on Cold Storage. Sacrifice Cold Storage: Put all creature cards on Cold Storage into play. Artif Colossus of Sardia g--RRqU1 9 Artifact Creature 9/9, Trample Colossus of Sardia does not untap during your untap phase. <9>: Untap Colossus of Sardia. Use this ability only during your upkeep. {4E: "Colossus" instead of "Colossus of Sardia" both places it appears. AQ text: "Trample, Colossus does not untap normally during untap phase; you may spend <9> during your upkeep to untap Colossus."} {New art in 5E.} Artif Conch Horn fU1 2 Artifact <1T>: Sacrifice Conch Horn. Draw two cards, then put any one card from your hand back on top of your library. Artif Conservator gUUU- 4 Artifact <3T>: Prevent up to 2 damage to you. {A/B/UL/RV: "<3T>: Prevent the loss of up to 2 life."} Artif Copper Tablet gU--- 2 Artifact Copper Tablet does 1 damage to each player during his or her upkeep. Artif Coral Helm g--RRqU1 3 Artifact <3>, Discard a card at random: Target creature gets +2/+2 until end of turn. {4E: "<3>: Discard a card at random from your hand to give target creature +2/+2 until end of turn." AQ text: "<3>: Give target creature +2/+2 until end of turn. Each time you use this ability, you must discard one card at random from your hand. Coral Helm cannot be used if you have no cards in your hand."} {New art in 5E.} Artif Crown of the Ages g---RiR 2 Artifact <4T>: Move target enchantment from one creature to another. The enchantment's new target must be legal. {IA: "<4T>: Switch target enchantment from one creature to another; the enchantment's new target must be legal. The controller of the enchantment does not change. Treat the enchantment as though it were just cast on the new target."} {New art in 5E.} Artif Crystal Golem mU 4 Artifact Creature 3/3 At end of your turn Crystal Golem phases out. Artif Crystal Rod gUUUU 1 Artifact <1>: Gain 1 life. Use this ability only when a blue spell is successfully cast and only once for each such spell. {4E text: "<1>: Gain 1 life for a successfully cast blue spell. Use this effect either when the spell is cast or later in the turn but only once for each blue spell cast." RV text: "<1>: Any blue spell cast gives you 1 life. Can only give 1 life each time a blue spell is cast." A/B/UL text: "<1>: Any blue spell cast by any player gives you 1 life."} {New art in 5E.} Artif Cursed Rack g--U-qC1 4 Artifact Target opponent discards down to four cards during his or her discard phase. {AQ: "Opponent must discard down ..."} Artif Cursed Scroll tR 1 Artifact <3T>: Name a card. Target opponent chooses a card at random from your hand. If he or she chooses the named card, Cursed Scroll deals 2 damage to target creature or player. Artif Cursed Totem mR 2 Artifact Players cannot play any creature abilities requiring an activation cost. Artif Cyclopean Tomb gR--- 4 Artifact <2T>: Turn any one non-swamp land into swamp during upkeep. Mark the changed lands with tokens. If Cyclopean Tomb is destroyed, remove one token of your choice each upkeep, returning that land to its original nature. {Alpha: Casting cost missing.} {ERRATA: All versions: "leaves play" instead of "is destroyed" [Duelist #4, page 131]} Artif Dancing Scimitar g-RRRnU2 4 Artifact Creature 1/5, Flying Artif Dark Sphere dU2 0 Artifact : Sacrifice Dark Sphere to prevent half of the damage done to you by a single source, rounded down. Artif Delif's Cone fC1 0 Artifact : Sacrifice Delif's Cone. If target creature you control attacks and is not blocked, you may choose to gain its power in life. If you do so, it deals no damage to opponent this turn. {ERRATA: should read ": Sacrifice Delif's Cone to have target attacking creature you control deal no damage to defending player this turn, and to gain life equal to that creature's power." [Encyc. p. 209 (this is broken -- the requirement for the creature to be unblocked is missing)]} Artif Delif's Cube fU1 1 Artifact <2T>: If target creature you control attacks and is not blocked, it deals no damage to opponent. Instead, put a cube counter on Delif's Cube. <2>: Remove a cube counter to regenerate a target creature. {ERRATA: change "it deals no ... on Delif's Cube" to "put a cube counter on Delif's Cube and that creature deals no damage to defending player this turn." [Encyc. p. 209]} Artif Despotic Scepter iR 1 Artifact : Bury target permanent you own. Artif Diabolic Machine g--UUdU2 7 Artifact Creature 4/4, <3>: Regenerate {DK ability: "<3>: Regenerates"} {New art in 5E.} Artif Diamond Kaleidoscope vR 4 Artifact <3T>: Put a Prism token into play. Treat this token as a 0/1 artifact creature. Sacrifice a Prism token: Add one mana of any color to your mana pool. Play this ability as a mana source. Artif Didgeridoo hU1 1 Artifact <3>: Take a Minotaur from your hand and put it directly into play as though it were just summoned. Artif Dingus Egg gRRRR 4 Artifact Whenever a land is put into any graveyard from play, Dingus Egg deals 2 damage to that land's controller. {4E text: "Each time a player puts a land into the graveyard from play, Dingus Egg deals 2 damage to that land's controller." A/B/UL/RV text: "Whenever anyone loses a land, Dingus Egg does 2 damage to that player for each land lost."} {New art in 5E.} Artif Dingus Staff wU 4 Artifact Whenever a creature is put into any graveyard from play, Dingus Staff deals 2 damage to that creature's controller. Artif Disrupting Scepter gRRRR 3 Artifact <3T>: Target player chooses and discards a card. Use this ability only during your turn. {4E: "one card from his or her hand" instead of "a card". RV text: "<3T>: Opponent must discard one card of his or her choice. Can only be used during controller's turn." A/B/UL: same as RV but ends "... during your turn."} {New art in 5E.} Artif Draconian Cylix fU1 3 Artifact <2T>: Discard a card at random from your hand to regenerate a target creature. Artif Dragon Engine g-RRRqC4 3 Artifact Creature 1/3 <2>: +1/+0 until end of turn {RV only: no "until end of turn."} Artif Dragon Mask vU 3 Artifact <3T>: Target creature you control gets +2/+2 until end of turn. At end of turn, if that creature is in play, return it to owner's hand. Artif Ebony Horse g-RR-nU2 3 Artifact <2T>: Untap target attacking creature you control. That creature neither receives nor deals damage during combat this turn. {AN/RV text: "<2T>: Remove one of your attacking creatures from combat. Treat this as if the creature never attacked, except that defenders assigned to block it cannot choose to block another creature."} Artif Ebony Rhino hC1 7 Artifact Creature 4/5, Trample Artif Echo Chamber tR 4 Artifact <4T>: Target opponent chooses target creature he or she controls. Put a token creature into play and treat it as a copy of that creature. The token creature is unaffected by summoning sickness this turn. At end of turn, remove the token creature from the game. Play this ability as a sorcery. Artif Elixir of Vitality mU 4 Artifact Elixir of Vitality comes into play tapped. , Sacrifice Elixir of Vitality: Gain 4 life. <8T>, Sacrifice Elixir of Vitality: Gain 8 life. Artif Elkin Bottle g---RiR 3 Artifact <3T>: Set the top card of your library aside face up. You may play that card as though it were in your hand. At the beginning of your next turn, bury the card if you have not played it. {IA text: "<3T>: Take the top card from your library and place it face up in front of you. You may play that card as though it were in your hand; if you do not play it by your next upkeep, remove it from the game."} Artif Elven Lyre fU1 2 Artifact <1T>: Sacrifice Elven Lyre to give a target creature +2/+2 until end of turn. Artif Emerald Medallion tR 2 Artifact Your green spells cost <1> less to play. Artif Emmessi Tome tR 4 Artifact <5T>: Draw two cards, then choose and discard a card. Artif Energizer tR 4 Artifact Creature 2/2 <2T>: Put a +1/+1 counter on Energizer. Artif Ensnaring Bridge sR 3 Artifact Each creature with power greater than the number of cards in your hand cannot attack. Artif Ersatz Gnomes mU 3 Artifact Creature 1/1 : Target spell is colorless. Play this ability as an interrupt. : Target permanent is colorless until end of turn. Artif Essence Bottle tU 2 Artifact <3T>: Put an elixir counter on Essence Bottle. , Remove all elixir counters from Essence Bottle: Gain 2 life for each elixir counter removed in this way. Artif Excavator tU 2 Artifact , Sacrifice a basic land: Target creature gains that landwalk ability until end of turn. Artif Feldon's Cane g---UqC1cC2 1 Artifact , Remove Feldon's Cane from the game: Shuffle your graveyard into your library. {CH text: ": Reshuffle your graveyard into your library. Remove Feldon's Cane from the game." AQ text: "<0T>: Reshuffle your graveyard into your library. If Feldon's Cane is used, remove it from the game, returning it to its owner's deck only when the game is over."} {ERRATA: ": Remove Feldon's Cane from the game: Shuffle your graveyard into your library." [Encyc. p. 62]} Artif Fellwar Stone g--UUdU2 2 Artifact : Add to your mana pool one mana of any type that any opponent's lands can produce. Play this ability as a mana source. {4E text: ": Add one mana to your mana pool. This mana may be of any type that any land opponent controls can produce. Play this ability as an interrupt." DK text: ": Add 1 mana to your mana pool. This mana may be of any color that any of opponent's lands can produce. This ability is played as an interrupt."} {ERRATA: change "land opponent controls" to "land any opponent controls". [Encyc. p. 28]} Artif Feroz's Ban g---RhU1pU 6 Artifact Summon spells cost an additional <2> to play. {HL: "each cost" instead of "cost"} {One of three Homelands rares is available in each copy of the first issue of the Homelands comic book.} Artif Fire Diamond mU 2 Artifact Fire Diamond comes into play tapped. : Add to your mana pool. Play this ability as a mana source. Artif Floodwater Dam aR2 3 Artifact : Tap X target lands. Artif Flowstone Sculpture tR 6 Artifact Creature 4/4 <2>, Choose and discard a card: Flowstone Sculpture gains flying, first strike, or trample permanently, or put a +1/+1 counter on Flowstone Sculpture. Artif Flying Carpet g-RRRnU3 4 Artifact <2T>: Target creature gains flying until end of turn. If that creature is put into any graveyard this turn, bury Flying Carpet. {4E: "the graveyard before end of turn, destroy" instead of "any graveyard this turn, bury". AN/RV text: "<2T>: Gives one creature flying ability until end of turn. If that creature is destroyed before end of turn, so is Flying Carpet."} {ERRATA: change "destroy" to "bury" [Encyc. p. 28]} Artif Fool's Tome tR 4 Artifact <2T>: Draw a card. Use this ability only if you have no cards in your hand. Artif Forcefield gR--- 3 Artifact <1>: Lose only 1 life to an unblocked creature. {ERRATA: should say "<1>: Prevent all but 1 damage to you from an unblocked creature." [Encyc. p. 57]} Artif Forethought Amulet lR1 5 Artifact Pay <3> during your upkeep or Forethought Amulet is destroyed. If you receive more than 2 damage from a sorcery or instant source, that damage is reduced to 2. {ERRATA: change first sentence to "During your upkeep, pay <3> or bury Forethought Amulet." [Encyc. p. 146]} Artif Fountain of Youth g---UdU2cC2 0 Artifact <2T>: Gain 1 life. Artif Fyndhorn Bow iU 2 Artifact <3T>: Target creature gains first strike until end of turn. Artif Gauntlet of Might gR--- 4 Artifact All red creatures gain +1/+1, and all mountains provide an extra red mana when tapped. Artif Gauntlets of Chaos g---RlR1cU1 5 Artifact <5>, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land you control for control of target permanent of the same type that an opponent controls. Bury all enchantments played on those permanents. {CH text: "<5>: Sacrifice Gauntlets of Chaos. Choose a target artifact, creature, or land opponent controls and a target permanent you control of the same type. Exchange control of these permanents. Bury any enchantments played on these permanents." LG text: "<5>: Sacrifice Gauntlets of Chaos. Take control of target land, creature, or artifact. Then give the former controller of that permanent control of a target permanent of the same type under your control. You each control these permanents until game ends. Gauntlets of Chaos does not tap or untap these permanents. Enchantments on traded permanents are destroyed."} {ERRATA: should read "<5>: Sacrifice Gauntlets of Chaos to exchange control of target artifact, creature, or land you control with target permanent of the same type thatan opponent controls. Bury all enchantments played on those permanents." [Encyc. p. 208]} {New art in 5E.} Artif Glasses of Urza gUUUU 1 Artifact : Look at target player's hand. {A/B/UL/RV text: ": You may look at opponent's hand."} {ERRATA: A/B/UL: Misspelled Shuler.} Artif Goblin Lyre iR 3 Artifact <0>: Sacrifice Goblin Lyre. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Goblin Lyre deals * damage to that opponent, where * is equal to the number of creatures you control. Otherwise, Goblin Lyre deals * damage to you, where * is equal to the number of creatures the opponent controls. {ERRATA: change "Lyre. Flip" to "Lyre to flip" [Encyc. p. 83]} Artif Golgothian Sylex qU1 4 Artifact <1T>: All cards from the _Antiquities_ expansion, including Golgothian Sylex, must be discarded from play. {ERRATA: should read "<1T>: Destroy all cards from the Antiquities expansion." [Encyc. p. 132]} Artif Grapeshot Catapult g--CCqC4 4 Artifact Creature 2/3 : Grapeshot Catapult deals 1 damage to target creature with flying. {AQ text: "Tap to deal 1 damage to target flying creature."} Artif Green Mana Battery g--R-lU1 4 Artifact <2T>: Put one charge counter on Green Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Green Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from GMB", "This ability is played as ..."} Artif Grindstone tR 1 Artifact <3T>: Put the top two cards of target player's library into that player's graveyard. If both cards share at least one color, repeat this process. Artif Grinning Totem mR 4 Artifact <2T>, Sacrifice Grinning Totem: Search target opponent's library for any card and put it face-up in front of you. That player shuffles his or her library afterwards. You may play the card as though it were in your hand. If you do not play the card by the beginning of your next upkeep, put it into owner's graveyard. Artif Gustha's Scepter aR2 0 Artifact If Gustha's Sceptre leaves play or you lose control of it, put all cards under Gustha's Sceptre in the graveyard. : Put any card from your hand face down under Gustha's Sceptre. You may look at that card at any time. : Return any card under Gustha's Sceptre to your hand. Artif Heartstone sU 3 Artifact The cost of each creature ability requiring an activation cost is reduced by <1>. This cannot reduce an ability's generic mana cost to less then <1>. Artif Helm of Awakening vU 2 Artifact All spells cost one generic mana less to play. Artif Helm of Chatzuk gRRRR 1 Artifact <1T>: Target creature gains banding until end of turn. {RV text: "You may give one creature the banding ability until end of turn." A/B/UL: same as RV with "ability to band" instead of "banding ability"} Artif Helm of Obedience aR2 4 Artifact : Put the top card of target opponent's library into his or her graveyard. Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first. If the last card put into the graveyard is a creature card, bury Helm of Obedience and put that creature into play under your control as though it were just cast. X cannot be equal to 0. Artif Helm of Possession tR 4 Artifact You may choose not to untap Helm of Possession during your untap phase. <2T>, Sacrifice a creature: Gain control of target creature as long as you control Helm of Possession and Helm of Possession remains tapped. Artif Hematite Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a red spell is successfully cast and only once for each red spell cast. Artif Horn of Deafening lR1cU1 4 Artifact <2T>: Target creature deals no damage in combat this turn. {LG: "during" instead of "in"} Artif Horn of Greed sR 3 Artifact Whenever any player plays a land, that player draws a card. Artif Hornet Cannon sU 4 Artifact <3T>: Put a Hornet token into play. Treat this token as a 1/1 artifact creature with flying that is unaffected by summoning sickness. At end of turn, destroy the token. Artif Horrible Hordes mU 3 Artifact Creature 2/2, Rampage 1 Artif Howling Mine gRRRR 2 Artifact During each player's draw phase, that player draws an additional card. {4E text: ""Each player draws one extra card during his or her draw phase." RV text: "Each player must draw one extra card during the draw phase of each of his or her turns." A/B/UL: same as _4E_ but insert "each turn" after "card".} {The art for Word of Command is a blown-up version of the eyes that are in the Howling Mine.} Artif Ice Cauldron iR 4 Artifact : Put a charge counter on Ice Cauldron, and put a spell card face up on Ice Cauldron. Note the type and amount of mana used to pay this activation cost. Use this ability only if there are no charge counters on Ice Cauldron. You may play that spell card as though it were in your hand. : Remove the charge counter from Ice Cauldron to add mana of the type and amount last used to put a charge counter on Ice Cauldron to your mana pool. This mana is usable only to cast the spell on top of Ice Cauldron. {ERRATA: Add "If Ice Cauldron leaves play, bury all cards stored on it." Add "from your hand" after "spell card". [Encyc. p. 209]} Artif Icy Manipulator gU---iU 4 Artifact <1T>: Tap target artifact, creature, or land. {B/UL text: "<1T>: You may tap any land, creature, or artifact in play on either side. No effects are generated by the target card. Alpha: like B/UL but second sentence not present.} {ERRATA: Alpha: Douglas Shuler's name spelled "Schuler". Shuler's name was corrected on this card in B/UL, unlike most "Schuler" cards which were not corrected until Revised.} Artif Igneous Golem mU 5 Artifact Creature 3/4 <2>: Trample until end of turn. Artif Illusionary Mask gR--- 2 Artifact : You can summon a creature face down so opponent doesn't know what it is. The X cost can be any amount of mana, even 0; it serves to hide the true casting cost of the creature, which you still have to spend. As soon as a face-down creature receives damage, deals damage, or is tapped, you must turn it face up. Artif Implements of Sacrifice fU1 2 Artifact <1T>: Sacrifice Implements of Sacrifice to add 2 mana of any one color to your mana pool. Play this ability as an interrupt. Artif Infinite Hourglass g---RiR 4 Artifact During your upkeep, put a time counter on Infinite Hourglass. All creatures get +X/+0, where X is equal to the number of time counters on Infinite Hourglass. Any player may pay <3> during any upkeep to remove a time counter from Infinite Hourglass. {IA text: "During your upkeep, put a time counter on Infinite Hourglass. During any upkeep, any player may pay <3> to remove a time counter from Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass."} {New art in 5E.} Artif Iron Star gUUUU 1 Artifact <1>: Gain 1 life. Use this ability only when a red spell is successfully cast and only once for each such spell. {4E text: "<1>: Gain 1 life for a successfully cast red spell. Use this effect either when the spell is cast or later in the turn but only once for each red spell cast." RV text: "<1>: Any red spell cast gives you 1 life. Can only give 1 life each time a red spell is cast." A/B/UL text: "<1>: Any red spell cast by any player gives you 1 life."} {New art in 5E.} Artif Iron-Heart Chimera vU 4 Artifact Creature 2/2 Attacking does not cause Iron-Heart Chimera to tap. Iron-Heart Chimera counts as a Chimera. Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera and attacking any turn does not cause that Chimera to tap. Artif Ivory Cup gUUUU 1 Artifact <1>: Gain 1 life. Use this ability only when a white spell is successfully cast and only once for each such spell. {4E text: "<1>: Gain 1 life for a successfully cast white spell. Use this effect either when the spell is cast or later in the turn but only once for each white spell cast." RV text: "<1>: Any white spell cast gives you 1 life. Can only give 1 life each time a white spell is cast." A/B/UL text: "<1>: Any white spell cast by any player gives you 1 life."} {New art in 5E.} Artif Ivory Tower g-RR-qU3 1 Artifact At the beginning of your upkeep, gain 1 life for each card in your hand in excess of four. {AQ/RV text: "During your upkeep phase, gain 1 life for each card in your hand above four."} Artif Jabari's Banner wU 2 Artifact <1T>: Target creature gains flanking until end of turn. Artif Jade Monolith gRRRR 4 Artifact <1>: Redirect all damage from any creature to yourself. {4E text: "<1>: Redirect to yourself all damage done to any creature. The source of the damage does not change." A/B/UL/RV text: "<1>: You may take damage done to any creature on yourself instead, but you must take all of it. Source of damage is unchanged."} {New art in 5E.} Artif Jade Statue gU--- 4 Artifact 3/6 <2>: Jade Statue becomes a creature for the duration of the current attack exchange. Can be a creature only during an attack or defense. {ERRATA: should read "Jade Statue is a 3/6 artifact creature until end of combat. Use this ability only when choosing attack or defense." [Encyc. p. 57]} {This is the only Artifact not marked as Mono, Poly, Continuous, or Creature before the revised edition was printed, and the only card with power/toughness printed in the usual place which is not an Artifact Creature or Summon card.} Artif Jalum Tome g---RqU2cU1 3 Artifact <2T>: Draw a card, then choose and discard a card. {CH text: "<2T>: Draw a card; then, choose and discard a card from your hand." AQ text: "<2T>: Draw a card from your library, then immediately discard a card of your choice to your graveyard."} Artif Jandor's Ring g-R--nU2 6 Artifact <2T>: Discard a card you just drew from your library, and draw another card to replace it. Artif Jandor's Saddlebags g-RRRnU2 2 Artifact <3T>: Untap target creature. {AN/RV: "a" instead of "target"} {New art in 5E.} Artif Jangling Automaton wC 3 Artifact Creature 3/2 If Jangling Automaton attacks, untap all creatures defending player controls. Artif Jayemdae Tome gRRRR 4 Artifact <4T>: Draw a card. {4E text: "Draw one card." RV text: "Draw one extra card." A/B/UL text: "You may draw one extra card."} Artif Jester's Cap g---RiR 4 Artifact <2T>, Sacrifice Jester's Cap: Look through target player's library and remove any three of those cards from the game. Shuffle that library afterwards. {IA: begins "<2T>: Sacrifice Jester's Cap to look"} {An oversized Jester's Cap was packed with Duelist #18.} Artif Jester's Mask iR 5 Artifact Comes into play tapped. <1T>: Sacrifice Jester's Mask to look through target opponent's hand and library. Give that player a new hand of as many cards as he or she had before. Reshuffle the remaining cards afterwards. Artif Jet Medallion tR 2 Artifact Your black spells cost <1> less to play. Artif Jeweled Amulet iU 0 Artifact <1T>: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Use this ability only if there are no charge counters on Jeweled Amulet. : Remove the charge counter from Jeweled Amulet to add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability as an interrupt. Artif Jeweled Bird nU3cU1 1 Artifact Remove Jeweled Bird from your deck before playing if not playing for ante. : Draw a card. Put your contribution to the ante into your graveyard and replace it with Jeweled Bird. {AN text: ": Draw a card, and exchange Jeweled Bird for your contribution to the ante. Your former contribution goes to your graveyard. Remove this card from your deck before playing if you are not playing for ante."} Artif Jinxed Idol tR 2 Artifact During your upkeep, Jinxed Idol deals 2 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Idol permanently. Artif Jinxed Ring sR 2 Artifact Whenever any card is put into your graveyard from play, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring permanently. Artif Joven's Tools g---UhU3 6 Artifact <4T>: Target creature cannot be blocked this turn except by Walls. {HL text: "<4T>: Target creature cannot be blocked except by walls until end of turn."} {New art in 5E.} Artif Juggernaut gUU-- 4 Artifact Creature 5/3 Must attack each turn if possible. Can't be blocked by walls. Artif Juju Bubble vU 1 Artifact CU:<1> If you play a card, bury Juju Bubble. <2>: Gain 1 life. Artif Knowledge Vault lR1 4 Artifact <2T>: Take a card from your library without looking at it and place it face down under Knowledge Vault. Sacrifice Knowledge Vault to discard entire hand and take the cards under the vault into your hand. If Knowledge Vault leaves play, put all cards under it in your graveyard. {ERRATA: add "If you lose control of Knowledge Vault bury all cards under it." [Encyc. p. 151]} Artif Kormus Bell gRRR- 4 Artifact All swamps become 1/1 black creatures. The swamps still count as lands, but cannot be tapped for mana the turn they come into play. {A/B/UL/RV text: "Treat all swamps in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack."} {ERRATA: change first sentence to "All swamps are 1/1 creatures." [Encyc. p. 33]} Artif Kry Shield lU1 2 Artifact <2T>: Target creature you control deals no damage this turn, but gains +0/+X until end of turn, where X is the casting cost of target creature. Artif Lapis Lazuli Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a blue spell is successfully cast and only once for each blue spell cast. Artif Lead Golem mU 5 Artifact Creature 3/5 If Lead Golem attacks, it does not untap during your next untap phase. Artif Lead-Belly Chimera vU 4 Artifact Creature 2/2, Trample Lead-Belly Chimera counts as a Chimera. Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains trample permanently. Artif Library of Leng gUUUU 1 Artifact Skip your discard phase. Whenever a spell or effect forces you to discard a card, you may instead discard that card to the top of your library. {4E text: "Skip the discard phase of your turn. If a spell or effect forces you to discard, you may discard to the top of your library rather than to your graveyard. If the discard is random, you may look at the card before choosing where to discard it." RV text: "You must skip the discard phase of your turn. If a card forces you to discard, you may choose to discard to top of your library rather than to graveyard. If discard is random, you may look at card before deciding where to discard it." A/B/UL: like RV text with 1st sentence "There is no limit to the size of your hand."} Artif Life Chisel lU2 4 Artifact Sacrifice a creature during your upkeep to gain life equal to creature's toughness. Artif Life Matrix lR1 4 Artifact <4T>: During your upkeep, put one counter on target creature. You may remove this counter at any time to regenerate that creature. Artif Lion's Eye Diamond mR 0 Artifact Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability as a mana source. Artif Living Armor dU2cC2 4 Artifact : Sacrifice Living Armor to put a +0/+X counter on target creature, where X is equal to that creature's casting cost. {DK: "the target" instead of "equal to that"} Artif Living Wall gUU-- 4 Artifact Creature 0/6, Counts as a wall, <1>: Regenerates Artif Lodestone Bauble aR2 0 Artifact <1T>: Sacrifice Lodestone Bauble to put up to four target basic lands from any player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep. Artif Lotus Petal tC 0 Artifact , Sacrifice Lotus Petal: Add one mana of any color to your mana pool. Play this ability as a mana source. Artif Magma Mine vU 1 Artifact <4>: Put a pressure counter on Magma Mine. , Sacrifice Magma Mine: For each pressure counter on it, Magma Mine deals 1 damage to target creature or player. Artif Magnetic Web tR 2 Artifact If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that the attacking player controls attack if able. If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that the defending player controls block that creature if able. <1T>: Put a magnet counter on target creature. Artif Malachite Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a green spell is successfully cast and only once for each green spell cast. Artif Mana Crypt pU 0 Artifact During your upkeep, flip a coin. Opponent calls heads or tails while coin is in the air. If flip ends up in opponent's favor, Mana Crypt deals 3 damage to you. : Add two colorless mana to your mana pool. Play this ability as an interrupt. {Distributed by mail to purchasers of the novel _Final Sacrifice_, starting in April 1995.} Artif Mana Matrix lR1 6 Artifact Pay up to <2> less than required whenever casting an instant, interrupt, or enchantment spell. Artif Mana Prism mU 3 Artifact : Add one colorless mana to your mana pool. Play this ability as a mana source. <1T>: Add one mana of any color to your mana pool. Play this ability as a mana source. Artif Mana Vault gRRRR 1 Artifact Mana Vault does not untap during your untap phase. At the end of your upkeep, if Mana Vault is tapped, it deals 1 damage to you. <4>: Untap Mana Vault at end of upkeep. Use this ability only during your upkeep. : Add three colorless mana to your mana pool. Play this ability as a mana source. {4E text: "Mana Vault does not untap during your untap phase. If it remains tapped during your upkeep, Mana Vault deals 1 damage to you. <4>: Untap Mana Vault. Use this ability only during your upkeep. : Add three colorless mana to your mana pool. Play these additions as interrupts." RV text: ": Add 3 colorless mana to your mana pool. Mana Vault doesn't untap normally during untap phase; to untap it, you must pay 4 mana during your upkeep. If Mana Vault remains tapped during upkeep, it does 1 damage to you. Drawing mana from this artifact is played as an interrupt." A/B/UL: like RV but no "during upkeep" after untap cost, and last sentence is "Tapping this artifact can be played as an interrupt".} {ERRATA: change "Untap Mana Vault" to "Untap Mana Vault at end of upkeep"; change "3" to "three"; change last sentence to "Play this ability as an interrupt." [Encyc. p. 208]} Artif Mana Web wR 3 Artifact Whenever any land target opponent controls is tapped for mana, tap all lands he or she controls that can produce any type of mana that land can produce. Artif Manakin tC 2 Artifact Creature 1/1 : Add one colorless mana to your mana pool. Play this ability as a mana source. Artif Mangara's Tome mR 5 Artifact When Mangara's Tome comes into play, search your library and choose any five cards. Shuffle these cards and put them face down under Mangara's Tome. Shuffle your library afterwards. If you lose control of Mangara's Tome, remove all cards under it from the game. <2>: Instead of drawing a card, put the top card from under Mangara's Tome into your hand. {Ignore the first line break. The removal of cards from the game is a "comes into play" effect, so Titania's song will not stop it. [10/03/96]} Artif Marble Diamond mU 2 Artifact Marble Diamond comes into play tapped. : Add to your mana pool. Play this ability as a mana source. Artif Marble Priest lU1 5 Artifact Creature 3/3 All walls able to block Marble Priest must do so. Walls able to block more than one creature can still do so. If blocking wall is compelled to block more creatures than it is legally able to, defender chooses which of these attacking creatures to block, but must block as many creatures as it legally can. Damage dealt to Marble Priest from walls during combat is reduced to 0. Artif Matopi Golem vU 5 Artifact Creature 3/3 <1>: Regenerate and put a -1/-1 counter on Matopi Golem. Artif Meekstone gRRRR 1 Artifact Creatures with power 3 or greater do not untap during their controllers' untap phases. {4E text: "No creatures with power greater than 2 untap during their controllers' untap phase." A/B/UL/RV text: "Any creature with power greater than 2 may not be untapped as normal during the untap phase."} Artif Metallic Sliver tC 1 Artifact Creature 1/1 Metallic Sliver counts as a Sliver. Artif Mightstone qU3 4 Artifact All attacking creatures gain +1/+0. {ERRATA: change "gain" to "get" [Encyc. p. 133]} Artif Millstone g-RRRqU3 2 Artifact <2T>: Put the top two cards of target player's library into his or her graveyard. {4E text: "<2T>: Take the top two cards from target player's library and put them into that player's graveyard." AQ/RV: like 4E but ends "...in target player's graveyard."} Artif Mind Stone wC 2 Artifact : Add one colorless mana to your mana pool. Play this ability as a mana source. <1T>, Sacrifice Mind Stone: Draw a card. Artif Mirror Universe lR1 6 Artifact : Sacrifice Mirror Universe during your upkeep, and trade your number of life points with opponent. For example, if you had 2 life points and your opponent had 10, you would now have 10 life points and your opponent would have 2. Effects that prevent or redirect damage may not be used to counter this change of life. {ERRATA: in first sentence change ", and" to "to" and "opponent" to "target opponent" [Encyc. p. 209]} Artif Miser's Cage mR 3 Artifact At end of target opponent's upkeep, if that opponent has five or more cards in hand, Miser's Cage deals 2 damage to them. Artif Mishra's Groundbreaker aU2 4 Artifact : Sacrifice Mishra's Groundbreaker. Target land becomes a 3/3 artifact creature. That creature still counts as a land. Artif Mishra's War Machine g-RR-qU1 7 Artifact Creature 5/5, Banding During your upkeep, choose and discard one card from your hand, or Mishra's War Machine deals 3 damage to you. If Mishra's War Machine deals damage to you in this way, tap it. {AQ/RV: "Bands" instead of "Banding"; text: "During your upkeep, discard one card of your choice from your hand, or Mishra's War Machine becomes tapped and does 3 points of damage to you."} {ERRATA: change "or Mishra's ... tap it" to "or tap Mishra's War Machine and Mishra's War Machine deals 3 damage to you." [Encyc. p. 36]} Artif Mogg Cannon tU 2 Artifact : Target creature you control gets +1/+0 and gains flying until end of turn. At end of turn, destroy that creature. Artif Moss Diamond mU 2 Artifact Moss Diamond comes into play tapped. : Add to your mana pool. Play this ability as a mana source. Artif Mox Diamond sR 0 Artifact When Mox Diamond comes into play, choose and discard a land card or sacrifice Mox Diamond. : Add one mana of any color to your mana pool. Play this ability as a mana source. Artif Mox Emerald gR--- 0 Artifact : Add 1 green mana to your mana pool. Tapping this artifact can be played as an interrupt. {ERRATA: should read ": Add to your mana pool. Play this ability as a mana source." [Encyc. p. 57]} Artif Mox Jet gR--- 0 Artifact : Add 1 black mana to your mana pool. Tapping this artifact can be played as an interrupt. {ERRATA: should read ": Add to your mana pool. Play this ability as a mana source." [Encyc. p. 57]} Artif Mox Pearl gR--- 0 Artifact : Add 1 white mana to your mana pool. Tapping this artifact can be played as an interrupt. {ERRATA: should read ": Add to your mana pool. Play this ability as a mana source." [Encyc. p. 57]} Artif Mox Ruby gR--- 0 Artifact : Add 1 red mana to your mana pool. Tapping this artifact can be played as an interrupt. {ERRATA: should read ": Add to your mana pool. Play this ability as a mana source." [Encyc. p. 58]} Artif Mox Sapphire gR--- 0 Artifact : Add 1 blue mana to your mana pool. Tapping this artifact can be played as an interrupt. {ERRATA: should read ": Add to your mana pool. Play this ability as a mana source." [Encyc. p. 58]} Artif Mystic Compass aU2 2 Artifact <1T>: Target mana-producing land becomes a basic land type of your choice until end of turn. Artif Nacre Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a white spell is successfully cast and only once for each white spell cast. Artif Naked Singularity iR 5 Artifact CU: <3> Instead of their normal mana, plains produce , islands produce , swamps produce , mountains produce , and forests produce . Artif Necropolis dU2 5 Artifact Creature 0/1, Counts as a wall <0>: Take a creature in your graveyard and remove it from the game. Put X +0/+1 counters on Necropolis, where X is the removed creature's casting cost. {ERRATA: change cost and first sentence of ability to "<0>, Remove a creature card in your graveyard from the game:" and change "the removed" to "that" [Encyc. p. 172]} Artif Nevinyrral's Disk gRRRR 4 Artifact Nevinyrral's Disk comes into play tapped. <1T>: Destroy all artifacts, creatures, and enchantments. {4E text: "Comes into play tapped. <1T>: Destroy all creatures, enchantments, and artifacts, including Nevinyrral's Disk itself." RV text: "<1>: Destroys all creatures, enchantments, and artifacts in play, including Disk itself. Disk begins tapped but can be untapped as usual." A/B/UL: like RV but no "including Disk itself", add "Disk destroys itself when used." at end. A/B/UL Disk was a Mono Artifact, but did not get added to the activation cost of the revised card.} Artif North Star lR1 4 Artifact <4T>: You may cast one spell this turn by paying its casting cost with any type of mana. For example, <2GG> becomes <4>. However, the card still retains its original color. This ability is played as an interrupt. Artif Nova Pentacle lR1 4 Artifact <3T>: Redirect damage done to you from one source to target creature of opponent's choice. {ERRATA: change "damage" to "all damage" and "opponent's" to "target opponent's" [Encyc. p. 154]} Artif Null Rod wR 2 Artifact Players cannot play any artifact abilities requiring an activation cost. Artif Obelisk of Undoing g---RqU1cU1 1 Artifact <6T>: Return target permanent you control and own to your hand. {AQ text: "<6T>: Return any of your permanents in play to your hand; enchantments on that permanent are discarded. Can be used only on permanents you cast."} Artif Obsianus Golem gUUU- 6 Artifact Creature 4/6 Artif Onulet g-RR-qU3 3 Artifact Creature 2/2 If Onulet is put into the graveyard from play, you gain 2 life. {RV text: "If Onulet is placed in the graveyard, its controller gains 2 life." AQ: like RV with "goes to" instead of "is placed in".} {ERRATA: RV: Art miscredited to Kerstin Kaman, should be Anson Maddocks. [Duelist #4, page 138]} Artif Onyx Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a black spell is successfully cast and only once for each black spell cast. Artif Ornithopter g-UUUqC4 0 Artifact Creature 0/2, Flying Artif Patagia Golem mU 4 Artifact Creature 2/3 <3>: Flying until end of turn. Artif Patchwork Gnomes tU 3 Artifact Creature 2/1 Choose and discard a card: Regenerate Patchwork Gnomes. Artif Paupers' Cage mR 3 Artifact At the end of target opponent's upkeep, if that player has two or fewer cards in hand, Paupers' Cage deals 2 damage to him or her. Artif Pearl Medallion tR 2 Artifact Your white spells cost <1> less to play. Artif Pentagram of the Ages g---RiR 4 Artifact <4T>: Prevent all damage to you from one source. Treat further damage from that source normally. {IA text: "<4T>: Prevent all damage dealt to you from one source. Pentagram of the Ages does not prevent the same source damaging you again later this turn."} Artif Phyrexian Devourer aR2 6 Artifact Creature 1/1 If Phyrexian Devourer's power is 7 or greater, bury it. <0>: Remove the top card of your library from the game to put a +X/+X counter on Phyrexian Devourer, where X is equal to that card's casting cost. Artif Phyrexian Dreadnought mR 1 Artifact Creature 12/12, Trample When Phyrexian Dreadnought comes into play, sacrifice any number of creatures with total power of 12 or more, or bury Phyrexian Dreadnought. Artif Phyrexian Furnace wU 1 Artifact : Remove the bottom card of target player's graveyard from the game. <1>, Sacrifice Phyrexian Furnace: Remove target card in any graveyard from the game and draw a card. Artif Phyrexian Grimoire tR 3 Artifact <4T>: Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other into your hand. Artif Phyrexian Hulk tU 6 Artifact Creature 5/4 Artif Phyrexian Marauder vR X Artifact Creature 0/0 Phyrexian Marauder comes into play with X +1/+1 counters on it. Phyrexian Marauder cannot block. Phyrexian Marauder cannot attack unless you pay 1 for each +1/+1 counter on it. Artif Phyrexian Portal aR2 3 Artifact <3>: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Choose one of those piles and remove it from the game. Search the remaining pile and put one of those cards into your hand. Shuffle the remaining cards into your library. Ignore this effect if you have fewer than ten cards in your library. Artif Phyrexian Splicer tU 2 Artifact <2T>: Choose flying, first strike, trample, or shadow. Target creature with that ability loses it until end of turn. Another target creature gains that ability until end of turn. Artif Phyrexian Vault mU 3 Artifact <2T>, Sacrifice a creature: Draw a card. Artif Phyrexian Walker vC 0 Artifact Creature 0/3 {Appears in the Visions alternate common slot.} Artif Phyrexian War Beast aC2 3 Artifact Creature 3/4 If Phyrexian War Beast leaves play, sacrifice a land, and Phyrexian War Beast deals 1 damage to you. Artif Pit Trap iU 2 Artifact <2T>: Sacrifice Pit Trap to bury target creature without flying that is attacking you. Artif Planar Gate lR1 6 Artifact Pay up to <2> less than required whenever casting a summon spell. Artif Portcullis sR 4 Artifact Whenever any creature comes into play, if there are two or more other creatures in play, set that creature aside. If Portcullis leaves play, put the creature into play under its owner's control. Artif Primal Clay g-RRRqU3 4 Artifact Creature */* When you play Primal Clay, choose one-Primal Clay is a 2/2 artifact creature with flying; or Primal Clay is a 3/3 artifact creature; or Primal Clay is a 1/6 artifact creature that counts as a Wall. {4E text: "When Primal Clay comes into play, choose whether to make it a 1/6 wall, a 2/2 creature with flying, or a 3/3 creature." AQ/RV text: "When you cast Primal Clay, you must choose whether to make it a 1/6 wall, a 3/3 creature, or a 2/2 flying creature. Primal Clay then remains in this form until altered by another card or removed from play."} {New art in 5E.} Artif Puppet Strings tU 3 Artifact <2T>: Tap or untap target creature. Artif Pyramids nU2 6 Artifact <2>: Prevents a land from being destroyed, or removes an enchantment from any land. Artif Rakalite qU3cU1 6 Artifact <2>: Prevent 1 damage to any creature or player. Return Rakalite to owner's hand at end of turn. {AQ text: "<2>: Prevent 1 damage to any target. If Rakalite is used, it returns to its owner's hand at end of turn; all enchantments on Rakalite are then discarded."} Artif Razor Pendulum mR 4 Artifact At the end of each player's turn, if that player has 5 or less life, Razor Pendulum deals 2 damage to him or her. Artif Red Mana Battery g--R-lU1 4 Artifact <2T>: Put one charge counter on Red Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Red Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from RMB", "This ability is played as ..."} Artif Reflecting Mirror dU2 4 Artifact : Target spell, which targets you, targets the player of your choice instead. X is twice the casting cost of target spell. This ability is played as an interrupt. Artif Relic Barrier lU2 2 Artifact : Target artifact becomes tapped. Artif Ring of Immortals lR1 5 Artifact <3T>: Counters target interrupt or enchantment. Can only counter spells which target a permanent under your control. This ability is played as an interrupt. Artif Ring of Ma'ruf nU2 5 Artifact <5T>: Instead of drawing a card from the top of your library, select one of your cards from OUTSIDE THE GAME. This card can be any card you have that you're not using in your deck or that for some reason has left the game. Ring of Ma'ruf is removed from the game entirely after use. Artif Ring of Renewal fU1 5 Artifact <5T>: Discard a card at random from your hand and draw two cards. {ERRATA: should say "Discard a card at random to draw two cards." [7/19/95 RTR]} Artif Rocket Launcher g-R--qU3 4 Artifact <2>: Do 1 damage to any target. Rocket Launcher may not be used until it begins a turn in play on your side. If it is used, Rocket Launcher is destroyed at end of turn. {ERRATA: Change "a turn" to "one of your turns" [Encyc. p. 54]} Artif Rod of Ruin gUUUU 4 Artifact <3T>: Rod of Ruin deals 1 damage to target creature or player. {A/B/UL/RV text: "<3T>: Rod of Ruin does 1 damage to any target."} Artif Roterothopter hC1 1 Artifact Creature 0/2, Flying <2>: +1/+0 until end of turn. You cannot spend more than <4> in this way each turn. Artif Ruby Medallion tR 2 Artifact Your red spells cost <1> less to play. Artif Runed Arch iR 3 Artifact Comes into play tapped. : Sacrifice Runed Arch. X target creatures with power no greater than 2 cannot be blocked this turn. Other effects may later be used to increase a creature's power beyond 2. {ERRATA: insert "Runed Arch" at start of first sentence; change "cannot be blocked this turn" to "are unblockable until end of turn" [Encyc. p. 95]} {The runes on the arch phonetically spell "Built by the quaint runed arch company."} Artif Runesword dU2cC2 6 Artifact <3T>: Target attacking creature gets +2/+0 until end of turn. Any creature damaged by that creature cannot regenerate this turn; if such a creature receives lethal damage this turn, remove it from the game. If the target leaves play before end of turn, bury Runesword. {DK text: "<3T>: Target attacking creature gains +2/+0 until end of turn. Any creature damaged by target creature may not be regenerated this turn; if such a creature is placed in the graveyard this turn, remove it from the game. If target creature leaves play before end of turn, Runesword is buried."} Artif Sand Golem mU 5 Artifact Creature 3/3 If a spell or effect controlled by an opponent causes you to discard Sand Golem, put Sand Golem from your graveyard into play at end of turn with a +1/+1 counter on it. Artif Sandals of Abdallah nU3 4 Artifact <2T>: Gives one creature islandwalk ability until end of turn. If that creature is destroyed before end of turn, so are Sandals. Artif Sands of Time vR 4 Artifact Each player skips his or her untap phase. At the beginning of each player's turn, untap each tapped artifact, creature, and land he or she controls and tap each untapped artifact, creature, or land he or she controls. {ERRATA: change both "each" to "each other" -- Sands of Time does not affect itself. [3/14/97 RTR]} Artif Sapphire Medallion tR 2 Artifact Your blue spells cost <1> less to play. Artif Scalding Tongs tR 2 Artifact During your upkeep, if you have three or fewer cards in your hand, Scalding Tongs deals 1 damage to target opponent. Artif Scarab of the Unseen aU2 2 Artifact : Sacrifice Scarab of the Unseen to return all enchantments on target permanent you own to their owners' hand. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Artif Scarecrow dU2 5 Artifact Creature 2/2 <6T>: Until end of turn, all damage done to you by flying creatures is reduced to 0. Artif Scroll Rack tR 2 Artifact <1T>: Choose any number of cards in your hand and set those cards aside. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside in this way on top of your library in any order. Artif Sentinel lR1cU1 4 Artifact Creature 1/* When Sentinel comes into play, its toughness is equal to 1. <0>: Change Sentinel's toughness to 1 plus the power of target creature blocking or blocked by Sentinel. {LG text: "The * in the lower right hand corner is 1 when cast. While blocking, you may choose to change * to equal one plus the power of target creature sentinel blocks this turn. While attacking, you may choose to change * to equal one plus the power of target creature that blocks Sentinel this turn."} {One occurrence of "sentinel" on the LG card is not capitalized.} Artif Serpent Generator g---RlR1cU1 6 Artifact <4T>: Put a Poison Snake token into play. Treat this token as a 1/1 artifact creature. If any Poison Snake damages any player, he or she gets a poison counter. If any player has ten or more poison counters, he or she loses the game. {CH: "Whenever a Poison" instead of "If any Poison"; "a player" instead of "any player"; "When a player" instead of "If any player" LG text: "<4T>: Put a Poison Snake token into play. Treat this token as a 1/1 artifact creature. If this creature damages opponent, opponent gets a poison counter. If opponent ever has ten or more poison counters, opponent loses game."} Artif Serrated Arrows hC1 4 Artifact When Serrated Arrows comes into play, put three arrowhead counters on it. During your upkeep, bury Serrated Arrows if there are no arrowhead counters on it. : Remove an arrowhead counter from Serrated Arrows to put a -1/-1 counter on target creature. Artif Serrated Biskelion wU 3 Artifact Creature 2/2 : Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature. Artif Shapeshifter g--UUqU1 6 Artifact Creature */7-* Shapeshifter has total power and toughness of 7, divided any way you choose, though neither can be more than 7. When you play Shapeshifter, choose its power and toughness. During your upkeep, choose Shapeshifter's power and toughness. {4E text: "Shapeshifter has power and toughness that add up to seven, but neither may be more than seven. Set them when Shapeshifter comes into play; you may change them during your upkeep." AQ text: "The *s below represent any number from 0 to 6. You set * when Shapeshifter is cast, and you may change it during your upkeep."} {New art in 5E.} Artif Shield Sphere aU2 0 Artifact Creature 0/6, Counts as a wall If Shield Sphere is assigned as a blocker, put a -0/-1 counter on it. Artif Shield of the Ages iU 2 Artifact <2>: Prevent 1 damage to you. Artif Shifting Wall sU X Artifact Creature 0/0 Shifting Wall counts as a Wall. Shifting Wall comes into play with X +1/+1 counters on it. Artif Sisay's Ring vC 4 Artifact :Add two colorless mana to your mana pool. Play this ability as a mana source. {Appears in the Visions alternate common slot.} Artif Skull Catapult g---UiU 4 Artifact <1T>, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player. {IA text: "<1T>: Sacrifice a creature to have Skull Catapult deal 2 damage to target creature or player."} {New art in 5E.} Artif Skull of Orm dU2 3 Artifact <5T>: Bring one enchantment card from your graveyard to your hand. {ERRATA: change "Bring one" to "Return target" [Encyc. p. 174]} Artif Sky Diamond mU 2 Artifact Sky Diamond comes into play tapped. : Add to your mana pool. Play this ability as a mana source. Artif Snake Basket vR 4 Artifact , Sacrifice Snake Basket: Put X Cobra tokens into play. Treat these tokens as 1/1 green creatures. Play this ability as a sorcery. Artif Snow Fortress iR 5 Artifact Creature 0/4, Counts as a wall <1>: +1/+0 until end of turn <1>: +0/+1 until end of turn <3>: Snow Fortress deals 1 damage to target creature without flying that is attacking you. Artif Sol Grail aR6 3 Artifact When Sol Grail comes into play, choose a color. : Add one mana of the chosen color to your mana pool. Play this ability as an interrupt. Artif Sol Ring gUU-- 1 Artifact : Add 2 colorless mana to your mana pool. This ability is played as an interrupt. {A/B/UL: "... Tapping this artifact can be played ..."} Artif Soldevi Digger aR2 2 Artifact <2>: Put the top card of your graveyard on the bottom of your library. Artif Soldevi Golem iR 4 Artifact Creature 5/3 Does not untap during your untap phase. <0>: Untap target creature opponent controls to untap Soldevi Golem at the end of your upkeep. Use this ability only during your upkeep. Artif Soldevi Sentry aC2 1 Artifact Creature 1/1 <1>: Regenerate. Target opponent may draw a card. Artif Soldevi Simulacrum iU 4 Artifact Creature 2/4, CU: <1> <1>: +1/+0 until end of turn Artif Soldevi Steam Beast aC2 5 Artifact Creature 4/2, <2>: Regenerate Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life. Artif Soul Net gUUUU 1 Artifact <1>: Gain 1 life. Use this ability only when a creature is put into any graveyard from play and only once for each such creature. {4E text: "<1>: Gain 1 life when a creature is put into the graveyard from play. Use this effect only once each time a creature is put into the graveyard." RV text: "<1>: You gain 1 life every time a creature is placed in the graveyard. Can only give 1 life each time a creature is placed in the graveyard." A/B/UL text: "<1>: You gain 1 life every time a creature is destroyed, unless it is then regenerated."} Artif Spirit Shield fU1 3 Artifact <2T>: Target creature gets +0/+2 as long as Spirit Shield remains tapped. You may choose not to untap Spirit Shield as normal during your untap phase. Artif Squee's Toy tC 1 Artifact : Prevent 1 damage to any creature. Artif Staff of Zegon qC4 4 Artifact <3T>: Target creature loses -2/-0 until end of turn. Creatures with power less than 1 deal no damage. Artif Staff of the Ages iR 3 Artifact Creatures with any landwalk ability may be blocked as though they did not have those abilities. Artif Standing Stones dU2 3 Artifact <1T>: Pay 1 life and add 1 mana of any color to your mana pool. This ability is played as an interrupt. Effects that prevent or redirect damage may not be used to counter this loss of life. Artif Static Orb tR 3 Artifact Players cannot untap more than two permanents during their untap phases. Artif Steel Golem wU 3 Artifact Creature 3/4 You cannot play summon or artifact creature spells. Artif Stone Calendar dU1 5 Artifact Your spells cost up to <1> less to cast; casting cost of spells cannot go below <0>. Artif Storm Cauldron aR2 5 Artifact During each player's turn, that player may put one additional land into play. Whenever a land is tapped for mana, return that land to owner's hand. Artif Straw Golem wU 1 Artifact Creature 2/3 If any opponent successfully casts a summon or artifact creature spell, bury Straw Golem. Artif Su-Chi qU3 4 Artifact Creature 4/4 If Su-Chi goes to the graveyard, its controller gains 4 colorless mana. {ERRATA: should read "If Su-Chi is put into the graveyard from play, add four colorless mana to your mana pool." [Encyc. p. 135]} Artif Sunglasses of Urza gRRR- 3 Artifact You may use white mana in your mana pool as either white or red mana. {A/B/UL/RV: "White mana in your mana pool can be used as ..."} Artif Sunstone iU 3 Artifact <2>: Sacrifice a snow-covered land to have all creatures deal no damage in combat this turn. Artif Sword of the Ages lR1 6 Artifact Sword of the Ages comes into play tapped. : Sacrifice Sword of the Ages and as many creatures as you choose. Sword does the combined power of these creatures in damage to one target. Sacrificed creatures and Sword are then removed from the game entirely. {ERRATA: should read "Comes into play tapped. : Remove Sword of the Ages and any number of creatures you control from the game to have Sword of the Ages deal the combined power of these creatures in damage to one target." [Encyc. p. 209]} Artif Sword of the Chosen sR 2 Legendary Artifact : Target legend gets +2/+2 until end of turn. Artif Tablet of Epityr qC4 1 Artifact <1>: You gain 1 life every time one of your artifacts goes to the graveyard. Can only give 1 life each time an artifact reaches the graveyard. Artif Tawnos's Coffin qU1 4 Artifact <3T>: Select a creature in play; that creature is considered out of play as long as Coffin remains tapped. Hence the creature cannot be the target of spells and cannot receive damage, use special powers, attack, or defend. All counters and enchantments on the creature remain but are also out of play. If coffin is untapped or removed, creature returns to play tapped. You may choose not to untap coffin during the untap phase. Artif Tawnos's Wand g--U-qU3 4 Artifact <2T>: Target creature with power no greater than 2 becomes unblockable until end of turn. Other effects may later be used to increase the creature's power beyond 2. {AQ text: "<2T>: Make a creature of power no greater than 2 unblockable by all creatures except artifact creatures until end of turn. Other cards may be used to increase target creature's power beyond 2 after defense is chosen."} Artif Tawnos's Weaponry g--UUqU3 2 Artifact You may choose not to untap Tawnos's Weaponry during your untap phase. <2T>: Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped. {4E text: "<2T>: Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped. You may choose not to untap Tawnos's Weaponry during your untap phase." AQ: like 4E but "gains" instead of "gets", no "your" before "untap phase."} {New art in 5E.} Artif Teeka's Dragon mR 9 Artifact Creature 5/5, Flying, trample; rampage 4 Teeka's Dragon counts as a Dragon. Artif Teferi's Puzzle Box vR 4 Artifact During each player's draw phase, that player counts the cards in his or her hand, puts those cards on the bottom of his or her library, and then draws that number of cards. Artif Telethopter tU 4 Artifact Creature 3/1 Tap a creature you control: Telethopter gains flying until end of turn. Artif Telim'Tor's Darts mU 2 Artifact <2T>: Telim'Tor's Darts deals 1 damage to target player. Artif Tetravus g--R-qU1 6 Artifact Creature 1/1, Flying When Tetravus comes into play, put three +1/+1 counters on it. During your upkeep, you may move each of these counters on or off of Tetravus, regardless of who controls them. Counters that are removed become Tetravite tokens. Treat these tokens as 1/1 artifact creatures with flying. These creatures cannot have enchantments played on them and do not share any enchantments on Tetravus. {AQ text: "Tetravus gets three +1/+1 counters when cast. During your upkeep, you may move each of these counters on or off of Tetravus. Counters moved off of Tetravus become independent 1/1 flying artifact creatures. If such a creature dies, the counter is removed from play. Such creatures may not have enchantments cast on them, and they do not share any enchantments on Tetravus."} Artif The Hive gRRRR 5 Artifact <5T>: Put a Wasp token into play. Treat this token as a 1/1 artifact creature with flying. {A/B/UL/RV text: "<5T>: Creates one Giant Wasp, a 1/1 flying creature. Represent Wasps with tokens, making sure to indicate when each wasp is tapped. Wasps can't attack during the turn created. Treat Wasps like artifact creatures in every way, except that they are removed from the game entirely if they ever leave play. If the Hive is destroyed, the Wasps must still be killed individually."} Artif The Rack g-UU-qU3 1 Artifact At the end of target opponent's upkeep, The Rack deals that player 1 damage for each card in his or her hand fewer than three. {AQ/RV text: "If opponent has fewer than three cards in hand during his or her upkeep, the Rack does 1 damage to opponent for each card fewer than three."} Artif Thran Forge wU 3 Artifact <2>: Until end of turn, target nonartifact creature gets +1/+0 and is an artifact creature. Artif Thran Tome wR 4 Artifact <5T>: Reveal the top three cards of your library to target opponent. Bury one of those cards of that opponent's choice. Draw the remaining cards. Artif Throne of Bone gUUUU 1 Artifact <1>: Gain 1 life. Use this ability only when a black spell is successfully cast and only once for each such spell. {4E text: "<1>: Gain 1 life for a successfully cast black spell. Use this effect either when the spell is cast or later in the turn but only once for each black spell cast." RV text: "<1>: Any black spell cast gives you 1 life. Can only give 1 life each time a black spell is cast." A/B/UL text: "<1>: Any black spell cast by any player gives you 1 life."} {New art in 5E.} Artif Thumbscrews tR 2 Artifact During your upkeep, if you have five or more cards in your hand, Thumbscrews deals 1 damage to target opponent. Artif Time Bomb g---RiR 4 Artifact During your upkeep, put a time counter on Time Bomb. <1T>, Sacrifice Time Bomb: Time Bomb deals to each creature and player an amount of damage equal to the number of time counters on Time Bomb. {IA text: "During your upkeep, put a time counter on Time Bomb. <1T>: Sacrifice Time Bomb to have it deal * damage to each creature and player, where * is equal to the number of time counters on Time Bomb."} {New art in 5E.} Artif Time Vault gR--- 2 Artifact : Gain an additional turn after the current one. Time Vault doesn't untap normally during untap phase; to untap it, you must skip a turn. Time Vault begins tapped. {ERRATA: new text: "Comes into play tapped. Does not untap as normal. If Time Vault is tapped at the beginning of your turn and does not have a time counter, you may skip your turn to untap Time Vault and put a time counter on it. : Remove the time counter from Time Vault to take an additional turn immediately before the next normal turn." [Encyc. p. 208]} Artif Tin-Wing Chimera vU 4 Artifact Creature 2/2, Flying Tin-Wing Chimera counts as a Chimera. Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains flying permanently. Artif Tormod's Crypt dU2cC2 0 Artifact : Sacrifice Tormod's Crypt to remove all cards in target player's graveyard from the game. Artif Torture Chamber tR 3 Artifact During your upkeep, put a pain counter on Torture Chamber. At the end of your turn, Torture Chamber deals 1 damage to you for each pain counter on it. <1T>, Remove all pain counters from Torture Chamber: Torture Chamber deals 1 damage for each pain counter on it to target creature. Artif Touchstone wU 2 Artifact : Tap target artifact you do not control. Artif Tower of Coireall dU2 2 Artifact : Target creature cannot be blocked by walls until end of turn. Artif Triangle of War vR 1 Artifact <2>, Sacrifice Triangle of War: Choose target creature you control and target creature an opponent controls. Each creature deals an amount of damage equal to its power to the other. Artif Triassic Egg lR1cU1 4 Artifact <3T>: Put a hatchling counter on Triassic Egg. <0>: Sacrifice Triassic Egg to take target creature from your hand or graveyard and put it directly into play as though it were just summoned. Use this ability only when there are at least two hatchling counters on Triassic Egg. {LG text: "<3T>: Put one counter on Triassic Egg. If there are at least two such counters, you may sacrifice Triassic Egg to take any creature from your hand or graveyard and put it directly into play. Treat this creature as though it were just summoned."} Artif Triskelion g--R-qU1 6 Artifact Creature 1/1 When Triskelion comes into play, put three +1/+1 counters on it. <0>: Remove one of these counters from Triskelion to have Triskelion deal 1 damage to target creature or player. {AQ text: "Triskelion gets three +1/+1 counters when cast. Controller may discard a +1/+1 counter at any time to do 1 damage to any target."} Artif Unerring Sling mU 3 Artifact <3T>, Tap an untapped creature you control: Unerring Sling deals an amount of damage equal to that creature's power to target attacking or blocking creature with flying. Artif Urza's Avenger g--RRqU1 6 Artifact Creature 4/4 <0>: -1/-1 and your choice of banding, flying, first strike, or trample until end of turn {4E text: "<0>: Urza's Avenger gets -1/-1 until end of turn and your choice of flying, banding, first strike, or trample until end of turn." AQ text: "<0>: Avenger loses -1/-1 and gains one of your choice of flying, banding, first strike, or trample until end of turn. Attribute losses and ability gains are cumulative."} Artif Urza's Bauble g---UiU 0 Artifact , Sacrifice Urza's Bauble: Choose a card at random from target player's hand and look at that card. Draw a card at the beginning of the next turn. {IA text: ": Sacrifice Urza's Bauble to choose a card at random from target player's hand; look at that card. Ignore this ability if that player has no cards left in hand. Draw a card at the beginning of the next turn's upkeep."} {ERRATA: change "ability" to "effect" [Encyc. p. 101]} Artif Urza's Chalice qC4 1 Artifact <1>: Any artifact cast by any player gives you 1 life. Can only give 1 life each time an artifact is cast. Artif Urza's Engine aR6 5 Artifact Creature 1/5, Trample <3>: Banding until end of turn. <3>: All creatures banded with Urza's Engine gain trample until end of turn. Artif Urza's Miter qU1 3 Artifact <3>: Draw one card from your library every time an artifact of yours goes to the graveyard. Can only let you draw one card per artifact destruction. May not be used when you destroy an artifact to gain benefits from another card. {ERRATA: the last sentence should say: "May not be used when an artifact was placed in the graveyard due to being sacrificed." [Duelist #4, page 138] [Encyc. p. 136 has same errata with "to gain benefits from another card" instead of "due to being sacrificed", possibly in error]} Artif Ventifact Bottle mR 3 Artifact <1XT>: Put X charge counters on Ventifact Bottle. Play this ability as a sorcery. At the beginning of your main phase, if Ventifact Bottle has any charge counters on it, tap Ventifact Bottle and remove all charge counters from it to add to your mana pool an amount of colorless mana equal to the number of charge counters removed. Artif Vexing Arcanix iR 4 Artifact <3T>: Target player names a card and then turns over the top card of his or her library. If that is the card named, put it into the player's hand. Otherwise, put it into the player's graveyard, and Vexing Arcanix deals 2 damage to that player. Artif Vibrating Sphere iR 4 Artifact During your turn, all creatures you control get +2/+0. During all other turns, all creatures you control get -0/-2. Artif Volrath's Laboratory sR 5 Artifact When you play Volrath's Laboratory, choose a color and creature type. <5T>: Put a token creature into play. Treat this token as a 2/2 creature of the chosen color and creature type. Artif Voodoo Doll lR1cU1 6 Artifact At the beginning of your upkeep, put one pin counter on Voodoo Doll. If Voodoo Doll is untapped at the end of your turn, it deals X damage to you, where X is equal to the number of pin counters on Voodoo Doll. If Voodoo Doll deals damage to you in this way, destroy it. : Voodoo Doll deals X damage to target creature or player, where X is equal to the number of pin counters on Voodoo Doll. {LG text: "Put one counter on Voodoo Doll during your upkeep. If Voodoo Doll is not tapped at end of your turn, it does X damage to you and is destroyed. X equals the number of counters on Voodoo Doll. : Voodoo Doll does X damage to any one target."} {ERRATA: Delete the last sentence before the activation cost and add ", and is destroyed" to the end of the previous sentence. [Encyc. p. 69]} Artif Walking Wall iU 4 Artifact Creature 0/6, Counts as a wall <3>: Walking Wall gets +3/-1 until end of turn and can attack this turn. Walking Wall cannot attack the turn it comes under your control. Use this ability only once a turn. {ERRATA: change the last sentence to "You cannot spend more than three mana in this way each turn." [Encyc. p. 101]} Artif Wall of Shields iU 3 Artifact Creature 0/4, Banding, counts as a wall Artif Wall of Spears g--CCqU3 3 Artifact Creature 2/3, First strike Wall of Spears counts as a Wall. {AQ/4E text: "Counts as a wall"} {New art in 5E.} Artif Wand of Denial vR 2 Artifact : Look at the top card of target player's library. If that card is a nonland card, you may pay 2 life to put it into that player's graveyard. Artif Wand of Ith dU2 4 Artifact <3T>: Look at one card at random from target player's hand. If the card is not a land, target player must choose either to discard it or pay an amount of life equal to its casting cost. If the card is a land, target player must choose either to discard it or pay 1 life. Effects that prevent or redirect damage may not be used to counter this loss of life. Can only be used during controller's turn. Artif War Barge dU2 4 Artifact <3>: Target creature gains islandwalk until end of turn. If War Barge leaves play this turn, target creature is buried. Artif War Chariot iU 3 Artifact <3T>: Target creature gains trample until end of turn. Artif Watchdog tU 3 Artifact Creature 1/2 Watchdog blocks if able. As long as Watchdog is untapped, all creatures attacking you get -1/-0. Artif Weakstone qU3 4 Artifact All attacking creatures lose -1/-0. Creatures with power less than 1 deal no damage. Artif Well of Knowledge wR 3 Artifact Any player may pay <2> during his or her draw phase to draw a card. Players may use this ability as many times as they choose. Artif Whalebone Glider iU 2 Artifact <2T>: Target creature with power no greater than 3 gains flying until end of turn. Other effects may later be used to increase that creature's power beyond 3. Artif Whirling Catapult aR6 4 Artifact <2>: Remove the top 2 cards of your library from the game to have Whiling Catapult deal 1 damage to each creature with flying and each player. Artif White Mana Battery g--R-lU1 4 Artifact <2T>: Put one charge counter on White Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from White Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from WMB", "This ability is played as ..."} Artif Winter Orb gRRRR 2 Artifact Players cannot untap more than one land during their untap phases. {4E text: "No player may untap more than one land during his or her untap phase." RV text: "A player may not untap more than one land during the untap phase of each of his or her turns." A/B/UL text: "Players can untap only one land each during untap phase."} Artif Wooden Sphere gUUUU 1 Artifact <1>: Gain 1 life. Use this ability only when a green spell is successfully cast and only once for each such spell. {4E text: "<1>: Gain 1 life for a successfully cast green spell. Use this effect either when the spell is cast or later in the turn but only once for each green spell cast." RV text: "<1>: Any green spell cast gives you 1 life. Can only give 1 life each time a green spell is cast." A/B/UL text: "<1>: Any green spell cast by any player gives you 1 life."} {New art in 5E.} Artif Xanthic Statue wR 8 Artifact <5>: Until end of turn, Xanthic Statue is an 8/8 artifact creature with trample. Artif Yotian Soldier g--C-qC4 3 Artifact Creature 1/4 Attacking does not cause Yotian Soldier to tap. Artif Zelyon Sword fU1 3 Artifact <3T>: Target creature gets +2/+0 as long as Zelyon Sword remains tapped. You may choose not to untap Zelyon Sword as normal during your untap phase. Artif Zuran Orb iU 0 Artifact <0>: Sacrifice a land to gain 2 life. Black Abandon Hope tU X1B Sorcery Choose and discard X cards: Look at target opponent's hand and choose X of those cards. That player discards the chosen cards. Black Abomination g--U-lU1 3BB Summon Abomination 2/6 At the end of combat, destroy all green and white creatures blocking or blocked by Abomination. {LG text: "All green or white creatures blocking or blocked by Abomination are destroyed at the end of combat."} {ERRATA: should read "Whenever a green or white creature blocks or is blocked by abomination, destroy that creature at end of combat." [Encyc. p. 18]} Black Abyssal Gatekeeper wC 1B Summon Gatekeeper 1/1 If Abyssal Gatekeeper is put into any graveyard from play, each player chooses and buries a creature he or she controls. Black Abyssal Hunter mR 3B Summon Hunter 1/1 : Tap target creature. Abyssal Hunter deals to that creature an amount of damage equal to Abyssal Hunter's power. {ERRATA: change "ability" to "effect" [Encyc. p. 72]} Black Abyssal Specter g---UiU 2BB Summon Specter 2/3, Flying If Abyssal Specter damages any player, he or she chooses and discards a card. {IA text: "Whenever Abyssal Specter damages any player, that player chooses and discards a card from his or her hand. Ignore this ability if the player has no cards in hand."} {New art in 5E.} Black Agonizing Memories wU 2BB Sorcery Look at target player's hand. Choose two of those cards and put them on top of his or her library in any order. Black Aku Djinn vR 3BB Summon Djinn 5/6, Trample During your upkeep, each opponent puts a +1/+1 counter on each creature he or she controls. Black All Hallow's Eve lR1 2BB Sorcery Put two counters on this card. Remove a counter during your upkeep. When you remove the last counter from All Hallow's Eve, all players take all creatures from their graveyards and put them directly into play. Treat these creatures as though they were just summoned. You choose what order they come into play. {ERRATA: Is an Enchantment, not a Sorcery. [Duelist #4, page 138]} Black Animate Dead gUUUU 1B Enchantment When you play Animate Dead, choose target creature card in any graveyard. When Animate Dead comes into play, put that creature into play and Animate Dead becomes a creature enchantment that targets the creature. Enchanted creature gets -1/-0. If Animate Dead leaves play, bury the creature. {A/B/UL/RV/4E: card type was "Enchant Dead Creature" 4E text: "Take target creature from any graveyard and put it directly into play under your control with -1/-0. Treat this creature as though it were just summoned. If Animate Dead is removed, bury the creature in its owner's graveyard." RV text: "Any creature in any graveyard comes into play on your side with -1 to its original power. At end of game, or if this enchantment is discarded without removing target creature from play, target creature is returned to its owner's graveyard. Target creature may be killed as normal." A/B/UL: like RV, but "either player's" instead of "any", 2nd sentence began "If this enchantment is removed, or at end of game, target"} Black Armor Thrull fC4 2B Summon Thrull 1/3 : Sacrifice Armor Thrull to put a +1/+2 counter on a target creature. Black Artifact Possession qC4 2B Enchant Artifact Artifact Possession does 2 damage to target artifact's controller each time target artifact is tapped or its activation cost is paid. Has no effect if cast on a continuous artifact. Black Ashen Ghoul iU 3B Summon Ghoul 3/1 Ashen Ghoul can attack the turn it comes into play. : Return Ashen Ghoul to play under your control. Use this ability only at the end of your upkeep and only if Ashen Ghoul is in your graveyard with at least three creature cards above it. Black Ashen Powder mR 2BB Sorcery Put target creature card from an opponent's graveyard into play under your control. Black Ashes to Ashes g--UUdC3 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. {4E text: "Ashes to Ashes removes two target non-artifact creatures from the game and deals 5 damage to you." DK: like 4E but "does" instead of "deals"} {New art in 5E.} Black Bad Moon gRRRR 1B Enchantment All black creatures get +1/+1. {A/B/UL/RV: "gain" instead of "get".} {New art in 5E.} Black Balduvian Dead aU2 3B Summon Zombies 2/3 <2R>: Remove target summon card in your graveyard from the game to put a Graveborn token into play. Treat this token as a 3/1 black and red creature that can attack the turn it comes into play. Bury Graveborn token at end of turn. Black Banshee dU2cU3 2BB Summon Banshee 0/1 : Banshee deals X damage, half (rounded up) to you and half (rounded down) to target creature or player. {DK text: ": Banshee does X damage--half (rounded up) to you and half (rounded down) to any one target."} Black Barbed-Back Wurm mU 4B Summon Wurm 4/3 : Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. Black Baron Sengir hU1pU 5BBB Summon Legend 5/5, Flying Whenever a creature is put into the graveyard the same turn Baron Sengir damaged it, put a +2/+2 counter on Baron Sengir. : Regenerate target Vampire. {One of three Homelands rares is available in each copy of the first issue of the Homelands comic book.} Black Barrow Ghoul wC 1B Summon Zombie 4/4 During your upkeep, remove the top creature card in your graveyard from the game or bury Barrow Ghoul. Black Basal Thrull fC4 BB Summon Thrull 1/2 : Sacrifice Basal Thrull to add to your mana pool. Play this ability as an interrupt. Black Bellowing Fiend tR 4B Summon Spirit 3/3, Flying Whenever Bellowing Fiend damages any creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. Black Binding Agony mC 1B Enchant Creature For each 1 damage dealt to enchanted creature, Binding Agony deals 1 damage to that creature's controller. Black Black Carriage hU1 3BB Summon Carriage 4/4, Trample Does not untap during your untap phase. <0>: Sacrifice a creature to untap Black Carriage. Use this ability only during your upkeep. Black Black Knight gUUUU BB Summon Knight 2/2, First strike, protection from white {New art in 5E.} Black Blanket of Night vU 1BB Enchantment Each mana-producing land is a swamp in addition to its normal land type. Black Blight g--UUlU1 BB Enchant Land If enchanted land becomes tapped, destroy it at end of turn. {4E text: "If target land becomes tapped, destroy it at end of turn." LG text: "If target land becomes tapped, it is destroyed at the end of the turn."} {New art in 5E.} Black Blighted Shaman mU 1B Summon Cleric 1/1 , Sacrifice a creature: Target creature gets +2/+2 until end of turn. , Sacrifice a swamp: Target creature gets +1/+1 until end of turn. Black Blood Pet tC B Summon Thrull 1/1 Sacrifice Blood Pet: Add to your mana pool. Play this ability as a mana source. Black Bog Imp g--CCdC3 1B Summon Imp 1/1, Flying Black Bog Rats g---CdC3cC3 B Summon Rats 1/1 Bog Rats cannot be blocked by Walls. {DK/CH text: "Cannot be blocked by walls."} Black Bog Wraith gUUUU 3B Summon Wraith 3/3, Swampwalk Black Bone Dancer wR 1BB Summon Zombie 2/2 <0>: Put the top creature card of defending player's graveyard into play under your control. Bone Dancer deals no combat damage this turn. Use this ability only if Bone Dancer is attacking and unblocked and only once each turn. Black Bone Harvest mC 2B Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Black Bottomless Pit sU 1BB Enchantment During each player's upkeep, that player discards a card at random. Black Bounty Hunter tR 2BB Summon Minion 2/2 : Put a bounty counter on target nonblack creature. : Destroy target creature with any bounty counters on it. Black Breathstealer mC 2B Summon Night Stalker 2/2 : +1/-1 until end of turn. Black Breeding Pit g---UfU3 3B Enchantment During your upkeep, pay or bury Breeding Pit. At the end of your turn, put a Thrull token into play. Treat this token as a 0/1 black creature. {New art in 5E.} Black Brine Shaman iC 1B Summon Cleric 1/1 : Sacrifice a creature to give target creature +2/+2 until end of turn. <1UU>: Sacrifice a creature to counter target summon spell. {ERRATA: add to the second ability "Play this ability as an interrupt." [Encyc. p. 75]} Black Broken Visage g---RhU1 4B Instant Bury target nonartifact attacking creature and put a Shadow token into play. Treat this token as a black creature with the same power and toughness as that attacking creature. At end of turn, bury the token. {HL: "non-artifact" instead of "nonartifact", ends "... with power and toughness equal to the power and toughness of that attacking creature. Bury Shadow token at end of turn."} {New art in 5E.} Black Brood of Cockroaches vU 1B Summon Insects 1/1 If Brood of Cockroaches is put into your graveyard from play, pay 1 life and return Brood of Cockroaches to your hand at end of turn. {ERRATA: change "pay 1 life" to "lose 1 life" and change "your hand" to "owner's hand" [3/14/97 RTR]} Black Brush With Death sC 2B Sorcery Buyback <2BB> Target opponent loses 2 life. You gain 2 life. Black Buried Alive wU 2B Sorcery Search your library for up to three creature cards and put them into your graveyard. Shuffle your library afterwards. Black Burnt Offering iC B Interrupt Sacrifice a creature to add that creature's casting cost in any combination of red and/or black mana to your mana pool. Black Cadaverous Knight mC 2B Summon Knight 2/2, Flanking <1BB>: Regenerate. Black Cannibalize sC 1B Sorcery Choose two target creatures controlled by any one player. Remove one of those creatures from the game and put two +1/+1 counters on the other. Black Carrion mR 1BB Instant Sacrifice a creature: Put into play a number of Maggot tokens equal to the sacrificed creature's power. Treat these tokens as 0/1 black creatures. Black Carrion Ants g--UUlR1 2BB Summon Ants 0/1 <1>: +1/+1 until end of turn {New art in 5E.} Black Carrionette tR 1B Summon Skeleton 1/1 <2BB>: Remove Carrionette and target creature from the game. That creature's controller may pay <2> to counter this ability. Use this ability only if Carrionette is in your graveyard. Black Casting of Bones aC2 2B Enchant Creature If enchanted creature is put into the graveyard, draw three cards. Choose and discard one of those cards. Black Catacomb Dragon mR 4BB Summon Dragon 4/4, Flying Whenever Catacomb Dragon is blocked by any nonartifact, non-Dragon creature, that creature's power is halved, rounded up, until end of turn. Black Cemetery Gate hC4 2B Summon Wall 0/5, Protection from black Black Chains of Mephistopheles lR1 1B Enchantment Every time a player draws a card, that player must first discard a card from his or her hand. If there are no cards in player's hand, take top card from library and place it in the graveyard instead of drawing. This enchantment does not apply to the first card drawn by a player during the draw phase. Black Choking Sands mC 1BB Sorcery Destroy target nonswamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller. Black Circling Vultures wU B Summon Birds 3/2, Flying During your upkeep, remove the top creature card in your graveyard from the game or bury Circling Vultures. If Circling Vultures is in your hand, you may discard it. Play this ability as an instant. Black Cloak of Confusion g---CiC 1B Enchant Creature <0>: Defending player discards a card at random. Enchanted creature deals no combat damage this turn. Use this ability only if enchanted creature is attacking and unblocked and only once each turn. {IA text: "If target creature you control attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, that player discards a card at random from his or her hand. Ignore this ability if that player has no cards in hand."} {ERRATA: change "ability" to "effect" [Encyc. p. 76]} Black Clot Sliver tC 1B Summon Sliver 1/1 Each Sliver gains "<2>: Regenerate this creature." Black Coercion vCtC 2B Sorcery Look at target opponent's hand and choose one of those cards. That player discards that card. {VI text: "Look at target opponent's hand. Choose a card from that player's hand. That player discards that card."} Black Coffin Queen tR 2B Summon Wizard 1/1 You may choose not to untap Coffin Queen during your untap phase. <2BT>: Put target creature card from any graveyard into play under your control. Remove that creature from the game if Coffin Queen becomes untapped or if you lose control of Coffin Queen. Black Coils of the Medusa wC 1B Enchant Creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature. Black Commander Greven il-Vec tR 3BBB Summon Legend 7/5 When Commander Greven il-Vec comes into play, sacrifice a creature. Greven cannot be blocked except by artifact creatures and black creatures. Black Contagion aU2 3BB Instant You may pay 1 life and remove a black card in your hand from the game instead of paying Contagion's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Put two -2/-1 counters, distributed any way choose, on any number of target creatures. Black Contract from Below gRR-- B Sorcery Discard your current hand and draw eight new cards, adding the first drawn to your ante. Remove this card from your deck before playing if you are not playing for ante. {ERRATA: A/B/UL: Misspelled Shuler} Black Corpse Dance tR 2B Instant Buyback <2> Put the top creature card from your graveyard into play. That creature is unaffected by summoning sickness this turn. Remove the creature from the game at end of turn. Black Corrupting Licid sU 2B Summon Licid 2/2 : Corrupting Licid loses this abillity and becomes a creature enchantment that reads "Enchanted creature cannot be blocked except by artifact creatures and black creatures" instead of a creature. Move Corrupting Licid onto target creature. You may pay to end this effect. Black Cosmic Horror g--R-lR1 3BBB Summon Horror 7/7, First strike During your upkeep, pay <3BBB> or destroy Cosmic Horror. If you destroy Cosmic Horror in this way, it deals 7 damage to you. {LG text: "Pay <3BBB> during your upkeep or Cosmic Horror does 7 damage to you and is destroyed."} {ERRATA: change "destroy Cosmic Horror ... damage to you" to "bury Cosmic Horror and Cosmic Horror deals 7 damage to you" [Encyc. p. 24]} Black Crovax, The Cursed sR 2BB Summon Legend 0/0 Crovax the Cursed counts as a Vampire. Crovax comes into play with four +1/+1 counters on it. During your upkeep, sacrifice a creature and put a +1/+1 counter Corvax, or remove a +1/+1 counter from Corvax. : Corvax gains flying until end of turn. Black Crypt Cobra mU 3B Summon Cobra 3/3 If Crypt Cobra attacks and is not blocked, defending player gets a poison counter. If any player has ten or more poison counters, he or she loses the game. Black Crypt Rats vC 2B Summon Rats 1/1 : Crypt rats deal X damage to each creature and player. Spend only black mana in this way. Black Cuombajj Witches nC4cC3 BB Summon Witches 1/3 : Cuombajj Witches deals 1 damage to target creature or player. Cuombajj Witches also deals 1 damage to target creature or player of target opponent's choice. Choose your target first. {AN text: "Tap to do 1 damage to any target; opponent may also do 1 damage to any target. You choose your target before opponent does, but damage is inflicted simultaneously."} Black Curse Artifact dU2 2BB Enchant Artifact During his or her upkeep, controller of target artifact may choose to bury target artifact. If controller chooses not to bury target artifact, Curse Artifact does 2 damage to him or her. Black Cursed Land gUUUU 2BB Enchant Land During the upkeep of enchanted land's controller, Cursed Land deals 1 damage to him or her. {4E text: "Cursed Land deals 1 damage to target land's controller during his or her upkeep." RV: like 4E but "does" instead of "deals". A/B/UL: like RV but "each" instead of "his or her".} Black Cyclopean Mummy g--C-lC2 1B Summon Mummy 2/1 If Mummy is put into the graveyard from play, remove it from the game. {LG: "placed in" instead of "put into".} Black Dance of the Dead iU 1B Enchant Dead Creature Take target creature from any graveyard and put it directly into play under your control, tapped, with +1/+1. Treat that creature as though it were just summoned. The creature does not untap during its controller's untap phase. At the end of his or her upkeep, its controller may pay an additional <1B> to untap it. If Dance of the Dead is removed, bury the creature in its owner's graveyard. {ERRATA: change card type to "Enchantment"; change text to "When you play Dance of the Dead, choose target creature card in any graveyard. When Dance of the Dead comes into play, put that creature into play, tapped, and Dance of the Dead becomes a creature enchantment that targets the creature. Enchanted creature gets +1/+1, and does not untap during its controller's untap phase. At the end of his or her upkeep, its controller may pay an additional 1B to untap it. If Dance of the Dead leaves play, bury the creature." [6/1/97 RTR]} Black Dark Banishing iCmCtC 2B Instant Destroy target nonblack creature. That creature cannot be regenerated this turn. {MI: "Bury target nonblack creature." IA: like MI but "non-black" instead of "nonblack".} Black Dark Privilege vCpC 1B Enchant Creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. {Promo in Multiverse gift box packs} Black Dark Ritual gCCCCiCmCtC B Mana Source Add to your mana pool. {A/B/UL: "Add 3 black mana to your mana pool." A/B/UL/RV/4E/IA: Was card type Interrupt.} {New art in 5E.} Black Darkling Stalker tC 3B Summon Spirit 1/1, : Regenerate : Darkling Stalker gets +1/+1 until end of turn. Black Darkness lC1 B Instant Creatures attack and block as normal, but none deal any damage. All attacking creatures are still tapped. Play any time before attack damage is assigned. {ERRATA: should read "Creatures deal no combat damage during this turn." [Encyc. p. 141, corrected]} Black Darkpact gRR-- BBB Sorcery Swap top card of your library with either card of the ante; this swap is permanent. You must have a card in your library to cast this spell. Remove this card from your deck before playing if you are not playing for ante. {A/B/UL: "Without looking at it first, swap..."} Black Dauthi Embrace tU 2B Enchantment : Target creature gains shadow until end of turn. Black Dauthi Ghoul tU 1B Summon Zombie 1/1, Shadow Whenever any creature with shadow is put into any graveyard from play, put a +1/+1 counter on Dauthi Ghoul. Black Dauthi Horror tC 1B Summon Beast 2/1, Shadow Dauthi Horror cannot be blocked by white creatures. Black Dauthi Marauder tC 2B Summon Minion 3/1, Shadow Black Dauthi Mercenary tU 2B Summon Knight 2/1, Shadow <1B>: Dauthi Mercenary gets +1/+0 until end of turn. Black Dauthi Mindripper tU 3B Summon Minion 2/1, Shadow Sacrifice Dauthi Mindripper: Defending player chooses and discards three cards. Use this ability only if Dauthi Mindripper is attacking and unblocked. Black Dauthi Slayer tC BB Summon Soldier 2/2, Shadow Each turn, Dauthi Slayer attacks if able. Black Dauthi Trapper sU 2B Summon Minion 1/1 : Target creature gains shadow until end of turn. Black Death Pits of Rath tR 3BB Enchantment Whenever any creature is dealt damage, destroy it. That creature cannot be regenerated this turn. Black Death Stroke sC BB Sorcery Destroy target tapped creature. Black Death Watch vC B Enchant Creature If enchanted creature is put into any graveyard, that creature's controller loses an amount of life equal to its power and you gain an amount of life equal to its toughness. Black Deathgrip gUUUU BB Enchantment : Counter target green spell. Play this ability as an interrupt. {RV: ": Counter a green spell as it is being cast. This ability is played as an interrupt, and does not affect green cards already in play." A/B/UL: like RV, but "Destroy" instead of "Counter", "action may be" instead of "ability is".} Black Deathlace gRRR- B Interrupt Change the color of target spell or target permanent to black. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to black. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Black Demonic Attorney gRR-- 1BB Sorcery If opponent doesn't concede the game immediately, each player must ante an additional card from the top of his or her library. Remove this card from your deck before playing if you are not playing for ante. {ERRATA: change first sentence to "If target opponent doesn't concede the game immediately, you and that player must each ante an additional card from the top of your libraries" [Encyc. p. 52]} Black Demonic Consultation iU B Instant Name a card. Remove the top six cards of your library from the game and reveal the next card to all players. If it is the card named, put it into your hand. If not, remove that card from the game and continue revealing the top card of your library and removing it from the game until the named card appears. {ERRATA: add to the end "or there are no cards left in your library" [Encyc. p. 77]} Black Demonic Hordes gRR-- 3BBB Summon Demons 5/5 : Destroy 1 land. Pay during your upkeep or the Hordes become tapped and you lose a land of opponent's choice. {Alpha: Used letters BBB instead of black mana smybols.} {ERRATA: change last sentence to "During your upkeep, pay or tap Demonic Hordes and sacrifice a land of target opponent's choice." [Encyc. p. 52]} Black Demonic Torment lU1 2B Enchant Creature Target creature deals no damage during combat. Creature cannot attack. Black Demonic Tutor gUU-- 1B Sorcery Search your library for one card and take it into your hand. Reshuffle your library afterwards. {A/B/UL: "You may search..."} {ERRATA: A/B/UL: Misspelled Shuler} Black Derelor g---RfU1 3B Summon Thrull 4/4 Your black spells cost an additional to play. {FE: ends "... to cast."} Black Desolation vU 1BB Enchantment At the end of each turn, each player who tapped a land for mana during that turn sacrifices a land. If a plains is sacrificed in this way, Desolation deals 2 damage to that plain' controller. Black Diabolic Edict tC 1B Instant Target player sacrifices a creature. Black Dirtwater Wraith mC 3B Summon Wraith 1/3, Swampwalk : +1/+0 until end of turn. Black Diseased Vermin aU2 2B Summon Rats 1/1 During your upkeep, Diseased Vermin deal 1 damage to a single target opponent it has previously damaged for each infection counter on Diseased Vermin. If Diseased Vermin damages a player in combat, put an infection counter on it. Black Disturbed Burial tC 1B Sorcery Buyback <3> Return target creature card from your graveyard to your hand. Black Doomsday wR BBB Sorcery Pay half your life, rounded up: Put your graveyard on top of your library, then remove all but five cards of your library from the game. Put the rest on top of your library in any order. Black Drain Life gCCCCmC 1B Sorcery : Drain Life deals X damage to target creature or player. Spend only black mana in this way. Gain 1 life for each 1 damage dealt, but not more than the toughness of the creature or the life total of the player Drain Life damages. {MI text: "For each you spend in addition to the casting cost, Drain Life deals 1 damage to target creature or player. Gain 1 life for each 1 damage dealt, but not more than the toughness of the creature or the life total of the player Drain Life damages." 4E text: "Drain Life deals 1 damage to a target creature or player for each you pay in addition to the casting cost. You then gain 1 life for each 1 damage dealt. You cannot gain more life than the toughness of the creature or the total life of the player Drain Life damages." RV text: "Drain Life does 1 damage to a single target for each spent in addition to the casting cost. Caster gains 1 life for each damage inflicted. If you drain life from a creature, you cannot gain more life than the creature's current toughness." A/B/UL: like RV, but no "current"} {ERRATA: A/B/UL: Misspelled Shuler. Alpha: letter B appears in place of black mana symbol. [Duelist #4, page 131]} {New art in 5E.} Black Dread Specter mU 3B Summon Specter 2/2 Whenever Dread Specter blocks or is blocked by a nonblack creature, destroy that creature at end of combat. Black Dread Wight iR 3BB Summon Wight 3/4 At end of combat, put a paralyzation counter on any creature blocking or blocked by Dread Wight and tap that creature. As long as the creature has a paralyzation counter on it, it does not untap during its controller's untap phase. As a non-interrupt fast effect, the creature's controller may pay <4> to remove a paralyzation counter. Black Dread of Night tU B Enchantment All white creatures get -1/-1. Black Dregs of Sorrow tR X4B Sorcery Destroy X target nonblack creatures. Draw X cards. Black Drift of the Dead iU 3B Summon Wall */* Drift of the Dead has power and toughness each equal to the number of snow-covered lands you control. Black Drudge Skeletons gCCCC 1B Summon Skeletons 1/1, : Regenerate {A/B/UL/RV: ": Regenerates"} {New art in 5E.} Black Drudge Spell hU3 BB Enchantment : Remove from the game two target creatures in your graveyard to put a Skeleton token into play. Treat this token as a 1/1 black creature with ": Regenerate". If Drudge Spell leaves play, bury all Skeleton tokens. {ERRATA: The last sentence is an aspect of the enchantment, not of the fast effect. When a Drudge Spell leaves play, it removes all Skeleton Tokens, regardless of how they were created, and it will not bury Skeleton tokens it has generated but haven't come into play yet. [2/6/96 RTR] change "creatures" to "creature cards" [Encyc. p. 198]} Black Dry Spell hC4 1B Sorcery Dry Spell deals 1 damage to each creature and player. Black Dungeon Shade sC 3B Summon Spirit 1/1 : Dungeon Shade gets +1/+1 until end of turn. Black Dystopia aR2 1BB Enchantment CU: 1 life During each player's upkeep, if that player controls any green or white permanents, he or she sacrifices a green or white permanent. Black Eater of the Dead dU2 4B Summon Eater 3/4 <0>: Take one creature from any graveyard and remove it from the game. Untap Eater of the Dead. {ERRATA: "<0>: Remove a creature card in any graveyard from the game: Untap Eater of the Dead. Use this ability only while Eater of the Dead is tapped." [Encyc. p. 168]} Black Ebon Praetor fU1 4BB Summon Avatar 5/5, Trample, first strike During your upkeep, put a -2/-2 counter on Ebon Praetor. You may sacrifice a creature during your upkeep to remove a -2/-2 counter from Ebon Praetor. If the creature sacrificed was a Thrull, also put a +1/+0 counter on Ebon Praetor. Only one creature may be sacrificed in this manner each turn. Black Ebony Charm mC B Instant Choose one -- Target opponent loses 1 life and you gain 1 life; or remove from the game up to three cards in any player's graveyard; or target creature cannot be blocked this turn except by artifact or black creatures. Black El-Hajjaj g-RR-nU2 1BB Summon El-Hajjaj 1/1 Gain 1 life for every 1 damage El-Hajjaj deals. You cannot gain more life in this way than the toughness of the creature or the total life of the player that El-Hajjaj damages. {AN/RV text: "You gain 1 life for every point of damage El-Hajjaj inflicts."} Black Endless Scream tC XB Enchant Creature Enchanted creature gets +X/+0. Black Enfeeblement mCtC BB Enchant Creature Enchanted creature gets -2/-2. Black Erg Raiders g-CCCnC5 1B Summon Raiders 2/3 At the end of your turn, Erg Raiders deals 2 damage to you if it did not attack this turn. Ignore this effect if Erg Raiders has summoning sickness. {4E text: "If you do not attack with Erg Raiders during your turn, it deals 2 damage to you at end of turn. Erg Raiders deals no damage to you the turn it comes into play on your side." RV text: "If you do not attack with Raiders, they do 2 damage to you at end of turn. Raiders do no damage to you during the turn in which they are summoned." AN: like RV, but "were" instead of "are".} {The ability is triggered at the end of the turn, so only goes off if they are still in play then. [10/03/96 RTR]} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is a C3 and the usual-looking one is C2. New art in 5E.} Black Evil Eye of Orms-by-Gore g---UlU1 4B Summon Evil Eye 3/6 Evil Eye of Orms-by-Gore cannot be blocked except by Walls. Except for Evil Eyes, creatures you control cannot attack. {LG text: "None of your creatures can attack except for Evil Eyes. Evil Eye can only be blocked by walls."} {New art in 5E.} Black Evil Presence gUUUU B Enchant Land Enchanted land is a swamp. {4E text: "Target land becomes a basic swamp." RV: like 4E but "is now" instead of "becomes". A/B/UL: like RV but without "basic"} {New art in 5E.} Black Evincar's Justice tC 2BB Sorcery Buyback <3> Evincar's Justice deals 2 damage to each creature and player. Black Extinction tR 4B Sorcery Destroy all creatures of any creature type of your choice. Black Fallen Angel g---UlU1cU3pU 3BB Summon Angel 3/3, Flying Sacrifice a creature: +2/+1 until end of turn {CH text: "<0>: Sacrifice a creature to give Fallen Angel +2/+1 until end of turn." LG like CH but no "<0>:"} {A Fallen Angel card is included in each copy of the first issue of the comic book _Fallen Angel_.} Black Fallen Askari vC 1B Summon Knight 2/2, Flanking Fallen Askari cannot block. Black Fatal Blow wC B Instant Bury target creature that was damaged this turn. Black Fatal Lore aR2 2BB Sorcery Target opponent chooses one: you draw three cards; or you choose and bury up to two target creatures that opponent controls and he or she draws up to three cards. Black Fear gCCCCiC BB Enchant Creature Enchanted creature cannot be blocked except by artifact creatures and black creatures. {IA: "Target" instead of "Enchanted". 4E: like IA but "... except by black creatures and artifact creatures." RV: like 4E, "by any creatures except" instead of "except by" A/B/UL: "by any creatures other than" instead of "except by"; "black" and "artifact" are switched.} {New art in 5E.} Black Feast of the Unicorn hC4 3B Enchant Creature Target creature gets +4/+0. Black Feast or Famine aU6 3B Instant Bury target non-black, non-artifact creature or put a Zombie token into play. Treat this token as a 2/2 black creature. Black Feral Shadow mC 2B Summon Night Stalker 2/1, Flying Black Festering Evil wU 3BB Enchantment During your upkeep, Festering Evil deals 1 damage to each creature and player. , Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and player. Black Fetid Horror mC 3B Summon Shade 1/2 : +1/+1 until end of turn. Black Fevered Convulsions tR BB Enchantment <2BB>: Put a -1/-1 counter on target creature. Black Fevered Strength aC3 2B Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Black Fledgling Djinn wC 1B Summon Djinn 2/2, Flying During your upkeep, Fledging Djinn deals 1 damage to you. Black Flow of Maggots iR 2B Summon Insects 2/2, CU: <1> Cannot be blocked by non-wall creatures. Black Forbidden Crypt mR 3BB Enchantment For each card you would draw, instead choose target card in your graveyard and put it into your hand. If you cannot, you lose the game. Whenever a card is put into your graveyard, remove that card from the game. Black Forbidden Ritual vR 2BB Sorcery Sacrifice a card in play: Target opponent loses 2 life unless he or she sacrifices a permanent or chooses and discards a card. You may repeat this process as many times as you choose. Black Forsaken Wastes mR 2B Enchant World Players cannot gain life. During each player's upkeep, that player loses 1 life. If Forsaken wastes is the target of a successfully cast spell, that spell's caster loses 5 life. Black Foul Familiar iC 2B Summon Spirit 3/1 Cannot be declared as a blocking creature. : Pay 1 life to return Foul Familiar to owner's hand. Effects that prevent or redirect damage cannot be used to counter this loss of life. Black Foul Imp sC BB Summon Imp 2/2 When Foul Imp comes into play, lose 2 life. Black Frankenstein's Monster dU1 XBB Summon Monster 0/1 When Frankenstein's Monster is brought into play, if you do not take X creatures from your graveyard and remove them from the game, Frankenstein's Monster is countered. For each creature removed from your graveyard in this way, you may choose to give Frankenstein's Monster a permanent +2/+0, +1/+1, or +0/+2. {ERRATA: read the 1st sentence as "When Frankenstein's Monster comes into play, remove X target creatures in your graveyard from the game or bury Frankenstein's Monster." The accompanying explanation says to choose the targets when declaring Frankie, and if some of them are not valid when he comes into play, you bury him and don't remove any of the creatures from your graveyard. [8/17/95 RTR]} Black Frozen Shade gCCCC 2B Summon Shade 0/1 : +1/+1 until end of turn {A/B/UL/RV: no "until end of turn".} {ERRATA: A/B/UL: Misspelled Shuler.} {New art in 5E.} Black Funeral Charm vC B Instant Choose one -- Target player chooses and discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn. Black Funeral March g---ChC1 1BB Enchant Creature If enchanted creature leaves play, its controller sacrifices a creature. {HL text: "When target creature leaves play, that creature's controller sacrifices a creature he or she controls. Ignore this effect if that player controls no creatures."} {New art in 5E.} Black Gallowbraid wR 3BB Summon Legend 5/5, Trample, CU: 1 life Black Gangrenous Zombies iC 1BB Summon Zombies 2/2 : Sacrifice Gangrenous Zombies to have it deal 1 damage to each creature and player. If you control any snow-covered swamps, Gangrenous Zombies instead deals 2 damage to each creature and player. Black Gate to Phyrexia qU3 BB Enchantment Sacrifice one of your creatures during your upkeep to destroy any one artifact. You may not sacrifice a creature that is already on its way to the graveyard. Black Gaze of Pain pUiC 1B Sorcery For each creature you control that attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, it instead deals damage equal to its power to any target creature. {Ice Age promo. Distributed with volume 6, #2 of Non-sports update, and with Duelist Companion #8.} Black Ghost Hounds hU3 1B Summon Hounds 1/1 Attacking does not cause Ghost Hounds to tap. If assigned to block any white creatures or any white creatures are assigned to block it, Ghost Hounds gains first strike until end of turn. Black Ghosts of the Damned lC2 1BB Summon Ghosts 0/2 : Target creature gets -1/-0 until end of turn. Black Giant Slug lC2cC3 1B Summon Slug 1/1 <5>: During your next upkeep, choose a basic landwalk ability. Giant Slug gains that landwalk ability until end of turn. {LG text: "<5>: During controller's next upkeep Giant Slug gains landwalk ability of controller's choice until end of turn. The type of landwalk chosen must correspond with one of the five basic land types."} Black Gloom gUUUU 2B Enchantment White spells cost an additional <3> to play. Activated abilities of white enchantments cost an additional <3> to play. {4E text: "White spells cost an additional <3> to cast. White enchantments with activation costs require an additional <3> to use." RV: like 4E but "3 more mana" instead of "an additional <3>" both places it appears. A/B/UL like RV, but 2nd sentence: "Circles of Protection cost 3 more mana to use."} {ERRATA: change "<3> to use" to "<3> to activate" [Encyc. p. 30]} {New art in 5E.} Black Glyph of Doom lC2 B Instant All creatures blocked by target wall are destroyed at the end of combat. {ERRATA: The blocking effect applies to all creatures blocked at the time the spell resolves. [6/27/96 RTR reversal of 9/22/95 RTR, in "Blocking Abilities"]} Black Grandmother Sengir hU1 4B Summon Legend 3/3 <1BT>: Target creature gets -1/-1 until end of turn. Black Grave Pact sR 1BBB Enchantment Whenever any creature you control is put into any graveyard, each other player sacrifices a creature. Black Grave Robbers dU1 1BB Summon Robbers 1/1 : Take one artifact from any graveyard and remove it from the game. Gain 2 life. {ERRATA: change first sentence to "Remove target artifact in a graveyard from the game." [Encyc. p. 170]} Black Grave Servitude mC 1B Enchant Creature You may choose to play Grave Servitude as an instant; if you do, bury it at end of turn. Enchanted creature gets +3/-1 and is black. Black Gravebane Zombie mC 3B Summon Zombie 3/2 If Gravebane Zombie is put into the graveyard from play, put Gravebane Zombie on top of owner's library. Black Gravebind iR B Instant Target creature cannot regenerate this turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Black Gravedigger tC 3B Summon Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Black Greater Werewolf g---UhC1 4B Summon Lycanthrope 2/4 At end of combat, put a -0/-2 counter on each creature blocking or blocked by Greater Werewolf. {HL: "the" before "end of combat", "all creatures" instead of "each creature"} {ERRATA: change "all creatures blocking or blocked" to "each creature that is blocking or is blocked" [Encyc. p. 100]} Black Greed g--R-lR1 3B Enchantment : Pay 2 life to draw a card. Effects that prevent or redirect damage cannot be used to counter this loss of life. {LG: 1st sentence ": Draw a card and lose 2 life.", "may not" instead of "cannot".} Black Guardian Beast nU2 3B Summon Guardian 2/4 As long as Guardian Beast is untapped, your non-creature artifacts cannot be further enchanted, destroyed, or taken under someone else's control. If something occurs that would destroy the Guardian Beast and artifacts simultaneously, the Guardian Beast is destroyed but your artifacts are not. If an artifact is enchanted or stolen while Guardian Beast is tapped, it remains so when Guardian Beast becomes untapped. Black Harbinger of Night mR 2BB Summon Spirit 2/3 During your upkeep, put a -1/-1 counter on each creature. Black Hasran Ogress nC5cC3 BB Summon Ogre 3/2 If you declare Hasran Ogress as an attacker, pay <2> or Hasran Ogress deals 3 damage to you. {AN text: "Unless you pay <2> each time Hasran Ogress attacks, Hasran Ogress does 3 damage to you."} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is a C3 and the usual-looking one is C2.} Black Haunting Misery wC 1BB Sorcery Remove X creature cards in your graveyard from the game: Haunting Misery deals X damage to target player. Black Haunting Wind qU3 3B Enchantment Each time an artifact in play is tapped or its activation cost is paid, Haunting Wind does 1 damage to that artifact's controller. Is not triggered by continuous artifacts. Black Headless Horseman lC1 2B Summon Horseman 2/2 Black Headstone hC1 1B Instant Remove from the game target card in any graveyard. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Black Hecatomb g---RiR 1BB Enchantment When Hecatomb comes into play, sacrifice four creatures or bury Hecatomb. Tap a swamp you control: Hecatomb deals 1 damage to target creature or player. {IA text: "When Hecatomb comes into play, sacrifice four creatures. <0>: Tap target swamp you control to have Hecatomb deal 1 damage to target creature or player."} {ERRATA: add to 1st sentence "... or bury Hecatomb." [6/15/95 RTR]} {New art in 5E.} Black Hell Swarm lC1 B Instant All creatures get -1/-0 until end of turn. Black Hell's Caretaker lR1cU1 3B Summon Hell's Caretaker 1/1 : Sacrifice a creature to take target creature from your graveyard and put it directly into play as though it were just summoned. Use this ability only during your upkeep. {LG text: ": During your upkeep sacrifice a creature and take a creature from your graveyard and put it directly into play. Treat this creature as though it were just summoned."} Black Hellfire lR1 2BBB Sorcery All non-black creatures are destroyed. Hellfire does X + 3 damage to you; X is the number of creatures placed in the graveyard. Black Hidden Horror wU 1BB Summon Undead 4/4 When Hidden Horror comes into play, choose and discard a creature card or bury Hidden Horror. Black Hoar Shade iC 3B Summon Shade 1/2 : +1/+1 until end of turn Black Horror of Horrors lU1 3BB Enchantment Allows caster to sacrifice a swamp to regenerate a target black creature. Black Howl from Beyond gCCCCiC XB Instant Target creature gets +X/+0 until end of turn. {A/B/UL/RV: "gains" instead of "gets".} {New art in 5E.} Black Hyalopterous Lemure iU 4B Summon Lemure 4/3 <0>: Flying and -1/-0 until end of turn Black Hymn to Tourach fC4 BB Sorcery Target player discards two cards at random from his or her hand. If target player does not have enough cards, his or her entire hand is discarded. Black Hypnotic Specter gUUU- 1BB Summon Specter 2/2, Flying An opponent damaged by Specter discards a card at random from his or her hand. Ignore this effect if opponent has no cards in hand. {A/B/UL/RV: "must discard" instead of "discards", "left" before "in hand".} {ERRATA: A/B/UL: Misspelled Shuler} Black Icequake iU 1BB Sorcery Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller. Black Ihsan's Shade hU3 3BBB Summon Legend 5/5, Protection from white Black Imprison lR1 B Enchant Creature Pay <1> each time target creature attempts to attack, block, or tap. That action is prevented and the creature becomes tapped. Destroy enchantment if mana is not paid. {ERRATA: Triggers on an attempt to assign it as a blocker. [9/22/95 RTR, in "Blocking Abilities"] change "Destroy Enchantment" to "Bury Imprison" [Encyc. p. 150]Also, the gray circle for the mana symbol in the text is one line too high.} Black Imps' Taunt tU 1B Instant Buyback <3> Target creature attacks this turn if able. Black Infernal Contract mR BBB Sorcery Pay half your life, rounded up: Draw four cards. Black Infernal Darkness iR 2BB Enchantment CU: and 1 life All mana-producing lands produce instead of their normal mana. Black Infernal Denizen iR 7B Summon Infernal Denizen 5/7 During your upkeep, sacrifice two swamps. If you cannot, tap Infernal Denizen, and target opponent may gain control of target creature of his or her choice you control. The opponent loses control of that creature if Infernal Denizen leaves play. : Gain control of target creature. Lose control of that creature if Infernal Denizen leaves play. Black Infernal Harvest vC 1B Sorcery Return X swamps you control to owner's hand: Infernal Harvest deals X damage, divided any way you choose, among any number of target creatures. Black Infernal Medusa lU1 3BB Summon Medusa 2/4 All non-wall creatures blocking Medusa are destroyed at the end of combat, as are all creatures blocked by Medusa. {ERRATA: should read "Whenever Infernal Medusa blocks or is blocked by a non-wall creature, destroy that creature at end of combat." [Encyc. p. 150]} Black Infernal Tribute wR BBB Enchantment <2>, Sacrifice a card in play: Draw a card Black Initiates of the Ebon Hand g---CfC3 B Summon Clerics 1/1 <1>: Add to your mana pool. If <4> or more is spent in this way during one turn, bury Initiates of the Ebon Hand at end of turn. Play this ability as a mana source. {FE text: "<1>: Add to your mana pool. Play this ability as an interrupt. If more than <3> is spent in this way during one turn, bury Initiates of the Ebon Hand at end of turn."} Black Inquisition dC3 2B Sorcery Look at target player's hand. Inquisition does 1 damage to target player for each white card in his or her hand. Black Insidious Bookworms aC2 B Summon Worms 1/1 <1B>: Target player discards a card at random from his or her hand. Use this ability only when Insidious Bookworms is put into the graveyard from play. You cannot spend more than <1B> in this way each turn. Black Irini Sengir hU3 2BB Summon Legend 2/2 White enchantments and green enchantments each cost an additional <2> to cast. Black Jovial Evil lR1 2B Sorcery Jovial Evil does 2 damage to opponent for each white creature he or she controls. {ERRATA: change "does" to "deals"; change "opponent" to "target player" [Encyc. p. 151]} Black Junun Efreet g--U-nU2 1BB Summon Efreet 3/3, Flying During your upkeep, pay or bury Junun Efreet. {AN text: "You must pay during your upkeep or Junun Efreet is destroyed and may not regenerate."} Black Juzam Djinn nU2 2BB Summon Djinn 5/5 Juzam Djinn does 1 damage to you during your upkeep. {An oversized Juzam Djinn card was packaged with Duelist #12.} Black Kaervek's Hex mU 3B Sorcery Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature. Black Kaervek's Spite vR BBB Instant Sacrifice all permanents, Discard your hand: Target player loses 5 life. Black Keeper of Tresserhorn aR2 5B Summon Keeper 6/6 If Keeper of Tresserhorn attacks and is not blocked, it deals no damage to defending player this turn and that player loses 2 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Black Kezzerdrix tR 2BB Summon Beast 4/4, First strike During your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. Black Khabal Ghoul nU3 2B Summon Ghoul 1/1 At the end of each turn, put a +1/+1 counter on Khabal Ghoul for each other creature that died during the turn and was not regenerated. Black Kjeldoran Dead g---CiC B Summon Dead 3/1, : Regenerate When Kjeldoran Dead comes into play, sacrifice a creature. Black Knight of Dusk tU 1BB Summon Knight 2/2 : Destroy target creature blocking Knight of Dusk. Black Knight of Stromgald g---UiU BB Summon Knight 2/1, Protection from white : First strike until end of turn : +1/+0 until end of turn {IA: order of abilities switched} Black Koskun Falls hU1 2BB Enchant World During your upkeep, tap target untapped creature you control or bury Koskun Falls. No creature can attack you unless its controller pays an additional <2> whenever that creature attacks. Black Krovikan Elementalist iU BB Summon Wizard 1/1 <2R>: Target creature gets +1/+0 until end of turn. : Target creature you control gains flying until end of turn. At end of turn, bury that creature. Black Krovikan Fetish g---CiC 2B Enchant Creature Draw a card at the beginning of the turn after Krovikan Fetish comes into play. Enchanted creature gets +1/+1. {IA: "upkeep of the turn" instead of "turn"; "Target" instead of "Enchanted"} Black Krovikan Horror aR2 3B Summon Horror 2/2 At the end of any turn, if Krovikan Horror is in your graveyard with a summon card directly above it, you may put Krovikan Horror into your hand. <1>: Sacrifice a creature to have Krovikan Horror deal 1 damage to target creature or player. Black Krovikan Plague aU2 2B Enchant Creature Play on a non-wall creature you control. Draw a card at the beginning of the upkeep of the turn after Krovikan Plague comes into play. <0>: Tap enchanted creature to have Krovikan Plague deal 1 damage to target creature or player. Put a -0/-1 counter on enchanted creature. Black Krovikan Vampire iU 3BB Summon Vampire 3/3 At the end of a turn in which any creature is damaged by Krovikan Vampire and put into any graveyard, put that creature directly into play under your control. Treat the creature as though it were just summoned. If you lose control of Krovikan Vampire or Krovikan Vampire leaves play, bury the creature. Black Lab Rats sC B Sorcery Buyback <4> Put a Rat token into play. Treat this token as a 1/1 black creature. Black Leeching Licid tU 1B Summon Licid 1/1 : Leeching Licid loses this ability and becomes a creature enchantment that reads "During the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player" instead of a creature. Move Leeching Licid onto target creature. You may pay to end this effect. Black Legions of Lim-Dul iC 1BB Summon Zombies 2/3, Snow-covered swampwalk Black Leshrac's Rite g---UiU B Enchant Creature Enchanted creature gains swampwalk. {IA text: "Target creature gains swampwalk."} {New art in 5E.} Black Leshrac's Sigil iU BB Enchantment : When any opponent successfully casts a green spell, look at that player's hand and choose a card; he or she then discards that card. Use this ability only once each time a green spell is cast. : Return Leshrac's Sigil to owner's hand. Black Lesser Werewolf lU1 3B Summon Lycanthrope 2/4 : Lesser Werewolf gets -1/-0 until end of turn. Put a -0/-1 counter on target creature that blocks or is blocked by the Werewolf. Use this ability after defense is chosen but before damage is dealt. You may not use this ability to reduce the Lesser Werewolf's power below 0. Black Lich gR--- BBBB Enchantment You lose all life. If you gain life later in the game, instead draw one card from your library for each life. For each point of damage you suffer, you must destroy one of your cards in play. Creatures destroyed in this way cannot be regenerated. You lose if this enchantment is destroyed or if you suffer a point of damage without sending a card to the graveyard. {ERRATA: Replace third sentence to end of text with: "For each 1 damage dealt to you, sacrifice a card in play. If Lich leaves play, you lose the game." [Encyc. p. 57]} Black Lim-Dul's Cohort iC 1BB Summon Zombies 2/3 Creatures blocking or blocked by Lim-Dul's Cohort cannot regenerate this turn. Black Lim-Dul's Hex iU 1B Enchantment During your upkeep, Lim-Dul's Hex deals 1 damage to each player. Each player may pay or <3> to prevent the damage to himself or herself. Black Lim-Dul's High Guard aC2 1BB Summon Skeleton 2/1, First Strike, <1B>: Regenerate Black Living Death tR 3BB Sorcery Set aside all creature cards in all graveyards. Then, put each creature that is in play into its owner's graveyard. Then, put each creature card set aside in this way into play under its owner's control. Black Lord of the Pit gRRRR 4BBB Summon Demon 7/7, Flying, trample During your upkeep, sacrifice a creature other than Lord of the Pit. If you cannot, Lord of the Pit deals 7 damage to you. {4E text: "During your upkeep, sacrifice a creature. If you cannot sacrifice a creature, Lord of the Pit deals 7 damage to you. You cannot sacrifice Lord of the Pit to itself." RV text: "You must sacrifice one of your own creatures during your upkeep or Lord of the Pit does 7 damage to you. You may still attack with Lord of the Pit even if you failed to sacrifice a creature. Lord of the Pit may not be sacrificed to itself." A/B/UL: like RV, but no "your" in "during upkeep", and last sentence not present.} Black Lost Soul g--CClC2 1BB Summon Lost Soul 2/1, Swampwalk Black Maddening Imp tR 2B Summon Imp 1/1, Flying : All non-Wall creatures target opponent controls attack this turn if able. At end of turn, destroy each of those creatures that did not attack. Use this ability only during target opponent's turn and only before combat. {expect errata to exempt summoning-sick creatures} Black Marsh Gas g--C-dC3 B Instant All creatures get -2/-0 until end of turn. Black Marsh Lurker tC 3B Summon Beast 3/2 Sacrifice a swamp: Marsh Lurker cannot be blocked this turn except by artifact creatures and black creatures. Black Megrim sU 2B Enchantment Whenever any opponent discards a card, Megrim deals 2 damage to him or her. Black Mind Peel sU B Sorcery Buyback <2BB> Target player chooses and discards a card. Black Mind Ravel g---CiC 2B Sorcery Target player chooses and discards a card. Draw a card at the beginning of the next turn. {IA text: "Target player chooses and discards a card from his or her hand. Ignore this ability if that player has no cards in hand. Draw a card at the beginning of the next turn's upkeep."} {ERRATA: change "ability" to "effect" [Encyc. p. 90]} Black Mind Twist gRRR- XB Sorcery Target player discards X cards at random from his or her hand. If that player does not have enough cards, his or her entire hand is discarded. {A/B/UL/RV text: "Opponent must discard X cards at random from hand. If opponent doesn't have enough cards in hand, entire hand is discarded."} Black Mind Warp g---UiU X3B Sorcery Look at target player's hand. He or she discards X cards of your choice. {IA text: "Look at target player's hand and choose X cards; that player then discards those cards. If the player does not have enough cards in hand, his or her entire hand is discarded."} Black Mind Whip iR 2BB Enchant Creature During target creature's controller's upkeep, he or she pays <3> or Mind Whip deals 2 damage to him or her. If Mind Whip deals damage in this way, tap that creature. {ERRATA: delete last sentencde and add "and tap that creature" to end of previous sentence. [Encyc. p. 90]} Black Mindstab Thrull g---CfC3 1BB Summon Thrull 2/2 Sacrifice Mindstab Thrull: Defending player chooses and discards three cards. Use this ability only if Mindstab Thrull is attacking and unblocked. {FE text: "If Mindstab Thrull attacks and is not blocked, you may sacrifice it to force the player it attacked to discard three cards. If you do so, it deals no damage during combat this turn. If that player does not have enough cards, his or her entire hand is discarded."} Black Mindwarper sR 2BB Summon Spirit 0/0 Mindwarper comes into play with three +1/+1 counters on it. <2B>, Remove a +1/+1 counter from Mindwarper: Target player chooses and discards a card. Play this ability as a sorcery. Black Mindwhip Sliver tU 2B Summon Sliver 2/2 Each Sliver gains "<2>, Sacrifice this creature: Target player discards a card at random. Play this ability as a sorcery." Black Minion of Leshrac iR 4BBB Summon Demon 5/5, Protection from black During your upkeep, sacrifice a creature or Minion of Leshrac deals 5 damage to you. If Minion of Leshrac deals damage to you in this way, tap it. You cannot sacrifice Minion of Leshrac to itself. : Destroy target creature or land. {ERRATA: after "5 damage to you" insert "and becomes tapped" and delete the next sentence. [Encyc. p. 90]} Black Minion of Tevesh Szat iR 4BBB Summon Demon 4/4 During your upkeep, pay or Minion of Tevesh Szat deals 2 damage to you. : Target creature gets +3/-2 until end of turn. Black Minion of the Wastes tR 3BBB Summon Minion */*, Trample When you play Minion of the Wastes, pay any amount of life. Minion of the Wastes has power and toughness each equal to that amount. Black Mire Shade mU 1B Summon Shade 1/1 , Sacrifice a swamp: Put a +1/+1 counter on Mire Shade. Play this ability as a sorcery. Black Mischievous Poltergeist wU 2B Summon Ghost 1/1, Flying, Pay 1 life: Regenerate Black Misinformation aU2 B Instant Put up to three target cards from an opponent's graveyard on top of his or her library in any order. Black Mold Demon lR1 5BB Summon Mold Demon 6/6 When Mold Demon is brought into play, controller must sacrifice two swamps or Mold Demon is buried. Black Mole Worms g---UiU 2B Summon Worms 1/1 You may choose not to untap Mole Worms during your untap phase. : Tap target land. As long as Mole Worms remains tapped, that land does not untap during its controller's untap phase. {New art in 5E.} Black Moor Fiend iC 3B Summon Fiend 3/3, Swampwalk Black Morgue Thrull sC 2B Summon Thrull 2/2 Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard. Black Morinfen wR 3BB Summon Legend 5/4, Flying, CU: 1 life Black Mortuary sR 3B Enchantment Whenever any creature is put into your graveyard from play, put that creature on top of your library. Black Murk Dwellers g--CCdC3 3B Summon Murk Dwellers 2/2 If Murk Dwellers attacks and is not blocked, it gets +2/+0 until end of turn. {4E text: "When attacking and not blocked, Murk Dwellers gets +2/+0 until end of turn." DK text: "When attacking, Murk Dwellers gain +2/+0 if not blocked."} {ERRATA: should read "If Murk Dwellers attacks and is not blocked, it gets +2/+0 until end of combat." [Encyc. p. 37]} Black Nameless Race dU1 3B Summon Nameless Race */*, Trample Pay * life when bringing Nameless Race into play. Effects that prevent or redirect damage may not be used to counter this loss of life. When Nameless Race is brought into play, * may not be greater than the total number of white cards all opponents have in play and in their graveyards. Black Necratog wU 1BB Summon Atog 1/2 Remove the top creature card in your graveyard from the game: +2/+2 until end of turn. Black Necrite g---CfC3 1BB Summon Thrull 2/2 Sacrifice Necrite: Bury target creature defending player controls. Use this ability only if Necrite is attacking and unblocked. {FE text: "If Necrite attacks and is not blocked, you may sacrifice it to bury a target creature controlled by the player Necrite attacked this turn. If you do so, Necrite deals no damage during combat this turn."} Black Necromancy vU 2B Enchantment You may choose to play Necromancy as an instant; if you do, bury it at end of turn. When you play Necromancy, choose target creature card in any graveyard. When Necromancy comes into play, put that creature into play as though it were just played and Necromancy becomes a creature enchantment that targets the creature. If Necromancy leaves play, bury the creature. Black Necropotence g---RiR BBB Enchantment Skip your draw phase. Whenever you discard a card, remove that card from the game. Pay 1 life: Set aside the top card of your library. Put that card into your hand at the beginning of your discard phase. {IA text: "Skip your draw phase. If you discard a card from your hand, remove that card from the game. <0>: Pay 1 life to set aside the top card of your library. At the beginning of your next discard phase, put that card into your hand. Effects that prevent or redirect damage cannot be used to counter this loss of life."} {ERRATA: Ignore the word "next". If something makes you skip your discard phase, you will get the cards whenever you have a non-skipped discard phase. [10/03/96 RTR]} Black Necrosavant vRpR 3BBB Summon Necrosavant 5/5 <3BB>, Sacrifice a creature: Put Necrosavant into play. Use this ability only during your upkeep and only if Necrosavant is in your graveyard. {Promo in Multiverse gift box packs} Black Nekrataal vU 2BB Summon Nekrataal 2/1, First strike When Nekrataal comes into play, bury target nonartifact, nonblack creature. Black Nether Shadow gRRRR BB Summon Shadow 1/1 Nether Shadow is unaffected by summoning sickness. At the end of your upkeep, if Nether Shadow is in your graveyard with at least three creature cards above it, you may put Nether Shadow into play. {4E text: "At the end of your upkeep, if Shadow is in your graveyard with at least three creature cards above it, you may return it to play. Shadow can attack the turn it comes into play." RV text: "If Shadow is in graveyard with any combination of cards above it that includes at least three creatures, it can be returned to play during your upkeep. Shadow can attack on same turn summoned or returned to play." A/B/UL: like RV, but add "for its normal casting cost" after "your upkeep".} {New art in 5E.} Black Nether Void lR1 3B Enchant World All spells cast are countered unless their casters pay an additional <3>. Black Nettling Imp gUU-- 2B Summon Imp 1/1 : Force a particular one of opponent's non-wall creatures to attack. If target creature cannot attack, it is killed at end of turn. This ability can only be used during opponent's turn, before the attack. May not be used on creatures summoned this turn. {A/B/UL: "destroyed" instead of "killed", "tap should" instead of "ability can only".} {ERRATA: should read ": Force a target non-wall creature controlled by opponent whose turn it is to attack. If target creature cannot attack, it is destroyed at end of turn. This ability can only be used during opponent's turn, before the attack. Cannot target creatures brought under their controller's control this turn." [Encyc. p. 208; encyc. omitted "non-wall"]} Black Nightmare gRRRR 5B Summon Nightmare */*, Flying Nightmare has power and toughness each equal to the number of swamps you control. {4E: ends "swamps its controller controls" A/B/UL/RV text: "Nightmare's power and toughness both equal ... its controller has in play."} {Some beta edition Nightmares had lettering flaws in the word "swamp"; I have no idea why WotC thinks this is so important, but it made it into the Duelist!} Black Nocturnal Raid mU 2BB Instant All black creatures get +2/+0 until end of turn. Black Norritt pCiC 3B Summon Imp 1/1 : Untap target blue creature. : Force target non-wall creature to attack. If creature cannot attack, destroy it at end of turn. Use this ability only during target creature's controller's turn, before the attack. Cannot target creatures brought under their controller's control this turn. {ERRATA: add to end of first sentence of second ability: "this turn" [Encyc. p. 92]} {Ice Age promo. Distributed in each magazine that had another Ice Age promo (but not in the comic books) starting in March 1995, and two in Duelist Companion #8.} Black Oath of Lim-Dul iR 3B Enchantment For each 1 damage dealt to you or 1 life you lose, sacrifice a permanent you control or choose and discard a card from your hand. You cannot sacrifice Oath of Lim-Dul in this way. Ignore this effect if you control no permanents other than Oath of Lim-Dul and have no cards in hand. : Draw a card. Black Odylic Wraith wU 3B Summon Undead 2/2, Swampwalk If Odylic Wraith damages any player, that player chooses and discards a card. Black Order of the Ebon Hand fC3 BB Summon Clerics 2/1, Protection from white : +1/+0 until end of turn. : First strike until end of turn. Black Oubliette nC4 1BB Enchantment Select a creature in play when Oubliette is cast. That creature is considered out of play as long as Oubliette is in play. Hence the creature cannot be the target of spells and cannot receive damage, use special powers, attack, or defend. All counters and enchantments on the creature remain but are also out of play. If Oubliette is removed, creature returns to play tapped. {The AN card appears as two different versions, one with smaller, darker mana circles than normal; both versions are C2's} Black Painful Memories mU 1B Sorcery Look at target opponent's hand. Choose one of those cards and put it on top of his or her library. Black Paralyze gCCCC B Enchant Creature When Paralyze comes into play, tap enchanted creature. Enchanted creature does not untap during its controller's untap phase. That player may pay an additional <4> during his or her upkeep to untap it. {4E text: "Target creature does not untap during its controller's untap phase. That player may pay an additional <4> during his or her upkeep to untap it. Tap target creature when Paralyze comes into play." RV text: "Target creature is not untapped as normal during untap phase. Creature's controller may spend <4> to untap during his or her upkeep to untap it. Tap target creature when Paralyze is cast." A/B/UL: like RV, but "...unless 4 mana are spent." instead of "Creature's ... to untap it." The art from this card and Guardian Angel appear to be parts of the same picture.} {New art in 5E.} Black Perish tU 2B Sorcery Destroy all green creatures. Those creatures cannot be regenerated this turn. Black Pestilence gCCCC 2BB Enchantment At the end of any turn, if there are no creatures in play, bury Pestilence. : Pestilence deals 1 damage to each creature and player. {4E: ends "to all creatures and players". RV text: ": Do 1 damage to each creature and to both players. If there are no creatures in play at the end of any turn, Pestilence must be discarded." A/B/UL like RV, with 2nd sentence: "Pestilence must be discarded at end of any turn in which there are no creatures in play at end of turn."} {ERRATA: change "all creatures and players" to "each creature and player" [Encyc. p. 38]} {New art in 5E.} Black Pestilence Rats iC 2B Summon Rats */3 Pestilence Rats has power equal to the total number of other Rats in play, no matter who controls them. For example, as long as there are two other Rats in play, Pestilence Rats has power and toughness 2/3. Black Phantasmal Fiend aC2 3B Summon Phantasm 1/5 : +1/-1 until end of turn. <1U>: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that alter Phantasmal Fiend's power alter its toughness instead, and vice versa. Black Phyrexian Boon aC2 2B Enchant Creature As long as enchanted creature is black, it gets +2/+1; otherwise it gets -1/-2. Black Phyrexian Gremlins qC4 2B Summon Gremlins 1/1 Tap Gremlins to tap an artifact. As long as Gremlins remain tapped and in play, that artifact does not untap as normal during its controller's untap phase. You may choose not to untap Gremlins during your untap phase. Black Phyrexian Tribute mR 2B Sorcery Sacrifice two creatures: Destroy target artifact. Black Pillar Tombs of Aku vR 2BB Enchant World During each player's upkeep, that player sacrifices a creature, or that player loses 5 life and you bury Pillar Tombs of Aku. Black Pit Imp tC B Summon Imp 0/1, Flying : Pit Imp gets +1/+0 until end of turn. You cannot spend more than BB in this way each turn. Black Pit Scorpion g--CClC2 2B Summon Scorpion 1/1 If Pit Scorpion damages any player, he or she gets a poison counter. If any player has ten or more poison counters, he or she loses the game. {4E: "a player" instead of "any player" twice. LG text: "If scorpion damages opponent, opponent gets a poison counter. If opponent ever has ten or more poison counters, opponent loses game."} {New art in 5E.} Black Plague Rats gCCCC 2B Summon Rats */* Plague Rats has power and toughness each equal to the number of Plague Rats in play. {4E: ended "... play, no matter who controls them. For example, if there are two Plague Rats in play, each has power and toughness 2/2." RV text: "The *s below are the number of Plague Rats in play, counting both sides. Thus if there are two Plague Rats in play, each has power and toughness 2/2." A/B/UL: like RV, but used Xs instead of *s, and example said "2" rats instead of "two"} Black Pox g---RiR BBB Sorcery Each player loses 1/3 of his or her life; then chooses and discards 1/3 of his or her hand; then sacrifices 1/3 of the creatures he or she controls; and then sacrifices 1/3 of the lands he or she controls. Round each loss up. {IA: "of the cards in his" instead of "of his", "and finally" instead of "and then", added to end was "Effects that prevent or redirect damage cannot be used to counter this loss of life."} {New art in 5E.} Black Priest of Yawgmoth qC4 1B Summon Cleric 1/2 Tap to add an amount of black mana equal to target artifact's casting cost to your mana pool. This effect is played as an interrupt. Target artifact, which must belong to you, is discarded. This artifact cannot be one that is already on its way to the graveyard, and artifact creatures killed this way may not be regenerated. {ERRATA: should read ": Sacrifice an artifact you own. Add to your mana pool an amount of black mana equal to that artifact's casting cost. Play this ability as a mana source." [Encyc. p. 134]} Black Purraj of Urborg mR 3BB Summon Legend 2/3 First strike when attacking. : Put a +1/+1 counter on Purraj of Urborg. Use this ability only when a black spell is successfully cast and only one for each spell. Black Python vC 1BB Summon Python 3/2 {Appears in the Visions alternate common slot in US-made packs.} Black Quagmire lU1 2B Enchantment Creatures with swampwalk may be blocked as if they did not have this ability. Black Rabid Rats sC 1B Summon Rats 1/1 : Target blocking creatures gets -1/-1 until end of turn. Black Rag Man g--RRdU1 2BB Summon Rag Man 2/1 : Look at target opponent's hand. That player discards a creature card at random. Use this ability only during your turn. {4E: 2nd sentence was "If that player has any creature cards in hand, he or she discards one of them at random." LG: like 4E but no "target" before "opponent", "opponent" instead of "that player", last sentence: "This ability can only be used during controller's turn."} Black Rain of Tears tU 1BB Sorcery Destroy target land. Black Raise Dead gCCCC B Sorcery Return target creature card in your graveyard to your hand. {4E text: "Take target creature from your graveyard and put it into your hand." RV text: "Bring one creature from your graveyard to your hand." A/B/UL: like RV, but "Return" instead of "Bring one".} {New art in 5E.} Black Rats of Rath tC 1B Summon Rats 2/1 : Destroy target artifact, creature, or land you control. Black Ravenous Vampire mU 3BB Summon Vampire 3/3, Flying During your upkeep, sacrifice a nonartifact creature and put a +1/+1 counter on Ravenous Vampire, or tap Ravenous Vampire. Black Razortooth Rats wC 2B Summon Rats 2/1 Razortooth Rats cannot be blocked except by artifact creatures and black creatures. Black Reanimate tU B Sorcery Put target creature card from any graveyard into play under your control. Lose life equal to that creature's total casting cost. Black Reckless Spite tU 1BB Instant Destroy two target nonblack creatures. Lose 5 life. Black Reign of Terror mU 3BB Sorcery Bury all white or bury all green creatures. Lose 2 life for each creature put in graveyard. Black Restless Dead mC 1B Summon Skeletons 1/1 : Regenerate Black Revenant sR 4B Summon Spirit */*, Flying Revenant has power and toughness each equal to the number of creature cards in your graveyard. Black Ritual of the Machine aR2 2BB Sorcery Sacrifice a creature to gain control of target non-black, non-artifact creature. Black Royal Assassin gRRR- 1BB Summon Assassin 1/1 : Destroy target tapped creature. {A/B/UL/RV: "a" instead of "target".} Black Sacrifice gUU-- B Interrupt Sacrifice one of your creatures to add to your mana pool a number of black mana equal to that creature's casting cost. {A/B/UL: Text begins: "Destroy one of your creatures without regenerating it, and add to your...", and no "that"} Black Sadistic Glee tC B Enchant Creature Whenever any creature is put into any graveyard from play, put a +1/+1 counter on enchanted creature. Black Sarcomancy tR B Enchantment When Sarcomancy comes into play, put a Zombie token into play. Treat this token as a 2/2 black creature. During your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you. Black Scathe Zombies gCCCC 2B Summon Zombies 2/2 {New art in 5E.} Black Scavenging Ghoul gUUU- 3B Summon Ghoul 2/2 At the end of each turn, put a corpse counter on Scavenging Ghoul for each creature put into the graveyard during that turn. <0>: Remove a corpse counter from Scavenging Ghoul to regenerate it. {RV text: "At the end of each turn, put one counter on Ghoul for each other creature that was placed in the graveyard during the turn. If Ghoul takes lethal damage you may use a counter to regenerate it; counters remain until used." A/B/UL: like RV, but "destroyed without regenerating" instead of "placed in the graveyard"; "dies" instead of "takes lethal damage."} Black Screeching Harpy tU 2BB Summon Beast 2/2, Flying, <1B>: Regenerate Black Season of the Witch dU1 BBB Enchantment At the end of each player's turn, all of his or her untapped creatures that could have attacked but did not are destroyed. If you do not pay 2 life during your upkeep, Season of the Witch is destroyed. Effects that prevent or redirect damage may not be used to counter this loss of life. {ERRATA: change "Season of the Witch is destroyed" to "bury Season of the Witch" [Encyc. p. 174]} Black Seizures iC 1B Enchant Creature Whenever target creature becomes tapped, that creature's controller pays <3> or Seizures deals 3 damage to him or her. Black Sengir Autocrat g---RhU1 3B Summon Autocrat 2/2 When Sengir Autocrat comes into play, put three Serf tokens into play. Treat these tokens as 0/1 black creatures. If Sengir Autocrat leaves play, bury all Serf tokens. Black Sengir Bats hC4 1BB Summon Bats 1/2, Flying Whenever a creature is put into the graveyard the same turn Sengir Bats damaged it, put a +1/+1 counter on Sengir Bats. Black Sengir Vampire gUUU- 3BB Summon Vampire 4/4, Flying Put a +1/+1 counter on Sengir Vampire each time a creature is put into the graveyard the same turn Sengir Vampire damaged it. {RV text: "Vampire gets a +1/+1 counter each time a creature dies during a turn in which Vampire damaged it." A/B/UL: add to RV text: "unless the dead creature is regenerated."} Black Serpent Warrior sC 2B Summon Soldier 3/3 When Serpent Warrior comes into play, lose 3 life. Black Servant of Volrath tC 2B Summon Minion 3/3 If Servant of Volrath leaves play, sacrifice a creature. Black Sewer Rats mC B Summon Rats 1/1 , Pay 1 life: +1/+0 until end of turn. You cannot spend more than in this way each turn. Black Sewers of Estark pU 2BB Instant If target creature is attacking, it cannot be blocked until end of turn; play before defense is chosen. If target creature is blocking, it and all creatures it blocks do no damage during combat. {Distributed by mail to purchasers of the novel _Arena_, starting in November 1994, and with Duelist Companion #8.} Black Shadow Guildmage mC B Summon Wizard 1/1 : Put target creature you control on top of owner's library. : Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you. Black Shadow Rider wC 2BB Summon Knight 3/3, Flanking Black Shallow Grave mR 1B Instant Put the top creature card from your graveyard into play as though it were just played. That creature is unaffected by summoning sickness. Remove the creature from the game at the end of any turn. Black Shattered Crypt wC XBB Sorcery Return X target creature cards from your graveyard to your hand and lose X life. Black Shauku, Endbringer mR 5BB Summon Legend 5/5, Flying Shauku, Endbringer cannot attack if there is another creature in play. During your upkeep, lose 3 life. : Remove target creature from the game and put a +1/+1 counter on Shauku. Black Shimian Night Stalker lU1cU3 3BB Summon Night Stalker 4/4 : Redirect to Shimian Night Stalker all damage dealt to you by any attacking creature. The source of the damage does not change. {LG text: ": Redirect all damage done to you from any one attacking creature to the Shimian Night Stalker."} Black Simulacrum gUUU- 1B Instant All damage done to you so far this turn is instead retroactively applied to a target creature you control. Further damage this turn is treated normally. {RV: "... applied to one of your creatures in play. Even if there's more than enough damage to kill the creature, you don't suffer any of it. Further ..." A/B/UL: like RV, but 2nd sentence begins "If this damage kills the creature, it can be regenerated; even if ..."} Black Sinkhole gC--- BB Sorcery Destroys any one land. Black Skeleton Scavengers sR 2B Summon Skeletons 0/0 Skeleton Scavengers comes into play with one +1/+1 counter on it. Pay <1> for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers and put a +1/+1 counter on it. Black Skulking Ghost mC 1B Summon Ghost 2/1, Flying If Skulking Ghost is the target of a spell or effect, bury Skulking Ghost. {Two noticeably different versions of the Skulking Ghost art exist; in one, the columns are blue and green and the background is as black as the border; in the other, there is no blue in the picture at all and the background is brown; also, they are cropped differently, with the artist's signature appearing at the very top of the dull version and lower on the blue version.} Black Skyshroud Vampire tU 3BB Summon Vampire 3/3, Flying Choose and discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn. Black Soldevi Adnate aC2 1B Summon Cleric 1/2 : Sacrifice a black or artifact creature to add an amount of equal to that creature's casting cost to your mana pool. Play this ability as an interrupt. Black Songs of the Damned iC B Interrupt Add to your mana pool for each creature in your graveyard. Black Sorceress Queen g-RRRnU3 1BB Summon Sorceress 1/1 : Target creature other than Sorceress Queen is 0/2 until end of turn. {4E: "becomes 0/2" instead of "is 0/2". RV text: ": Make another creature 0/2 until end of turn. Treat this exactly as if the numbers in the lower right of the target card were 0/2. All special characteristics and enchantments on the creature are unaffected." AN: like RV, without "and enchantments"} Black Soul Burn iC 2B Sorcery Soul Burn deals 1 damage to a single target creature or player for each or you pay in addition to the casting cost. Gain 1 life for each you spend in this way. You cannot gain more life than the toughness of the creature or the total life of the targeted player. {ERRATA: The limit on life given is based on the toughness or life total of its target at the time Soul Burn resolves. [2/6/96 RTR] Change the last sentence to "You cannot gain more life than the toughness of that creature or the total life of that player." [Encyc. p. 98]} Black Soul Exchange fU3 BB Sorcery Sacrifice a creature, but remove it from the game instead of putting it in your graveyard. Take a creature from your graveyard and put it directly into play as though it were just summoned. Put a +2/+2 counter on this creature if the creature sacrificed was a Thrull. {ERRATA: change text up to "into play" to "Remove a creature you control from the game: Put target creature card from your graveyard into play" [Encyc. p. 189]} Black Soul Kiss iC 2B Enchant Creature When Soul Kiss comes into play, choose target creature. : Pay 1 life to give creature Soul Kiss enchants +2/+2 until end of turn. You cannot spend more than in this way each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life. {ERRATA: delete the first sentence; change the cost and first sentence of the ability to ", Pay 1 life: Enchanted creature gets +2/+2 until end of turn." [Encyc. p. 98]} Black Soul Rend mU 1B Instant Bury target creature if it is white. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Black Souldrinker tU 3B Summon Spirit 2/2 Pay 3 life: Put a +1/+1 counter on Souldrinker. Black Soulshriek mC B Instant Target creature you control gets +*/+0 until end of turn, where * is equal to the number of creature cards in your graveyard. Bury that creature at end of turn. Black Spinal Graft tC 1B Enchant Creature Enchanted creature gets +3/+3. If enchanted creature is the target of a spell or ability, destroy that creature. The creature cannot be regenerated this turn. Black Spinning Darkness wC 4BB Instant You may remove the top three black cards in your graveyard from the game instead of paying Spinning Darkness's casting cost. Spinning Darkness deals 3 damage to target nonblack creature. Gain 3 life. Black Spirit Shackle g--U-lC1 BB Enchant Creature Put a -0/-2 counter on target creature every time it becomes tapped. These counters remain even if Spirit Shackle is removed. {LG 2nd sentence: "Counters remain even if enchantment is removed."} Black Spirit of the Night mR 6BBB Summon Legend 6/5, Flying, trample, protection from black First strike when attacking. Spirit of the Night is unaffected by summoning sickness. Black Spoils of Evil iR 2B Interrupt For each artifact or creature in target opponent's graveyard, add one colorless mana to your mana pool and gain 1 life. {ERRATA: spell type should be Instant, not Interrupt [Encyc. p. 98]} Black Spoils of War iR XB Sorcery Put X +1/+1 counters on any number of target creatures, distributed any way you choose, where X is equal to the number of creatures and artifacts in target opponent's graveyard. Black Stench of Decay aC2 1BB Instant All non-artifact creatures get -1/-1 until end of turn. Black Stench of Evil iU 2BB Sorcery Destroy all plains. Stench of Evil deals 1 damage to each player for each plains he or she controls that is destroyed in this way. Each player may pay <2> for each 1 damage he or she wishes to prevent from Stench of Evil. Black Stone-Throwing Devils nC4 B Summon Devils 1/1, First strike {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual- looking version is C1.} Black Strands of Night wU 2BB Enchantment , Pay 2 life, Sacrifice a swamp: Put target creature card from your graveyard into play. Black Stromgald Cabal g---RiR 1BB Summon Knights 2/2 , Pay 1 life: Counter target white spell. Play this ability as an interrupt. {IA text: ": Pay 1 life to counter target white spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt."} Black Stromgald Spy aU2 3B Summon Spy 2/4 If Stromgald Spy attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, defending player must play with his or her hand face up on the table until Stromgald Spy leaves play. Black Stronghold Assassin sR 1BB Summon Assassin 2/1 , Sacrifice a creature: Destroy target nonblack creature. Black Stronghold Taskmaster sU 2BB Summon Minion 4/3 All other black creatures get -1/-1. Black Stupor mU 2B Sorcery Target opponent discards a card at random, then chooses and discards a card. Black Suq'Ata Assassin vU 1BB Summon Assassin 1/1 Suq'Ata Assassin cannot be blocked except by black or artifact creatures. If Suq'Ata Assassin attacks and is not blocked, defending player gets a poison counter. If any player has 10 or more poison counters, he or she loses the game. Black Swamp Mosquito aC3 1B Summon Mosquito 0/1, Flying If Swamp Mosquito attacks and is not blocked, defending player gets a poison counter. If a player has ten or more poison counters, he or she loses the game. Black Syphon Soul lC2 2B Sorcery Syphon Soul does 2 damage to all players except caster. Caster gains life points equal to the amount of damage done by Syphon Soul. Black Tainted Specter mR 3B Summon Specter 2/2, Flying <1BBT>: Target player chooses a card from his or her hand and then chooses either to discard that card or put it on top of his or her library. If the card is discarded, Tainted Specter deals 1 damage to each creature and player. Play this ability as a sorcery. Black Takklemaggot lU1cU3 2BB Enchant Creature During target creature's controller's upkeep, put a -0/-1 counter on that creature. If the creature is put into the graveyard, its controller chooses a new target creature for Takklemaggot. If there are no legal targets, Takklemaggot becomes an enchantment; during his or her upkeep, Takklemaggot deals 1 damage to the controller of the last creature Takklemaggot enchanted. Control of Takklemaggot does not change when its target changes or when it becomes an enchantment. {LG text: "Put a 0/-1 counter on target creature during its controller's upkeep. If the creature is placed in the graveyard, its controller chooses a new target for Takklemaggot. If there are no legal targets, Takklemaggot becomes an enchantment AND does 1 damage to the controller of the last creature Takklemaggot was on, during his or her upkeep. Takklemaggot does not revert to a creature enchantment even if other creatures are afterwards brought into play."} Black Tar Pit Warrior vC 2B Summon Cyclops 3/4 If Tar Pit Warrior is the target of a spell or effect, bury Tar Pit Warrior. Black Tendrils of Despair wC B Sorcery Sacrifice a creature: Target opponent chooses and discards two cards. Black Terror gCCCC 1B Instant Bury target nonartifact, nonblack creature. {4E text: "Bury target non-black, non-artifact creature." RV text: "Buries target creature. Cannot target black creatures or artifact creatures." A/B/UL text: "Destroys target creature without possibility of regeneration. Does not affect black creatures and artifact creatures."} Black The Abyss lR1 3B Enchant World All players bury one target non-artifact creature under their control, if they have any, during their upkeep. Black The Fallen dU2cU3 1BBB Summon Fallen 2/3 During your upkeep, The Fallen deals 1 damage to each opponent it has previously damaged. {DK text: "During its controller's upkeep, The Fallen does 1 damage to each opponent it has previously damaged."} Black The Wretched g---RlR1cU1 3BB Summon Wretched 2/5 At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched. {CH: ended "... Wretched. Lose control of these creatures if The Wretched leaves play or if you lose control of The Wretched." LG text: "At the end of combat take control of all creatures that blocked The Wretched. The Wretched does not tap or untap these creatures. You lose control of these creatures if The Wretched leaves play or if you lose control of The Wretched."} {ERRATA: change "blocking" to "that are blocking" [Encyc. p. 69]} Black Thrull Champion fU1 4B Summon Thrull 2/2 All Thrulls get +1/+1. : Take control of a target Thrull. You lose control of target Thrull if Thrull Champion leaves play or you lose control of Thrull Champion. Black Thrull Retainer g---UfU3 B Enchant Creature Enchanted creature gets +1/+1. Sacrifice Thrull Retainer: Regenerate enchanted creature. {FE text: "Target creature gets +1/+1. Sacrifice Thrull Retainer to regenerate the creature it enchants."} Black Thrull Wizard fU3 2B Summon Thrull 1/1 <1B>: Counters a target black spell if caster of target spell does not pay an additional or <3>. Play this ability as an interrupt. Black Timmerian Fiends hU1 1BB Summon Fiends 1/1 Remove Timmerian Fiends from your deck before playing if not playing for ante. : Sacrifice Timmerian Fiends to bury target artifact that any opponent owns in your graveyard. Put Timmerian Fiends into that opponent's graveyard. This change in ownership is permanent. The opponent may ante an additional card to counter this effect. Black Tombstone Stairwell mR 2BB Enchant World CU: <1B> During each upkeep, each player puts into play a Tombspawn token for each summon card in his or her graveyard. Treat these tokens as 2/2 black creatures that are unaffected by summoning sickness and count as Zombies. At the end of any turn or if Tombstone Stairwell leaves play, bury all of these tokens. {ERRATA: each player puts the tokens into play under his or her control [3/14/97 RTR]} Black Torment sC 1B Enchant Creature Enchanted creature gets -3/-0. Black Torture g---ChC4 B Enchant Creature <1B>: Put a -1/-1 counter on enchanted creature. {HL text: "Choose target creature. <1B>: Put -1/-1 counter on creature Torture enchants."} Black Tortured Existence sC B Enchantment , Choose and discard a creature card. Return target creature card from your graveyard to your hand. Black Touch of Darkness lU1 B Instant Changes the color of one or more target creatures to black until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or to use a special ability of target creatures remains entirely unchanged. Black Touch of Death g---CiC 2B Sorcery Touch of Death deals 1 damage to target player and you gain 1 life. Draw a card at the beginning of the next turn. {IA: ends "next turn's upkeep."} Black Tourach's Chant fU3 1BB Enchantment During your upkeep, pay or bury Tourach's Chant. Whenever a player puts a forest into play, Tourach's Chant deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls. Black Tourach's Gate fU1 1BB Enchant Land Can only be played on a target land you control. Sacrifice a Thrull to put three time counters on Tourach's Gate. During your upkeep, remove a time counter from Tourach's Gate. If there are no counters on Tourach's Gate, bury it. <0>: Tap land Tourach's Gate enchants. All attacking creatures you control get +2/-1 until end of turn. {ERRATA: should read "Play on a land you control. Sacrifice a Thrull to put 3 time counters in Tourach's Gate. During your upkeep, remove a time counter from Tourach's Gate. Bury Tourach's Gate when the last time counter is removed. <0>: Tap enchanted land to give all your attacking creatures +2/-1 until end of turn." [Encyc. p. 209]} Black Transmutation lC1cC3 1B Instant Until end of turn, switch target creature's power and toughness. Effects that alter power alter toughness instead, and vice versa. {LG: "... turn, target creature's power and toughness are switched...."} Black Uncle Istvan g--U-dU2 1BBB Summon Uncle Istvan 1/3 All damage done to Uncle Istvan by creatures is reduced to 0. Black Underworld Dreams lU1 BBB Enchantment Underworld Dreams does one damage to opponent for each card he or she draws. {ERRATA: should read "For each card target opponent draws, Underworld Dreams deals 1 damage to him or her." [Encyc. p. 162]} Black Unholy Strength gCCCC B Enchant Creature Enchanted creature gets +2/+1. {4E text: "Target creature gets +2/+1." A/B/UL/RV text: "Target creature gains +2/+1".} {ERRATA: A/B/UL: Misspelled Shuler.} {4th edition has new artwork: burning pentagram in background was removed. New art in 5E.} Black Urborg Justice wR BB Instant Target opponent chooses and buries a number of creatures he or she controls equal to the number of creatures put into your graveyard from play so far this turn. Black Urborg Mindsucker vCpC 2B Summon Mindsucker 2/2 , Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Play this ability as a sorcery. {Promo in Multiverse gift box packs. Appears in the Visions alternate common slot in Belgian-made packs.} Black Urborg Panther mC 2B Summon Night Stalker 2/2 , Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther. Sacrifice Feral Shadow, Breathstealer, and Urborg Panther: Search your library for Spirit of the Night and put it into play as though it were just played. Shuffle your library afterwards. Black Urborg Stalker wR 3B Summon Undead 2/4 During each player's upkeep, if that player controls any nonblack permanents other than lands, Urborg Stalker deals 1 damage to that player. Black Vampire Bats g--CClC2 B Summon Bats 0/1, Flying : +1/+0 until end of turn. You cannot spend more than in this way each turn. {LG 2nd sentence: "No more than may be spent in this way per turn."} Black Vampiric Tutor vR B Instant Pay 2 life: Search your library for any one card. Shuffle your library, then put that card on top of your library. Black Vampirism vUpU 1B Enchant Creature Draw a card at the beginning of the upkeep of the turn after Vampirism comes into play. Enchanted creature gets +1/+1 for each other creature you control. All other creatures you control get -1/-1. {Promo in Multiverse gift box packs} Black Veldrane of Sengir hU1 5BB Summon Legend 5/5 <1BB>: Forestwalk and -3/-0 until end of turn. Black Wake of Vultures vC 3B Summon Vultures 3/1, Flying <1B>,Sacrifice a creature: Regenerate. Black Walking Dead lC1 1B Summon Walking Dead 1/1, : Regenerates Black Wall of Bone gUUUU 2B Summon Wall 1/4, : Regenerate {A/B/UL/RV: ": Regenerates"} Black Wall of Corpses mC 1B Summon Wall 0/2 , Sacrifice Wall of Corpses: Destroy target creature blocked by Wall of Corpses. Black Wall of Putrid Flesh lU1 2B Summon Wall 2/4, Protection from white Damage done to wall by creatures with enchantment cards played on them is reduced to 0. Black Wall of Shadows lC2cC3 1BB Summon Wall 0/1 Damage dealt to Wall of Shadows by creatures it blocks is reduced to 0. Wall of Shadows cannot be the target of spells or effects that can only target walls. {LG text:"Damage Wall of Shadows receives from creatures it blocks is reduced to 0. Effects that target only walls may not target Wall of Shadows."} {ERRATA: Change "it blocks" to "it is blocking". [9/22/95 RTR, in "Blocking Abilities"] The Chronicles version has the Antiquities expansion icon instead of the Legends icon, but it should be treated as a Legends card. [8/17/95 RTR]} Black Wall of Souls sU 1B Summon Wall 0/4 Whenever Wall of Souls is dealt combat damage, it deals an equal amount of damage to target opponent. Black Wall of Tombstones lU1 1B Summon Wall 0/1+* At the end of your upkeep, the * below is set to the number of creatures in your graveyard. Black Warp Artifact gRRRR BB Enchant Artifact During the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to him or her. {4E text: "Warp Artifact deals 1 damage to target artifact's controller during his or her upkeep." RV: like 4E but "does" instead of "deals". A/B/UL: like RV but "at start of each turn" instead of "during ... upkeep."} Black Wave of Terror wR 2B Enchantment CU: <1> At the end of your upkeep, bury each creature with casting cost equal to Wave of Terror's last paid cumulative upkeep. Black Weakness gCCCC B Enchant Creature Enchanted creature gets -2/-1. {4E text: "Target creature gets -2/-1." RV: "Target creature loses -2/-1." A/B/UL: like RV, but add "if this drops creature's toughness below 1, it is dead."} {ERRATA: A/B/UL: Misspelled Shuler} {New art in 5E.} Black Wicked Reward vCpC 1B Instant Sacrifice a creature: Target creature gets +4/+2 until end of turn. {Promo in Multiverse gift box packs} Black Will-O'-The-Wisp gRRR- B Summon Will-O'-The-Wisp 0/1, Flying, : Regenerate {A/B/UL/RV: "... : Regenerates"} Black Withering Boon mU 1B Interrupt Pay 3 life: Counter target summon spell. Black Withering Wisps iU 1BB Enchantment At the end of any turn, if there are no creatures in play, bury Withering Wisps. : Withering Wisps deals 1 damage to each creature and each player. You cannot spend more in this way each turn than the number of snow-covered swamps you control. Black Word of Binding g--C-dC3 XBB Sorcery Tap X target creatures. {DK text: "X target creatures become tapped."} Black Word of Command gR--- BB Instant You may look at opponent's hand and choose any card opponent can legally play using mana from his or her mana pool or lands. Opponent must play this card immediately; you make all the decisions it calls for. This spell may not be countered after you have looked at opponent's hand. {ERRATA: change first "opponent's" to "target player's"; change "opponent" to "that player" the next two times; change last "opponent's" to "the player's"} {The art for Word of Command is a blown-up version of the eyes that are in the Howling Mine.} Black Worms of the Earth dU1 2BBB Enchantment No new land may be brought into play. During any player's upkeep, any player may destroy Worms of the Earth by sacrificing two lands or taking 5 damage from Worms of the Earth. Black Xenic Poltergeist g--RRqU3 1BB Summon Poltergeist 1/1 : Until your next upkeep, target noncreature artifact is an artifact creature with power and toughness each equal to its total casting cost. (That artifact retains all of its original abilities.) {4E text: ": Target non-creature artifact becomes an artifact creature with power and toughness each equal to its casting cost. Target retains all original abilities. This change lasts until your next upkeep." AQ text: "Tap to turn non-creature artifact into an artifact creature with both power and toughness equal to its casting cost. This transformation lasts until your next upkeep; target retains all its original abilities as well."} {New art in 5E.} Black Yawgmoth Demon qU1cU1 4BB Summon Demon 6/6, Flying, first strike During your upkeep, sacrifice an artifact or Yawgmoth Demon deals 2 damage to you. If Yawgmoth Demon deals damage to you in this way, tap it. {AQ text: "During your upkeep, choose one of your artifacts in play and place it in the graveyard, or Yawgmoth Demon becomes tapped and deals 2 points of damage to you. Artifact creatures destroyed in this way may not be regenerated."} {ERRATA: main text (after abilities) should read "Sacrifice an artifact during your upkeep or tap Yawgmoth Demon and Yawgmoth Demon deals 2 damage to you." [Encyc. p. 69]} Black Zombie Master gRRRR 1BB Summon Lord 2/3 All Zombies gain ": Regenerate" and swampwalk. {4E: like 5E but swap gained abilities. A/B/UL/RV text: "All zombies in play gain swampwalk and ':Regenerates' for as long as this card remains in play."} {New art in 5E.} Black Zombie Mob mU 2BB Summon Zombies 2/0 Zombie Mob comes into play with one +1/+1 counter for each summon card in your graveyard. Remove all of those summon cards from the game. Black Zombie Scavengers wC 2B Summon Zombies 3/1 Remove the top creature card in your graveyard from the game: Regenerate. Blue Abduction wU 2UU Enchant Creature When Abduction comes into play, untap enchanted creature. Gain control of enchanted creature. If enchanted creature is put into any graveyard, put that creature into play under it's owner's control. Blue Abjure wC U Interrupt Sacrifice a blue permanent: Counter target spell. Blue Acid Rain lR1 3U Sorcery Destroys all forests in play. Blue Aether Storm g---UhU3 3U Enchantment Summon spells cannot be played. Any player may pay 4 life to bury Aether Storm. {HL: name begins with an "AE"; text: "No summon spells may be cast. Any player may pay 4 life to bury AEther Storm. Effects that prevent or redirect damage cannot be used to counter this loss of life."} Blue Air Elemental gUUUU 3UU Summon Elemental 4/4, Flying {New art in 5E.} Blue Amnesia dU2 3UUU Sorcery Look at target player's hand. Target player discards all non-land cards in his or her hand. Blue Ancestral Knowledge wR 1U Enchantment CU: <1> When Ancestral Knowledge comes into play, look at the top ten cards of your library, then remove any number of them from the game and put the rest back on top of your library in any order. If Ancestral Knowledge leaves play, shuffle your library. Blue Ancestral Memories mR 2UUU Sorcery Look at the top seven cards of your library. Put two of those cards into your hand and the rest into your graveyard. Blue Ancestral Recall gR--- U Instant Draw 3 cards or force opponent to draw 3 cards. {ERRATA: should read "Target player draws three cards." [Encyc. p. 56]} Blue Animate Artifact gUUU- 3U Enchant Artifact Target artifact becomes an artifact creature with power and toughness each equal to its casting cost; target retains all of its original abilities. Animate Artifact does not affect artifact creatures. {RV: "is now" instead of "becomes", "both" before "power", no "each", no "of" in "all of its", "as well" after "abilities". 2nd sentence was "Has no effect on artifact creatures." A/B/UL: like RV, but Spell type was "Enchant Non-creature Artifact", "a creature" instead of "an artifact creature", 2nd sentence was "This will destroy artifacts with 0 casting cost."} {ERRATA: A/B/UL: Misspelled Shuler.} Blue Anti-Magic Aura g---UlC1 2U Enchant Creature Enchanted creature cannot be the target of enchantments, instants, or sorceries. This effect does not bury Anti-Magic Aura. (Other enchantments on that creature are buried because their target is now illegal.) {LG text: "All enchantments on target creature are destroyed. Target creature cannot be further targeted by instants, sorceries, or enchantments."} {New art in 5E.} Blue Apathy wC U Enchant Creature Enchanted creature does not untap during it's controller's untap phase. During the upkeep of enchanted creature's controller, that player may discard a card at random to untap that creature. Blue Apprentice Wizard g--C-dU1 1UU Summon Wizard 0/1 : Add <3> to your mana pool. Play this ability as an interrupt. {DK: "... This ability is played as an interrupt."} {ERRATA: "<3>" should be "three colorless mana". [Encyc. p. 19]} Blue Arcane Denial aC2 1U Interrupt Counter target spell. That spell's caster may draw up to two cards at the beginning of the next turn's upkeep. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Argivian Restoration wU 2UU Sorcery Put target artifact card from your graveyard into play. Blue Arnjlot's Ascent iC 1UU Enchantment CU: <1>: Target creature gains flying until end of turn. Blue Avizoa wR 3U Summon Avizoa 2/2, Flying Skip you next untap phase: Avizoa gets +2/+2 until end of turn. Use this ability only once each turn. Blue Awesome Presence aC2 U Enchant Creature Enchanted creature cannot be blocked unless defending player pays an additional <3> for each creature assigned to block enchanted creature. Blue Azimaet Drake mC 2U Summon Drake 1/3, Flying : +1/+0 until end of turn. You cannot spend more than in this way each turn. Blue Azure Drake g---UlU1cU3 3U Summon Drake 2/4, Flying {New art in 5E.} Blue Backfire g--U-lU1 U Enchant Creature Backfire deals 1 damage to target creature's controller for each 1 damage dealt to you by that creature. {LG text: "For each point of damage done to you from target creature, Backfire does one point of damage to target creature's controller."} Blue Baki's Curse hU1 2UU Sorcery Baki's Curse deals 2 damage to each creature for each creature enchantment on that creature. Blue Balduvian Conjurer iU 1U Summon Wizard 0/2 : Target snow-covered land becomes a 2/2 creature until end of turn. The target still counts as land but cannot be tapped for mana if it came into play on a side this turn. Blue Balduvian Shaman iC U Summon Cleric 1/1 : Permanently change the text of target white enchantment you control that does not have cumulative upkeep by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Balduvian Shaman cannot change mana symbols. That enchantment now has CU: <1>. Blue Bay Falcon mC 1U Summon Falcon 1/1, Flying Attacking does not cause Bay Falcon to tap. Blue Bazaar of Wonders mR 3UU Enchant World When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game. Whenever a spell is played, counter it if a card with the same name is in play or in any graveyard. Blue Benthic Behemoth tR 5UUU Summon Serpent 7/6, Islandwalk Blue Benthic Explorers aC2 3U Summon Merfolk 2/4 : Untap target tapped land an opponent controls to add one mana of any type that land produces to your mana pool. Blue Betrayal vC U Enchant Creature Play only on a creature opponent controls. If enchanted creature becomes tapped, draw a card. Blue Binding Grasp g---UiU 3U Enchant Creature During your upkeep, pay <1U> or bury Binding Grasp. Gain control of enchanted creature. That creature gets +0/+1. {IA: "target creature; that" instead of "enchanted creature. That"} {New art in 5E.} Blue Blue Elemental Blast gCCC-pU U Interrupt Counter target red spell or destroy target red permanent. {A/B/UL/RV text: "Counters a red spell being cast or destroys a red card in play."} {4th edition promo distributed with issue #2 of the Shadow Mage comic book, and Duelist Companion #9. Promo differs from 4E card only in the copyright line, which says 1994 for the promo and 1995 for the 4E card.} Blue Boomerang g---ClC2cC3mC UU Instant Return target permanent to owner's hand. {LG: "... hand; enchantments on target permanent are destroyed." Duelist #4 says to change "discarded" to "destroyed", but it already says "destroyed"!} {New art in 5E.} Blue Braingeyser gRR-- XUU Sorcery Target player must draw X cards. {A/B/UL text: Draw X cards or force opponent to draw X cards.} Blue Brainstorm g---CiC U Instant Draw three cards. Then, put any two cards from your hand on top of your library in any order. {IA: "cards; then, take two" instead of "cards. Then, put any two"} Blue Breath of Dreams iU 2UU Enchantment CU: Green creatures each require an additional CU: <1>. Blue Breezekeeper vC 3U Summon Djinn 4/4, Flying, Phasing Blue Brine Hag lU1 2UU Summon Hag 2/2 On the turn during which Hag is placed in the graveyard, all creatures who dealt damage to Hag that turn become 0/2 creatures. Use counters to mark these creatures. Blue Browse aU2 2UU Enchantment <2UU>: Look at the top five cards of your library and put one of them into your hand. Remove the remaining four from the game. Blue Capsize tC 1UU Instant Buyback <3> Return target permanent to owner's hand. Blue Cerulean Wyvern mU 4U Summon Wyvern 3/3, Flying, protection from green Blue Chain Stasis hU1 U Instant Tap or untap target creature. Whenever any player uses Chain Stasis to tap or untap a creature, that creature's controller may pay <2U> to use Chain Stasis to tap or untap any target creature. Blue Chill tU 1U Enchantment Red spells cost an additional <2> to play. Blue Chronatog vR 1U Summon Atog 1/2 Skip your next turn: Chronotog gets +3/+3 until end of turn. Use this ability only once each turn. Blue Clairvoyance iC U Instant Look at target player's hand. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Cloak of Invisibility mC U Enchant Creature Enchanted creature gains phasing and cannot be blocked except by Walls. Blue Clone gUU-- 3U Summon Clone */* Upon summoning, Clone acquires all characteristics, including color, of any one creature in play on either side; any creature enchantments on original creature are not copied. Clone retains these characteristics even after original creature is destroyed. Clone cannot be summoned if there are no creatures in play. {A/B/UL: all "normal" characteristics, no "creature" before "enchantments", "played" instead of "summoned"} {ERRATA: change "Upon summoning, Clone" to "When Clone comes into play, it"; change "any one creature" to "target creature" [Encyc. p. 52]} Blue Cloud Djinn wU 5U Summon Djinn 5/4, Flying Cloud Djinn can block only creatures with flying. Blue Cloud Elemental vC 2U Summon Elemental 2/3, Flying Cloud Elemental can block only creatures with flying. Blue Cloud Spirit sC 2U Summon Spirit 3/1, Flying Cloud Spirit can block only creatures with flying. Blue Contempt sC 1U Enchant Creature If enchanted creature attacks, return that creature and Contempt to owner's hand at end of combat. Blue Control Magic gUUU- 2UU Enchant Creature Gain control of target creature. {RV: "You control target creature until enchantment is discarded or game ends. If target creature is already tapped it stays tapped until you can untap it. If destroyed, target creature is put in its owner's graveyard." A/B/UL: like RV, but "You can't tap target creature this turn, but if it was..." instead of "If target creature is..."} Blue Copy Artifact gRR-- 1U Enchantment Select any artifact in play. This enchantment acts as a duplicate of that artifact; it is affected by cards that affect either enchantments or artifacts. The copy remains even if the original artifact is destroyed. Enchantments on the original artifact are not copied. {A/B/UL: "enchantment copy is..." instead of "it is...", "Enchantment copy" instead of "The copy", last sentence not present.} {ERRATA: change "that artifact" to "target artifact" [Encyc. p. 52]} Blue Coral Fighters mU 1U Summon Merfolk 1/1 If Coral Fighters attacks and is not blocked, look at the top card of defending player's library. You may choose to put that card on the bottom of that player's library. Blue Coral Reef hC1 UU Enchantment When Coral Reef comes into play, put four polyp counters on it. <0>: Sacrifice an island to put two polyp counters on Coral Reef. : Tap target blue creature you control and remove a polyp counter from Coral Reef to put a +0/+1 counter on any target creature. Blue Counterspell gUUUCiCpUtC UU Interrupt Counter target spell. {A/B/UL/RV text: "Counters target spell as it is being cast."} {A promo Counterspell with new art by Dom! and 1995 copyright was distributed to Legend DCI members in July, 1996. New art in 5E.} Blue Creature Bond gCCC- 1U Enchant Creature If target creature is put into the graveyard, Creature Bond deals damage equal to the creature's toughness to that creature's controller. {RV: "placed in" instead of "put into", "does an amount of" instead of "deals", no "the" and "that" before the two "creature's". A/B/UL: like RV, but "destroyed" instead of "placed in graveyard".} Blue Dance of Many g---RdU1cU1 UU Enchantment During your upkeep, pay or bury Dance of Many. When you play Dance of Many, choose target summon card. When Dance of Many comes into play, put a token creature into play and treat it as an exact copy of that summon card. If either Dance of Many or the token creature leaves play, bury the other. {CH text: "When Dance of Many comes into play, choose a target summon card in play. Put a token creature into play and treat it as though an exact copy of that summon card were just summoned. If Dance of Many leaves play, remove that token creature from the game. If the token creature leaves play, bury Dance of Many. During your upkeep, pay or bury Dance of Many." DK text: "When Dance of Many is brought into play, choose a target summon card in play. Then put a token creature in play and treat it as if you have just brought an exact copy of target summon card into play. If Dance of Many leaves play, remove token creature from game. If token creature leaves play, destroy Dance of Many. If you do not pay during your upkeep, Dance of Many is destroyed."} {ERRATA: Choose Dance of Many's target when it is played, not when it comes into play. [7/29/96 RTR]} Blue Dandan g---CnC4cC3 UU Summon Dandan 4/1, Islandhome {CH text (instead of Islandhome ability): "Cannot attack if defending player controls no islands. If at any time you control no islands, bury Dandan." AN text: "Dandan cannot attack unless opponent has islands in play. Dandan is destroyed immediately if at any time you have no islands in play."} Blue Daring Apprentice mR 1UU Summon Wizard 1/1 , Sacrifice Daring Apprentice: Counter target spell. Blue Dark Maze g---ChC4 4U Summon Wall 4/5 <0>: Dark Maze can attack this turn as though it were not a Wall. At end of turn, remove Dark Maze from the game. {HL text: "<0>: Dark Maze can attack this turn. At end of turn, remove Dark Maze from the game. Dark Maze cannot attack the turn it comes under your control."} {The two HL artworks can be placed side-by-side, in either order, to form a large picture, or alternating to form a very long wall. New art in 5E.} Blue Deep Spawn fU3 5UUU Summon Homarid 6/6, Trample During your upkeep, take two cards from the top of your library and put them in your graveyard, or destroy Deep Spawn. : Deep Spawn may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If Deep Spawn is untapped, tap it. {ERRATA: change "destroy" to "bury" [Encyc. p. 179]} Blue Deep Water dC3 UU Enchantment : All mana-producing lands you control provide instead of their normal mana until end of turn. Blue Deflection g---RiR 3U Interrupt Target spell with a single target now targets a new legal target of your choice. {IA text: "Target spell, which must have a single target, targets a new legal target of your choice."} Blue Desertion vR 3UU Interrupt Counter target spell. If that spell is an artifact or summon spell, put that card into play under your control as though it were just played. Blue Devouring Deep lC2 2U Summon Devouring Deep 1/2, Islandwalk Blue Diminishing Returns aR2 2UU Sorcery Each player shuffles his or her hand and graveyard into his or her library. Remove the top ten cards from your library from the game. Each player draws up to seven cards. Blue Dismiss tU 2UU Interrupt Counter target spell. Draw a card. Blue Disrupt wC U Interrupt Counter target instant, interrupt, or sorcery spell unless its caster pays an additional <1>. Draw a card. Blue Dissipate mU 1UU Interrupt Counter target spell. Remove that card from the game. Blue Drafna's Restoration qC4 U Sorcery Take any number of artifacts of your choice from target player's graveyard and place them on top of that player's library, in any order. {ERRATA: should read "Return any number of target artifacts to the top from target player's graveyard." [Encyc. p. 131; this errata is missing "of the owner's library" or something similar that would make it make sense.]} Blue Drain Power gRRRR UU Sorcery Target player draws all mana from all lands he or she controls. Put all mana from that player's mana pool into yours. {4E text: "Target player must draw all mana from his or her available lands; then, all mana in target player's mana pool drains into your mana pool." RV text: "Opponent must draw all mana from available lands; this mana and all mana in opponent's mana pool drains into your mana pool. You can't take less than all your opponent's mana." A/B/UL: "Tap all opponent's lands, taking all this mana and all mana in opponent's mana pool into your mana pool. You can't tap fewer than all opponent's lands."} {ERRATA: A/B/UL: Misspelled Shuler.} {New art in 5E.} Blue Dream Cache mCtC 2U Sorcery Draw three cards. Choose two cards from your hand and put both on either the top or the bottom of your library. Blue Dream Coat lU1 U Enchant Creature Caster may change target creature's color to any other color. This ability is played as an interrupt. Limit of one change per turn. Cost to tap, maintain, or use a special ability of target creature remains entirely unchanged. Blue Dream Fighter mC 2U Summon Soldier 1/1 Whenever Dream Fighter blocks or is blocked by a creature, Dream Fighter and that creature phase out. Blue Dream Halls sR 3UU Enchantment Instead of paying the casting cost for a spell of any color, its caster may choose and discard a card that shares at least one color with that spell. If the spell has X in its casting cost, X is 0. Blue Dream Prowler sC 2UU Summon Illusion 1/5 Dream Prowler is unblockable as long as no other creatures are attacking. Blue Dream Tides vU 2UU Enchantment Creatures do not untap during their controllers' untap phase. Each nongreen creature's controller may pay an additional 2 during his or her upkeep to untap that creature. Blue Dreams of the Dead iU 3U Enchantment <1U>: Take target white or black creature from your graveyard and put it directly into play as though it were just summoned. That creature now requires an additional CU: <2>. If the creature leaves play, remove it from the game. Blue Drowned dC3 1U Summon Zombies 1/1, : Regenerates Blue Duplicity tR 3UU Enchantment When Duplicity comes into play, put the top five cards of your library face down on Duplicity. During your upkeep, you may exchange all the cards in your hand for the cards on Duplicity. At the end of your turn, choose and discard a card. If you lose control of Duplicity, put all cards on it into owner's graveyard. Blue Elder Spawn lR1 4UUU Summon Spawn 6/6 Elder Spawn cannot be blocked by red creatures. Sacrifice one of your islands during your upkeep or Elder Spawn does 6 damage to you and is buried. Blue Electric Eel dU2 U Summon Eel 1/1 : +2/+0, Electric Eel does 1 damage to you. Electric Eel does 1 damage to you when it is brought into play. {ERRATA: insert "until end of turn" after "+2/+0" [Encyc. p. 168]} Blue Enchantment Alteration lC1cU3 U Instant Switch target enchantment from one creature to another or from one land to another; that enchantment's new target must be legal. The controller of the enchantment does not change. Treat the enchantment as though it were just cast on the new target. {LG: no "that enchantment's ... legal.", had "New target of enchantment must be valid or this spell has no effect. Treat this as if the enchantment had just been cast on the new target." instead of last sentence.} Blue Energy Flux g-UUUqU3 2U Enchantment All artifacts gain "During your upkeep, pay 2 or bury this artifact." {4E text: "During each player's upkeep, destroy all artifacts that player controls. The player may pay an additional <2> for each artifact he or she wishes to prevent Energy Flux from destroying." AQ/RV text: "All artifacts in play now require an upkeep cost of <2> in addition to any other upkeep costs they may have. If the upkeep cost for an artifact is not paid, the artifact must be discarded."} {ERRATA: change the second sentence to "All artifacts gain 'During your upkeep, pay an additional <2> or bury this artifact.'" [Encyc. p. 27, with slightly odd punctuation]} Blue Energy Tap g--C-lC2 U Sorcery Tap target creature you control. Add an amount of colorless mana equal to that creature's casting cost to your mana pool. {LG text: "Target untapped creature you control becomes tapped. Add an amount of colorless mana equal to target creature's casting cost to your mana pool."} {ERRATA: 4E: Add "untapped" after "target". [Duelist #5, page 10; Encyc. p. 27]} Blue Energy Vortex mR 3UU Enchantment When you play Energy Vortex, choose target opponent. At the beginning of your upkeep, remove all energy counters from Energy Vortex. During chosen opponent's upkeep, he or she pays <1> for each energy counter on Energy Vortex, or it deals 3 damage to him or her. : Put X energy counters on Energy Vortex. Use this ability only during your upkeep. Blue Enervate g---CiC 1U Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn. {IA: ends "next turn's upkeep."} Blue Erosion g--C-dC3 UUU Enchant Land During his or her upkeep, target land's controller pays <1> or 1 life, or target land is destroyed. Effects that prevent or redirect damage cannot be used to counter this loss of life. {DK: 1st sentence: "Target land is destroyed unless its controller pays <1> or pays 1 life during his or her upkeep.", "may not" instead of "cannot".} Blue Errant Minion iC 2U Enchant Creature During target creature's controller's upkeep, Errant Minion deals 2 damage to him or her. He or she may pay <1> for each 1 damage he or she wishes to prevent from Errant Minion. Blue Ertai's Familiar wR 1U Summon Illusion 2/2, Phasing If Ertai's Familiar leaves play, put the top three cards of your library into your graveyard. : Ertai's Familiar cannot phase out until the beginning of your next upkeep. Blue Ertai's Meddling tR XU Interrupt When target spell is successfully cast, put X delay counters on it. X cannot be 0. During each upkeep of that spell's caster, remove a delay counter from the spell. If the spell has no delay counters on it, it resolves. Blue Escaped Shapeshifter tR 3UU Summon Shapeshifter 3/4 As long as your opponent controls any creatures with flying, Escaped Shapeshifter gains flying. The same is true for first strike, trample, and protection from any color. Blue Essence Flare pUiC U Enchant Creature Target creature gets +2/+0. During each of its controller's upkeeps, put a -0/-1 counter on the creature. These counters remain even if Essence Flare is removed. {Ice Age promo. Distributed with issue #18 of Shadis Magazine, and two in Duelist Companion #8.} Blue Ether Well mU 3U Instant Put target creature on top of owner's library. If that creature is red, you may choose to put it on the bottom of owner's library instead. Blue Evacuation sR 3UU Instant Return all creatures to owner's hands. Blue False Demise aU6 2U Enchant Creature If enchanted creature is put into the graveyard, return that creature to play under your control as though it were just cast. Blue Feedback gUUUU 2U Enchant Enchantment During the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to him or her. {4E text: "Feedback deals 1 damage to controller of target enchantment during that player's upkeep." RV: "does" instead of "deals", "its controller's" instead of "that player's" A/B/UL: "does" instead of "deals", "each" instead of "that player's"} Blue Field of Dreams lR1 U Enchant World The top card of each player's library is always face up. Blue Fighting Drake tU 2UU Summon Drake 2/4,Flying Blue Fishliver Oil nC4cC3 1U Enchant Creature Target creature gains islandwalk. {AN: "Target creature gains islandwalk ability."} Blue Flash mR 1U Instant Choose a creature card from your hand and put it into play as though it were just played. Pay the creature's casting cost reduced by up to <2>. If you cannot, bury the creature. Blue Flash Counter lC2 1U Interrupt Counters target interrupt or instant spell. Blue Flash Flood lC2cC3 U Instant Destroy target red permanent or return target mountain to owner's hand. {LG version had comma after "permanent" and had "Enchantments on target land are destroyed." at end.} Blue Flight gCCCC U Enchant Creature Enchanted creature gains flying. {4E text: "Target creature gains flying." A/B/UL/RV text: "Target creature is now a flying creature."} {New art in 5E.} Blue Flood g--CCdU2 U Enchantment : Tap target creature without flying. {DK text: ": Target non-flying creature becomes tapped."} {ERRATA: DK: Dennis Detwiller's name is misspelled. [Duelist #4, page 138]} Blue Flooded Shoreline vR UU Enchantment , Return two islands you control to owner's hand: Return target creature to owner's hand. Blue Floodgate mU 3U Summon Wall 0/5 If Floodgate gains flying, bury it. If Floodgate leaves play, it deals to each nonblue creature without flying 1 damage for each two islands you control. Blue Flux wC 2U Sorcery Each player chooses and discards any number of cards, then draws that many cards. Draw a card. Blue Flying Men nC5 U Summon Flying Men 1/1, Flying Blue Fog Elemental wC 2U Summon Elemental 4/4, Flying If Fog Elemental attacks or blocks, bury it at end of combat. Blue Force Spike g---ClC2 U Interrupt Counter target spell unless its caster pays an additional <1>. {LG text: "Target spell is countered unless its caster spends an additional <1>."} {New art in 5E.} Blue Force Void iU 2U Interrupt Counter target spell unless that spell's caster pays an additional <1>. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Force of Will aU2 3UU Interrupt You may pay 1 life and remove a blue card in your hand from the game instead of paying Force of Will's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell. Blue Foreshadow vU 1U Instant Name a card. Put the top card from target opponent's library into his or her graveyard. If that card is the one named, draw a card. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Foresight aC2 1U Sorcery Search your library for any three cards and remove them from the game. Shuffle your library afterwards. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Forget g---RhU1 UU Sorcery Target player chooses and discards two cards, then draws as many cards as he or she discarded in this way. {HL text: "Target player chooses and discards 2 cards from his or her hand. If that player does not have enough cards in that hand, his or her entire hand is discarded. The player then draws as many cards as he or she discarded in this way."} Blue Fylamarid tU 1UU Summon Beast 1/3, Flying Fylamarid cannot be blocked by blue creatures. : Target creature is blue until end of turn. Blue Gaseous Form g--CClC1tC 2U Enchant Creature Enchanted creature neither deals nor receives combat damage. {4E text: "Target creature neither deals nor receives damage during combat." LG text: "Damage done to target creature by creatures it blocks, or that block it, is reduced to 0. Creature deals no damage during combat."} {New art in 5E.} Blue Ghost Ship g--U-dC3 2UU Summon Ship 2/4, Flying, : Regenerate {DK: ": Regenerates"} Blue Giant Albatross hC4 1U Summon Albatross 1/1, Flying <1U>: Bury all creatures that damaged Giant Albatross this turn. The controller of any of those creatures may pay 2 life to prevent that creature from being buried. Effects that prevent or redirect damage cannot be used to counter this loss of life. Use this ability only when Giant Albatross is put into the graveyard from play. Blue Giant Crab tC 4U Summon Crab 3/3 : Until end of turn, Giant Crab cannot be the target of spells or abilities. Blue Giant Oyster hU3 2UU Summon Oyster 0/3 You may choose not to untap Giant Oyster during your untap phase. : Target tapped creature does not untap during its controller's untap phase as long as Giant Oyster remains tapped. During your upkeep, put a -1/-1 counter on that creature. If Giant Oyster becomes untapped or leaves play, remove all of these counters from the creature. Blue Giant Shark dC3 5U Summon Shark 4/4 If Giant Shark blocks or is blocked by a creature that has taken damage this turn, Giant Shark gains +2/+0 and trample until end of turn. Giant Shark cannot attack unless opponent controls at least one island. Giant Shark is buried immediately if at any time controller controls no islands. {ERRATA: change everything before the first comma to "If Giant Shark is assigned to block a creature that has taken damage this turn, or a creature that has taken damage this turn is assigned to block Giant Shark" [Encyc. p. 209]} Blue Giant Tortoise g--C-nC4 1U Summon Tortoise 1/1 Giant Tortoise gets +0/+3 while untapped. {AN: "gains" instead of "gets".} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual-looking one is C1.} Blue Glacial Wall g---UiU 2U Summon Wall 0/7 {New art in 5E.} Blue Gliding Licid sU 2U Summon Licid 2/2 : Gliding Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature gains flying" instead of a creature. Move Gliding Licid onto target creature. You may pay to end this effect. Blue Glyph of Delusion lC1 U Instant Put X counters on one target creature that target wall blocked during this turn; X is the power of the blocked creature. Creature does not untap as normal while it has one or more of these counters on it. Remove one counter during creature's controller's upkeep. Blue Hakim, Loreweaver mR 3UU Summon Legend 2/4, Flying : Put target creature enchantment card from your graveyard on Hakim, Loreweaver. Treat that enchantment as though it were just played. Use this ability only during your upkeep and only if there are no enchantments on Hakim. : Destroy all enchantments on Hakim. Blue Hammerhead Shark sC 1U Summon Fish 2/3 Hammerhead Shark cannot attack unless defending player controls any islands. Blue Harmattan Efreet mU 2UU Summon Efreet 2/2, Flying <1UU>: Target creature gains flying until end of turn. Blue Hesitation sU 1U Enchantment If any spell is played, counter that spell and sacrifice Hesitation. Blue High Tide fC3 U Instant Until end of turn, all islands produce an additional when tapped for mana. Blue Homarid fC4 2U Summon Homarid 2/2 Put a tide counter on Homarid when it is brought into play and during your upkeep. If there is one tide counter on Homarid, it gets -1/-1. If there are three tide counters on Homarid, it gets +1/+1. When there are four tide counters on Homarid, remove them all. Blue Homarid Shaman fU1 2UU Summon Homarid 2/1 : Tap a target green creature. Blue Homarid Spawning Bed fU3 UU Enchantment <1UU>: Sacrifice a blue creature to put X Camarid tokens into play, where X is the casting cost of the sacrificed creature. Treat these tokens as 1/1 blue creatures. Blue Homarid Warrior g---CfC3 4U Summon Homarid 3/3 : Homarid Warrior cannot be the target of spells or effects until end of turn and does not untap during your next untap phase. Tap Homarid Warrior. {FE text: ": Homarid Warrior may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If Homarid Warrior is untapped, tap it."} {New art in 5E.} Blue Horned Turtle tC 2U Summon Turtle 1/4 Blue Hurkyl's Recall g-RRRqU1 1U Instant Return to target player's hand all artifacts in play he or she owns. {4E text: "All artifacts in play owned by target player are returned to that player's hand." AQ/RV: like 4E but "target" instead of "that", and add to the end: "Any enchantments on those artifacts are discarded." AQ: also add "Cannot be played during the damage-dealing phase of an attack."} Blue Hydroblast g---UiC U Interrupt Counter target spell if it is red, or destroy target permanent if it is red. (If this spell targets a permanent, play it as an instant.) {IA: did not have last sentence} Blue Iceberg iU XUU Enchantment When Iceberg comes into play, put X ice counters on it. <3>: Put an ice counter on Iceberg. <0>: Remove an ice counter from Iceberg to add one colorless mana to your mana pool. Play this ability as an interrupt. Blue Icy Prison iR UU Enchantment When Icy Prison comes into play, remove target creature from the game. When Icy Prison leaves play, return that creature to play under its owner's control as though it were just summoned. During your upkeep, destroy Icy Prison. Any player may pay <3> to prevent this. Blue Illusionary Forces iC 3U Summon Illusion 4/4, Flying, CU: Blue Illusionary Presence iR 1UU Summon Illusion 2/2, CU: During your upkeep, Illusionary Presence gains a landwalk ability of your choice until end of turn. Blue Illusionary Terrain iU UU Enchantment CU: <2> All basic lands of one type become basic lands of a different type of your choice. {ERRATA: The text after the CU should read: "All lands of one basic land type become a different basic land type of your choice." [Encyc. p. 85]} Blue Illusionary Wall iC 4U Summon Wall 7/4, Flying, first strike, CU: Blue Illusions of Grandeur iR 3U Enchantment CU: <2> When Illusions of Grandeur comes into play, gain 20 life. When Illusions of Grandeur leaves play, lose 20 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Blue Impulse vC 1U Instant Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library. Shuffle your library afterwards. {ERRATA: delete "Shuffle your library afterwards." [3/14/97 RTR]} Blue In the Eye of Chaos lR1 2U Enchant World All instants and interrupts are countered unless their caster pays an additional , where X is the casting cost of the spell being cast. Blue Infuse iC 2U Instant Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Insight tU 2U Enchantment Whenever target opponent successfully casts a green spell, draw a card. Blue Inspiration vC 3U Instant Target player draws two cards. {Appears in the Visions alternate common slot in US-made packs.} Blue Interdict tU 1U Interrupt Counter target artifact, creature, enchantment, or land ability requiring an activation cost. Abilities of that permanent cannot be played again this turn. Draw a card. Blue Intruder Alarm sR 2U Enchantment Creatures do not untap during their controllers' untap phase. Whenever any creature comes into play, untap all creatures. Blue Intuition tR 2U Instant Search your library for any three cards and reveal them to target opponent. He or she chooses one. Put that card into your hand and the rest into your graveyard. Shuffle your library afterwards. Blue Invisibility gC--- UU Enchant Creature Target creature can be blocked only by walls. Blue Invoke Prejudice lR1 UUUU Enchantment If opponent casts a Summon spell that does not match the color of one of the creatures under your control, that spell is countered unless the caster pays an additional , where X is the casting cost of the Summon spell. {ERRATA: change "opponent casts" to "target opponent plays" [Encyc. p. 150]} Blue Island Fish Jasconius g-RR-nU2 4UUU Summon Island Fish 6/8 Does not untap during your untap phase. Cannot attack if defending player controls no islands. If at any time you control no islands, bury Island Fish Jasconius. : Untap Island Fish. Use this ability only during your upkeep. {RV: "You must pay during your upkeep phase to untap Island Fish. Island Fish cannot attack unless opponent has islands in play. Island Fish is destroyed immediately if at any time you have no islands in play." AN: like RV, but "untap" phase instead of "upkeep".} Blue Jinx hC1 1U Instant Target land becomes a basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Jolt mC 2U Instant Tap or untap target artifact, creature or land. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Jump gCCC- U Instant Target creature gains flying until end of turn. {A/B/UL/RV: "is a flying creature" instead of "gains flying"} Blue Juxtapose g---RlR1cU1 3U Sorcery Exchange with target player control of the creature with the highest total casting cost that you each control. If two or more creatures are tied for highest total casting cost creature a player controls, he or she chooses between them. Exchange control of artifacts in the same way. {CH text: "You and target player each choose one of the creatures you control with the highest casting cost. Exchange control of these creatures. Then do the same for artifacts. If one of the players does not control a creature or artifact, don't exchange that type of card." LG text: "Target Player and caster each choose one of the creatures they control with the highest casting cost. Exchange control of these creatures. Then do the same for artifacts. Juxtapose does not tap or untap these cards. The control of any enchantment cards played on these permanents is unchanged. If one player does not have an artifact or creature do not trade that type of card."} Blue Knight of the Mists vCpC 2U Summon Knight 2/2, Flanking When Knight of the Mists comes into play, pay or bury target knight. {Promo in Multiverse gift box packs} Blue Krovikan Sorcerer g---CiC 2U Summon Wizard 1/1 , Choose and discard a nonblack card: Draw a card. , Choose and discard a black card: Draw two cards, then choose and discard one of them. {IA text: ": Choose and discard a card from your hand to draw a card. If the card discarded was black, draw two cards instead of one; keep one and discard the other."} Blue Kukemssa Pirates mR 3U Summon Pirates 2/2 If Kukemssa Pirates attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do, gain control of target artifact that player controls. Blue Kukemssa Serpent mC 3U Summon Serpent 4/3, Islandhome , Sacrifice an island: Target land an opponent controls is an island until end of turn. Blue Labyrinth Minotaur g---ChC4 3U Summon Minotaur 1/4 If Labyrinth Minotaur blocks any creature, that creature does not untap during its controller's next untap phase. {HL text: "Creatures Labyrinth Minotaur is assigned to block do not untap during their controller's next untap phase."} Blue Land Equilibrium lR1 2UU Enchantment If your opponent controls at least as much land as you do, he or she must sacrifice a land for each land he or she puts into play. {ERRATA: should read "Whenever any opponent puts a land into play, if he or she controls at least as much land as you do, he or she sacrifices a land" [Encyc. p. 152]} Blue Lat-Nam's Legacy aC2 1U Instant Choose a card from your hand and shuffle that card into your library to draw two cards at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Leap sC U Instant Target creature gains flying until end of turn. Draw a card. Blue Legacy's Allure tU UU Enchantment During your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Permanently gain control of target creature with power no greater than the number of treasure counters on Legacy's Allure. Blue Legerdemain tU 2UU Sorcery Permanently exchange control of target artifact or creature for control of target permanent of the same type. Blue Leviathan g--RRdU1 5UUUU Summon Leviathan 10/10, Trample Leviathan comes into play tapped and does not untap during your untap phase. Leviathan cannot attack this turn unless you sacrifice two islands. Sacrifice two islands: Untap Leviathan. Use this ability only during your upkeep. {4E text: "Comes into play tapped and does not untap during your untap phase. During your upkeep, you may sacrifice two islands to untap Leviathan. Leviathan cannot attack unless you sacrifice two islands during your attack." DK text: "Leviathan comes into play tapped, and does not untap as normal during your untap phase. Sacrifice two islands during your upkeep phase to untap Leviathan. Leviathan may not attack unless you sacrifice two islands during your attack."} Blue Library of Lat-Nam aR2 4U Sorcery Target opponent chooses one: you draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put it into your hand, and then shuffle your library. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Lifetap gUUUU UU Enchantment Whenever any forest target opponent controls becomes tapped, gain 1 life. {4E text: "Gain 1 life each time a forest controlled by target opponent becomes tapped." A/B/UL/RV text: "You gain 1 life each time any forest of opponent's becomes tapped."} {New art in 5E.} Blue Lord of Atlantis gRRRR UU Summon Lord 2/2 All Merfolk get +1/+1 and gain islandwalk. {4E text: "All Merfolk gain islandwalk and get +1/+1." A/B/UL/RV text: "All Merfolk in play gain islandwalk and +1/+1 while this card is in play." A/B/UL: type was "Summon Lord of Atlantis".} Blue Magical Hack gRRRR U Interrupt Change the text of target permanent or spell by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." If this spell targets a permanent, play it as an instant.) {4E text: "Change the text of target spell or target permanent by replacing all occurrences of one basic land type with another. For example, you may change "swampwalk" to "plainswalk." A/B/UL/RV: like 4E but 1st sentence: "Change the text of any card being played or already in play by replacing one basic land type with another." Also "can" instead of "may".} Blue Magus of the Unseen g---RiR 1U Summon Wizard 1/1 <1UT>: Untap target artifact an opponent controls and gain control of it until end of turn. That artifact is unaffected by summoning sickness this turn. Tap the artifact if you lose control of it at end of this turn. {IA text: "<1UT>: Untap target artifact opponent controls and gain control of it until end of turn. If that artifact is an artifact creature, it can attack, and you may use any of its abilities that require as part of the activation cost. When you lose control of the artifact, tap it."} {ERRATA: change last sentence to "If you lose control of the artifact at the end of this turn, tap it." [Encyc. p. 89]} Blue Mahamoti Djinn gRRR- 4UU Summon Djinn 5/6, Flying Blue Man-o'-War vC 2U Summon Jellyfish 2/2 When Man-o'-War comes into play, return target creature to owner's hand. {Appears in the Visions alternate common slot in Belgian-made packs.} Blue Mana Chains wC U Enchant Creature Enchanted creature gains "Cumulative upkeep <1>." Blue Mana Drain lU1 UU Interrupt Counters target spell. At the beginning of your next main phase, add to your mana pool, where X is the casting cost of target spell. Blue Mana Leak sC 1U Interrupt Counter target spell unless its caster pays an additional <3>. Blue Mana Severance tR 1U Sorcery Search your library for any number of land cards and remove them from the game. Shuffle your library afterwards. Blue Mana Short gRRR- 2U Instant Mana Short empties target player's mana pool and taps that player's lands. {B/UL/RV: "All opponent's lands are tapped, and opponent's mana pool is emptied. Opponent takes no damage from unspent mana." Alpha: like beta but did not have 2nd sentence.} Blue Mana Vortex dU1 1UU Enchantment Each player who controls land sacrifices one land during his or her upkeep. If at any time there are no lands in play, Mana Vortex is destroyed. If you do not sacrifice a land when Mana Vortex is cast, Mana Vortex is countered. Blue Manta Ray wC 1UU Summon Fish 3/3, Islandhome Manta Ray cannot be blocked except by blue creatures. Blue Manta Riders tC U Summon Merfolk 1/1 : Manta Riders gains flying until end of turn. Blue Marjhan hU1 5UU Summon Serpent 8/8 Does not untap during your untap phase. Marjhan cannot attack if defending player controls no islands. If at any time you control no islands, bury Marjhan. : Sacrifice a creature to untap Marjhan. Use this ability only during your upkeep. : -1/-0 until end of turn. Marjhan deals 1 damage to target attacking creature without flying. Blue Mask of the Mimic sU U Instant Sacrifice a creature: Search your library for any copy of target creature card and put it into play. Shuffle your library afterwards. Blue Mawcor tR 3UU Summon Beast 3/3, Flying : Mawcor deals 1 damage to target creature or player. Blue Meddle mU 1U Interrupt Target spell, which targets a single creature, targets another creature of your choice instead. The new target must be legal. Blue Meditate tR 2U Instant Skip your next turn: Draw four cards. Blue Memory Lapse g---ChC4mC 1U Interrupt Counter target spell. Put that spell on top of owner's library. {HL text: "...top of its owner's..."} Blue Merchant Scroll hC1 1U Sorcery Search your library for a blue instant or interrupt. Reveal that card to all players and put it into your hand. Reshuffle your library afterwards. Blue Merchant Ship nU3 U Summon Ship 0/2 If Merchant Ship attacks and is not blocked, you gain 2 life. Merchant Ship cannot attack unless opponent has islands in play. Merchant Ship is destroyed immediately if at any time you have no islands in play. {ERRATA: change "is not blocked" to "no creatures are assigned to block it"; change "opponent" to "defending player"; change "destroyed" to "buried" [Encyc. p. 209]} Blue Merfolk Assassin dU2 UU Summon Merfolk 1/2 : Destroy target creature that has islandwalk. {ERRATA: Dennis Detwiller's name is misspelled. [Duelist #4, page 138]} Blue Merfolk Raiders mC 1U Summon Merfolk 2/3, Phasing; islandwalk Blue Merfolk Seer mC 2U Summon Merfolk 2/2 <1U>: Draw a card. Use this ability only when Merfolk Seer is put into the graveyard from play and only once. Blue Merfolk Traders wC 1U Summon Merfolk 1/2 When Merfolk Traders comes into play, draw a card, then choose and discard a card. Blue Merfolk of the Pearl Trident gCCCC U Summon Merfolk 1/1 {New art in 5E.} Blue Merseine fC4 2UU Enchant Creature Put three net counters on Merseine when it is brought into play. Target creature Merseine enchants does not untap as normal during its controller's untap phase as long as any net counters remain. As a fast effect, target creature's controller may pay creature's casting cost to remove a net counter. Blue Mesmeric Trance iR 1UU Enchantment CU: <1> : Discard a card from your hand to draw a card. Blue Mind Bend mU U Instant Change the text of target permanent by replacing all instances of one color word or basic land type with another. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.") Blue Mind Bomb g--UUdU1 U Sorcery Mind Bomb deals 3 damage to each player. Each player may choose and discard up to three cards to prevent that amount of damage to him or her from Mind Bomb. {4E text: "Mind Bomb deals 3 damage to each player. All players may discard up to three cards of their choice from their hands. Each card a player discards in this manner prevents 1 damage to that player from Mind Bomb." DK: like 4E but "does" instead of "deals"} Blue Mind Games sC U Instant Buyback <2U> Tap target artifact, creature, or land. Blue Mind Harness mU U Enchant Creature Play only on a red or green creature. Cumulative upkeep 1. Gain control of enchanted creature. Blue Mist Dragon mR 4UU Summon Dragon 4/4 <0>: Flying. <0>: Loses Flying. <3UU>: Phases out. Blue Mistfolk iC UU Summon Mistfolk 1/2 : Counter target spell that targets Mistfolk. {ERRATA: Add "Play this ability as an interrupt." [Encyc. p. 91]} Blue Mnemonic Sliver tU 2U Summon Sliver 2/2 Each Sliver gains "<2>, Sacrifice this creature: Draw a card." Blue Musician iR 2U Summon Mage 1/3, CU: <1> : Put a music counter on target creature. During that creature's controller's upkeep, he or she pays <1> for each music counter on the creature, or destroy the creature. Blue Mystic Decree hU1 2UU Enchant World All creatures lose flying and islandwalk. Blue Mystic Might iR U Enchant Land CU: <1U> When Mystic Might comes into play, choose target land you control. <0>: Tap land Mystic Might enchants to give target creature +2/+2 until end of turn. {ERRATA: change "When Mystic Might..." sentence to "Play only on a target land you control." [Encyc. p. 92]} Blue Mystic Remora iC U Enchantment CU: <1> Whenever target opponent successfully casts a non-creature spell, you may draw a card. That player may pay <4> to counter this effect. Blue Mystic Veil vC 1U Enchant Creature You may choose to play Mystic Veil as an instant; if you do, bury it at end of turn. Enchanted creature cannot be the target of spells or effects. Blue Mystical Tutor mU U Instant Search your library for an instant, interrupt, mana source, or sorcery card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. Blue Narwhal hU1 2UU Summon Narwhal 2/2, First strike, protection from red Blue Noble Benefactor wU 2U Summon Cleric 2/2 If Noble Benefactor is put into any graveyard from play, each player may search his or her library for any one card and put that card into his or her hand. Each player who searches his or her library shuffles it afterwards. Blue Old Man of the Sea nU2 1UU Summon Marid 2/3 Tap to gain control of a creature with power no greater than Old Man's power. If Old Man becomes untapped, you lose control of this creature; you may choose not to untap Old Man as normal. You also lose control of the creature if Old Man dies or if the creature's power becomes greater than Old Man's. Blue Ophidian wC 2U Summon Snake 1/3 <0>: Draw a card. Ophidian deals no combat damage this turn. Use this ability only if Ophidian is attacking and unblocked and only once each turn. Blue Ovinomancer vUpU 2U Summon Sorcerer 0/1 When Ovinomancer comes into play, return three basic lands you control to owner's hand or bury Ovinomancer. , Return Ovinomancer to owner's hand: Bury target creature and put a Sheep token into play under the control of the creature's controller. Treat this token as a 0/1 green creature. {Promo in Multiverse gift box packs} Blue Paradigm Shift wR 1U Sorcery Remove all cards in your library from the game. Shuffle your graveyard into your library. Blue Part Water lU1 XXU Sorcery X target creatures gain islandwalk until end of turn. Blue Pendrell Mists wR 3U Enchantment Each creature gains "During your upkeep, pay <1> or bury this creature." Blue Phantasmal Forces gUUUU 3U Summon Phantasm 4/1, Flying During your upkeep, pay or bury Phantasmal Forces. {4E text: "destroy" instead of "bury". RV text: "Controller must spend during upkeep to maintain or Phantasmal Forces are destroyed." A/B/UL: like RV, but no "to maintain". Alpha: Uses letter U instead of blue mana symbol.} {ERRATA:change "destroy" to "bury" [Encyc. p. 38]} Blue Phantasmal Mount iU 1U Summon Phantasm 1/1, Flying : Target creature you control, which has toughness less than 3, gains flying and gets +1/+1 until end of turn. Other effects may later be used to increase the creature's toughness beyond 3. If Phantasmal Mount leaves play before end of turn, bury the creature. If the creature leaves play before end of turn, bury Phantasmal Mount. Blue Phantasmal Sphere aR2 1U Summon Phantasm 0/1, Flying At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere. During your upkeep, pay 1 for each of these +1/+1 counters or bury Phantasmal Sphere. If Phantasmal Sphere leaves play, put an Orb token into play under your opponent's control. Treat this token as a */* blue creature with flying, where * is equal to the number of these +1/+1 counters on Phantasmal Sphere. Blue Phantasmal Terrain gCCCC UU Enchant Land Enchanted land is a basic land type of your choice. {4E text: "Target land becomes any basic land type of your choice." RV text: "Target land changes to any basic land type of caster's choice. Land type is set when cast and may not be further altered by this card." A/B/UL: like RV, but "enchantment" instead of "card."} {New art in 5E.} Blue Phantom Monster gUUUU 3U Summon Phantasm 3/3, Flying {New art in 5E.} Blue Phantom Warrior wU 1UU Summon Illusion 2/2 Phantom Warrior is unblockable. Blue Phantom Wings wC 1U Enchant Creature Enchanted creature gains flying. Sacrifice Phantom Wings: Return enchanted creature to owner's hand. Blue Pirate Ship gRRRR 4U Summon Ship 4/3, Islandhome : Pirate Ship deals 1 damage to target creature or player. {4E: no "Islandhome"; text: "Cannot attack if defending player controls no islands. If at any time you control no islands, bury Pirate Ship. : Pirate Ship deals 1 damage to target creature or player." RV text: ": do 1 damage to any target. Cannot attack unless opponent has islands in play, though controller may still use special ability. Pirate Ship is destroyed immediately if at any time controller has no islands in play." A/B/UL: like RV, but "tap" instead of "use special ability".} Blue Polar Kraken iR 8UUU Summon Kraken 11/11, Trample, CU: Sacrifice a land Comes into play tapped. Blue Political Trickery mR 2U Sorcery Choose target land you control and target land an opponent controls. Exchange control of those lands. Blue Polymorph mR 3U Sorcery Bury target creature. That creature's controller reveals cards from the top of his or her library until a creature card is revealed and then puts that creature into play under his or her control as though it were just played. The player shuffles all other revealed cards into his or her library. Blue Portent g---CiC U Sorcery Look at the top three cards of target player's library. Shuffle that library or put those three cards back on top of it in any order. Draw a card at the beginning of the next turn. {IA text: "Look at the top three cards of target player's library; then, either shuffle that library or put those three cards on top of the library in any order. Draw a card at the beginning of the next turn's upkeep."} Blue Power Artifact qU3 UU Enchant Artifact The activation cost of target artifact is reduced by <2>. If this would reduce target artifact's activation cost below <1>, target artifact's activation cost becomes <1>. Power Artifact has no effect on artifacts that have no activation cost or whose activation cost is <0>. Blue Power Leak gCCC- 1U Enchant Enchantment During the upkeep of target enchantment's controller, Power Leak deals 2 damage to him or her. That player may pay <1> for each damage he or she wishes to prevent from Power Leak. {RV text: "Target enchantment costs 2 extra mana during the upkeep phase of each of its controller's turns. If target enchantment's controller cannot or will not pay this extra mana, Power Leak does 1 damage to him or her for each unpaid mana." A/B/UL: like RV, but "each turn during upkeep" instead of "during ... turns."} Blue Power Sink gCCCUiCmCtC XU Interrupt Counter target spell unless its caster pays an additional . If he or she does not, tap all mana-producing lands that player controls and remove all mana from his or her mana pool. {MI/5E text: "Counter target spell unless that spell's caster pays an additional . That player draws and pays all mana from lands and mana pool until is paid; he or she may also draw and pay mana from other sources if desired." IA text: "Counter target spell unless that spell's caster pays an additional . That player must draw and pay all available mana from lands and mana pool until is paid; he or she may also pay mana from other sources if desired." 4E: like IA but begins: "Counter a target spell if its caster does not pay . Target spell's caster must draw and pay ..." RV text: "Target spell is countered unless its caster spends X more mana. Caster of target spell must draw and spend all available mana from lands and mana pool until X is spent; he or she may also spend mana from other sources if desired. If this is not enough mana, target spell will still be countered." A/B/UL text: "Target spell is countered unless its caster spends X more mana; caster cannot choose to let it be countered. If caster of target spell doesn't have enough mana, all available mana from lands and mana pool must be paid but target spell will still be countered."} Blue Precognition tR 4U Enchantment During your upkeep, you may look at the top card of target opponent's library. You may then put that card on the bottom of his or her library. Blue Prismatic Lace mR U Instant Target permanent becomes the color(s) of your choice. Costs to tap, maintain, or use an ability of that permanent remain unchanged. Blue Prodigal Sorcerer gCCCC 2U Summon Wizard 1/1 : Prodigal Sorcerer deals 1 damage to target creature or player. {A/B/UL/RV text: ": Do 1 damage to any target."} {ERRATA: A/B/UL: Misspelled Shuler} Blue Propaganda tU 2U Enchantment Each turn, each creature cannot attack you unless its controller pays an additional <2> for that creature. Blue Prosperity vU XU Sorcery Each player draws X cards. Blue Psionic Blast gU--- 2U Instant Psionic Blast does 4 damage to any target, but it does 2 damage to you as well. {ERRATA: Misspelled Shuler} {This is the only "Schuler" card not reprinted in a corrected version.} Blue Psionic Entity g--R-lR1 4U Summon Entity 2/2 : Psionic Entity deals 2 damage to target creature or player and 3 damage to itself. {LG text: ": Psionic Entity does 2 damage to any target but does 3 damage to itself."} {ERRATA: LG: Art miscredited to Susan Van Camp; should be Justin Hampton. [Duelist #4, page 138]} Blue Psychic Allergy dU1 3UU Enchantment Choose a color when casting Psychic Allergy. During opponent's upkeep, Psychic Allergy does 1 damage to opponent for each card of this color that he or she controls. Sacrifice two islands during your upkeep or Psychic Allergy is destroyed. {ERRATA: change "opponent's" to "target opponent's"; change "opponent" to "that opponent"; change "destroyed" to "buried" [Encyc. p. 209]} Blue Psychic Purge lC1 U Sorcery Psychic Purge does 1 damage to any target. If a spell cast by opponent or a permanent under opponent's control causes you to discard this card, opponent loses 5 life. Effects that prevent or redirect damage may not be used to counter this loss of life. {ERRATA: change "opponent" to "any opponent" in second sentence, and insert "reveal Psychic Purge and that" before "opponent loses 5 life" [Encyc. p. 209]} Blue Psychic Transfer mR 4U Sorcery Compare your life total with target player's life total. If the difference is 5 or less and you have at least 1 life, exchange life totals with that player. Blue Psychic Venom gCCCC 1U Enchant Land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. {4E: "target" instead of "enchanted". A/B/UL/RV: like 4E but "does" instead of "deals", "target" instead of "that", A/B/UL: "is" tapped, instead of "becomes"} Blue Psychic Vortex wR 2UU Enchantment CU: Draw a card At the end of each of your turns, sacrifice a land and discard your hand. Blue Puppet Master lU1cU3 UUU Enchant Creature If target creature is put into the graveyard, return it to its owner's hand. : Return Puppet Master to its owner's hand. Use this ability when the creature Puppet Master enchants returns to its owner's hand. {LG text: "If target creature is placed in the graveyard, return creature to owner's hand. All enchantments on target creature are destroyed. You may pay to return Puppet Master to its owner's hand if target creature returns to its owner's hand."} Blue Rainbow Efreet vR 3U Summon Efreet 3/1, Flying : Phase out. Blue Ransack sU 3U Sorcery Look at the top five cards of target player's library. Put any number of those cards on the bottom of that player's library in any order and the rest on top of the player's library in any order. Blue Ray of Command g---CiCmC 3U Instant Untap target creature an opponent controls and gain control of it until end of turn. That creature is unaffected by summoning sickness this turn. Tap the creature if you lose control of it at end of this turn. {IA text: "Untap target creature opponent controls and gain control of it until end of turn. That creature can attack or use abilities that require as part of the activation cost. When you lose control of the creature, tap it."} Blue Ray of Erasure iC U Instant Target player takes the top card of his or her library and puts it in his or her graveyard. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Reality Ripple mC 1U Instant Target artifact, creature, or land phases out. Blue Reality Twist iR UUU Enchantment CU: <1UU> Instead of their normal mana, plains produce , swamps produce , mountains produce , and forests produce . Blue Rebound sU 1U Interrupt Target spell, which targets only a single player, targets another player of your choice instead. Blue Recall g---RlR1cU3 XXU Sorcery Choose and discard X cards: Return X target cards in your graveyard to your hand. Remove Recall from the game. {CH text: "Choose and discard X cards from your hand to take X target cards from your graveyard and put them into your hand. Remove Recall from the game." LG text: "Sacrifice X cards from your hand and then bring X cards from your graveyard to your hand. Then remove Recall from the game.} {ERRATA: Show all players the cards chosen from your hand when you play Recall. [9/22/95 RTR]} {New art in 5E.} Blue Reconstruction g-C--qC4 U Sorcery Bring one artifact from your graveyard to your hand. {ERRATA: change "artifact" to "target artifact" [Encyc. p. 54]} {The AQ version is missing the AQ anvil icon, so it looks like a beta.} Blue Reef Pirates g---ChC4 1UU Summon Ships 2/2 If Reef Pirates damages any opponent, put the top card of that player's library into his or her graveyard. {HL text: "Whenever Reef Pirates damages any opponent, take the top card of his or her library and put it into his or her graveyard."} Blue Reins of Power sR 2UU Instant You and target oppenent each untap and gain control of all creatures the other controls until end of turn. Those creatures are unaffected by summoning sickness this turn. Blue Relearn wU 1UU Sorcery Return target instant, interrupt, or sorcery card from your graveyard to your hand. Blue Relic Bind g--R-lU1 2U Enchant Artifact When target artifact opponent controls becomes tapped, you may give 1 life or have Relic Bind deal 1 damage to target player. {LG text: "When target artifact is tapped, the controller of Relic Bind can choose to do 1 damage to any player or give 1 life to any player."} Blue Remove Soul g---ClC2cC3 1U Interrupt Counter target summon spell. {New art in 5E.} Blue Reset lU1 UU Interrupt All your lands untap. Reset can only be played on an opponent's turn after his or her upkeep phase. Blue Reveka, Wizard Savant hU1 2UU Summon Legend 0/1 : Reveka deals 2 damage to target creature or player and does not untap during your next untap phase. Blue Reverberation lR1 2UU Instant Damage from one sorcery spell is redirected to its caster. Blue Riptide dC3 U Instant All blue creatures become tapped. Blue River Merfolk fU1 UU Summon Merfolk 2/1 : Mountainwalk until end of turn. Blue Rootwater Diver tU U Summon Merfolk 1/1 , Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand. Blue Rootwater Hunter tC 2U Summon Merfolk 1/1 : Rootwater Hunter deals 1 damage to target creature or player. Blue Rootwater Matriarch tR 2UU Summon Merfolk 2/3 : Gain control of target creature as long as that creature has any enchantments on it. Blue Rootwater Shaman tR 2U Summon Merfolk 2/2 You may play creature enchantments whenever you could play an instant. Blue Sage Owl wC 1U Summon Bird 1/1, Flying When Sage Owl comes into play, look at the top four cards of your library and put them back in any order. Blue Sage of Lat-Nam qC4 1U Summon Sage 1/2 Tap to draw a card from your library. Each time you use this ability, you must choose one of your artifacts in play and place it in the graveyard. This artifact cannot be one that is already on its way to the graveyard, and artifact creatures killed this way may not be regenerated. {ERRATA: should read ": Sacrifice an artifact. Draw one card." [Encyc. p. 134]} Blue Sandbar Crocodile mC 4U Summon Crocodile 6/5, Phasing Blue Sapphire Charm mC U Instant Choose one -- Target player draws a card at the beginning of the next turn's upkeep; or target creature an opponent controls phases out; or target creature gains flying until end of turn. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Sea Kings' Blessing lU1 U Instant Changes the color of one or more target creatures to blue until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or use a special ability of target creatures remains entirely unchanged. Blue Sea Monster tC 4UU Summon Serpent 6/6 Sea Monster cannot attack unless defending player controls any islands. Blue Sea Scryer mC 1U Summon Merfolk 1/1 : Add one colorless mana to your mana pool. Play this ability as a mana source. <1T>: Add to your mana pool. Play this ability as a mana source. Blue Sea Serpent gCCCC 5U Summon Serpent 5/5, Islandhome {4E, no "Islandhome"; text: "Cannot attack if defending player controls no islands. If at any time you control no islands, bury Sea Serpent." RV text: "Serpent cannot attack unless opponent has islands in play. Serpent is buried immediately if at any time controller has no islands in play." A/B/UL: like RV, but "destroyed" instead of "buried".} {New art in 5E.} Blue Sea Spirit g---UiU 4U Summon Spirit 2/3 : +1/+0 until end of turn {New art in 5E.} Blue Sea Sprite g---UhU3 1U Summon Faerie 1/1, Flying, protection from red {New art in 5E.} Blue Sea Troll hU3 2U Summon Troll 2/1 : Regenerate. Use this ability only during a turn in which Sea Troll blocked a blue creature or a blue creature blocked Sea Troll. Blue Seasinger g---UfU3 1UU Summon Merfolk 0/1 If you control no islands, bury Seasinger. You may choose not to untap Seasinger during your untap phase. : Gain control of target creature whose controller controls any islands as long as you control Seasinger and Seasinger remains tapped. {FE text: "Bury Seasinger if you control no islands. : Gain control of a target creature if its controller controls at least one island. You lose control of target creature if Seasinger leaves play, if you lose control of Seasinger, or if Seasinger becomes untapped. You may choose not to untap Seasinger as normal during your untap phase."} {New art in 5E.} Blue Segovian Leviathan g--UUlU1 4U Summon Leviathan 3/3, Islandwalk Blue Serendib Djinn nU2 2UU Summon Djinn 5/6, Flying During your upkeep, you must choose one of your own lands and destroy it. If you destroy an island in this manner, Serendib Djinn does 3 damage to you. Serendib Djinn is destroyed immediately if at any time you have no land in play. {ERRATA: change "During ... in this manner" to "During your upkeep, sacrifice a land. If that land is an island," [Encyc. p. 128]} Blue Serendib Efreet g-R--nU2 2U Summon Efreet 3/4, Flying Serendib Efreet does 1 damage to you during your upkeep. {ERRATA: Revised card has green border and art from Ifh-Biff Efreet (green AN), but it should be treated as a blue card. The artist name (Jesper Myrfors) is correct for the Ifh-Biff artwork. [UNKNOWN]} Blue Shadow Rift tC U Instant Target creature gains shadow until end of turn. Draw a card. Blue Shaper Guildmage mC U Summon Wizard 1/1 : Target creature gains first strike until end of turn. : Target creature gets +1/+0 until end of turn. Blue Shimmer mR 2UU Enchantment When you play Shimmer, choose a land type. All lands of the chosen type gain phasing. Blue Shimmering Efreet vU 2U Summon Efreet 2/2, Flying, Phasing When Shimmering Efreet phases in, target creature phases out. Blue Shimmering Wings tC U Enchant Creature Enchanted creature gains flying. : Return Shimmering Wings to owner's hand. Blue Shrieking Drake vCpC U Summon Drake 1/1, Flying When Shrieking Drake comes into play, return a creature you control to owner's hand. {Promo in Multiverse gift box packs} Blue Shyft iR 4U Summon Shyft 4/2 During your upkeep, you may change the color of Shyft to any color or combination of colors. Blue Sibilant Spirit g---RiR 5U Summon Spirit 5/6, Flying If Sibilant Spirit attacks, defending player may draw a card. {IA text: "Whenever Sibilant Spirit is declared as an attacker, defending player may draw a card."} Blue Sift sC 3U Sorcery Draw three cards, then choose and discard a card. Blue Silhouette lU1 1U Instant Until end of turn, damage done to target creature by spells or effects that target it is reduced to 0. Blue Silver Erne iU 3U Summon Erne 2/2, Flying, trample Blue Silver Wyvern sR 3UU Summon Drake 4/3, Flying : Target spell or ability, which targets only Silver Wyvern, targets another creature of your choice instead. Play this ability as an interrupt. Blue Sindbad g--U-nU3 1U Summon Sindbad 1/1 : Draw a card. If it is not a land, discard it. {AN text: "Tap to draw a card from your library, but discard that card if it is not a land."} {ERRATA: should read ": Draw a card and reveal it to all players. If it is not a land, discard it." [Encyc. p. 42]} Blue Siren's Call gUUU- U Instant All of target opponent's creatures that can attack must do so. At end of turn, destroy any non-wall creatures that did not attack. Play only during opponent's turn, before opponent's attack. Siren's Call does not affect creatures brought under opponent's control this turn. {RV text: "All of opponent's creatures that can attack must do so. Any non-wall creatures that cannot attack are killed at end of turn. Can only be played during opponent's turn, before opponent's attack. Creatures summoned this turn are unaffected by Siren's Call." A/B/UL text: "destroyed" instead of "killed", "Play" instead of "Can only be played".} {ERRATA: Only forces a creature to attack the turn it is used. [6/27/96 RTR]} Blue Skyshroud Condor tU 1U Summon Bird 2/2, Flying You cannot play Skyshroud Condor unless you have successfully cast another spell this turn. Blue Sleight of Mind gRRRRiU U Interrupt Change the text of target permanent or spell by replacing all instances of one color word with another. (For example, you may change "nongreen creature" to "nonred creature." If this spell targets a permanent, play it as an instant.) {IA text: "Change the text of target spell or permanent by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Sleight of Mind cannot change mana symbols." 4E: like IA but first sentence: "Change the text of target spell or target permanent by replacing all occurrences of one color word with another." RV first sentence: "Change the text of any card being played or already in play by replacing one color word with another", example uses "red" to "black" instead of "black" to "blue." A/B/UL: like RV but no "Sleight of Mind" in last sentence.} Blue Snow Devil iC 1U Enchant Creature Target creature gains flying. As long as you control any snow-covered lands, that creature also gains first strike when blocking. Blue Snowfall iC 2U Enchantment CU: Islands may produce an additional when tapped for mana. This mana is usable only for cumulative upkeep. Snow-covered islands may produce either an additional or an additional when tapped for mana. This mana is usable only for cumulative upkeep. Blue Soar mC 1U Enchant Creature You may choose to play Soar as an instant; if you do, bury it at end of turn. Enchanted creature gets +0/+1 and gains flying. Blue Soldevi Heretic aC2 2U Summon Heretic 2/2 : Prevent up to 2 damage to any creature. Target opponent may draw a card. Blue Soldevi Machinist iU 1U Summon Wizard 1/1 : Add two colorless mana to your mana pool. This mana may only be used to pay the activation cost of an artifact. Play this ability as an interrupt. Blue Soldevi Sage aC3 1U Summon Wizard 1/1 : Sacrifice two lands to draw three cards. Choose and discard one of those cards. Blue Soul Barrier g---CiU 2U Enchantment Whenever target opponent successfully casts a summon spell, Soul Barrier deals 2 damage to him or her. That player may pay <2> to prevent this damage. {IA: no "successfully"} Blue Spectral Cloak lU1 UU Enchant Creature Target creature cannot be the target of instants, sorceries, fast effects, or enchantments unless creature is tapped. {ERRATA: add at end "This does not cause any enchantments on that creature to be destroyed." [Encyc. p. 159]} Blue Spell Blast gCCCCtC XU Interrupt Counter target spell with total casting cost equal to X. {4E text: "Counter target spell. X is the casting cost of the target spell." RV text: "Target spell is countered; X is casting cost of target spell." A/B/UL: like RV but no "casting".} {New art in 5E.} Blue Spindrift Drake sC U Summon Drake 2/1, Flying During your upkeep, pay or sacrifice Spindrift Drake. Blue Spiny Starfish aU2 2U Summon Starfish 0/1, : Regenerate At the end of any turn in which Spiny Starfish regenerated, put a Starfish token into play for each time it regenerated that turn. Treat these tokens as 0/1 blue creatures. Blue Stasis gRRRR 1U Enchantment Each player skips his or her untap phase. During your upkeep, pay or bury Stasis. {4E text: "Players do not get an untap phase. During your upkeep, pay or destroy Stasis." RV: like 4E but 2nd sentence: "Pay during upkeep or Stasis is destroyed; cards still do not untap until the next untap phase." A/B/UL: 2nd sentence: "Pay during upkeep or Stasis is destroyed."} {ERRATA: change "destroy" to "bury" [Encyc. p. 43]} Blue Steal Artifact gUUUU 2UU Enchant Artifact Gain control of enchanted artifact. {4E: "target" instead of "enchanted". A/B/UL/RV text: "You control target artifact until enchantment is discarded or game ends. If target artifact was tapped when stolen, it stays tapped until you can untap it. If destroyed, target artifact is put in its owner's graveyard."} {New art in 5E.} Blue Steal Enchantment tU UU Enchant Enchantment Gain control of enchanted enchantment. Blue Stinging Licid tU 1U Summon Licid 1/1 <1UT>: Stinging Licid loses this ability and becomes a creature enchantment that reads "Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller" instead of a creature. Move Stinging Licid onto target creature. You may pay to end this effect. Blue Storm Crow aC3 1U Summon Bird 1/2, Flying Blue Storm Elemental aU2 5U Summon Elemental 3/4, Flying : Remove the top card of your library from the game to tap target creature with flying. : Remove the top card of your library from the game. If that card is a snow-covered land, Storm Elemental gets +1/+1 until end of turn. Blue Suffocation aU2 1U Instant Play only when a red sorcery or instant deals damage to you. Suffocation deals 4 damage to that spell's caster. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Blue Sunken City g--C-dC3 UU Enchantment All blue creatures get +1/+1. During your upkeep, pay or destroy Sunken City. {DK text: "All blue creatures gain +1/+1. If you do not pay during your upkeep, Sunken City is destroyed."} {ERRATA: Change "destroy" to "bury" [Encyc. p. 44]} Blue Suq'Ata Firewalker mU 1UU Summon Wizard 0/1 Suq'Ata Firewalker cannot be the target of red spells or effects. : Suq'Ata Firewalker deals 1 damage to target creature or player. Blue Svyelunite Priest fU3 1U Summon Merfolk 1/1 : Target creature may not be the target of spells or effects until end of turn. Use this ability only during your upkeep. Blue Tangle Kelp dU2 U Enchant Creature Target creature does not untap during its controller's untap phase if it attacked during its controller's last turn. Target creature becomes tapped when Tangle Kelp is cast. {ERRATA: change last sentence to "When Tangle Kelp comes into play, tap enchanted creature." [Encyc. p. 174]} Blue Taniwha mR 3UU Summon Legend 7/7, Phasing, trample At the beginning of your upkeep, all lands you control phase out. Blue Teferi's Curse mC 1U Enchant Permanent Play only on an artifact or creature. Enchanted permanent gains phasing. Blue Teferi's Drake mC 2U Summon Drake 3/2, Flying, phasing Blue Teferi's Imp mR 2U Summon Imp 1/1, Flying, phasing When Teferi's Imp phases out, choose and discard a card. When Teferi's Imp phases in, draw a card. Blue Teferi's Realm vR 1UU Enchant World At the beginning of each player's upkeep, that player chooses artifacts, creatures, lands, or global enchantments. All cards of that type phase out. Blue Teferi's Veil wU 1U Enchantment Whenever any creature you control attacks, it phases out at end of combat. Blue Telekinesis lR1 UU Instant Target creature deals no damage during combat this turn. Creature becomes tapped and may not untap as normal during its controller's next two untap phases. Blue Teleport lR1cU1 UUU Instant Target creature becomes unblockable until end of turn. Cast only after attack is declared and before defense is chosen. {LG text: "Target creature cannot be blocked until end of turn. Play after attack is declared and before defense is chosen."} Blue Thalakos Deceiver sR 3U Summon Wizard 1/1, Shadow Sacrifice Thalakos Deceiver: Gain control of target creature permanently. Use this ability only if Thalakos Deceiver is attacking and unblocked. Blue Thalakos Dreamsower tU 2U Summon Wizard 1/1, Shadow You may choose not to untap Thalakos Dreamsower during your untap phase. If Thalakos Dreamsower damages any opponent, tap target creature. As long as Thalakos Dreamsower remains tapped, that creature does not untap during its controller's untap phase. Blue Thalakos Mistfolk tC 2U Summon Illusion 2/1, Shadow : Put Thalakos Mistfolk on top of owner's library. Blue Thalakos Seer tC UU Summon Wizard 1/1, Shadow If Thalakos Seer leaves play, draw a card. Blue Thalakos Sentry tC 1U Summon Soldier 1/2, Shadow Blue Thirst mC 2U Enchant Creature When Thirst comes into play, tap enchanted creature. During your upkeep, pay or bury Thirst. Enchanted creature does not untap during its controller's untap phase. Blue Thought Lash aR2 2UU Enchantment CU: see text CU: Remove the top card of your library from the game. If you do not, remove your library from the game and bury Thought Lash. <0>: Remove the top card of your library from the game to prevent 1 damage to you. Blue Thoughtlace gRRR- U Interrupt Change the color of target spell or target permanent to blue. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to blue. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Blue Three Wishes vR 1UU Instant Take the top three cards from your library, look at them, and set them aside face down. You may play those cards as though they were in your hand. At the beginning of your next turn, bury any of those cards not played. Blue Thunder Wall iU 1UU Summon Wall 0/2, Flying : +1/+1 until end of turn Blue Tidal Control aR2 1UU Enchantment CU: <2> Any player may pay <2> or 2 life to counter target red or green spell. Play this ability as an interrupt. Effects that prevent or redirect damage cannot be used to counter this loss of life. Blue Tidal Flats fC3 U Enchantment : All your creatures that are blocking any non-flying creatures gain first strike until end of turn. The attacking player may pay <1> for each attacking creature to prevent Tidal Flats from giving that creature's blockers first strike. Blue Tidal Influence fU3 2U Enchantment Put a tide counter on Tidal Influence when it is brought into play and during your upkeep. If there is one tide counter on Tidal Influence, all blue creatures get -2/-0. If there are three tide counters on Tidal Influence, all blue creatures get +2/+0. When there are four tide counters on Tidal Influence, remove them all. You may not cast Tidal Influence if there is another Tidal Influence in play. {ERRATA: change "cast Tidal Influence" in the last sentence to "put Tidal Influence into play" [Encyc. p. 191]} Blue Tidal Surge sC 1U Sorcery Tap up to three target creatures without flying. Blue Tidal Warrior sC U Summon Merfolk 1/1 : Target land is an island until end of turn. Blue Tidal Wave mU 2U Instant Put a Wave token into play. Treat this token as a 5/5 blue creature that counts as a Wall. Bury the token at end of any turn. Blue Time Ebb tC 2U Sorcery Put target creature on top of owner's library. Blue Time Elemental g--RRlR1 2U Summon Elemental 0/2 If Time Elemental attacks or blocks, it deals 5 damage to you and is buried at end of combat. <2UUT>: Return target permanent with no enchantments on it to owner's hand. {4E text: "<2UUT>: Return target permanent to owner's hand. You cannot use this ability on permanents with enchantment cards played on them. If Time Elemental blocks or attacks, destroy it at end of combat. In this case, Time Elemental deals 5 damage to its controller." LG text: "<2UUT>: Return target permanent to owner's hand. Cannot target permanents with enchantment cards played on them. If Time Elemental blocks or attacks it is destroyed and does 5 damage to controller."} {ERRATA: change last 2 sentences to "If Time Elemental attacks or blocks, it deals 5 damage to you, and bury it at end of combat." [Encyc. p. 45]} Blue Time Walk gR--- 1U Sorcery Take an extra turn after this one. {There is a circulating legend about a version of Time Walk which says "Opponent loses next turn" and someone misinterpreting this to mean "I win next turn". The Time Walk with this text was a playtest version, not the Alpha version as the legend claims. The story is related in the first edition of the Pocket Player's Guide on page 13, and the real list of errors in Alpha appear on pages 190-192.} Blue Time Warp tR 3UU Sorcery Target player takes an extra turn after this one. Blue Time and Tide vU UU Instant All creatures that are phased out phase in and all creatures with phasing phase out. {ERRATA: change "creatures that are phased out" to "creature cards that are phased out" [3/14/97 RTR]} Blue Timetwister gR--- 2U Sorcery Set Timetwister aside in a new graveyard pile. Shuffle your hand, library, and graveyard together into a new library and draw a new hand of seven cards, leaving all cards in play where they are; opponent must do the same. {ERRATA: change "opponent" to "all other players" [Encyc. p. 58]} Blue Timid Drake wU 2U Summon Drake 3/3, Flying If any other creature comes into play, return Timid Drake to owner's hand. Blue Tolarian Drake wC 2U Summon Drake 2/4, Flying, phasing Blue Tolarian Entrancer wR 1U Summon Wizard 1/1 Whenever Tolarian Entrancer is blocked by any creature, gain control of that creature at end of combat. Blue Tolarian Serpent wR 5UU Summon Serpent 7/7 During your upkeep, put the top seven cards of your library into your graveyard. Blue Tradewind Rider tR 3U Summon Spirit 1/4, Flying , Tap two creatures you control: Return target permanent to owner's hand. Blue Transmute Artifact qU3 UU Sorcery Search through your library for one artifact and immediately place it into play; also, choose any artifact in play that you control and place it in its owner's graveyard. If the new artifact has a casting cost greater than that of the discarded one, you must pay the difference or Transmute Artifact fails and both artifacts are discarded. Shuffle your library after playing this card. {ERRATA: first sentence should read "Sacrifice an artifact to search through your library for one artifact and immediately place it into play." and change "discarded one" to "buried one" [Encyc. p. 209] The sacrifice is made during the resolution. [UNKNOWN -- bethmo]} Blue Twiddle gC-CC U Instant Tap or untap target artifact, creature, or land. {4E text: "Tap or untap target land, artifact, or creature." B/UL text: "Caster may tap or untap any one land, creature, or artifact in play. No effects are generated by the target card." Alpha: like beta but 2nd sentence missing.} Blue Twitch tC 2U Instant Tap or untap target artifact, creature, or land. Draw a card. Blue Undertow lU1 2U Enchantment Creatures with islandwalk may be blocked as if they did not have this ability. Blue Undo vCpC 1UU Sorcery Return two target creatures to owner's hand. {Promo in Multiverse gift box packs} Blue Unstable Mutation g-CCCnC5 U Enchant Creature Enchanted creature gets +3/+3. During its controller's upkeep, put a -1/-1 counter on enchanted creature. {4E text: "Target creature gets +3/+3. During each of its controller's upkeeps, put a -1/-1 counter on the creature. These counters remain even if Unstable Mutation is removed." RV text: "Target creature gains +3/+3. During the upkeep phase of each of its controller's turns, put a -1/-1 counter on the creature. These counters remain even if this enchantment is removed before the creature dies." AN like RV with second sentence: "Each round, put a -1/-1 counter on the creature during its controller's upkeep."} {New art in 5E.} Blue Unstable Shapeshifter tR 3U Summon Shapeshifter 0/1 Whenever any creature comes into play, Unstable Shapeshifter permanently becomes a copy of that creature and retains this ability. Blue Unsummon gCCCC U Instant Return target creature to owner's hand. {RV text: "Return creature to owner's hand; enchantments on target creature are discarded." B/UL like RV, but no "target", and add "Unsummon cannot be played during the damage-dealing phase of an attack", and Misspelled Shuler. Alpha: like beta but with "CARD ed" instead of "discarded".} Blue Updraft g---CiU 1U Instant Target creature gains flying until end of turn. Draw a card at the beginning of the next turn. {IA: ends "next turn's upkeep."} {New art in 5E.} Blue Vanishing vC U Enchant Creature : Enchanted creature phases out. Blue Vaporous Djinn mU 2UU Summon Djinn 3/4, Flying During your upkeep, pay or Vaporous Djinn phases out. Blue Venarian Gold lC1 XUU Enchant Creature Put X counters on target creature. Target creature becomes tapped when Venarian Gold is cast. Creature does not untap as normal if it has any of these counters on it. Remove one counter during creature's controller's upkeep phase. {ERRATA: Change first two sentences to "When Venarian Gold comes into play, put X counters on Venarian Gold and tap enchanted creature." and add "That" to start of next sentence [Encyc. p. 162, corrected]} Blue Vesuvan Doppelganger gRR-- 3UU Summon Doppelganger */* Upon summoning, Doppelganger acquires all characteristics except color of any one creature in play on either side; any creature enchantments on the original creature are not copied. During controller's upkeep, Doppelganger may take on the characteristics of a different creature in play instead. Doppelganger may continue to copy a creature even after that creature leaves play, but if it switches it won't be able to switch back. {A/B/UL: all "normal" characteristics; "except color" in (); "any enchantments" - no "creature"} {ERRATA: change "Upon summoning, Doppelganger" to "When Vesuvan Doppelganger comes into play, it" and change "any one creature" to "target creature" [Encyc. p. 55]} Blue Viscerid Armor aC2 1U Enchant Creature Enchanted creature gets +1/+1. <1U>: Return Viscerid Armor to owner's hand. Blue Viscerid Drone aU2 1U Summon Homarid 1/2 : Sacrifice a creature and a swamp to bury target non-artifact creature. : Sacrifice a creature and a snow-covered swamp to bury target creature. Blue Vision Charm vC U Instant Choose one -- Target artifact phases out; or put the top four cards from target player's library into his or her graveyard; or all lands of one type are basic lands of your choice until end of turn. {ERRATA: change "basic lands of your choice" to "the basic land type of your choice" [3/14/97 RTR]} Blue Vodalian Illusionist wU 2U Summon Merfolk 2/2 : Target creature phases out. Blue Vodalian Knights fU1 1UU Summon Merfolk 2/2, First strike : Flying until end of turn. Vodalian Knights may not attack unless opponent controls at least one island. Bury Vodalian Knights if you control no islands. {ERRATA: replace "opponent" with "defending player". [1/27/95 Multiplayer RTR]} Blue Vodalian Mage fC3 2U Summon Merfolk 1/1 : Counters a target spell if caster of target spell does not pay an additional <1>. Play this ability as an interrupt. Blue Vodalian Soldiers g---CfC4 1U Summon Merfolk 1/2 Blue Vodalian War Machine fU1 1UU Summon Wall 0/4 <0>: Tap target Merfolk you control to allow Vodalian War machine to attack this turn or to give Vodalian War Machine +2/+1 until end of turn. If Vodalian War Machine is put in the graveyard, all Merfolk tapped in this manner this turn are destroyed. Blue Volcanic Eruption gRRR- XUUU Sorcery Destroy X target mountains. Volcanic Eruption deals 1 damage to each creature and player for each mountain put into the graveyard in this way. {RV text: "Destroys X mountains of your choice, and does 1 damage to each player and each creature in play for each mountain destroyed." A/B/UL: like RV, but with "X" instead of "1" and no "for each mountain destroyed"} {ERRATA: A/B/UL: Misspelled Shuler.} Blue Volrath's Curse tC 1U Enchant Creature Enchanted creature cannot attack, block, or play any ability requiring an activation cost. That creature's controller may sacrifice a permanent to ignore this ability until end of turn. <1U>: Return Volrath's Curse to owner's hand. Blue Volrath's Shapeshifter sR 1UU Summon Shapeshifter 0/1 As long as the top card of your graveyard is a creature card, Volrath's Shapeshifter is a copy of that card, except that Volrath's Shapeshifter retains its abilities. <2>: Choose and discard a card. Blue Walking Dream sU 3U Summon Illusion 3/3 Walking Dream is unblockable. Walking Dream does not untap during your untap phase if any opponent controls two or more creatures. Blue Wall of Air gUUUU 1UU Summon Wall 1/5, Flying {New art in 5E.} Blue Wall of Kelp hU1 UU Summon Wall 0/3 : Put a Kelp token into play. Treat this token as a 0/1 blue wall. Blue Wall of Tears sU 1U Summon Wall 0/4 If Wall of Tears blocks any creatures, return each of those creatures to owner's hand at end of combat. Blue Wall of Vapor lC2cC3 3U Summon Wall 0/1 Damage dealt to Wall of Vapor by creatures it blocks is reduced to 0. {LG: "done" instead of "dealt"} {ERRATA: change "it blocks" to "it is blocking". [9/22/95 RTR, in "Blocking Abilities"]} Blue Wall of Water gUUU- 1UU Summon Wall 0/5 : +1/+0 until end of turn. {RV only: no "until end of turn."} Blue Wall of Wonder lU1cU3 2UU Summon Wall 1/5 <2UU>: +4/-4 until end of turn; Wall of Wonder can attack this turn. {LG text: "<2UU>: Gain +4/-4 and allow Wall of Wonder to attack this turn."} Blue Water Elemental gUUU- 3UU Summon Elemental 5/4 Blue Water Wurm dC3 U Summon Wurm 1/1 Water Wurm gains +0/+1 if opponent controls at least one island. {ERRATA: should read "As long as any opponent controls at least one island, Water Wurm gets +0/+1" [Encyc. p. 175]} Blue Waterspout Djinn vU 2UU Summon Djinn 4/4, Flying During your upkeep, return an untapped island you control to owner's hand or bury Waterspout Djinn. Blue Wave Elemental mU 2UU Summon Elemental 2/3 : Sacrifice Wave Elemental: Tap up to three target creatures without flying. Blue Whim of Volrath tR U Instant Buyback <2> Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. Blue Whispers of the Muse tU U Instant Buyback <5> Draw a card. Blue Wind Dancer tU 1U Summon Faerie 1/1, Flying : Target creature gains flying until end of turn. Blue Wind Drake tC 2U Summon Drake 2/2, Flying Blue Wind Spirit g---UiU 4U Summon Spirit 3/2, Flying Wind Spirit cannot be blocked by only one creature. {IA: no "Wind Spirit" in text} Blue Winged Sliver tC 1U Summon Sliver 1/1 All Slivers gain flying. Blue Winter's Chill iR XU Instant Cast only during combat before defense is chosen. At end of combat, destroy X target attacking creatures; X cannot be greater than the number of snow-covered lands you control. For each attacking creature, its controller may pay <1> or <2> to prevent it from being destroyed in this way. If that player pays <1>, the creature neither deals nor receives damage in combat. If that player pays <2>, the creature deals and receives damage in combat as normal. Blue Word of Undoing pUiC U Instant Return target creature to owner's hand. Return any white enchantments you own on that creature to your hand. {Ice Age promo. Distributed with issue #1116 of Comics Buyer's Guide, and with Duelist Companion #8.} Blue Wrath of Marit Lage iR 3UU Enchantment When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures do not untap during their controller's untap phase. Blue Zephyr Falcon g--CClC2 1U Summon Falcon 1/1, Flying Attacking does not cause Zephyr Falcon to tap. Blue Zur's Weirding g---RiR 3U Enchantment Players play with their hands face up. Whenever any player draws a card, any other player may pay 2 life to force the drawing player to discard that card. {IA text: "All players play with the cards in their hands face up on the table. Whenever any player draws a card, any other player may pay 2 life to force the drawing player to discard that card. Effects that prevent or redirect damage cannot be used to counter this loss of life."} Blue Zuran Enchanter iC 1U Summon Wizard 1/1 <2BT>: Target player chooses and discards one card from his or her hand. Ignore this ability if that player has no cards in his or her hand. Use this ability only during your turn. {ERRATA: change "Ignore this ability" to "Ignore this effect" [Encyc. p. 103]} Blue Zuran Spellcaster iC 2U Summon Wizard 1/1 : Zuran Spellcaster deals 1 damage to target creature or player. Green Aboroth wR 4GG Summon Aboroth 9/9, CU: Put a -1/-1 counter on Aboroth Green Afiya Grove mR 1G Enchantment Afiya Grove comes into play with three +1/+1 counters on it. During your upkeep, put one of these counters on target creature. If Afiya Grove has none of these counters on it, bury it. Green Aisling Leprechaun lC1 G Summon Faerie 1/1 All creatures that block or are blocked by Leprechaun become green creatures. Use counters to indicate changed creatures. Cost to tap, maintain, or use a special ability of target creature remains entirely unchanged. {ERRATA: should read "Whenever Aisling Leprechaun blocks or is blocked by a creature, that creature becomes green." [Encyc. p. 139]} Green Aluren tR 2GG Enchantment Any player may play a creature card with total casting cost 3 or less whenever he or she could play an instant and without paying its casting cost. Green An-Havva Constable g---RhU1 1GG Summon Constable 2/1+* An-Havva Constable has toughness equal to 1 plus the number of green creatures in play. {HL: had "total" before "number"} Green An-Havva Inn hU3 1GG Sorcery Gain 1+* life where * is equal to the total number of green creatures in play. Green Apes of Rath tU 2GG Summon Apes 5/4 If Apes of Rath attacks, it does not untap during your next untap phase. Green Arboria lU1 2GG Enchant World If a player does not cast a spell or put a card into play on his or her turn, no creatures may attack that player until after his or her next turn. Green Arctic Wolves wU 3GG Summon Wolves 4/5, CU: <2> When Arctic Wolves comes into play, draw a card. Green Argothian Pixies qC4cC3 1G Summon Faeries 2/1 Cannot be blocked by artifact creatures. Any damage dealt to Argothian Pixies by artifact creatures is reduced to 0. {AQ: no "dealt to", "take from" instead of "by"} Green Argothian Treefolk qC4 3GG Summon Treefolk 3/5 Any damage Argothian Treefolk take from an artifact source is reduced to 0. Green Armor of Thorns mC 1G Enchant Creature You may choose to play Armor of Thorns as an instant; if you do, bury it at end of turn. Play only on a nonblack creature. Enchanted creature gets +2/+2. Green Aspect of Wolf gRRRR 1G Enchant Creature Enchanted creature gets +*/+*, where * is equal to half the number of forests you control, rounded down for power and up for toughness. {4E text: "Increase target creature's power and toughness by half the number of forests you control, rounding down for power and up for toughness." A/B/UL/RV text: "Target creature's power and toughness are increased by half the number of forests you have in play, rounding ..."} {New art in 5E.} Green Aurochs g---CpUiC 3G Summon Aurochs 2/3, Trample If Aurochs attacks, it gets +1/+0 until end of turn for each other Aurochs that attacks. {IA text: "When attacking, Aurochs gets +1/+0 for each other Aurochs that attacks."} {Ice Age promo. Two in Duelist Companion #8; one in Duelist #5. New art in 5E.} Green Autumn Willow hU1 4GG Summon Legend 4/4 Cannot be the target of spells or effects. : Target player may target Autumn Willow with spells or effects until end of turn. Green Avoid Fate lC1 G Interrupt Counters target interrupt or enchantment. Can only counter spells that target a permanent under your control. Green Awakening sR 2GG Enchantment At the beginning of each player's upkeep, untap all creatures and lands. Green Balduvian Bears iC 1G Summon Bears 2/2 Green Barbary Apes lC1 1G Summon Apes 2/2 Green Barbed Foliage mU 2GG Enchantment Whenever a creature attacks you, it loses flanking until end of turn. Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it. Green Barishi wU 2GG Summon Barishi 4/3 If Barishi is put into any graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library. Green Bayou Dragonfly tC 1G Summon Insect 1/1, Flying; swampwalk Green Berserk gU--- G Instant Until end of turn, target creature's current power doubles and it gains trample ability. If it attacks, target creature is destroyed at end of turn. This spell cannot be cast after current turn's attack is completed. {ERRATA: first sentence should read "Until end of turn, target creature gains trample and gets +X/+0, where X is the creature's power" [Encyc. p. 56]} Green Birds of Paradise gRRRR G Summon Mana Birds 0/1, Flying : Add one mana of any color to your mana pool. Play this ability as a mana source. {4E: "interrupt" instead of "mana source". RV: like 4E but "... This ability is played as ..." B/UL: like 4E but "... This tap may be played as ..." Alpha: like B/Ul but no "of any color", has "//" after "Flying"} Green Blizzard iR GG Enchantment CU: <2> You cannot cast Blizzard if you control no snow-covered lands. Creatures with flying do not untap during their controller's untap phase. Green Blossoming Wreath wC G Instant Gain life equal to the number of creature cards in your graveyard. Green Bounty of the Hunt aU2 3GG Instant You may remove a green card in your hand from the game instead of paying Bounty of the Hunt's casting cost. Put three +1/+1 counters, distributed any way you choose, on any number of target creatures. Remove these counters at end of turn. Green Briar Shield wC G Enchant Creature Enchanted creature gets +1/+1. Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn. Green Broken Fall tC 2G Enchantment Return Broken Fall to owner's hand: Regenerate target creature. Green Brown Ouphe iC G Summon Ouphe 1/1 <1GT>: Counter target artifact ability requiring an activation cost. Play this ability as an interrupt. {ERRATA: change "artifact ability" to "artifact effect" [Encyc. p. 75]} Green Brushwagg mR 1GG Summon Brushwagg 3/2 If Brushwagg blocks or is blocked, it gets -2/+2 until end of turn. Green Bull Elephant vCpC 3G Summon Elephant 4/4 When Bull Elephant comes into play, return two forests you control to owner's hand, or bury Bull Elephant. {Promo in Multiverse gift box packs} Green Burgeoning sR G Enchantment Whenever any opponent plays a land, you may choose a land card from your hand and put it into play. Green Call of the Wild wR 2GG Enchantment <2GG>: Reveal the top card of your library to all players. If that card is a creature card, put it into play. Otherwise, bury it. Green Camouflage gU--- G Instant You may rearrange your attacking creatures and place them face down, revealing which is which only after defense is chosen. If this results in impossible blocks, such as non-flying creatures blocking flying creatures, illegal blockers cannot block this turn. Green Canopy Dragon mR 4GG Summon Dragon 4/4, Trample <1G>: Flying and loses trample until end of turn Green Canopy Spider tC 1G Summon Spider 1/3 Canopy Spider can block creatures with flying. Green Carapace g---ChC4 G Enchant Creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. {HL text: "Target creature gets +0/+2. <0>: Sacrifice Carapace to regenerate creature Carapace enchants."} Green Carnassid sR 4GG Summon Beasts 5/4, Trample <1G>: Regenerate Carnassid. Green Carnivorous Plant g--C-dC3 3G Summon Wall 4/5 Green Cat Warriors g---ClC2cC3 1GG Summon Cat Warriors 2/2, Forestwalk Green Channel gUUU- GG Sorcery Until end of turn, you may add colorless mana to your mana pool at a cost of 1 life per one mana. Play these additions as interrupts. Effects that prevent or redirect damage cannot be used to counter this loss of life. {RV: "...pool at a cost of 1 life per point of mana. These additions are played with the speed of an interrupt. ... may not be used ..." B/UL: "...pool, at a cost of 1 life each. These additions are played with the speed of an interrupt. Effects that prevent damage may not be used..." Alpha: same as B/UL except last sentence missing.} Green Charging Rhino tU 3GG Summon Rhino 4/4 Charging Rhino cannot be blocked by more than one creature. Green Choke tU 2G Enchantment Islands do not untap during their controllers' untap phases. Green Choking Vines wC XG Instant Play only when blockers are declared. X target attacking creatures are considered blocked. Choking Vines deals 1 damage to each of those creatures. Green Chub Toad g---CpUiC 2G Summon Toad 1/1 If Chub Toad blocks or is blocked, it gets +2/+2 until end of turn. {IA text: "Chub Toad gets +2/+2 until end of turn when blocking or blocked."} {Ice Age promo. Distributed with issue #2 of the Ice Age comic book, and with Duelist Companion #8. Name is an anagram for "Bad touch."} Green Citanul Druid qU3 1G Summon Druid 1/1 Druid gains a +1/+1 counter each time opponent casts an artifact. {ERRATA: should read "Whenever target opponent successfully casts an artifact spell, put a +1/+1 counter on Citanul Druid." [Encyc. p. 131]} Green City of Solitude vR 2G Enchantment Each player may play spells and abilities only during his or her turn. {ERRATA: should read "Each player may play spells and abilities requiring activation costs only during his or her turn. [3/14/97 RTR]} Green Cockatrice gRRRR 3GG Summon Cockatrice 2/4, Flying If Cockatrice blocks or is blocked by any non-Wall creature, destroy that creature at end of combat. {4E text: "At the end of combat, destroy all non-wall creatures blocking or blocked by Cockatrice." A/B/UL/RV text: "Any non-wall creature blocking Cockatrice is destroyed, as is any creature blocked by Cockatrice. Creatures destroyed in this way deal their damage before dying."} {ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made. [9/22/95 RTR, in "Blocking Abilities"; encyc. errata is broken]} Green Cocoon lU1cU3 G Enchant Creature Tap target creature you control and put three change counters on Cocoon. If there are any change counters on Cocoon, that creature does not untap during your untap phase. During your upkeep, remove one change counter. During the upkeep after the one in which the last change counter was removed, put a +1/+1 counter on the creature, the creature gains flying, and bury Cocoon. {LG text: "Tap target creature you control and put three counters on it. Target creature does not untap as normal while it has one or more of these counters on it. Remove one counter during your upkeep. During the upkeep phase after the one in which the last counter was removed, Cocoon is destroyed and target creature gains a +1/+1 counter and flying ability.} {ERRATA: replace first sentence with "Play only on a creature you control. When Cocoon comes into play, put three change counters on it and tap enchanted creature." [Encyc. p. 61]} Green Concordant Crossroads lR1cU1 G Enchant World Creatures can attack or use abilities that include in the activation cost as soon as they come into play on their controller's side. {LG text: "Creatures may attack or use abilities that include the symbol during the turn they are brought into play."} {ERRATA: should read "Creatures are unaffected by summoning sickness." [Encyc. p. 61]} Green Constant Mists sU 1G Instant Buyback <3>, Sacrifice a land Creatures deal no combat damage this turn. Green Crash of Rhinos mC 6GG Summon Rhinos 8/4, Trample Green Craw Giant g---UlU1cU3 3GGGG Summon Giant 6/4, Trample; rampage 2 {New art in 5E.} Green Craw Wurm gCCCC 4GG Summon Wurm 6/4 Green Crazed Armodon tR 2GG Summon Elephant 3/3 : Crazed Armodon gets +3/+0 and gains trample until end of turn. At end of turn, destroy Crazed Armodon. Use this ability only once each turn. Green Creeping Mold vU 2GG Sorcery Destroy target artifact, land, or enchantment. Green Crossbow Ambush sC G Instant All creatures you control can block creatures with flying until end of turn. Green Crumble g-UUUqC4 G Instant Bury target artifact. That artifact's controller gains an amount of life equal to its total casting cost. {4E: no "That", "an amount of", or "total". RV text: "Buries target artifact. Artifact's controller gains life points equal to target artifact's casting cost." AQ: like RV, but 1st sentence: "Destroy target artifact; artifact creatures may not regenerate."} Green Cycle of Life mR 1GG Enchantment Return Cycle of Life to owner's hand: Target creature you summoned this turn is 0/1 until the beginning of your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. Green Cyclone nU3cU1 2GG Enchantment At beginning of your upkeep, put a wind counter on Cyclone. During your upkeep, pay for each wind counter on Cyclone or bury Cyclone. If you pay, Cyclone deals 1 damage to each player and each creature for each wind counter on it. {AN text: "Put one chip on cyclone each round during your upkeep, then pay for each chip or discard Cyclone. If not discarded, Cyclone immediately does 1 damage per chip to each player and each creature in play."} Green Daughter of Autumn hU1 2GG Summon Legend 2/4 : Redirect to Daughter of Autumn 1 damage dealt to a white creature. Green Deadfall lU1 2G Enchantment Creatures with forestwalk may be blocked as if they did not have this ability. Green Deadly Insect aU6 4G Summon Insect 6/1 Cannot be the target of spells or effects. Green Decomposition mU 1G Enchant Creature Play only on a black creature. Enchanted creature gains "Cumulative upkeep - 1 life." If enchanted creature is put into the graveyard, its controller loses 2 life. Green Dense Foliage wR 2G Enchantment Creatures cannot be the target of spells. Green Desert Twister g-UUUnU3 4GG Sorcery Destroy target permanent. {AN/RV: "Destroy any card in play."} Green Dire Wolves pUiC 2G Summon Wolves 2/2 Gains banding if you control any plains. {Ice Age promo. Distributed with Scrye #7; two in Duelist Companion #8.} Green Dirtcowl Wurm tR 4G Summon Wurm 3/4 Whenever any opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Green Downdraft wU 2G Enchantment : Target creature loses flying until end of turn. Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying. Green Drop of Honey nU2 G Enchantment During your upkeep, the creature in play with the lowest power is destroyed and cannot be regenerated. If there is a tie you choose which to destroy. Drop of honey must be discarded if there are no creatures in play. {ERRATA: change last sentence to "If at any time there are no creatures in play, bury Drop of Honey." [Encyc. p. 124]} Green Durkwood Boars g--CClC2 4G Summon Boars 4/4 Green Early Harvest mR 1GG Instant Target player untaps all basic lands he or she controls. Green Earthcraft tR 1G Enchantment Tap an untapped creature you control: Untap target basic land. Green Earthlore iC G Enchant Land When Earthlore comes into play, choose target land you control. <0>: Tap land Earthlore enchants to give target blocking creature +1/+2 until end of turn. {ERRATA: delete everything before "choose" [6/15/95 RTR]} Green Eladamri's Vineyard tR G Enchantment At the beginning of each player's main phase, add to that player's mana pool. Green Eladamri, Lord of Leaves tR GG Summon Legend 2/2 All Elves gain forestwalk. Elves cannot be the target of spells or abilities. Green Elder Druid g---RiR 3G Summon Cleric 2/2 <3GT>: Tap or untap target artifact, creature, or land. Green Elephant Grass vU G Enchantment CU: <1> Black creatures cannot attack you. Nonblack creatures cannot attack you unless their controller pays an additional <2> for each attacking creature. Green Elven Cache vC 2GG Sorcery Return target card from your graveyard to your hand. Green Elven Fortress fC4 G Enchantment <1G>: Target blocking creature gets +0/+1 until end of turn. Green Elven Riders g--UUlR1 3GG Summon Riders 3/3 Elven Riders cannot be blocked except by Walls or creatures with flying. {4E text: "Cannot be blocked except by walls and by creatures with flying." LG text: "Cannot be blocked by any creatures except walls and flying creatures."} {New art in 5E.} Green Elven Rite sU 1G Sorcery Put two +1/+1 counters, distributed any way you choose, on any number of target creatures. Green Elven Warhounds tR 3G Summon Hounds 2/2 If Elven Warhounds is blocked by any creature, put that creature on top of owner's library. Green Elves of Deep Shadow dU2 G Summon Elves 1/1 : Add to your mana pool, and Elves of Deep Shadow do 1 damage to you. This ability is played as an interrupt. Green Elvish Archers gRRRR 1G Summon Elves 2/1, First strike {Alpha: power and toughness was 1/2} Green Elvish Bard aU2 3GG Summon Elf 2/4 All creatures able to block Elvish Bard do so. If this forces a creature to block more attackers than allowed, defending player assigns that creature to block as many of those attackers as allowed. Green Elvish Farmer fU1 1G Summon Elf 0/2 During your upkeep, put a spore counter on Elvish Farmer. <0>: Remove three spore counters from Elvish Farmer to put a Saproling token into play. Treat this token as a 1/1 green creature. <0>: Sacrifice a Saproling to gain 2 life. Green Elvish Fury tC G Instant Buyback <4> Target creature gets +2/+2 until end of turn. Green Elvish Hunter fC3 1G Summon Elf 1/1 <1GT>: Target creature does not untap as normal during its controller's next untap phase. Green Elvish Ranger aC2 2G Summon Elf 4/1 Green Elvish Scout fC3 G Summon Elf 1/1 : Untap a target attacking creature you control. That creature neither receives nor deals damage during combat this turn. Green Elvish Spirit Guide aU2 2G Summon Spirit 2/2 If Elvish Spirit Guide is in your hand, you may remove it from the game to add to your mana pool. Play this ability as an interrupt. Green Emerald Charm vC G Instant Choose one -- Untap target permanent; or destroy target global enchantment; or target creature loses flying until end of turn. Green Emerald Dragonfly lC2cC3 1G Summon Dragonfly 1/1, Flying : First strike until end of turn Green Endangered Armodon sC 2GG Summon Elephant 4/5 If you control any creature with toughness 2 or less, sacrifice Endangered Armodon. Green Erhnam Djinn nU2cU3 3G Summon Djinn 4/5 During your upkeep, target non-wall creature an opponent controls gains forestwalk until your next turn. Ignore this effect if there are no legal targets. {AN text: "During your upkeep, you must choose one of opponent's non-wall creatures in play. Until your next upkeep, that creature gains the forestwalk ability. If opponent has no creatures, ignore this effect."} Green Essence Filter iC 1GG Sorcery Destroy all enchantments or destroy all non-white enchantments. Green Eureka lR1 2GG Sorcery Both players may take any permanent in their hand and put it directly into play. Players take turns playing one card from their hand until neither wants to play more permanents. No other spells or effects of any kind may be used while Eureka is in effect. If a spell has an in its casting cost, X is 0. {ERRATA: change "Both" to "All"; add ", until no one wants to play more permanents" to end of first sentence; delete second sentence. [Encyc. p. 209]} Green Faerie Noble hU1 2G Summon Noble 1/2, Flying All Faeries you control get +0/+1. : All Faeries you control get +1/+0 until end of turn. Green Fallow Earth mU 2G Sorcery Put target land on top of owner's library. Green Fallow Wurm wU 2G Summon Wurm 4/4 When Fallow Wurm comes into play, choose and discard a land card or bury Fallow Wurm. Green Familiar Ground wU 2G Enchantment Each creature you control cannot be blocked by more than one creature. Green Fanatical Fever iU 2GG Instant Target creature gains trample and gets +3/+0 until end of turn. Green Fastbond gRR-- G Enchantment You may put as many lands into play as you want each turn. Fastbond does 1 damage to you for every land beyond the first that you play in a single turn. Green Femeref Archers mU 2G Summon Archers 2/2 : Femeref Archers deals 4 damage to target attacking creature with flying. Green Feral Instinct vCpC 1G Instant Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} {Promo in Multiverse gift box packs} Green Feral Thallid fU3 3GGG Summon Fungus 6/3 During your upkeep, put a spore counter on Feral Thallid. <0>: Remove three spore counters from Feral Thallid to regenerate it. Green Fire Sprites lC2 1G Summon Faeries 1/1, Flying : Add to your mana pool. This ability is played as an interrupt. Green Flailing Drake tU 3G Summon Drake 2/3, Flying If Flailing Drake blocks or is blocked by any creature, that creature gets +1/+1 until end of turn. Green Floral Spuzzem lU1 3G Summon Spuzzem 2/2 If Floral Spuzzem attacks an opponent and is not blocked, then Floral Spuzzem may choose to destroy a target artifact under that opponent's control and deal no damage. {ERRATA: should read "If Floral Spuzzem attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do, destroy target artifact the player controls." [Encyc. p. 146, corrected]} Green Fog gCCCCmC G Instant Creatures deal no combat damage this turn. {4E text: "No creatures deal damage in combat this turn." RV text: "Creatures attack and block as normal, but none deal any damage or otherwise affect any creature as a result of an attack or block. All attacking creatures are still tapped. Play any time before attack damage is dealt." A/B/UL: like RV without "or otherwise ... block."} {New art in 5E.} Green Folk of An-Havva hC4 G Summon Folk of An-Havva 1/1 If assigned as a blocker, Folk of An-Havva gets +2/+0 until end of turn. Green Folk of the Pines iC 4G Summon Dryads 2/5 <1G>: +1/+0 until end of turn Green Foratog mU 2G Summon Atog 1/2 , Sacrifice a forest: +2/+2 until end of turn. Green Forbidden Lore iR 2G Enchant Land When Forbidden Lore comes into play, choose target land. <0>: Tap land Forbidden Lore enchants to give target creature +2/+1 until end of turn. {ERRATA: change first sentence to "Play only on a land you control." [Encyc. p. 80]} Green Force of Nature gRRRR 2GGGG Summon Force 8/8, Trample During your upkeep, pay or Force of Nature deals 8 damage to you. {A/B/UL/RV text: "You must pay during your upkeep or Force of Nature does 8 damage to you. You may still attack with Force of Nature even if you failed to pay the upkeep." A/B/UL: Misspelled Shuler. Alpha: letters GGGG instead of green mana symbols.} {New art in 5E.} Green Forgotten Lore iU G Sorcery Target opponent chooses target card from your graveyard. You may pay to have that opponent choose a new target that he or she has not already chosen. Put the last target card in your hand. Green Foxfire g---CiC 2G Instant Untap target attacking creature. That creature neither deals nor receives combat damage this turn. Draw a card at the beginning of the next turn. {IA text: "Untap target attacking creature. That creature neither receives nor deals damage in combat this turn. Draw a card at the beginning of the next turn's upkeep."} Green Freyalise Supplicant iU 1G Summon Cleric 1/1 : Sacrifice a red or white creature to have Freyalise Supplicant deal an amount of damage equal to half the creature's power, rounded down, to target creature or player. Green Freyalise's Charm iU GG Enchantment : When any opponent successfully casts a black spell, draw a card. Use this ability only once each time a black spell is cast. : Return Freyalise's Charm to owner's hand. Green Freyalise's Winds iR 2GG Enchantment Whenever a permanent becomes tapped, put a wind counter on it. Permanents with any wind counters on them do not untap during their controller's untap phase; instead, remove all wind counters from those permanents. Green Frog Tongue tC G Enchant Creature When Frog Tongue comes into play, draw a card. Enchanted creature can block creatures with flying. Green Fugitive Druid tR 3G Summon Druid 3/2 Whenever any player successfully casts an enchantment spell that targets Fugitive Druid, draw a card. Green Fungal Bloom fU1 GG Enchantment : Put a spore counter on a target Fungus. Green Fungus Elemental wR 3G Summon Elemental 3/3 , Sacrifice a forest: Put a +2/+2 counter on Fungus Elemental. Use this ability only if Fungus Elemental came into play this turn. Green Fungusaur gRRRR 3G Summon Fungusaur 2/2 At the end of any turn in which Fungusaur was damaged, put a +1/+1 counter on it. {4E text: "At the end of any turn in which Fungusaur receives damage but does not leave play, put a +1/+1 counter on it." RV text: "At the end of any turn during which Fungusaur was damaged but not destroyed, put a +1/+1 counter on it." A/B/UL: like RV but begins "Each time Fungusaur is damaged but not destroyed..."} {New art in 5E.} Green Fyndhorn Brownie iC 2G Summon Brownie 1/1 <2GT>: Untap target creature. Green Fyndhorn Druid aC2 2G Summon Druid 2/2 If Fyndhorn Druid is put into the graveyard the same turn it was blocked, gain 4 life. Green Fyndhorn Elder g---UiU 2G Summon Elf 1/1 : Add to your mana pool. Play this ability as a mana source. {IA: "interrupt" instead of "mana source"} {New art in 5E.} Green Fyndhorn Elves iC G Summon Elves 1/1 : Add to your mana pool. Play this ability as an interrupt. Green Fyndhorn Pollen iR 2G Enchantment CU: <1> All creatures get -1/-0. <1G>: All creatures get -1/-0 until end of turn. Green Gaea's Avenger qU1 1GG Summon Gaea's Avenger *+1/*+1 The *s below are the number of artifacts opponent has in play. {ERRATA: Gaea's Avenger's power and toughness are each equal to the number of artifacts target opponent controls." [Encyc. p. 132; errata is missing "one plus"]} Green Gaea's Blessing wU 1G Sorcery Target player shuffles up to three target cards from his or her graveyard into his or her library. Draw a card. If Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library. Green Gaea's Liege gRRR- 3GGG Summon Gaea's Liege */* Gaea's Liege has power and toughness each equal to the number of forests you control; when Gaea's Liege attacks, these are instead equal to the number of forests defending player controls. : Target land becomes a basic forest until Gaea's Liege leaves play. {RV text: ": Turn any one land into a basic forest. Mark changed lands with counters, removing the counters when Gaea's Liege leaves play. Gaea's Liege has power and toughness equal to the number of forests controller has in play; when it's attacking, they are equal to the number of forests defending player has in play." A/B/UL text: "When defending, Gaea's Liege has power and toughness equal to the number of forests you have in play; when it's attacking, they are equal to the number of forests opponent has in play. Tap to turn any one land into a forest until Gaea's Liege leaves play. Mark changed lands with counters, removing the counters when Gaea's Liege leaves play."} Green Gaea's Touch dC3 GG Enchantment You may put one additional land in play during each of your turns, but that land must be a basic forest. You may sacrifice Gaea's Touch to add to your mana pool. This ability is played as an interrupt. {One out of the three copies of this card on the DK common sheet has all the text, casting cost, and expansion icon shifted to the left.} Green Gargantuan Gorilla aR2 4GGG Summon Gorilla 7/7 During your upkeep, sacrifice a forest, or bury Gargantuan Gorilla and Gargantuan Gorilla deals 7 damage to you. If you sacrifice a snow-covered forest in this way, Gargantuan Gorilla gains trample until end of turn. : Gargantuan Gorilla deals an amount of damage equal to its power to any other target creature. That creature deals an amount of damage equal to its power to Gargantuan Gorilla. Green Ghazban Ogre g---CnC4cC3 G Summon Ogre 2/2 During your upkeep, if a player has more life than any other, he or she gains control of Ghazban Ogre. {CH text: "During your upkeep, the player with the most life gains control of Ghazban Ogre. If the highest life total is shared by more than one player, the player currently controlling Ghazban Ogre retains control of it." AN text: "During its current controller's upkeep, the player with the highest life total takes control of Ghazban Ogre."} {New art in 5E.} Green Giant Badger pU 1GG Summon Badger 2/2 If assigned as a blocker, Giant Badger gets +2/+2 until end of turn. {Distributed by mail to purchasers of the novel _Shattered Chains_, starting in March 1995, and with Duelist Companion #8.} Green Giant Caterpillar vCpC 3G Summon Caterpillar 3/3 , Sacrifice Giant Caterpillar: Put a Butterfly token into play at end of turn. Treat this token as a 1/1 green creature with flying. {Promo in Multiverse gift box packs} Green Giant Growth gCCCCiC G Instant Target creature gets +3/+3 until end of turn. {A/B/UL/RV: "gains" instead of "gets"} {New art in 5E.} Green Giant Mantis mC 3G Summon Mantis 2/4 Giant Mantis can block creatures with flying. Green Giant Spider gCCCC 3G Summon Spider 2/4 Giant Spider can block creatures with flying. {4E: no "Giant Spider". A/B/UL/RV text: "Does not fly, but can block flying creatures."} {New art in 5E.} Green Giant Turtle lC2 1GG Summon Turtle 2/4 Giant Turtle may not attack if it attacked during your last turn. Green Gibbering Hyenas mC 2G Summon Hyenas 3/2 Gibbering Hyenas cannot block black creatures. Green Gift of the Woods aC2 G Enchant Creature If enchanted creature blocks or is blocked by any creatures, enchanted creature gets +0/+3 until end of turn and you gain 1 life. Green Glyph of Reincarnation lC1 G Instant Play after combat is over. All surviving creatures blocked by target wall this turn are buried. For each creature buried in this manner, choose one creature from attacker's graveyard and return it to play under attacker's control. Treat these creatures as if they were just summoned. If there are not enough creatures in attacker's graveyard, all creatures in attacker's graveyard are returned to play. Green Gorilla Berserkers aC3 3GG Summon Gorillas 2/3, Trample, rampage: 2 Cannot be blocked by fewer than three creatures. Green Gorilla Chieftain aC2 2GG Summon Gorilla 3/3, <1G>: Regenerate Green Gorilla Pack pUiC 2G Summon Gorilla Pack 3/3 Gorilla Pack cannot attack if defending player controls no forests. Bury Gorilla Pack if you control no forests. {Ice Age promo. Distributed with Hero Illustrated #23 and with Duelist Companion #9.} Green Granger Guildmage mC G Summon Wizard 1/1 : Target creature gains first strike until end of turn. : Granger Guildmage deals 1 damage to target creature or player and 1 damage to you. Green Grizzly Bears gCCCC 1G Summon Bears 2/2 {New art in 5E.} Green Hail Storm aU2 1GG Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. Green Hall of Gemstone mR 1GG Enchant World During each player's upkeep, that player chooses a color. Until end of turn, each mana-producing land produces mana of the chosen color instead of its normal color. {Ignore the line break; the whole text is one ability. [10/03/96 RTR]} Green Harrow tU 2G Instant Sacrifice a land: Search your library for up to two basic land cards and put them into play. Shuffle your library afterwards. Green Harvest Wurm wC 1G Summon Wurm 3/2 When Harvest Wurm comes into play, return any basic land card from your graveyard to your hand or bury Harvest Wurm. Green Heartwood Dryad tC 1G Summon Dryad 2/1 Heartwood Dryad can block creatures with shadow. Green Heartwood Giant tR 3GG Summon Giant 4/4 , Sacrifice a forest: Heartwood Giant deals 2 damage to target player. Green Heartwood Treefolk tU 2GG Summon Treefolk 3/4, Forestwalk Green Hermit Druid sR 1G Summon Druid 1/1 : Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and put all other revealed cards into your graveyard. Green Hidden Path dU1 2GGGG Enchantment All green creatures gain forestwalk. Green Horned Sliver tU 2G Summon Sliver 2/2 All Slivers gain trample. Green Hornet Cobra lC2 1GG Summon Cobra 2/1, First strike Green Hot Springs iR 1G Enchant Land When Hot Springs comes into play, choose target land you control. <0>: Tap land Hot Springs enchants to prevent 1 damage to any creature or player. {ERRATA: change first sentence to "Play only on a land you control." [Encyc. p. 84]} Green Hungry Mist g---ChC4 2GG Summon Mist 6/2 During your upkeep, pay or bury Hungry Mist. Green Hurricane gUUUUiU XG Sorcery Hurricane deals X damage to each creature with flying and each player. {4E: "...to each player and each creature with flying." A/B/UL/RV text: "All players and flying creatures suffer X damage."} Green Ice Storm gU--- 2G Sorcery Destroys any one land. Green Ichneumon Druid lU1 1GG Summon Druid 1/1 Ichneumon Druid does 4 damage to any opponent casting an instant. This does not apply to the first instant cast by that opponent in each turn. Green Ifh-Biff Efreet nU2 2GG Summon Efreet 3/3, Flying While Ifh-Biff Efreet is in play, any player can pay to have Ifh-Biff Efreet do 1 damage to each player and each flying creature in play. This ability does not tap the Ifh-Biff Efreet, and can be used as soon as it is successfully summoned. Green Instill Energy gUUUU G Enchant Creature Enchanted creature is unaffected by summoning sickness. <0>: Untap enchanted creature. Use this ability only during your turn and only once each turn. {4E text: "Target creature can attack the turn it comes into play on your side. <0>: During your turn, untap target creature Instill Energy enchants. Use this ability only once each turn." RV text: "You may untap target creature one additional time during your turn. Target creature may also attack the turn it comes into play." A/B/UL: like RV text but insert "both during your untap phase and" before "one additional"} {New art in 5E.} Green Ironroot Treefolk gCCCC 4G Summon Treefolk 3/5 {New art in 5E.} Green Johtull Wurm g---UiU 5G Summon Wurm 6/6 For each creature assigned to block it beyond the first, Johtull Wurm gets -2/-1 until end of turn. {IA text: "For each blocking creature assigned to Johtull Worm beyond the first, Johtull Worm gets -2/-1 until end of turn."} {ERRATA: should read "For each creature assigned to block Johtull Wurm beyond the first, Johtull Wurm gets -2/-1 until end of turn." [Encyc. p. 86]} {Yes, the IA card's name was misspelled twice in its text. New art in 5E.} Green Jolrael's Centaur mC 1GG Summon Centaur 2/2, Flanking Jolrael's Centaur cannot be the target of spells or effects. Green Joven's Ferrets hC1 G Summon Ferrets 1/1 If declared as an attacker, Joven's Ferrets gets +0/+2 until end of turn. At end of combat, tap any creatures that blocked Joven's Ferrets. Those creatures do not untap during their controller's next untap phase. {ERRATA: change last two sentences to "Whenever Joven's Ferrets blocks a creature, tap that creature at end of combat and the creature does not untap during its controller's next untap phase." [Encyc. p. 201]} Green Jungle Patrol mR 3G Summon Soldiers 3/2 <1GT>: Put a Wood token into play. Treat this token as a 0/1 green creature that counts as a Wall. Sacrifice a Wood token: Add to your mana pool. Play this ability as a mana source. Green Jungle Wurm mC 3GG Summon Wurm 5/5 For each creature assigned to block it beyond the first, Jungle Wurm gets -1/-1 until end of turn. Green Juniper Order Druid iC 2G Summon Cleric 1/1 : Untap target land. Play this ability as an interrupt. {ERRATA: ignore "Play this ability as an interrupt." [Encyc. p. 87]} Green Karoo Meerkat mU 1G Summon Meerkat 2/1, Protection from blue Green Katabatic Winds vR 2G Enchantment Phasing Creatures with flying cannot attack, block, or use any ability that includes in the activation cost. Green Kaysa aR2 3GG Summon Legend 2/3 All green creatures you control get +1/+1. Green Killer Bees g--UUlR1 1GG Summon Bees 0/1, Flying : +1/+1 until end of turn Green King Cheetah vCpC 3G Summon Cheetah 3/2 You may choose to play King Cheetah whenever you could play an instant. {Promo in Multiverse gift box packs. Appears in the Visions alternate common slot in Belgian-made packs.} Green Krakilin tU XGG Summon Beast 0/0, <1G>: Regenerate Krakilin comes into play with X +1/+1 counters on it. Green Kudzu gRR-- 1GG Enchant Land When target land becomes tapped, it is destroyed. Unless that was the last land in play, Kudzu is not discarded; instead the player whose land it just destroyed may place it on any other land in play. {A/B/UL: "is" instead of "becomes"; "another land of his or her choice" rather than "any other land in play".} {ERRATA: should read "If enchanted land becomes tapped, destroy that land, and its controller moves Kudzu to another legal target. If he or she cannot, bury Kudzu." [Encyc. p. 53]} Green Kyscu Drake vU 3G Summon Drake 2/2, Flying :+0/+1 until end of turn. You cannot spend more than in this way each turn. Sacrifice Kyscu Drake and Spitting Drake: Search your library for Viashivan Dragon and put it into play. Shuffle your library afterwards. Green Land Leeches g--C-dC3 1GG Summon Leeches 2/2, First strike Green Leaping Lizard hC1 1GG Summon Lizard 2/3 <1G>: Flying and -0/-1 until end of turn. Green Ley Druid gUUUC 2G Summon Cleric 1/1 : Untap target land. {4E text: ": Untap target land. Play this ability as an interrupt." RV text: ": untap a land of your choice. This ability is played as an interrupt." A/B/UL text: "Tap Druid to untap a land of your choice. This action can be played as an interrupt."} {ERRATA: Ignore "Play this ability as an interrupt." [Encyc. p. 34]} Green Lhurgoyf g---RiR 2GG Summon Lhurgoyf */1+* Lhurgoyf has power equal to the number of creature cards in all graveyards and toughness equal to 1 plus the number of creature cards in all graveyards. {IA: "creatures" instead of "creature cards" both times} Green Lichenthrope vRpR 3GG Summon Lichenthrope 5/5 For each 1 damage dealt to Lichenthrope, put a -1/-1 counter on it instead. During your upkeep, remove one of these -1/-1 counters from Lichenthrope. {Promo in Multiverse gift box packs} Green Liege of the Hollows wR 2GG Summon Spirit 3/4 If Liege of the Hollows is put into any graveyard from play, each player may pay any amount of mana to put that number of Squirrel tokens into play under his or her control. Treat those tokens as 1/1 green creatures. Green Lifeforce gUUUU GG Enchantment : Counter target black spell. Play this ability as an interrupt. {RV text: ": Counter a black spell as it is being cast. This use is played as an interrupt, and does not affect black cards already in play. A/B/UL: like RV, but "Destroy" instead of "Counter", "may be" instead of "is" played.} {New art in 5E.} Green Lifelace gRRR- G Interrupt Change the color of target spell or target permanent to green. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to green. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Green Living Artifact gRRRR G Enchant Artifact For each 1 damage dealt to you, put a vitality counter on Living Artifact. Remove a vitality counter from Living Artifact: Gain 1 life. Use this ability only during your upkeep and only once each turn. {4E text: "Put a vitality counter on Living Artifact for each damage dealt to you. <0>: During your upkeep, remove a vitality counter to gain 1 life. Remove only one vitality counter during each of your upkeeps." RV text: "Put a counter on target artifact for each life you lose. During your upkeep you may trade one counter for one life, but you can only trade in one counter during each of your upkeeps." A/B/UL: like RV but no "your" in "During upkeep", "each turn" instead of "during ... upkeeps."} Green Living Lands gRRRR 3G Enchantment All forests are 1/1 creatures. (These creatures still count as lands.) {4E text: "All forests become 1/1 creatures. The forests still count as lands but cannot be tapped for mana the turn they come into play." RV text: "Treat all forests in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack." A/B/UL: like RV but added at the end "The living lands have no color; they are not considered green cards."} {New art in 5E.} Green Living Plane lR1 2GG Enchant World Treat all land in play as both lands and 1/1 creatures. They may not be tapped for mana the first turn they are brought into play. Green Llanowar Behemoth wU 3GG Summon Behemoth 4/4 Tap a creature you control: +1/+1 until end of turn. Green Llanowar Druid wC 1G Summon Elf 1/2 : Sacrifice Llanowar Druid: Untap all forests. Green Llanowar Elves gCCCC G Summon Elves 1/1 : Add to your mana pool. Play this ability as a mana source. {4E: "interrupt" instead of "mana source". RV: like 4E but ends "This ability is played as an interrupt." A/B/UL: like 4E but "1 green mana" instead of , and ends "This tap can be played as an interrupt."} Green Llanowar Sentinel wC 2G Summon Elf 2/3 When Llanowar Sentinel comes into play, you may pay G1 to search your library for a Llanowar Sentinel card. Put that card into play. Shuffle your library afterwards. Green Locust Swarm mU 3G Summon Swarm 1/1, Flying : Regenerate. : Untap Locust Swarm. Use this ability only once each turn. Green Lowland Basilisk sC 2G Summon Basilisk 1/3 Whenever Lowland Basilisk damages any creature, destroy that creature at end of combat. Green Lure gUUUUiU 1GG Enchant Creature All creatures able to block enchanted creature do so. {4E text: "All creatures able to block target creature must do so. Lure does not prevent a creature from blocking more than one creature if blocker has that ability. If blocker is forced to block more creatures than it is allowed to, defender chooses which of these creatures to block, but must block as many creatures as allowed." A/B/UL/RV text: "All creatures able to block target creature must do so. If a creature has the ability to block more than one creature, Lure does not prevent this. If there is more than one attacking creature with Lure, defender may choose which of them each defending creature blocks."} Green Lure of Prey mR 2GG Instant Play only if an opponent successfully cast a summon spell this turn. Put a green summon card from your hand into play as though it were just played. Green Lurker dU1 2G Summon Lurker 2/3 Lurker may not be the target of any spell unless Lurker was declared as an attacker or blocker this turn. {ERRATA: change "may not" to "cannot"; change "any spell" to "spells"; change second "Lurker" to "it"; change "declared" to "assigned" [Encyc. p. 171]} Green Maddening Wind iU 2G Enchant Creature CU: During target creature's controller's upkeep, Maddening Wind deals 2 damage to that player. Green Mammoth Harness hU1 3G Enchant Creature Target creature loses flying. If any creature is assigned to block the creature Mammoth Harness enchants or has the creature Mammoth Harness enchants assigned to block it, that creature gains first strike until end of turn. Green Maro mR 2GG Summon Nature Spirit */* Maro has power and toughness each equal to the number of cards in your hand. Green Marsh Viper g--CCdC3 3G Summon Viper 1/2 If Marsh Viper damages any player, he or she gets two poison counters. If any player has ten or more poison counters, he or she loses the game. {4E: "a player" instead of "any player" twice. DK text: "If Marsh Viper damages opponent, opponent gets two poison counters. If opponent ever has ten or more poison counters, opponent loses game."} Green Master of the Hunt lR1 2GG Summon Master 2/2 <2GG>: Put a Wolves of the Hunt token into play. Treat this token as a 1/1 green creature with the ability bands with other Wolves of the Hunt. Green Metamorphosis nC4cC3 G Sorcery Sacrifice a creature to add an amount of mana equal to its casting cost plus one to your mana pool. This mana may be of any one color. Use this mana only to cast summon spells. {AN text: "Sacrifice a creature of yours in play for an amount of mana equal to its casting cost plus 1. This mana can be of any one color, and can only be used to summon creatures."} Green Mindbender Spores mR 2G Summon Wall 0/1, Flying Whenever Mindbender Spores blocks any creature, put four fungus counters on that creature. During its controller's untap phase, remove a fungus counter from the creature. As long as the creature has any fungus counters on it, it does not untap during its controller's untap phase. {ERRATA: Mindbender Spores' effect only removes the fungus counters it placed on the creature. [12/3/96 RTR]} Green Mirri's Guile tR G Enchantment During your upkeep, you may look at the top three cards of your library and put them back in any order. Green Mongrel Pack tR 3G Summon Hounds 4/1 If Mongrel Pack is put into any graveyard from play during combat, put four Hound tokens into play. Treat these tokens as 1/1 green creatures. Green Mortal Wound vC G Enchant Creature If damage is dealt to enchanted creature, destroy it. Green Moss Monster lC2 3GG Summon Monster 3/6 Green Mtenda Lion mC G Summon Lion 2/1 If Mtenda Lion attacks, defending player may pay to have it deal no combat damage this turn. Green Mulch sC 1G Sorcery Reveal the top four cards of your library to all players. Put any of those cards that are lands into your hand and the rest into your graveyard. Green Muscle Sliver tC 1G Summon Sliver 1/1 All Slivers get +1/+1. Green Mwonvuli Ooze wR G Summon Ooze 1+*/1+*, CU: <2> Mwonvuli Ooze has power and toughness each equal to 1 plus its last paid cumulative upkeep. Green Nafs Asp g--C-nC5 G Summon Asp 1/1 If Nafs Asp damages a player, it also deals 1 damage to that player during his or her next draw phase. Before then, the player may pay <1> to prevent this damage. {AN text: "If asp inflicts any damage on your opponent, your opponent must spend <1> before the draw phase of his or her next turn or lose an additional 1 life."} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C2 and the more normal-looking version is C3.} Green Natural Balance mR 2GG Sorcery Each player controlling six or more lands sacrifices enough lands to reduce his or her land total to five. Each player controlling four or fewer lands may search his or her library for enough basic land to bring his or her land total to five and put those lands into play. Those players shuffle their libraries afterwards. {If you get land from your library, you may not get more land than what's necessary to bring your total to five; you are not required to get that much land. [10/03/96 RTR]} Green Natural Order vR 2GG Sorcery Sacrifice a green creature: Search your library for a green creature and put it into play as though it were just played. Shuffle your library afterwards. Green Natural Selection gR--- G Instant Look at top three cards of any player's library. You may opt to rearrange those three cards or shuffle the entire library. Green Natural Spring tC 3GG Sorcery Target player gains 8 life. Green Nature's Chosen aU2 G Enchant Creature Play on a creature you control. <0>: Untap enchanted creature. Use this ability only during your turn and only once each turn. <0>: Tap enchanted creature to untap target artifact, creature, or land. Use this ability only if enchanted creature is white and only once each turn. Green Nature's Kiss wC 1G Enchant Creature <1>, Remove the top card in your graveyard from the game: Enchanted creature gets +1/+1 until end of turn. Green Nature's Lore g---CiU 1G Sorcery Search your library for a forest card and put that card into play. Shuffle your library afterwards. {IA text: "Search your library for any forest and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards."} {New art in 5E.} Green Nature's Resurgence wR 2GG Sorcery Each player draws a number of cards equal to the number of creature cards in his or her graveyard. Green Nature's Revolt tR 3GG Enchantment All lands are 2/2 creatures. (These creatures still count as lands.) Green Nature's Wrath aR2 4GG Enchantment During your upkeep, pay or bury Nature's Wrath. Whenever a player puts a swamp or black permanent into play, he or she sacrifices a swamp or black permanent. Whenever a player puts an island or a blue permanent into play, he or she sacrifices an island or a blue permanent. Green Needle Storm tU 2G Sorcery Needle Storm deals 4 damage to each creature with flying. Green Nettletooth Djinn mU 3G Summon Djinn 4/4 During your upkeep, Nettletooth Djinn deals 1 damage to you. Green Niall Silvain dU1 GGG Summon Niall Silvain 2/2 : Target creature is regenerated. Green Night Soil fC3 GG Enchantment <1>: Remove two creatures in any graveyard from the game to put a Saproling token into play. Treat this token as a 1/1 green creature. Green Nurturing Licid tU 1G Summon Licid 1/1 : Nurturing Licid loses this ability and becomes a creature enchantment that reads ": Regenerate enchanted creature" instead of a creature. Move Nurturing Licid onto target creature. You may pay to end this effect. Green Overgrowth sC 2G Enchant Land Whenever enchanted land is tapeed for mana, it produces an additional . Green Overrun tU 2GGG Sorcery All creatures you control get +3/+3 and gain trample until end of turn. Green Pale Bears iR 2G Summon Bears 2/2, Islandwalk Green Panther Warriors vC 4G Summon Cat Warriors 6/3 Green People of the Woods dU2 GG Summon People of the Woods 1/* The * below represents the number of forests controlled by People of the Woods' controller. Green Pincher Beetles tC 2G Summon Insects 3/1 Pincher Beetles cannot be the target of spells or abilities. Green Pixie Queen lR1 2GG Summon Pixie Queen 1/1, Flying : Target creature gains flying until end of turn. Green Powerleech qU3 GG Enchantment Gain 1 life whenever one of opponent's artifacts becomes tapped, or whenever the activation cost of one of opponent's artifacts is paid. Is not triggered by continuous artifacts. {ERRATA: add to beginning "Choose target opponent when Powerleech comes into play." and change both "opponent" to "that opponent" [Encyc. p. 209]} Green Pradesh Gypsies g--CClU1 2G Summon Gypsies 1/1 <1GT>: Target creature gets -2/-0 until end of turn. Green Preferred Selection mR 2GG Enchantment At the beginning of your draw phase, look at the top two cards of your library and choose one. Put that card on the bottom of your library, or sacrifice Preferred Selection and pay <2GG> to draw the card. Green Primal Order g---RhU1 2GG Enchantment During each player's upkeep, Primal Order deals to that player an amount of damage equal to the number of nonbasic lands he or she controls. {HL: ends "deals 1 damage to that player for each non-basic land he or she controls."} {New art in 5E.} Green Primal Rage sU 1G Enchantment All creatures you control gain trample. Green Provoke sC 1G Instant Untap target creature you do not control. That creature blocks this turn if able. Draw a card. Green Pygmy Allosaurus iR 2G Summon Dinosaur 2/2, Swampwalk Green Pyknite iC 2G Summon Pyknite 1/1 Draw a card at the beginning of the upkeep of the turn after Pyknite comes into play. Green Quirion Druid vR 2G Summon Druid 2/2 : Target land becomes a 2/2 green creature permanently. That land still counts as a land. Green Quirion Elves mC 1G Summon Elves 1/1 When you play Quirion Elves, choose a color. : Add one mana of the chosen color to your mana pool. Play this ability as a mana source. : Add to your mana pool. Play this ability as a mana source. Green Quirion Ranger vC G Summon Elf 1/1 Return a forest you control to owner's hand: Untap target creature. Use this ability only once each turn. Green Rabid Wombat g---UlU1cU3 2GG Summon Wombat 0/1 Attacking does not cause Rabid Wombat to tap. Rabid Wombat gets +2/+2 for each creature enchantment on it. {CH: order of sentences reversed} Green Radjan Spirit g--UUlU1 3G Summon Spirit 3/2 : Target creature loses flying until end of turn. {LG: insert "ability" after "flying"} Green Rampant Growth mCtC 1G Sorcery Search your library for a basic land card and put it into play, tapped. Shuffle your library afterwards. Green Reality Anchor tC 1G Instant Target creature loses shadow until end of turn. Draw a card. Green Reap tU 1G Instant Return any number of target cards from your graveyard to your hand. You cannot choose more cards than the number of black permanents target opponent controls. Green Rebirth g--R-lR1 3GGG Sorcery Each player may be healed to 20 life. Any player choosing to be so healed antes an additional card from the top of his or her library. Remove Rebirth from your deck before playing if not playing for ante. {LG: "choose to" before "be healed", no "so" before "healed", "this card" instead of "Rebirth", "you are" before "not playing".} Green Recycle tR 4GG Enchantment Skip your draw phase. Whenever you play a card, draw a card. During your discard phase, choose and discard all but two cards. Green Redwood Treefolk wC 4G Summon Treefolk 3/6 Green Regeneration gCCCCiCmC 1G Enchant Creature : Regenerate enchanted creature. {IA text: "When Regeneration comes into play, choose target creature. : Regenerate creature Regeneration enchants." 4E: ": Regenerate target creature Regeneration enchants." A/B/UL/RV text: ": Target creature regenerates."} Green Regrowth gUU-- 1G Sorcery Bring any card from your graveyard to your hand. {A/B/UL: "Return" any...} {ERRATA: change "any card" to "one target card" [Encyc. p. 54]} Green Reincarnation lU1 1GG Instant If target creature is placed in graveyard this turn, bring a creature from that graveyard directly into play under the control of the owner of the target creature. Treat this creature as though it were just summoned. Green Renewal hC1 2G Sorcery Sacrifice a land to search your library for a basic land and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Green Respite tC 1G Instant Creatures deal no combat damage this turn. Gain 1 life for each attacking creature. Green Revelation lR1cU1 G Enchant World All players play with the cards in their hands face up on the table. Green Rime Dryad iC G Summon Dryad 1/2, Snow-covered forestwalk Green Ritual of Subdual iR 4GG Enchantment CU: <2> All mana producing lands produce colorless mana instead of their normal mana. Green River Boa vC 1G Summon Snake 2/1, Islandwalk, : Regenerate Green Rogue Elephant wC G Summon Elephant 3/3 When Rogue Elephant comes into play, sacrifice a forest or bury Rogue Elephant. Green Root Maze tR G Enchantment All artifacts and lands come into play tapped. Green Root Spider hU3 3G Summon Spider 2/2 If assigned as a blocker, Root Spider gains first strike and +1/+0 until end of turn. Green Rootbreaker Wurm tC 5GG Summon Wurm 6/6, Trample Green Roots hU3 3G Enchant Creature Tap target creature without flying. That creature does not untap during its controller's untap phase. Green Roots of Life mU 1GG Enchantment When you play Roots of Life, choose islands or swamps. Whenever a land of the chosen type that target opponent controls becomes tapped, gain 1 life. Green Rootwalla tC 2G Summon Lizard 2/2 <1G>: Rootwalla gets +2/+2 until end of turn. Use this ability only once each turn. Green Rowen vR 2GG Enchantment During your draw phase, reveal the first card you draw to all players. If that card is a basic land, draw a card. Green Rust lC2 G Interrupt Counter target artifact effect, which must require an activation cost. Green Rysorian Badger hU1 2G Summon Badger 2/2 If Rysorian Badger attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, remove from the game up to two target creatures from that players graveyard. Gain 1 life for each creature removed in this way. Green Sabertooth Cobra mC 2G Summon Cobra 2/2 If Sabertooth Cobra damages a player, he or she gets a poison counter. During that player's next upkeep, he or she gets another poison counter unless he or she pays <2> before then to prevent this effect. If any player has ten or more poison counters, he or she loses the game. Green Sandstorm g--C-nC4mC G Instant Sandstorm deals 1 damage to each attacking creature. {4E: ends "to all attacking creatures." AN text: "All attacking creatures suffer 1 damage."} Green Savaen Elves dC3 G Summon Elves 1/1 : Target enchant land is destroyed. Green Scaled Wurm g---CpUiC 7G Summon Wurm 7/6 {Ice Age promo. Distributed in Combo Magazine #4 and with Duelist Companion #8.} Green Scarwood Bandits dU1 2GG Summon Bandits 2/2, Forestwalk <2GT>: Take control of target artifact. Opponent may counter this action by paying <2>. You lose control of target artifact if Scarwood Bandits leave play or at end of game. {ERRATA: change "Take control... Opponent" to "Gain control of target artifact you do not control. That artifact's controller" [Encyc. p. 172]} Green Scarwood Hag dU2 1G Summon Hag 1/1 : Target creature gains forestwalk until end of turn. : Target creature loses forestwalk until end of turn. Green Scavenger Folk g---CdC3cC3 G Summon Scavenger Folk 1/1 , Sacrifice Scavenger Folk: Destroy target artifact. {DK/CH text: ": Sacrifice Scavenger Folk to destroy target artifact."} {ERRATA: DK: Dennis Detwiller's name is misspelled. [Duelist #4, page 138]} {New art in 5E.} Green Scragnoth tU 4G Summon Beast 3/4, Protection from blue While Scragnoth is being cast, it cannot be countered. Green Scryb Sprites gCCCC G Summon Faeries 1/1, Flying Green Seedling Charm mC G Instant Choose one -- Return target creature enchantment to owner's hand; or regenerate target green creature; or target creature gains trample until end of turn. Green Seeds of Innocence mR 1GG Sorcery Bury all artifacts. Each artifact's controller gains an amount of life equal to that artifact's casting cost. Green Seeker of Skybreak tC 1G Summon Elf 2/1 : Untap target creature. Green Serene Heart mC 1G Instant Destroy all local enchantments. Green Shambling Strider iC 4GG Summon Strider 5/5 : +1/-1 until end of turn Green Shanodin Dryads gCCCC G Summon Nymphs 1/1, Forestwalk {New art in 5E.} Green Shelkin Brownie lC1 1G Summon Faerie 1/1 : Remove the bands with other ability from target creature until end of turn. Green Shrink g---ChC4 G Instant Target creature gets -5/-0 until end of turn. Green Singing Tree nU2 3G Summon Singing Tree 0/3 Tap to reduce an attacking creature's power to 0. {ERRATA: should read ": Target attacking creature gets -x/-0 until end of turn, where X is equal to that creature's power." [Encyc. p. 128]} Green Skyshroud Archer sC G Summon Elf 1/1 : Target creature with flying gets -1/-1 until end of turn. Green Skyshroud Elf tC 1G Summon Elf 1/1 : Add to your mana pool. Play this ability as a mana source. <1>: Add or to your mana pool. Play this ability as a mana source. Green Skyshroud Ranger tC G Summon Elf 1/1 : Choose a land card in your hand and put it into play. Play this ability as a sorcery. Green Skyshroud Troll tC 2GG Summon Giant 3/3, <1G>: Regenerate Green Skyshroud Troopers sC 3G Summon Elves 3/3 : Add to your mana pool. Play this ability as a mana source. Green Snowblind iR 3G Enchant Creature Target creature gets -*/-*. When that creature attacks, * is equal to the number of snow-covered lands defending player controls. At other times, * is equal to the number of snow-covered lands its controller controls. If this reduces the creature's toughness to less than 1, the creature's toughness is 1. Green Spectral Bears hU3 1G Summon Bears 3/3 If Spectral Bears is declared as an attacker and defending player controls no black cards, it does not untap during its next untap phase. Green Spider Climb vC G Enchant Creature You may choose to play Spider Climb as an instant; if you do, bury it at end of turn. Enchanted creature gets +0/+3, and can block creatures with flying. Green Spike Breeder sR 3G Summon Spike 0/0 Spike Breeder comes into play with three +1/+1 counters on it. <2>, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature. <2>, Remove a +1/+1 counter from Spike Breeder: Put a Spike token into play. Treat this token as a 1/1 green creature. Green Spike Colony sC 4G Summon Spike 0/0 Spike Colony comes into play with four +1/+1 counters on it. <2>, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature. Green Spike Drone tC G Summon Spike 0/0 Spike Drone comes into play with one +1/+1 counter on it. <2>, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature. Green Spike Feeder sU 1GG Summon Spike 0/0 Spike Feeder comes into play with two +1/+1 counters on it. <2>, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Feeder: Gain 2 life. Green Spike Soldier sU 2GG Summon Spike 0/0 Spike Soldier comes into play with three +1/+1 counters on it. <2>, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn. Green Spike Worker sC 2G Summon Spike 0/0 Spike Worker comes into play with two +1/+1 counters on it. <2>, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature. Green Spined Wurm sC 4G Summon Wurm 5/4 Green Spitting Slug dU2 1GG Summon Slug 2/4 <1G>: Spitting Slug gains first strike until end of turn. If this ability is not activated, all creatures blocking or blocked by Spitting Slug gain first strike until end of turn. {ERRATA: change "all creatures blocking or blocked by Spitting Slug" to "all creatures Spitting Slug blocks or is blocked by" [Encyc. p. 174]} Green Splintering Wind aR2 2GG Enchantment <2G>: Splintering Wind deals 1 damage to target creature. Put a Splinter token into play. Treat this token as a 1/1 green creature with flying and CU: . If this token leaves play, it deals 1 damage to you and to each creature you control. Green Spore Cloud fC3 1GG Instant Tap all blocking creatures. No creatures deal damage in combat this turn. Neither attacking nor blocking creatures untap as normal during their controllers' next untap phase. Green Spore Flower fU3 GG Summon Fungus 0/1 During your upkeep, put a spore counter on Spore Flower. <0>: Remove three spore counters from Spore Flower. No creatures deal damage in combat this turn. Green Stalking Tiger mC 3G Summon Tiger 3/3 Stalking Tiger cannot be blocked by more than one creature. Green Stampede g---RiR 1GG Instant All attacking creatures get +1/+0 and gain trample until end of turn. {IA: order of "get +1/+0" and "gain trample" reversed} Green Stampeding Wildebeests vU 2GG Summon Wildebeests 5/4, Trample During your upkeep, return a green creature you control to owner's hand. Green Storm Front tU G Enchantment : Tap target creature with flying. Green Storm Seeker lU1cU3 3G Instant Storm Seeker deals 1 damage to target player for each card in his or her hand. {LG text: "Storm Seeker does 1 damage to opponent for every card in his or her hand."} Green Stream of Life gCCCCpC XG Sorcery Target player gains X life. {A 5th edition preview Stream of Life with new art was shipped with Duelist #16. This new art appears in 5E.} Green Striped Bears wC 3G Summon Bears 2/2 When Striped Bears comes into play, draw a card. Green Stunted Growth iR 3GG Sorcery Target player chooses three cards from his or her hand and puts them on top of his or her library in any order. If that player does not have enough cards in hand, his or her entire hand is put on top of his or her library in any order. Green Subdue lC1 G Instant Target creature deals no damage during combat but gains X toughness until end of turn; X is target creature's casting cost. Green Summer Bloom vU 1G Sorcery You may play up to three additional lands this turn. Green Superior Numbers mU GG Sorcery Superior Numbers deals to target creature 1 damage for each creature you control in excess of the number of creatures target opponent controls. Green Sylvan Hierophant wU 1G Summon Cleric 1/2 If Sylvan Hierophant is put into any graveyard from play, remove Sylvan Hierophant from the game, then return a creature card from your graveyard to your hand. Green Sylvan Library g--RRlU1 1G Enchantment <0>: Draw two cards, then choose any two cards in your hand drawn this turn. For each of those cards, pay 4 life or put that card back on top of your library. Use this ability only during your draw phase and only once each turn. {4E text: "You may draw two extra cards during your draw phase. If you do so, put two of the cards drawn this turn back on top of your library (in any order) or pay 4 life per card not replaced. Effects that prevent or redirect damage cannot be used to counter this loss of life." LG: life 4E but "... phase, then either put two ... or lose 4 lives per ... may not be used ..."} Green Sylvan Paradise lU1 G Instant Changes the color of one or more target creatures to green until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or use a special ability of target creatures remains entirely unchanged. Green Tarpan g---CiC G Summon Tarpan 1/1 If Tarpan is put into any graveyard from play, gain 1 life. {IA: "the" instead of "any"} Green Taste of Paradise aC3 3G Sorcery Gain 3 life. Gain 3 life for each <1G> you spend in addition to the casting cost. Green Tempting Licid sU 2G Summon Licid 2/2 : Tempting Licid loses this ability and becomes a creature enchantment that reads "All creatures able to block enchanted creature do so" instead of a creature. Move Tempting Licid onto target creature. You may pay to end this effect. Green Thallid fC4 G Summon Fungus 1/1 During your upkeep, put a spore counter on Thallid. <0>: Remove three spore counters from Thallid to put a Saproling token into play. Treat this token as a 1/1 green creature. Green Thallid Devourer fU3 1GG Summon Fungus 2/2 During your upkeep, put a spore counter on Thallid Devourer. <0>: Remove three spore counters from Thallid Devourer to put a Saproling token into play. Treat this token as a 1/1 green creature. <0>: Sacrifice a Saproling to give Thallid Devourer +1/+2 until end of turn. Green Thelon's Chant fU3 1GG Enchantment During your upkeep, pay or bury Thelon's Chant. Whenever a player puts a swamp into play, Thelon's Chant deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls. Green Thelon's Curse fU1 GG Enchantment Blue creatures do not untap as normal during their controller's untap phase. During his or her upkeep, a blue creature's controller may pay an additional to untap it. Each creature may be untapped in this way only once per turn. Green Thelonite Druid fU3 2G Summon Cleric 1/1 <1GT>: Sacrifice a creature to turn all your forests into 2/3 creatures until end of turn. The forests still count as lands but may not be tapped for mana if they were brought into play this turn. Green Thelonite Monk fU1 2GG Summon Cleric 1/2 : Sacrifice a green creature to turn a target land into a basic forest. Mark changed land with a counter. Green Thermokarst iU 1GG Sorcery Destroy target land. If that land is a snow-covered land, gain 1 life. Green Thicket Basilisk gUUUU 3GG Summon Basilisk 2/4 If Thicket Basilisk blocks or is blocked by any non-Wall creature, destroy that creature at end of combat. {4E text: "At the end of combat, destroy all non-wall creatures blocking or blocked by Basilisk" A/B/UL/RV text: "Any non-wall creature blocking Basilisk is destroyed, as is any creature blocked by basilisk. Creatures destroyed this way deal their damage before dying."} {ERRATA: should read "Whenever a Thicket Basilisk blocks or is blocked by a non-Wall creature destroy that creature at end of combat." [Encyc. p. 45]} Green Thorn Thallid fC4 1GG Summon Fungus 2/2 During your upkeep, put a spore counter on Thorn Thallid. <0>: Remove three spore counters from Thorn Thallid to have it deal 1 damage to any target. Green Thoughtleech iU GG Enchantment Whenever an island controlled by target opponent becomes tapped, gain 1 life. Green Timber Wolves gRRR- G Summon Wolves 1/1, Banding {A/B/UL/RV: "Bands"} Green Tinder Wall iC G Summon Wall 0/3 <0>: Sacrifice Tinder Wall to add to your mana pool. Play this ability as an interrupt. : Sacrifice Tinder Wall to have it deal 2 damage to target creature it blocks. Green Titania's Song g-RRRqU3 3G Enchantment Each noncreature artifact loses its abilities and is an artifact creature with power and toughness each equal to its total casting cost. If Titania's Song leaves play, this effect continues until end of turn. {4E text: "All non-creature artifacts lose all their usual abilities and become artifact creatures with toughness and power each equal to their casting costs. If Titania's Song leaves play, artifacts return to normal just before the untap phase of the next turn." AQ/RV: like 4E but "in play" before "lose", "both" instead of "each"} {ERRATA: change the last sentence to "If Titania's Song leaves play, this effect continues until end of turn." [Encyc. p. 45]} {New art in 5E.} Green Tornado aR2 4G Enchantment CU: <2G>: Pay 3 life for each velocity counter on Tornado. Destroy target permanent and put a velocity counter on Tornado. Use this ability only once each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life. Green Touch of Vitae iU 2G Instant Target creature may untap one additional time this turn. That creature may attack or use abilities that require as part of the activation cost this turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Green Tracker dU1 2G Summon Tracker 2/2 : Tracker does an amount of damage equal to its power to target creature. Target creature does an amount of damage equal to its power to Tracker. Green Trailblazer iR 2GG Instant Target creature cannot be blocked this turn. Green Trained Armodon tC 1GG Summon Elephant 3/3 Green Tranquil Domain mC 1G Instant Destroy all global enchantments. Green Tranquil Grove wR 1G Enchantment <1GG>: Destroy all other enchantments. Green Tranquility gCCCCtC 2G Sorcery Destroy all enchantments. {A/B/UL/RV text: "All enchantments in play must be discarded." A/B/UL: Misspelled Shuler.} Green Tropical Storm mU XG Sorcery Tropical Storm deals X damage to each creature with flying and 1 damage to each blue creature. Green Trumpeting Armodon tU 3G Summon Elephant 3/3 <1G>: Target creature blocks Trumpeting Armodon this turn if able. Green Tsunami gUUUU 3G Sorcery Destroy all islands. {A/B/UL/RV text: "All islands in play are destroyed."} Green Typhoon lR1 2G Sorcery Typhoon does 1 damage to each opponent for each island he or she controls. Green Uktabi Efreet wC 2GG Summon Efreet 5/4, CU: Green Uktabi Faerie mC 1G Summon Faerie 1/1, Flying <3G>, Sacrifice Uktabi Faerie: Destroy target artifact. Green Uktabi Orangutan vU 2G Summon Ape 2/2 When Uktabi Orangutan comes into play, destroy target artifact. Green Uktabi Wildcats mR 4G Summon Wildcats */* Uktabi Wildcats has power and toughness each equal to the number of forests you control. , Sacrifice a forest: Regenerate Green Undergrowth aC2 G Instant No creatures deal damage in combat this turn. If you pay <2R> in addition to the casting cost, Undergrowth does not affect red creatures. Green Unseen Walker mU 1G Summon Dryad 1/1, Forestwalk <1GG>: Target creature gains forestwalk until end of turn. Green Untamed Wilds g--UUlU1 2G Sorcery Search your library for a basic land card and put that card into play. Shuffle your library afterwards. {4E text: "Search your library for any one basic land and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards." LG: like 4E but no "directly"} Green Unyaro Bee Sting mU 3G Sorcery Unyaro Bee Sting deals 2 damage to target creature or player. Green Venom g--CCdC3 1GG Enchant Creature If enchanted creature blocks or is blocked by any non-Wall creature, destroy that creature at end of combat. {4E text: "At the end of combat, destroy all non-wall creatures blocking or blocked by target creature." DK text: "All non-wall creatures target creature blocks or is blocked by are destroyed at the end of combat."} {ERRATA: should read "Whenever enchanted creature blocks or is blocked by a non-wall creature, destroy that creature at end of combat." [Encyc. p. 46]} Green Venomous Breath iU 3G Instant At end of combat, destroy all creatures blocking or blocked by target creature this turn. {ERRATA: should read "All creatures that are blocking or blocked by target creature are destroyed at end of combat." [Encyc. p. 101]} Green Verdant Force tR 5GGG Summon Elemental 7/7 During each player's upkeep, put a Saproling token into play. Treat this token as a 1/1 green creature. Green Verdant Touch sR 1G Sorcery Buyback <3> Target land becomes a 2/2 creature permanently. (This creature still counts as a land.) Green Verdigris tU 2G Instant Destroy target artifact. Green Verduran Enchantress gRRRR 1GG Summon Enchantress 0/2 <0>: Draw a card. Use this ability only when you successfully cast an enchantment spell and only once for each such spell. {4E text: "<0>: Draw a card when you successfully cast an enchantment. Use this effect only once for each enchantment cast." A/B/UL/RV text: "While Enchantress is in play, you may immediately draw a card from your library each time you cast an enchantment."} Green Veteran Explorer wU G Summon Soldier 1/1 If Veteran Explorer is put into any graveyard from play, each player may search his or her library for up to two basic land cards and put those lands into play. Each player shuffles his or her library afterwards. Green Village Elder mC G Summon Druid 1/1 : Sacrifice a forest: Regenerate target creature. Green Vitalize wC G Instant Untap all creatures you control. Green Volrath's Gardens sR 1G Enchantment <2>, Tap a creature you control: Gain 2 life. Play this ability as a sorcery. Green Waiting in the Weeds mR 1GG Sorcery For each untapped forest he or she controls, each player puts a Cat token into play under his or her control. Treat these tokens as 1/1 green creatures. Green Wall of Blossoms sU 1G Summon Wall 0/4 When Wall of Blossoms comes into play, draw a card. Green Wall of Brambles gUUUU 2G Summon Wall 2/3, : Regenerate {A/B/UL/RV: ": Regenerates"} {New art in 5E.} Green Wall of Ice gUUU- 2G Summon Wall 0/7 Green Wall of Pine Needles iU 3G Summon Wall 3/3, : Regenerate Green Wall of Roots mC 1G Summon Wall 0/5 Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability as a mana source. Use this ability only once each turn. Green Wall of Wood gCCC- G Summon Wall 0/3 Green Wanderlust gUUUU 2G Enchant Creature During the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to him or her. {4E text: "Wanderlust deals 1 damage to target creature's controller during that player's upkeep." A/B/UL/RV: "does" instead of "deals". RV: "his or her" instead of "that player's". A/B/UL: "that player's" omitted.} {New art in 5E.} Green War Mammoth gCCCC 3G Summon Mammoth 3/3, Trample Green Warthog vC 1GG Summon Warthog 3/2, Swampwalk {Appears in the Visions alternate common slot in US-made packs.} Green Web gRRR- G Enchant Creature Target creature gets +0/+2 and can block creatures with flying. {RV text: "Target creature gains +0/+2 and can now block flying creatures, though it does not gain flying ability." A/B/UL: like RV but uses "the power to fly" in place of "flying ability".} Green Whip Vine aC2 2G Summon Wall 1/4 Can block creatures with flying. You may choose not to untap Whip Vine during your untap phase. : Tap target creature with flying blocked by Whip Vine. That creature does not untap during its controller's untap phase as long as Whip Vine remains tapped. Green Whippoorwill dU2 G Summon Whippoorwill 1/1 : Until end of turn, target creature may not regenerate and damage done to target creature may not be prevented or redirected. If target creature goes to the graveyard, remove it from game. Green Whirling Dervish g--UUlU1 GG Summon Dervish 1/1, Protection from black If Whirling Dervish damages any opponent, put a +1/+1 counter on it at end of turn. {4E text: "Put a +1/+1 counter on Whirling Dervish at the end of each turn in which it damages opponent." LG text: "Gains +1/+1 (use counters) at the end of each turn in which it does damage to opponent."} {ERRATA: change "opponent" to "any opponent" [Encyc. p. 48]} Green Whiteout iU 1G Instant All creatures with flying lose flying until end of turn. If Whiteout is in your graveyard, you may sacrifice a snow-covered land to return Whiteout to your hand. Green Wiitigo iR 3GGG Summon Wiitigo 0/0 When Wiitigo comes into play, put six +1/+1 counters on it. During your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from Wiitigo. Ignore this effect if there are no counters left on Wiitigo. {ERRATA: text should begin "Wiitigo comes into play with six +1/+1 counters on it." [3/14/97 RTR]} Green Wild Elephant mC 3G Summon Elephant 3/3, Trample Green Wild Growth gCCCCiC G Enchant Land Whenever enchanted land is tapped for mana, it produces an additional . {IA text: "Wild Growth adds to your mana pool whenever target land is tapped for mana." 4E: "each time" instead of "whenever". RV text: "Whenever the usual mana is drawn from target land, Wild Growth provides an additional ." A/B/UL text: "When tapped, target land provides 1 green mana in addition to the mana it normally provides."} {ERRATA: should read "Whenever enchanted land is tapped for mana, it produces an additional ." [Encyc. p. 49, 102; Bethmo has posted different current errata; in any case, the controller of the land gets the mana.]} {New art in 5E.} Green Willow Faerie hC4 1G Summon Faerie 1/2, Flying Green Willow Priestess hU1 2GG Summon Faerie 2/2 : Take a Faerie from your hand and put it directly into play as though it were just summoned. <2G>: Target green creature gains protection from black until end of turn. Green Willow Satyr lR1 2GG Summon Satyr 1/1 : Gain control of target legend. If Willow Satyr becomes untapped, you lose control of this legend; you may choose not to untap Willow Satyr as normal. You also lose control of legend if Willow Satyr leaves play, if you lose control of Willow Satyr, or if the game ends. Green Wind Shear vU 2G Instant All attacking creatures with flying get -2/-2 and lose flying until end of turn. Green Winter Blast g--UUlR1 XG Sorcery Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying. {4E: "target" after "those". LG text: "X target creatures become tapped. Winter Blast does 2 damage to each target creature that has flying."} Green Winter's Grasp tU 1GG Sorcery Destroy target land. Green Wolverine Pack g---UlC2 2GG Summon Wolverine Pack 2/4, Rampage 2 {New art in 5E.} Green Wood Elemental lR1 3G Summon Elemental */* *'s are set to the number of untapped forests you sacrifice when Wood Elemental is brought into play. Green Woolly Mammoths iC 1GG Summon Mammoths 3/2 Gains trample as long as you control any snow-covered lands. Green Woolly Spider iC 1GG Summon Spider 2/3 Can block creatures with flying. If Woolly Spider is assigned to block a creature with flying, Woolly Spider gets +0/+2 until end of turn. Green Worldly Tutor mU G Instant Search your library for a creature card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. Green Wormwood Treefolk dU1 3GG Summon Treefolk 4/4 : Wormwood Treefolk gains forestwalk until end of turn and does 2 damage to you. : Wormwood Treefolk gains swampwalk until end of turn and does 2 damage to you. Green Wyluli Wolf g---RnC5 1G Summon Wolf 1/1 : Target creature gets +1/+1 until end of turn. {AN text: "Tap to give any creature in play +1/+1 until end of turn."} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C4 and the usual- looking version is C1. The name "Wyluli" is an anagram of "Lily Wu", who is now Richard Garfield's wife.} Green Yavimaya Ancients aC2 3GG Summon Treefolk 2/7 : +1/-2 until end of turn. Green Yavimaya Ants aU2 2GG Summon Swarm 5/1, Trample, CU: Yavimaya Ants can attack the turn it comes into play on your side. Green Yavimaya Gnats iU 2G Summon Insects 0/1, Flying, : Regenerate Land Adarkar Wastes g---RiR Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Adarkar Wastes deals 1 damage to you. {IA text: ": Add <1> to your mana pool. : Add to your mana pool. Adarkar Wastes deals 1 damage to you. : Add to your mana pool. Adarkar Wastes deals 1 damage to you."} {New art in 5E.} Land Adventurers' Guildhouse lU1 Land All your green legends gain bands with other legends. Land An-Havva Township hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Ancient Tomb tU Land : Add two colorless mana to your mana pool. Ancient Tomb deals 2 damage to you. Land Arena pU Land <3T>: Choose one of your creatures and have your opponent choose one of his or her creatures. Both target creatures become tapped. Your creature does its power in damage to your opponent's creature, and your opponent's creature does its power in damage to yours. {ERRATA: Choose a target opponent each time the ability is used. [1/27/95 Multiplayer RTR]} {Distributed by mail to purchasers of the novel _Arena_, starting in November 1994.} Land Aysen Abbey hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Bad River mU Land Bad River comes into play tapped. , Sacrifice Bad River: Search your library for an island or swamp card. Put that land into play. Shuffle your library afterwards. Land Badlands gRR-- Land : Add either or to your mana pool. Counts as both mountains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both mountains and swamp and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Balduvian Trading Post aR2 Land When Balduvian Trading Post comes into play, sacrifice an untapped mountain or bury Balduvian Trading Post. : Add <1R> to your mana pool. <1T>: Balduvian Trading Post deals 1 damage to target attacking creature. Land Bayou gRR-- Land : Add either or to your mana pool. Counts as both swamp and forest and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both swamp and forest and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Bazaar of Baghdad nU3 Land Tap to take two cards from your library, after which you must immediately discard three from your hand to your graveyard. If you don't have three or more cards in your hand, discard your whole hand. No spells may be cast between drawing and discarding cards. {ERRATA: should read ": Draw two cards; then, choose and discard three cards from your hand." [Encyc. p. 123]} Land Bottomless Vault g---RfU1 Land Bottomless Vault comes into play tapped. You may choose not to untap Bottomless Vault during your untap phase and put a storage counter on it instead. , Remove X storage counters from Bottomless Vault: Add an amount of equal to X to your mana pool. {FE text: "Comes into play tapped. You may choose not to untap Bottomless Vault during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Bottomless Vault. For each storage counter removed, add to your mana pool."} {New art in 5E.} Land Brushland g---RiR Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Brushland deals 1 damage to you. {IA text: ": Add <1> to your mana pool. : Add to your mana pool. Brushland deals 1 damage to you. : Add to your mana pool. Brushland deals 1 damage to you."} {New art in 5E.} Land Caldera Lake tR Land Caldera Lake comes into play tapped. : Add one colorless mana to your mana pool. : Add or to your mana pool. Caldera Lake deals 1 damage to you. Land Castle Sengir hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Cathedral of Serra lU1 Land All your white legends gain bands with other legends. Land Cinder Marsh tU Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Cinder Marsh does not untap during your next untap phase. Land City of Brass g---RnU3cU1 Land Whenever City of Brass becomes tapped, it deals 1 damage to you. : Add one mana of any color to your mana pool. {AN text: "Tap to add 1 mana of any color to your mana pool. You suffer 1 damage whenever City of Brass becomes tapped."} {New art in 5E.} Land City of Shadows dU1 Land : Sacrifice one of your creatures, but remove it from the game instead of placing it in your graveyard. Put a counter on City of Shadows. : Add X colorless mana to your mana pool, where X is the number of counters on City of Shadows. {ERRATA: replace cost and first sentence of first ability with ", Remove a creature you control from the game:" [Encyc. p. 167]} Land Coral Atoll vU Land Coral Atoll comes into play tapped. When Coral Atoll comes into play, return an untapped island you control to owner's hand, or bury Coral Atoll. : Add and 1 colorless mana to your mana pool. Land Crystal Vein mU Land : Add one colorless mana to your mana pool. , Sacrifice Crystal Vein: Add two colorless mana to your mana pool. Land Desert nC11 Land Tap to add 1 colorless mana to your mana pool OR do 1 damage to an attacking creature after it deals its damage. {ERRATA: should read: ": Add one colorless mana to your mana pool. : Desert deals 1 damage to target attacking creature at end of combat." [Encyc. p. 124]} Land Diamond Valley nU2 Land Tap to sacrifice one of your creatures in exchange for a number of life points equal to its toughness. Note that this ability may be used after blocking has been declared. Land Dormant Volcano vU Land Dormant Volcano comes into play tapped. When Dormant Volcano comes into play, return an untapped mountain you control to owner's hand, or bury Dormant Volcano. : Add and 1 colorless mana to your mana pool. Land Dwarven Hold g---RfU1 Land Dwarven Hold comes into play tapped. You may choose not to untap Dwarven Hold during your untap phase and put a storage counter on it instead. , Remove X storage counters from Dwarven Hold: Add an amount of equal to X to your mana pool. {FE text: "Comes into play tapped. You may choose not to untap Dwarven Hold during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Dwarven Hold. For each storage counter removed, add to your mana pool."} {New art in 5E.} Land Dwarven Ruins g---UfU2 Land Dwarven Ruins comes into play tapped. : Add to your mana pool. , Sacrifice Dwarven Ruins: Add to your mana pool. {FE text: "Comes into play tapped. : Add to your mana pool. : Sacrifice Dwarven Ruins to add to your mana pool."} {New art in 5E.} Land Ebon Stronghold g---UfU2 Land Ebon Stronghold comes into play tapped. : Add to your mana pool. , Sacrifice Ebon Stronghold: Add to your mana pool. {FE text: "Comes into play tapped. : Add to your mana pool. : Sacrifice Ebon Stronghold to add to your mana pool."} {New art in 5E.} Land Elephant Graveyard nU2 Land Tap to add 1 colorless mana to your mana pool or regenerate an Elephant or Mammoth. Land Everglades vU Land Everglades comes into play tapped. When Everglades comes into play, return an untapped swamp you control to owner's hand or bury Everglades. : Add and 1 colorless mana to your mana pool. Land Flood Plain mU Land Flood Plain comes into play tapped. , Sacrifice Flood Plain: Search your library for a plains or island card. Put that land into play. Shuffle your library afterwards. Land Forest gXXLLiLpCmLtL Land : Add to your mana pool. {19 different versions of the art appear in various sets. See header info on multiple art for details.} Land Gemstone Mine wU Land When Gemstone Mine comes into play, put three mining counters on it. , Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, bury it. Land Ghost Town tU Land : Add one colorless mana to your mana pool. <0>: Return Ghost Town to owner's hand. Use this ability only during another player's turn. Land Glacial Chasm iU Land CU: 2 life When Glacial Chasm comes into play, sacrifice a land. You cannot attack. All damage dealt to you is reduced to 0. Land Grasslands mU Land Grasslands comes into play tapped. , Sacrifice Grasslands: Search your library for a forest or plains card. Put that land into play. Shuffle your library afterwards. Land Griffin Canyon vR Land : Add one colorless mana to your mana pool. : Untap target Griffin. That Griffin gets +1/+1 until end of turn. Land Halls of Mist iR Land CU: <1> No creature can attack if it attacked during its controller's last turn. Land Hammerheim lU2 Legendary Land : Add to your mana pool. : Remove all landwalking ability from target creature until end of turn. Land Havenwood Battleground g---UfU2 Land Havenwood Battleground comes into play tapped. : Add to your mana pool. , Sacrifice Havenwood Battleground: Add GG to your mana pool. {FE text: "Comes into play tapped. : Add to your mana pool. : Sacrifice Havenwood Battleground to add to your mana pool."} {New art in 5E.} Land Heart of Yavimaya aR2 Land When Heart of Yavimaya comes into play, sacrifice a forest or bury Heart of Yavimaya. : Add to your mana pool. : Target creature gets +1/+1 until end of turn. Land Hollow Trees g---RfU1 Land Hollow Trees comes into play tapped. You may choose not to untap Hollow Trees during your untap phase and put a storage counter on it instead. , Remove X storage counters from Hollow Trees: Add an amount of equal to X to your mana pool. {FE text: "Comes into play tapped. You may choose not to untap Hollow Trees during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Hollow Trees. For each storage counter removed, add to your mana pool."} {New art in 5E.} Land Icatian Store g---RfU1 Land Icatian Store comes into play tapped. You may choose not to untap Icatian Store during your untap phase and put a storage counter on it instead. , Remove X storage counters from Icatian Store: Add an amount of equal to X to your mana pool. {FE text: "Comes into play tapped. You may choose not to untap Icatian Store during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Icatian Store. For each storage counter removed, add to your mana pool."} {New art in 5E.} Land Ice Floe g---UiU Land You may choose not to untap Ice Floe during your untap phase. : Tap target creature without flying that is attacking you. As long as Ice Floe remains tapped, that creature does not untap during its controller's untap phase. {FE text: "You may choose not to untap Ice Floe during your untap phase. : Tap target creature without flying that is attacking you. As long as Ice Floe remains tapped, that creature does not untap during its controller's untap phase."} {New art in 5E.} Land Island gXXLLiLpCmLtL Land : Add to your mana pool. {19 different versions of the art appear in various sets. See header info on multiple art for details.} Land Island of Wak-Wak nU2 Land Tap to reduce target flying creature's power to 0. {ERRATA: should read ": Target creature with flying gets -X/-0 until end of turn, where X is equal to that creature's power." [Encyc. p. 125]} Land Jungle Basin vU Land Jungle Basin comes into play tapped. When Jungle Basin comes into play, return an untapped forest you control to owner's hand or bury Jungle Basin. : Add and 1 colorless mana to your mana pool. Land Karakas lU2 Legendary Land : Add to your mana pool. : Return target legend to owner's hand; enchantments on target legend are destroyed. Land Karoo vU Land Karoo comes into play tapped. When Karoo comes into play, return an untapped plains you control to owner's hand or bury Karoo. : Add and 1 colorless mana to your mana pool. Land Karplusan Forest g---RiR Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Karplusan Forest deals 1 damage to you. {IA text: ": Add <1> to your mana pool. : Add to your mana pool. Karplusan Forest deals 1 damage to you. : Add to your mana pool. Karplusan Forest deals 1 damage to you."} {New art in 5E.} Land Kjeldoran Outpost aR2 Land When Kjeldoran Outpost comes into play, sacrifice a plains or bury Kjeldoran Outpost. : Add to your mana pool. <1WT>: Put a soldier token into play. Treat this token as a 1/1 white creature. Land Koskun Keep hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Lake of the Dead aR2 Land When Lake of the Dead comes into play, sacrifice a swamp or bury Lake of the dead. : Add to your mana pool. : Sacrifice a swamp to add to your mana pool. Land Land Cap iR Land If there are any depletion counters on Land Cap, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Land Cap. : Add to your mana pool. Put a depletion counter on Land Cap. : Add to your mana pool. Put a depletion counter on Land Cap. Land Lava Tubes iR Land If there are any depletion counters on Lava Tubes, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Lava Tubes. : Add to your mana pool. Put a depletion counter on Lava Tubes. : Add to your mana pool. Put a depletion counter on Lava Tubes. Land Library of Alexandria nU3 Land Tap to add 1 colorless mana to your mana pool OR draw a card from your library; you may use the card-drawing ability only if you have exactly seven cards in your hand. Land Lotus Vale wR Land When Lotus Vale comes into play, sacrifice two untapped lands or bury Lotus Vale. : Add three mana of any one color to your mana pool. Land Maze of Ith dC1 Land : Target attacking creature becomes untapped. This creature neither deals nor receives damage as a result of combat. {ERRATA: should read ": Untap target attacking creature. That creature neither deals nor receives combat damage this turn." [Encyc. p. 171, corrected]} Land Maze of Shadows tU Land : Add one colorless mana to your mana pool. : Untap target attacking creature with shadow. That creature neither deals nor receives combat damage this turn. Land Mishra's Factory g--U-qU3C1 Land : Add one colorless mana to your mana pool. <1>: Mishra's Factory becomes an Assembly Worker, a 2/2 artifact creature, until end of turn. Assembly Worker still counts as a land but cannot be tapped for mana the turn it comes into play. : Target Assembly Worker gets +1/+1 until end of turn. {AQ text: "Tap to add 1 colorless mana to your mana pool -or- give any Assembly Worker +1/+1 until end of turn. <1>: Mishra's Factory becomes an Assembly Worker, a 2/2 artifact creature, until end of turn. Assembly Worker is still considered a land as well." Four artworks exist; the light green one with a blue balloon is the C1; the others are U1; the orange colored "fall" one is in 4E.} Land Mishra's Workshop qU1 Land Tap to add 3 colorless mana to your mana pool. This mana may only be used to cast artifacts. Land Mogg Hollows tU Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Mogg Hollows does not untap during your next untap phase. Land Mountain gXXLLnC1iLpCmLtL Land : Add to your mana pool. {ERRATA: A/B/UL: Misspelled Shuler.} {19 different versions of the art appear in various sets. See header info on multiple art for details.} Land Mountain Stronghold lU1 Land All your red legends may band with other legends. {This card really is worded differently from the other four similar cards.} Land Mountain Valley mU Land Mountain Valley comes into play tapped. , Sacrifice Mountain Valley: Search your library for a mountain or forest card. Put that land into play. Shuffle your library afterwards. Land Oasis g--U-nU4 Land : Prevent 1 damage to any creature. Land Pendelhaven lU2 Legendary Land : Add to your mana pool. : Target 1/1 creature gains +1/+2 until end of turn. Land Pine Barrens tR Land Pine Barrens comes into play tapped. : Add one colorless mana to your mana pool. : Add or to your mana pool. Pine Barrens deals 1 damage to you. Land Plains gXXLLiLpCmLtL Land : Add to your mana pool. {19 different versions of the art appear in various sets. See header info on multiple art for details.} Land Plateau gRR-- Land : Add either or to your mana pool. Counts as both mountains and plains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both mountains and plains and is affected by spells that affect either. Tap to add either or to your mana pool." Revised card has new artwork.} {ERRATA: Revised artwork is credited to Drew Tucker; should be Cornelius Brudi. [Duelist #4, page 134]} Land Quicksand vU Land : Add one colorless mana to your mana pool. , Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn. Land Rainbow Vale fU1 Land : Add 1 mana of any color to your mana pool. Control of Rainbow Vale passes to opponent at end of turn. {ERRATA: should read ": Add one mana of any color to your mana pool and choose target opponent. The opponent gains control of Rainbow Vale at end of turn." [Encyc. p. 189]} Land Reflecting Pool tR Land : Add to your mana pool one mana of any type that any land you control can produce. Land River Delta iR Land If there are any depletion counters on River Delta, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from River Delta. : Add to your mana pool. Put a depletion counter on River Delta. : Add to your mana pool. Put a depletion counter on River Delta. Land Rocky Tar Pit mU Land Rocky Tar Pit comes into play tapped. , Sacrifice Rocky Tar Pit: Search your library for a swamp or mountain card. Put that land into play. Shuffle your library afterwards. Land Rootwater Depths tU Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Rootwater Depths does not untap during your next untap phase. Land Ruins of Trokair g---UfU2 Land Ruins of Trokair comes into play tapped. : Add to your mana pool. , Sacrifice Ruins of Trokair: Add to your mana pool. {FE text: "Comes into play tapped. : Add to your mana pool. : Sacrifice Ruins of Trokair to add to your mana pool."} {New art in 5E.} Land Safe Haven dU1cU1 Land <2T>: Remove target creature you control from the game. Play this ability as an interrupt. <0>: Sacrifice Safe Haven to return all creatures it has removed from the game directly into play under their owners' control as though they were just summoned. Use this ability only during your upkeep. {DK text: "<2T>: Remove target creature you control from game. This ability is played as an interrupt. During your upkeep, sacrifice Safe Haven to return all creatures it has removed from game directly into play. Treat this as if they were just summoned."} {ERRATA: change "just summoned" to "just cast." [UNKNOWN -- Aahz 10/6/94] Ignore "Play this ability as an interrupt." [Encyc. p. 66]} Land Salt Flats tR Land Salt Flats comes into play tapped. : Add one colorless mana to your mana pool. : Add or to your mana pool. Salt Flats deals 1 damage to you. Land Sand Silos g---RfU1 Land Sand Silos comes into play tapped. You may choose not to untap Sand Silos during your untap phase and put a storage counter on it instead. , Remove X storage counters from Sand Silos: Add an amount of equal to X to your mana pool. {FE text: "Comes into play tapped. You may choose not to untap Sand Silos during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Sand Silos. For each storage counter removed, add to your mana pool."} {New art in 5E.} Land Savannah gRR-- Land : Add either or to your mana pool. Counts as both plains and forest and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both forest and plains and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Scabland tR Land Scabland comes into play tapped. : Add one colorless mana to your mana pool. : Add or to your mana pool. Scabland deals 1 damage to you. Land School of the Unseen aU2 Land : Add one colorless mana to your mana pool. <2T>: Add one mana of any color to your mana pool. Land Scorched Ruins wR Land When Scorched Ruins comes into play, sacrifice two untapped lands or bury Scorched Ruins. : Add four colorless mana to your mana pool. Land Scrubland gRR-- Land : Add either or to your mana pool. Counts as both plains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both plains and swamp and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Seafarer's Quay lU1 Land All your blue legends gain bands with other legends. Land Sheltered Valley aR2 Land When Sheltered Valley comes into play, bury any other Sheltered Valley you control. During your upkeep, if you control three or fewer lands, gain 1 life. : Add one colorless mana to your mana pool. Land Skyshroud Forest tR Land Skyshroud Forest comes into play tapped. : Add one colorless mana to your mana pool. : Add or to your mana pool. Skyshroud Forest deals 1 damage to you. Land Snow-Covered Forest iL Land : Add to your mana pool. Land Snow-Covered Island iL Land : Add to your mana pool. Land Snow-Covered Mountain iL Land : Add to your mana pool. Land Snow-Covered Plains iL Land : Add to your mana pool. {The three Ice Age artworks for Plains and the Snow-Covered Plains, can be combined side-by-side to form a single large landscape.} Land Snow-Covered Swamp iL Land : Add to your mana pool. Land Soldevi Excavations aR2 Land When Soldevi Excavations comes into play, sacrifice an untapped island or bury Soldevi Excavations. : Add <1U> to your mana pool. <1T>: Look at the top of your library. You may put that card on the bottom of your library. Land Sorrow's Path dU1 Land : Exchange two of opponent's blocking creatures. This exchange may not cause an illegal block. Sorrow's Path does 2 damage to you and 2 damage to each creature you control whenever it is tapped. {ERRATA: add to end "Use this ability only if you are not the defending player." [Encyc. p. 174]} Land Stalking Stones tU Land : Add one colorless mana to your mana pool. <6>: Stalking Stones becomes a 3/3 artifact creature permanently. (This creature still counts as a land.) Land Strip Mine g--U-qU3C1 Land : Add one colorless mana to your mana pool. : Sacrifice Strip Mine to destroy target land. {AQ text: "Tap to add 1 colorless mana to your mana pool -or- place Strip Mine in your graveyard and destroy one land of your choice."} {Four artworks exist; the one without sky and without the small tower on the near side of the mine is the qC1; the others are qU1; the one with sky and a small cave in the distant wall is in 4E.} Land Sulfurous Springs g---RiR Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Sulfurous Springs deals 1 damage to you. {IA text: ": Add <1> to your mana pool. : Add to your mana pool. Sulfurous Springs deals 1 damage to you. : Add to your mana pool. Sulfurous Springs deals 1 damage to you."} {New art in 5E.} Land Svyelunite Temple g---UfU2 Land Svyelunite Temple comes into play tapped. : Add to your mana pool. , Sacrifice Svyelunite Temple: Add to your mana pool. {FE text: "Comes into play tapped. : Add to your mana pool. : Sacrifice Svyelunite Temple to add to your mana pool."} {New art in 5E.} Land Swamp gXXLLiLpCmLtL Land : Add to your mana pool. {19 different versions of the art appear in various sets. See header info on multiple art for details.} Land Taiga gRR-- Land : Add either or to your mana pool. Counts as both forest and mountains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both forest and mountains and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Teferi's Isle mR Legendary Land Phasing Teferi's Isle comes into play tapped. : Add to your mana pool. Land Thalakos Lowlands tU Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Thalakos Lowlands does not untap during your next untap phase. Land Thawing Glaciers aR2 Land Comes into play tapped. <1T>: Search your library for a basic land and put it into play tapped. This does not count towards your one land per turn limit. Shuffle your library afterwards. At the end of turn return Thawing Glaciers to owner's hand. Land The Tabernacle at Pendrell Vale lR1 Legendary Land All creatures now require an upkeep cost of <1> in addition to any other upkeep costs they may have. If the upkeep cost for a creature is not paid, the creature is destroyed. Land Timberline Ridge iR Land If there are any depletion counters on Timberline Ridge, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Timberline Ridge. : Add to your mana pool. Put a depletion counter on Timberline Ridge. : Add to your mana pool. Put a depletion counter on Timberline Ridge. Land Tolaria lU2 Legendary Land : Add to your mana pool. : During upkeep remove the banding or bands with other ability from target creature until end of turn. Land Tropical Island gRR-- Land : Add either or to your mana pool. Counts as both forest and islands and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both forest and islands and is affected by spells that affect either. Tap to add either or to your mana pool."} {ERRATA: Alpha: art miscredited to Mark Poole; should be Jesper Myrfors. [Duelist #4, page 135]} Land Tundra gRR-- Land : Add either or to your mana pool. Counts as both islands and plains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both islands and plains and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Underground River g---RiR Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Underground River deals 1 damage to you. {IA text: ": Add <1> to your mana pool. : Add to your mana pool. Underground River deals 1 damage to you. : Add to your mana pool. Underground River deals 1 damage to you."} {New art in 5E.} Land Underground Sea gRR-- Land : Add either or to your mana pool. Counts as both swamp and islands and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both swamp and islands and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Undiscovered Paradise vRpR Land : Add one mana of any color to your mana pool. At the beginning of your next untap phase, return Undiscovered Paradise to owner's hand. {Promo in Multiverse gift box packs} Land Unholy Citadel lU1 Land All your black legends gain bands with other legends. Land Urborg lU2 Legendary Land : Add to your mana pool. : Remove first strike ability or swampwalk ability from target creature until end of turn. Land Urza's Mine g---CqC6cC4 Land : Add one colorless mana to your mana pool. If you control Urza's Mine, Urza's Power Plant, and Urza's Tower, add two colorless mana to your mana pool instead of one. {CH: swap "Power Plant" and "Tower". AQ text: "Tap to add 1 colorless mana to your mana pool. If you have Urza's Mine, Urza's Tower, and Urza's Power Plant in play at the same time, tap to add 2 colorless mana to your mana pool."} {Four different artworks exist; the Bathyscape and Tower are qC2 while the Tunnel Mouth and Pulley are qC1; all versions are C1 in Chronicles.} Land Urza's Power Plant g---CqC6cC4 Land : Add one colorless mana to your mana pool. If you control Urza's Mine, Urza's Power Plant, and Urza's Tower, add two colorless mana to your mana pool instead of one. {CH: swap "Power Plant" and "Tower". AQ text: "Tap to add 1 colorless mana to your mana pool. If you have Urza's Mine, Urza's Tower, and Urza's Power Plant in play at the same time, tap to add 2 colorless mana to your mana pool."} {Four different artworks exist; the "insect" and "sphere" are qC2 while the others are qC1; all versions are C1 in Chronicles.} Land Urza's Tower g---CqC5cC4 Land : Add one colorless mana to your mana pool. If you control Urza's Mine, Urza's Power Plant, and Urza's Tower, add three colorless mana to your mana pool instead of one. {CH: swap "Power Plant" and "Tower". AQ text: "Tap to add 1 colorless mana to your mana pool. If you have Urza's Mine, Urza's Tower, and Urza's Power Plant in play at the same time, tap to add 3 colorless mana to your mana pool."} {Four different artworks exist; the one with forest is qC2 while the others are qC1; all versions are C1 in Chronicles.} Land Vec Townships tU Land : Add one colorless mana to your mana pool. : Add or to your mana pool. Vec Townships does not untap during your next untap phase. Land Veldt iR Land If there are any depletion counters on Veldt, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Veldt. : Add to your mana pool. Put a depletion counter on Veldt. : Add to your mana pool. Put a depletion counter on Veldt. Land Volcanic Island gRR-- Land : Add either or to your mana pool. Counts as both islands and mountains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {B/UL text: Counts as both islands and mountains and is affected by spells that affect either. Tap to add either or to your mana pool."} {This card is missing from the Alpha printing.} Land Volrath's Stronghold sR Legendary Land : Add one colorless mana to your mana pool. <1BT>: Put target creature card from your graveyard on top of your library. Land Wasteland tU Land : Add one colorless mana to your mana pool. , Sacrifice Wasteland: Destroy target nonbasic land. Land Winding Canyons wR Land : Add one colorless mana to your mana pool. <2T>: Until end of turn, you may play creature cards whenever you could play instants. Land Wizards' School hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Multi Acidic Sliver sU BR Summon Sliver 2/2 Each Sliver gains "<2>, Sacrifice this creature: This creature deals 2 damage to target creature of player." Multi Adun Oakenshield lR1 GRB Summon Legend 1/2 : Select one creature from your graveyard and place it in your hand. {ERRATA: change "creature" to "target creature" [Encyc. p. 139]} Multi Altar of Bone iR WG Sorcery Sacrifice a creature to look through your library for a creature card; put that card into your hand after showing it to all other players. Reshuffle your library afterwards. Multi Angus Mackenzie lR1 WUG Summon Legend 2/2 : Creatures attack and block as normal, but none deal any damage during combat. All attacking creatures are still tapped. Use this ability any time before attack damage is dealt. {ERRATA: should read ": Creatures deal no combat damage during this turn." [Encyc. p. 140]} Multi Arcades Sabboth lR1cU1 2WWGGUU Summon Elder Dragon Legend 7/7, Flying As long as they are not attacking, untapped creatures you control get +0/+2. During your upkeep, pay or bury Arcades Sabooth. : +0/+1 until end of turn. {LG text: ": +0/+1 until end of turn. Your untapped creatures gain +0/+2. Attacking creatures do not get this bonus. Pay during your upkeep or Arcades Sabboth is buried."} {ERRATA: spell type should be just "Summon Legend" [11/10/95 RTR]} Multi Army Ants vU 1BR Summon Insects 1/1 , Sacrifice a land: Destroy target land. Multi Asmira, Holy Avenger mR 2GW Summon Legend 2/3, Flying At the end of each turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play that turn. Multi Axelrod Gunnarson lR1cU1 4BBRR Summon Legend 5/5, Trample Whenever a creature is damaged by Axelrod Gunnarson and put into the graveyard, you gain 1 life and Axelrod deals 1 damage to target player. {LG text: "Each time a creature is placed in the graveyard during a turn in which Axelrod damaged it, you gain 1 life and Axelrod does 1 damage to target player."} Multi Ayesha Tanaka lR1cU1 UUWW Summon Legend 2/2, Banding : Counter target artifact effect requiring an activation cost, unless the artifact's controller pays . Play this ability as an interrupt. {LG text: ": Artifact effect which requires an activation cost is countered unless its controller spends . This ability is played as an interrupt."} Multi Barktooth Warbeard lU1 4BRR Summon Legend 6/5 Multi Bartel Runeaxe lR1 3GRB Summon Legend 6/5 Bartel Runeaxe cannot be the target of enchant creature spells. Attacking does not cause Bartel Runeaxe to tap. {ERRATA: change "enchant creature spells" to "creature enchantments" [Encyc. p. 141]} Multi Benthic Djinn mR 2BU Summon Djinn 5/3, Islandwalk During your upkeep, lose 2 life. Multi Boris Devilboon lR1 3BR Summon Legend 2/2 <2BRT>: Put a minor demon token into play. Treat this token as a 1/1 red and black creature. Multi Breathstealer's Crypt vR 2UB Enchantment Whenever any player draws a card, he or she reveals that card. If the card is a creature card, that player pays 3 life or discards the card. Multi Cadaverous Bloom mR 3BG Enchantment Choose a card in your hand and remove it from the game: Add or to your mana pool. Play this ability as a mana source. Multi Centaur Archer iU 1RG Summon Centaur 3/2 : Centaur Archer deals 1 damage to target creature with flying. Multi Chromatic Armor iR 1WU Enchant Creature When Chromatic Armor comes into play, put a sleight counter on it and choose a color. Any damage dealt to target creature by a source of that color is reduced to 0. : Put a sleight counter on Chromatic Armor and change the color that it protects against. X is equal to the number of sleight counters on Chromatic Armor. Multi Chromium lR1cU1 2BBUUWW Summon Elder Dragon Legend 7/7, Flying, rampage: 2 During your upkeep, pay or bury Chromium. {LG text: "Pay during your upkeep or Chromium is buried." On the LG card, the "r" in "rampage" is capitalized and the "2" for rampage is mistakenly inside a mana circle.} {ERRATA: spell type should be just "Summon Legend" [11/10/95 RTR]} Multi Circle of Despair mR 1BW Enchantment <1>, Sacrifice a creature: Prevent all damage to any creature or player from any one source. Multi Corrosion vR 1BR Enchantment CU:<1> During your upkeep, put a rust counter on each artifact target opponent controls. If the number of rust counters on an artifact equals or exceeds that artifact's casting cost, bury the artifact. If Corrosion leaves play, remove all rust counters from the game. Multi Crystalline Sliver sU WU Summon Sliver 2/2 Slivers cannot be the target of spells or abilities. Multi Dakkon Blackblade lR1cU1pU 2BUUW Summon Legend */* Dakkon Blackblade has power and toughness each equal to the number of lands you control. {LG text: "The *'s equal the number of lands you control."} {A Dakkon Blackblade card is included in each copy of the first issue of the comic book _Dakkon Blackblade_.} Multi Dark Heart of the Wood dC3 BG Enchantment You may sacrifice a forest to gain 3 life. Counts as both a black card and a green card. Multi Delirium mU 1BR Instant Play only on target opponent's turn. Tap target creature that player controls. That creature deals to the player an amount of damage equal to its power. The creature neither deals nor receives combat damage this turn. Multi Diabolic Vision iU UB Sorcery Look at the top five cards of your library and put one of them into your hand. Put the remaining four on top of your library in any order. Multi Discordant Spirit mR 2BR Summon Spirit 2/2 At end of target opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn. At the end of your turn, remove all these counters from Discordant Spirit. Multi Dracoplasm tR UR Summon Shapeshifter */*, Flying When you play Dracoplasm, sacrifice any number of creatures. Dracoplasm comes into play with power equal to the total power of the sacrificed creatures and toughness equal to the total toughness of those creatures. : Dracoplasm gets +1/+0 until end of turn. Multi Earthlink iR 3BRG Enchantment During your upkeep, pay <2> or bury Earthlink. Whenever a creature is put into the graveyard from play, that creature's controller sacrifices a land. Ignore this effect if that player controls no lands. Multi Elemental Augury iR UBR Enchantment <3>: Look at the top three cards of target player's library. Put them on the top of that player's library in any order. Multi Emberwilde Caliph mR 2UR Summon Djinn 4/4, Flying, Trample Emberwilde Caliph attacks each turn if able. For each damage Emberwilde Caliph successfully deals, lose 1 life. Multi Energy Arc aU2 WU Instant Untap any number of target creatures. Those creatures neither deal nor receive damage in combat this turn. Multi Energy Bolt mR XRW Sorcery Energy Bolt deals X damage to target player, or target player gains X life. Multi Essence Vortex iU 1UB Instant Bury target creature. That creature's controller may counter this spell by paying the creature's toughness in life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Femeref Enchantress vR WG Summon Enchantress 1/2 Whenever an enchantment is put into any graveyard from play, draw a card. Multi Fiery Justice iR WRG Sorcery Fiery Justice deals 5 damage divided any way you choose among any number of target creatures and/or players. Target opponent gains 5 life. Multi Fire Covenant iU 1BR Instant Fire Covenant deals X damage, divided any way you choose among any number of target creatures, where X is equal to the amount of life you pay. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Firestorm Hellkite vR 4UR Summon Dragon 6/6, Flying, Trample, CU: Multi Flooded Woodlands iR 2UB Enchantment No green creature can attack unless its controller sacrifices a land whenever that creature attacks. Multi Frenetic Efreet mR 1UR Summon Efreet 2/1, Flying <0>: Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Frenetic Efreet phases out. Otherwise, bury Frenetic Efreet. Multi Fumarole iU 3BR Sorcery Pay 3 life to destroy target creature and target land. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Gabriel Angelfire lR1cU1 3WWGG Summon Legend 4/4 During your upkeep, Gabriel Angelfire gains one of the following abilities until your next upkeep: flying, first strike, trample, or rampage: 3. {LG card omitted "Angelfire" in text} Multi Ghostly Flame iR BR Enchantment Both black and red permanents and spells are considered colorless sources of damage. Multi Giant Trap Door Spider iU 1RG Summon Spider 2/3 <1RGT>: Remove from the game target creature, which doesn't have flying and is attacking you, and Giant Trap Door Spider. Multi Glaciers iR 2WU Enchantment During your upkeep, pay or destroy Glaciers. All mountains become plains. {ERRATA: change "destroy" to "bury" [Encyc. p. 83]} Multi Gosta Dirk lR1 3WWUU Summon Legend 4/4, First strike Creatures with islandwalk may be blocked as if they did not have this ability. Multi Grim Feast mR 1BG Enchantment At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into target opponent's graveyard from play, gain an amount of life equal to that creature's toughness. Multi Guiding Spirit vR 1UW Summon Angel 1/2, Flying :If the top card of target player's graveyard is a creature card, put that card on top of that player's library. Multi Gwendlyn Di Corci lR1 RBBU Summon Legend 3/5 : Target player discards one card from his or her hand at random. This power may only be used during your turn. Multi Halfdane lR1 1BUW Summon Legend */* When Halfdane come into play he is a 3/3. During your upkeep, Halfdane acquires the current power and toughness of target creature other than Halfdane. If there are no legal targets, Halfdane becomes 3/3. Multi Harbor Guardian mU 2UW Summon Guardian 3/4 Harbor Guardian can block creatures with flying. If Harbor Guardian attacks, defending player may draw a card. Multi Haunting Apparition mU 1BU Summon Ghost 1+*/2, Flying Haunting Apparition has power equal to 1 plus the number of green creature cards in target opponent's graveyard. Multi Hazerider Drake mU 2UW Summon Drake 2/3, Flying, protection from red Multi Hazezon Tamar lR1 4WGR Summon Legend 2/4 On your next upkeep after Hazezon is put into play, put * token Sand Warriors into play, where * is the number of lands under your control. Treat the Warriors as 1/1 white, green, and red creatures. If Hazezon leaves play, all Sand Warriors are also removed from the game. Multi Hibernation Sliver sU UB Summon Sliver 2/2 Each Sliver gains "Pay 2 life: Return this creature to owner's hand." Multi Hunding Gjornersen lU1 3UUW Summon Legend 5/4, Rampage: 1 Multi Hymn of Rebirth iU 3WG Sorcery Take target creature from any graveyard and put it directly into play under your control as though it were just summoned. Multi Jacques le Vert lR1 1WGR Summon Legend 3/2 All your green creatures gain +0/+2. Multi Jasmine Boreal lU1 3WG Summon Legend 4/5 Multi Jedit Ojanen lU1 4UWW Summon Legend 5/5 Multi Jerrard of the Closed Fist lU1 3GGR Summon Legend 6/5 Multi Johan lR1cU1pU 3WGR Summon Legend 5/4 As long as Johan does not attack and is untapped, attacking does not cause creatures you control to tap. {LG text: "If Johan does not attack and is not tapped, any of your creatures may attack without tapping."} {A Johan card is included in each copy of the first issue of the comic book _The Legend of Jedit Ojanen_.} Multi Jungle Troll mU 1GR Summon Troll 2/1 : Regenerate. : Regenerate. Multi Kaervek's Purge mU XBR Sorcery Destroy target creature with casting cost equal to X. If that creature is put into the graveyard in this way, Kaervek's Purge deals to the creature's controller an amount of damage equal to the creature's power. Multi Kasimir the Lone Wolf lU1 4UW Summon Legend 5/3 Multi Kei Takahashi lR1cC1 2WG Summon Legend 2/2 : Prevent up to 2 damage to any creature. {LG text: "one" instead of "any"} Multi Kjeldoran Frostbeast iU 3WG Summon Frostbeast 2/4 At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast. {ERRATA: should read "Whenever Kjeldoran Frostbeast blocks or is blocked by a creature, destroy that creature at end of combat." [Encyc. p. 87]} Multi Lady Caleria lR1 3WWGG Summon Legend 3/6 : Lady Caleria does 3 damage to target attacking or blocking creature. Multi Lady Evangela lR1 BUW Summon Legend 1/2 : Target creature does no damage during combat this turn. Multi Lady Orca lU1 5BR Summon Legend 7/4 Multi Leering Gargoyle mR 1UW Summon Gargoyle 2/2, Flying : Leering Gargoyle gets -2/+2 and loses flying until end of turn. Multi Lim-Dul's Paladin aU2 2BR Summon Paladin 0/3, Trample During your upkeep, choose and discard a card from your hand, or bury Lim-Dul's Paladin and draw a card. If any creatures are assigned to block it, Lim-Dul's Paladin gets +6/+3 until end of turn. If Lim-Dul's Paladin attacks and is not blocked, it deals no damage to defending player this turn and that player loses 4 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Lim-Dul's Vault aU2 UB Instant Look at the top five cards of your library. As many times as you choose, you may pay 1 life to put those cards on the bottom of you library and look at the top five cards of your library. Shuffle all but the top five cards of your library; put those five on top of your library in any order. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Livonya Silone lR1 2GGRR Summon Legend 4/4, First strike, Legendary Land-walk Multi Lobotomy tU 2UB Sorcery Look at target player's hand and choose any of those cards other than a basic land. Search that player's graveyard, hand, and library for all copies of the chosen card and remove them from the game. That player shuffles his or her library afterwards. Multi Lord Magnus lU1 3WWG Summon Legend 4/3, First strike Creatures with plainswalk or forestwalk may be blocked as if they did not have either ability. Multi Lord of Tresserhorn aR2 1UBR Summon Legend 10/4, : Regenerate When Lord of Tresserhorn comes into play, pay 2 life and sacrifice two creatures, and target opponent draws two cards. Effects that prevent or redirect damage cannon be used to counter this loss of life. {ERRATA: change "pay 2 life" to "lose 2 life" [6/27/96 RTR]} Multi Malignant Growth mR 3UG Enchantment CU: <1> During your upkeep, put a growth counter on Malignant Growth. During target opponent's draw phase, he or she draws an additional card for each growth counter on Malignant Growth. For each card that opponent draws in this way, Malignant Growth deals 1 damage to him or her. Multi Marhault Elsdragon lU1cC1 3GRR Summon Legend 4/6, Rampage: 1 Multi Marsh Goblins dC3 BR Summon Goblins 1/1, Swampwalk Counts as both a black card and a red card. Multi Merieke Ri Berit iR WUB Summon Legend 1/1 Does not untap during your untap phase. : Gain control of target creature. Lose control of that creature if you lose control of Merieke Ri Berit. If Merieke Ri Berit leaves play or becomes untapped, bury the creature. Multi Misfortune aR2 1BRG Sorcery Target opponent chooses one: you put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that opponent controls and Misfortune deals 4 damage to him or her. Multi Monsoon iR 2RG Enchantment Whenever any island is untapped at the end of its controller's turn, tap it; Monsoon deals 1 damage to that player. Multi Mountain Titan iR 2BR Summon Titan 2/2 <1RR>: For the rest of the turn, put a +1/+1 counter on Mountain Titan whenever you successfully cast a black spell. Multi Mundungu vU 1BU Summon Wizard 1/1 : Counter target spell unless that spell's caster pays an additional <1> and 1 life. Play this ability as an interrupt. Multi Nature's Blessing aU2 2WG Enchantment : Choose and discard a card from your hand to have target creature gain banding, first strike, or trample or get a +1/+1 counter. Multi Nebuchadnezzar lR1cU1 3BU Summon Legend 3/3 : Name a card. Target opponent reveals X cards from his or her hand at random. If that player does not have enough cards in hand, his or her entire hand is revealed. Opponent then discards any of those cards that match the named card. Use this ability only during your turn. {LG text: ": Name a card. Opponent reveals X cards from his or her hand at random, or entire hand if he or she does not have enough cards. Opponent then discards any of those cards that match the one you named. May only use this power during your turn."} Multi Nicol Bolas lR1cU1 2UUBBRR Summon Elder Dragon Legend 7/7, Flying Whenever Nicol Bolas damages an opponent, that opponent discards his or her entire hand. Ignore this ability if that opponent has no cards left in hand. During your upkeep, pay or bury Nicol Bolas. {LG text: "An opponent damaged by Nicol Bolas must discard entire hand. Ignore this effect if opponent has no cards left in hand. Pay during your upkeep or Nicol Bolas is buried."} {ERRATA: spell type should be just "Summon Legend" [11/10/95 RTR]} Multi Palladia-Mors lR1cU1 2WWGGRR Summon Elder Dragon Legend 7/7, Flying, trample During your upkeep, pay or bury Palladia-Mors. {LG text: "Pay during your upkeep or Palladia-Mors is buried." The LG card also capitalizes "trample."} {ERRATA: spell type should be just "Summon Legend" [11/10/95 RTR]} Multi Pavel Maliki lU1 4BR Summon Legend 5/3
: +1/+0 until end of turn. Multi Phelddagrif aR2 1WUG Summon Legend 4/4 : Flying until end of turn. Target opponent gains 2 life. : Return Phelddagrif to owner's hand. Target opponent may draw a card. : Trample until end of turn. Put a Hippo token into play under target opponent's control. Treat this token as a 1/1 green creature. {The name of this card is an anagram of "Garfield, Ph. D."} Multi Phyrexian Purge mR 2BR Sorcery Pay 3 life per target: Destroy any number of target creatures. Multi Princess Lucrezia lU1 3BUU Summon Legend 5/4 : Add to your mana pool. This ability is played as an interrupt. Multi Prismatic Boon mU XUW Instant X target creatures gain protection from a single color of your choice until end of the turn. Multi Purgatory mR 2BW Enchantment Whenever a summon card is put into your graveyard from play, put that card face up under Purgatory. During your upkeep, you may pay <4> and 2 life to put any card under Purgatory into play as though it were just played. If Purgatory leaves play, remove all cards under it from the game. Multi Pygmy Hippo vR GU Summon Hippopotamus 2/2 If Pygmy Hippo attacks and is not blocked, you may choose to have it deal no combat damage this turn. If you do, defending player draws all mana from his or her lands and then his or her mana pool is emptied. After combat, add an equal amount of colorless mana to your mana pool. Multi Radiant Essence mU 1GW Summon Spirit 2/3 As long as target opponent controls any black permanents. Radiant Essence gets +1/+2. Multi Ragnar lR1 UWG Summon Legend 2/2 : Regenerate target creature. Multi Ramirez DePietro lU1 3BBU Summon Legend 4/3, First strike Multi Ramses Overdark lR1 2BBUU Summon Legend 4/3 : Destroys a target creature which has an enchantment card played on it. Multi Ranger en-Vec tU 1WG Summon Soldier 2/2, First strike, :Regenerate Multi Rasputin Dreamweaver lR1 4WU Summon Legend 4/1 Put seven counters on Rasputin when brought into play. You may remove a counter to prevent one damage to Rasputin or add <1> to your mana pool. This ability is played as an interrupt. Put one counter on Rasputin during your upkeep if he started the turn untapped. You may not have more than seven of these counters on Rasputin at any time. Multi Reclamation iR 2WG Enchantment No black creature can attack unless its controller sacrifices a land whenever that creature attacks. Multi Reflect Damage mR 3RW Instant Redirect all damage dealt by any one source to that source's controller. Multi Reparations mR 1UW Enchantment Whenever target opponent successfully casts a spell that targets you or a creature you control, you may draw a card. Multi Righteous War vR 1BW Enchantment All white creatures you control gain protection from black. All black creatures you control gain protection from white. Multi Riven Turnbull lU1 5BU Summon Legend 5/7 : Add to your mana pool. This ability is played as an interrupt. Multi Rock Basilisk mR 4GR Summon Basilisk 4/5 Whenever Rock Basilisk blocks or is blocked by a non-wall creature, destroy that creature at end of combat. Multi Rohgahh of Kher Keep lR1 2BBRR Summon Legend 5/5 All your Kobolds of Kher Keep gain +2/+2. Pay during your upkeep or Rohgahh and all Kobolds of Kher Keep become tapped and come under opponent's control. {ERRATA: insert "choose an opponent and" before "Rohgahh" and insert "that" before "opponent's" [Encyc. p. 158]} Multi Rubinia Soulsinger lR1cU1 2UWG Summon Legend 2/3 You may choose not to untap Rubinia Soulsinger during your untap phase. : Gain control of target creature. Lose control of target creature if Rubinia leaves play, if you lose control of Rubinia, or if Rubinia becomes untapped. {LG text: ": Gain control of target creature. Rubinia does not tap or untap this creature. If Rubinia becomes untapped you lose control of this creature; you may choose not to untap Rubinia as normal during your untap phase. You also lose control of target creature if either Rubinia leaves play or you lose control of Rubinia."} Multi Savage Twister mU XGR Sorcery Savage Twister deals X damage to each creature. Multi Sawback Manticore mR 3GR Summon Manticore 2/4 <4>: Flying until end of turn. <1>: Sawback Manticore deals 2 damage to target attacking or blocking creature. Use this ability only once each turn and only if Sawback Manticore is attacking or blocking. Multi Scalebane's Elite vU 3GW Summon Soldiers 4/4, Protection from black Multi Scarwood Goblins dC3 GR Summon Goblins 2/2 Counts as both a green card and a red card. Multi Sealed Fate mU XBU Sorcery Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library in any order. Multi Segmented Wurm tU 3RG Summon Wurm 5/5 Whenever Segmented Wurm is the target of a spell or ability, put a -1/-1 counter on it. Multi Selenia, Dark Angel tR 3WB Summon Legend 3/3, Flying Selenia, Dark Angel counts as an Angel. Pay 2 life: Return Selenia to owner's hand. Multi Shauku's Minion mU 1BR Summon Minion 2/2 : Shauku's Minion deals 2 damage to target white creature. Multi Simoon vU GR Instant Simoon deals 1 damage to each creature target opponent controls. Multi Sir Shandlar of Eberyn lU1 4WG Summon Legend 4/7 Multi Sivitri Scarzam lU1cC1 5BU Summon Legend 6/4 Multi Skeleton Ship iR 3UB Summon Legend 0/3 If at any time you control no islands, bury Skeleton Ship. : Put a -1/-1 counter on target creature. Multi Sky Spirit tU 1WU Summon Spirit 2/2, Flying, first strike Multi Sliver Queen sR WUBRG Summon Legend 7/7 Sliver Queen counts as a Sliver. <2>: Put a Sliver token into play. Treat this token as a 1/1 colorless creature. Multi Sol'kanar the Swamp King lR1cU1 2RBU Summon Legend 5/5, Swampwalk Whenever a black spell is successfully cast, gain 1 life. {LG text: "Sol'kanar's controller gains 1 life each time a black spell is cast."} Multi Soltari Guerrillas tR 2WR Summon Soldiers 3/2, Shadow If Soltari Guerrillas assigns combat damage to any opponent, you may redirect that damage to target creature. Multi Spatial Binding mU BU Enchantment Pay 1 life: Target permanent cannot phase out until the beginning of your next upkeep. Multi Spectral Shield iU 1WU Enchant Creature Target creature gets +0/+2. That creature cannot be the target of further spells. Multi Spined Sliver sU RG Summon Sliver 2/2 If any Sliver is blocked it gets +1/+1 until end of turn for each creature blocking it. Multi Spontaneous Combustion tU 1BR Instant Sacrifice a creature: Spontaneous Combustion deals 3 damage to each creature. Multi Squandered Resources vR GB Enchantment Sacrifice a land: Add to your mana pool one mana of any type the sacrificed land could produce. Play this ability as a mana source. Multi Stangg lR1cU1 4GR Summon Legend 3/4 When Stangg comes into play, put a Stangg Twin token into play. Treat this token as a 3/4 green and red legend. If Stangg leaves play, remove Stangg Twin token from the game. If Stangg Twin token leaves play, bury Stangg. {LG text: "When Stangg is brought into play, also put a Stangg Twin token into play. Stangg Twin token is a 3/4 green and red legend. If Stangg leaves play, remove Stangg Twin token from game. If Stangg Twin leaves play, bury Stangg."} Multi Storm Spirit iR 3WUG Summon Spirit 3/3, Flying : Storm Spirit deals 2 damage to target creature. Multi Stormbind iR 1RG Enchantment <2>: Discard a card at random from your hand to have Stormbind deal 2 damage to target creature or player. Multi Suleiman's Legacy vR RW Enchantment When Suleiman's Legacy comes into play, bury all Djinns and Efreets. Whenever a Djinn or Efreet comes into play, bury it. Multi Sunastian Falconer lU1 3GR Summon Legend 4/4 : Add <2> to your mana pool. This ability is played as an interrupt. Multi Surge of Strength aU2 RG Instant Choose and discard a red or green card from your hand to have target creature gain trample and get +X/+0 until end of turn, where X is equal to that creature's casting cost. Multi Tempest Drake vUpU 1UW Summon Drake 2/2, Flying Attacking does not cause Tempest Drake to tap. {Promo in Multiverse gift box packs} Multi Tetsuo Umezawa lR1 RBU Summon Legend 3/3 : Destroy target tapped creature or target blocking creature. Tetsuo may not be a target of an enchant creature spell. {ERRATA: second sentence reads "Tetsuo cannot be the target of creature enchantments." [Encyc. p. 161]} Multi The Lady of the Mountain lU1 4GR Summon Legend 5/5 Multi Tobias Andrion lU1cC1 3UW Summon Legend 4/4 Multi Tor Wauki lU1cC1 2BBR Summon Legend 3/3 : Tor Wauki does 2 damage to target attacking or blocking creature. Multi Torsten Von Ursus lU1 3WGG Summon Legend 5/5 Multi Tuknir Deathlock lR1 GGRR Summon Legend 2/2, Flying : Target creature gains +2/+2 until end of turn. Multi Unfulfilled Desires mR 1BU Enchantment <1>, Pay 1 life: Draw a card, then choose and discard a card. Multi Ur-Drago lR1 3BBUU Summon Legend 4/4, First strike Creatures with swampwalk may be blocked as if they did not have this ability. Multi Vaevictis Asmadi lR1cU1 2BBRRGG Summon Elder Dragon Legend 7/7, Flying During your upkeep, pay or bury Vaevictis Asmadi. : +1/+0 until end of turn. : +1/+0 until end of turn. : +1/+0 until end of turn. {LG text: ": Gain +1/+0 until end of turn. : Gain +1/+0 until end of turn. : Gain +1/+0 until end of turn. Pay during your upkeep or Vaevictis Asmadi is buried."} {ERRATA: spell type should be just "Summon Legend" [11/10/95 RTR]} Multi Vhati il-Dal tR 2BG Summon Legend 3/3 : Target creature's power or toughness is 1 until end of turn. Multi Viashivan Dragon vR 2RRGG Summon Dragon 4/4, Flying : +1/+0 until end of turn. : +0/+1 until end of turn. Multi Victual Sliver sU GW Summon Sliver 2/2 Each Sliver gains "<2>, Sacrifice this creature: Gain 4 life." Multi Vitalizing Cascade mU XGW Instant Gain X+3 life. Multi Wandering Mage aR2 WUB Summon Cleric 0/3 : Pay 1 life to prevent up to 2 damage to any creature. Effects that prevent or redirect damage cannot be used to counter this loss of life. : Prevent 1 damage to any Cleric or Wizard. : Put a -1/-1 counter on target creature you control to prevent up to 2 damage to any player. Multi Warping Wurm mR 2UG Summon Wurm 1/1, Phasing During your upkeep, pay <2UG> or Warping Wurm phases out. When Warping Wurm phases in, put a +1/+1 counter on it. Multi Wellspring mR 1GW Enchant Land When Wellspring comes into play, gain control of enchanted land. At the end of each of your turns, lose control of enchanted land. At the beginning of each of your turns, gain control of enchanted land. Multi Windreaper Falcon mU 1RG Summon Falcon 1/1, Flying, protection from blue Multi Wings of Aesthir iU WU Enchant Creature Target creature gains flying and first strike and gets +1/+0. Multi Winter's Night aR2 WRG Enchant World Whenever a snow-covered land is tapped for mana, it produces one additional mana of the same type and does not untap during its controller's next untap phase. Multi Wood Sage tR UG Summon Druid 1/1 : Name a creature card. Reveal the top four cards of your library to all players. If any of those cards are the named card, put them into your hand. Put the rest into your graveyard. Multi Xira Arien lR1cU1 GRB Summon Legend 1/2, Flying : Target player draws a card. {LG text: ": Target player draws one card."} Multi Zebra Unicorn mU 2GW Summon Unicorn 2/2 For each 1 damage Zebra Unicorn deals, gain 1 life. Red AErathi Berserker lU1 2RRR Summon Berserker 2/4, Rampage: 3 Red AEther Flash wU 2RR Enchantment Whenever any creature comes into play, AEther Flash deals 2 damage to that creature. Red Active Volcano lC2cC3 R Instant Destroy target blue permanent or return target island to owner's hand. Enchantments on target land are destroyed. {ERRATA: LG: art credited to Brian Snoddy; should be Justin Hampton. [Duelist #4, page 138]} Red Aftershock tC 2RR Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. Red Agent of Stromgald aC2 R Summon Knight 1/1 : Add to your mana pool. Play this ability as an interrupt. Red Aggression iU 2R Enchant Creature Target non-wall creature gains first strike and trample. At the end of its controller's turn, destroy that creature if it did not attack that turn. Red Agility mC 1R Enchant Creature Enchanted creature gets +1/+1 and gains flanking. Red Aladdin nU2cU1 2RR Summon Aladdin 1/1 <1RRT>: Gain control of target artifact. Lose control of target artifact if Aladdin leaves play or if you lose control of Aladdin. {AN text: "<1RR> and tap to take control of an artifact from opponent. Artifact is returned when Aladdin is removed from play or when game ends."} Red Aleatory mU 1R Instant Play only after defense is chosen. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Red Ali Baba g--U-nU3 R Summon Ali Baba 1/1 : Tap target wall. {AN text: ": Tap a wall."} Red Ali from Cairo nU2 2RR Summon Ali from Cairo 0/1 While Ali is in play, damage that would reduce you to less than 1 life lowers you to 1 life. All further damage is prevented. Red Aliban's Tower hC4 1R Instant Target blocking creature gets +3/+1 until end of turn. Red Ambush hC1 3R Instant All blocking creatures gain first strike until end of turn. Red Ambush Party g---ChC4 4R Summon Ambush Party 3/1, First strike Ambush Party is unaffected by summoning sickness. {IA text: "Ambush party can attack the turn it comes into play on your side."} {New art in 5E.} Red Amok sR 1R Enchantment <1>, Discard a card at random: Put a +1/+1 counter on target creature. Red An-Zerrin Ruins hU1 2RR Enchantment Choose a creature type. Creatures of that type do not untap during their controller's untap phase. Red Anaba Ancestor hU1 1R Summon Ghost 1/1 : Target Minotaur gets +1/+1 until end of turn. Red Anaba Bodyguard hC4 3R Summon Bodyguard 2/3, First strike Red Anaba Shaman hC4 3R Summon Minotaur 2/2 : Anaba Shaman deals 1 damage to target creature or player. {The two artworks can be combined into one large picture.} Red Anaba Spirit Crafter hU1 2RR Summon Minotaur 1/3 All Minotaurs get +1/+0. Red Anarchy iU 2RR Sorcery Destroy all white permanents. Red Ancient Runes tU 2R Enchantment During each player's upkeep, Ancient Runes deals 1 damage to that player for each artifact he or she controls. Red Apocalypse tR 2RRR Sorcery Remove all permanents from the game. Discard your hand. Red Armorer Guildmage mC R Summon Wizard 1/1 : Target creature gets +1/+0 until end of turn. : Target creature gets +0/+1 until end of turn. Red Artifact Blast qC4 R Interrupt Counters any artifact as it is being cast. Red Atog g-C-UqC4 1R Summon Atog 1/2 Sacrifice an artifact: +2/+2 until end of turn {RV text: "<0>: +2/+2. Each time you use this ability, you must sacrifice one of your artifacts in play." AQ text: "<0>: +2/+2 until end of turn. Each time you use this ability, you must choose one of your artifacts in play and place it in the graveyard. This artifact cannot be one that is already one its way to the graveyard, and artifact creatures killed this way may not be regenerated."} {ERRATA: should read "<0>: Sacrifice an artifact to give Atog +2/+2 until end of turn." [Encyc. p. 51]} Red Avalanche iU X2RR Sorcery Destroy X target snow-covered lands. Red Backdraft lU1 1R Instant Backdraft does half of the damage (rounded down) done by one sorcery cast this turn to the caster of the sorcery. Red Balduvian Barbarians pUiC 1RR Summon Barbarians 3/2 {Ice Age promo. Distributed with Pyramid Magazine #13, and two in Duelist Companion #8.} Red Balduvian Horde aR2 2RR Summon Barbarians 5/5 When Balduvian Horde comes into play, discard a card at random from your hand or bury Balduvian Horde. Red Balduvian Hydra iR XRR Summon Hydra 0/1 When Balduvian Hydra comes into play, put X +1/+0 counters on it. <0>: Remove a +1/+0 counter from Balduvian Hydra to prevent 1 damage to Balduvian Hydra. : Put a +1/+0 counter on Balduvian Hydra. Use this ability only during your upkeep. Red Balduvian War-Makers aC2 4R Summon Barbarians 3/3, Rampage: 1 Balduvian War-Makers can attack the turn it comes into play on your side. Red Ball Lightning g--RRdU1 RRR Summon Ball Lightning 6/1, Trample Ball Lightning is unaffected by summoning sickness. At the end of any turn, bury Ball Lightning. {4E text: "Ball Lightning can attack the turn it comes into play. At the end of any turn, bury Ball Lightning." DK text: "Ball Lightning may attack on the turn during which it is summoned. Ball Lightning is buried at the end of the turn during which it is summoned."} Red Barbarian Guides iC 2R Summon Barbarians 1/2 <2RT>: Target creature you control gains a snow-covered landwalk ability of your choice until end of turn. At end of turn, return that creature to its owner's hand. Red Barbed Sliver tU 2R Summon Sliver 2/2 Each Sliver gains "<2>: This creature gets +1/+0 until end of turn." Red Barreling Attack mR 2RR Instant Target creature gains trample until end of turn. That creature gets +1/+1 until end of turn for each creature that blocks it. {Change "that blocks it" to "for each creature blocking it" -- it only counts the creatures blocking when it resolves. [10/03/96 RTR]} Red Battle Frenzy iC 2R Instant All green creatures you control get +1/+1 until end of turn. All non-green creatures you control get +1/+0 until end of turn. Red Beasts of Bogardan lU1cU3 4R Summon Beasts 3/3, Protection from red As long as any opponent controls any white cards, Beasts of Bogardan gets +1/+1. {LG text: "Gains +1/+1 if an opponent controls any white cards."} Red Bestial Fury aC3 2R Enchant Creature Draw a card at the beginning of the upkeep of the turn after Bestial Fury comes into play. If enchanted creature attacks and is blocked, it gains trample and gets +4/+0 until end of turn. Red Betrothed of Fire wC 1R Enchant Creature Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn. Sacrifice enchanted creature: All creatures you control get +2/+0 until end of turn. Red Bird Maiden g--CCnC4 2R Summon Bird Maiden 1/2, Flying {The AN card appears as two different versions, one with smaller, darker mana circles than normal; both versions are C2's} Red Blazing Effigy lC2 1R Summon Effigy 0/3 When placed in the graveyard from play, Effigy does 3 damage to target creature. If an Effigy is damaged by another Effigy in this manner and is placed in the graveyard that turn, it deals the amount of damage received from the other Effigy in addition to its normal 3. Red Blind Fury mU 2RR Instant All creatures lose trample until end of turn. Double all combat damage assigned to creatures this turn. Red Blistering Barrier mC 2R Summon Wall 5/2 Red Blood Frenzy tC 1R Instant Target attacking or blocking creature gets +4/+0 until end of turn. At end of turn, destroy that creature. Red Blood Lust g--CClU1 1R Instant Target creature gets +4/-4 until end of turn. If this reduces that creature's toughness to less than 1, the creature's toughness is 1. {4E: no "that" or "the"; "becomes 1" instead of "is 1". LG: like 4E but begins "Target creatures gain", ends "toughness below 1, creature's toughness is 1."} Red Blood Moon dU1cU1 2R Enchantment All non-basic lands become mountains. {DK text: "All non-basic lands are now basic mountains."} Red Bloodrock Cyclops wC 2R Summon Cyclops 3/3 Bloodrock Cyclops attacks each turn if able. Red Bogardan Firefiend wC 2R Summon Spirit 2/1 If Bogardan Firefiend is put into any graveyard from play, it deals 2 damage to target creature. Red Bogardan Phoenix vR 2RRR Summon Phoenix 3/3, Flying If Bogardan Phoenix is put into any graveyard from play and has no death counter on it, return Bogardan Phoenix to play and put a death counter on it. If Bogardan Phoenix is put into any graveyard from play and has a death counter on it, remove it from the game. Red Boil tU 3R Instant Destroy all islands. Red Boiling Blood wC 2R Instant Target creature attacks this turn if able. Draw a card. Red Bone Shaman pUiC 2RR Summon Giant 3/3 : Any creature damaged by Bone Shaman this turn cannot regenerate until end of turn. {Ice Age promo. Distributed with issue #1 of the Ice Age comic book, and two in Duelist Companion #8.} Red Brand of Ill Omen iR 3R Enchant Creature CU: Target creature's controller cannot cast summon spells. Red Brassclaw Orcs g---CfC4 2R Summon Orcs 3/2 Brassclaw Orcs cannot be assigned to block any creature with power 2 or greater. {FE text: "Cannot be assigned to block any creature of power greater than 1."} Red Brothers of Fire g--CCdU2 1RR Summon Brothers 2/2 <1RR>: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. {DK: "do" instead of "deals", "any target" instead of "target creature or player"} Red Builder's Bane mC XXR Sorcery Destroy X target artifacts. For each artifact put into the graveyard in this way, Builder's Bane deals 1 damage to that artifact's controller. Red Burning Palm Efreet mU 2RR Summon Efreet 2/2 <1RR>: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. Red Burning Shield Askari mC 2R Summon Knight 2/2, Flanking : First strike until end of turn Red Burnout aU2 1R Interrupt Counter target interrupt spell if it is blue. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Red Burrowing gUUU- R Enchant Creature Target creature gains mountainwalk. Red Canyon Drake tR 2RR Summon Drake 1/2, Flying <1>, Discard a card at random: Canyon Drake gets +2/+0 until end of turn. Red Canyon Wildcat tC 1R Summon Cat 2/1, Mountainwalk Red Cave People g--UUdU2 1RR Summon Cave People 1/4 If Cave People attacks, it gets +1/-2 until end of turn. <1RRT>: Target creature gains mountainwalk until end of turn. {4E: begins "When attacking, Cave People gets +1/-2 ..." DK: begins "If declared as an attacker, Cave People get +1/-2"} {ERRATA: change first sentence to "If Cave People attacks, it gets +1/-2 until end of turn." [Encyc. p. 22]} {New art in 5E.} Red Caverns of Despair lR1 2RR Enchant World All players may attack with no more than two creatures each turn and block with no more than two creatures each turn. Red Chain Lightning lC2 R Sorcery Chain Lightning does 3 damage to one target. Each time Chain Lightning does damage, the target or target's controller may then pay to have Chain Lightning do 3 damage to any target of that player's choice. Red Chandler hC1 4R Summon Legend 3/3 : Destroy target artifact creature. Red Chaos Charm mC R Instant Choose one -- Target creature is unaffected by summoning sickness this turn; or Chaos Charm deals 1 damage to target creature; or destroy target Wall. Red Chaos Harlequin aR2 2RR Summon Harlequin 2/4 : Remove the top card of your library from the game. If that card is a land, Chaos Harlequin gets -4/-0 until end of turn; otherwise, Chaos Harlequin gets +2/+0 until end of turn. Red Chaos Lord iR 4RRR Summon Lord 7/7, First strike Chaos Lord can attack the first turn it comes into play on a side, except the turn it first comes into play. During your upkeep, count the number of permanents. If that number is even, target opponent gains control of Chaos Lord. {ERRATA: change "your upkeep" to "each player's upkeep" [Encyc. p. 208-9]} {The runes on his shield phonetically spell "I am really mean."} Red Chaos Moon iR 3R Enchantment During each player's upkeep, count the number of permanents. If that number is odd, all red creatures get +1/+1 and mountains produce an additional when tapped for mana until end of turn. If the number is even, all red creatures get -1/-1 and mountains produce colorless mana instead of their normal mana until end of turn. Red Chaoslace gRRR- R Interrupt Change the color of target spell or target permanent to red. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to red. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Red Chaosphere mR 2R Enchant World Creatures with flying cannot block creatures without flying. Creatures without flying can block creatures with flying. Red Chaotic Goo tR 2RR Summon Ooze 0/0 Chaotic Goo comes into play with three +1/+1 counters on it. During your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. Otherwise, remove a +1/+1 counter from it. Red Cinder Cloud mU 3RR Instant Destroy target creature. If a white creature is put into the graveyard in this way, Cinder Cloud deals to that creature's controller an amount of damage equal to the creature's power. Red Cinder Giant wU 3R Summon Giant 5/3 During your upkeep, Cinder Giant deals 2 damage to each other creature you control. Red Cinder Wall wC R Summon Wall 3/3 If Cinder Wall blocks, destroy it at end of combat. Red Cone of Flame wU 3RR Sorcery Choose three target creatures and/or players. Cone of Flame deals 1 damage to the first, 2 damage to the second, and 3 damage to the third. Red Conquer g---UiU 3RR Enchant Land Gain control of enchanted land. {IA text: "Gain control of target land."} {New art in 5E.} Red Consuming Ferocity mU 1R Enchant Creature Play only on a non-Wall creature. Enchanted creature gets +1/+0. During your upkeep, put a +1/+0 counter on enchanted creature. At the end of any upkeep, if that creature has three of these counters on it, bury the creature and it deals to its controller an amount of damage equal to its power. Red Convulsing Licid sU 2R Summon Licid 2/2 : Convulsing Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature cannot block" instead of a creature. Move Convulsing Licid onto target creature. You may pay to end this effect. Red Craven Giant sC 2R Summon Giant 4/1 Craven Giant cannot block. Red Crevasse lU1 2R Enchantment Creatures with mountainwalk may be blocked as if they did not have this ability. Red Crimson Hellkite mR 6RRR Summon Dragon 6/6, Flying : Crimson Hellkite deals X damage to target creature. Spend only red mana in this way. Red Crimson Kobolds lC2 0 Summon Kobolds 0/1 This card is a red spell when cast and Kobolds are a red creature. {ERRATA: should read "This card is considered a red card." [Encyc. p. 143]} Red Crimson Manticore g--RRlR1 2RR Summon Manticore 2/2, Flying : Crimson Manticore deals 1 damage to target attacking or blocking creature. {4E: no "Crimson" in text. LG: like 4E but "does" instead of "deals"} {New art in 5E.} Red Crimson Roc mU 4R Summon Roc 2/2, Flying If Crimson Roc blocks any creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn. Red Crookshank Kobolds lC2 0 Summon Kobolds 0/1 This card is a red spell when cast and Kobolds are a red creature. {ERRATA: should read "This card is considered a red card." [Encyc. p. 143]} Red Crown of Flames tC R Enchant Creature : Enchanted creature gets +1/+0 until end of turn. : Return Crown of Flames to owner's hand. Red Curse of Marit Lage iR 3RR Enchantment When Curse of Marit Lage comes into play, tap all islands. Islands do not untap during their controller's untap phase. Red Deadshot tR 3R Sorcery Tap target creature. That creature deals damage equal to its power to another target creature. Red Death Spark aU2 R Instant Death Spark deals 1 damage to target creature or player. At the end of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay 1 to put Death Spark into your hand. Red Desert Nomads nC4 2R Summon Nomads 2/2, Desertwalk Desert Nomads are immune to damage done by deserts. Red Desperate Gambit wU R Instant Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, double the damage dealt by a source you control. Otherwise, prevent all damage from that source. Red Detonate g--UUqU3 XR Sorcery Bury target artifact with total casting cost equal to X. Detonate deals X damage to that artifact's controller. {4E text: "Bury target artifact. Detonate deals X damage to the artifact's controller, where X is the casting cost of the artifact." AQ text: "Targets any artifact; X is the casting cost of target artifact. Target artifact is destroyed, and Detonate does X points of damage to artifact's controller. Artifact creatures destroyed in this manner may not be regenerated."} Red Disharmony lR1 2R Instant Target attacking creature comes under your control untapped. Return to former controller at end of turn. This creature is no longer considered to have attacked. Play before defense is chosen. {ERRATA: LG: credits Phil Foglio for the art; should say Bryon Wackwitz. [Duelist #4, page 138]} Red Disintegrate gCCCC XR Sorcery Disintegrate deals X damage to target creature or player. That creature cannot regenerate this turn. If the creature is dealt lethal damage this turn, remove it from the game. {4E: "target" instead of "creature" the 2nd & 3rd times; "receives" instead of "is dealt", and "entirely" at the end. RV text: "Disintegrate does X damage to one target. If target dies this turn, it is removed from the game entirely." A/B/UL: same as RV but add "and cannot be regenerated. Return target to its owner's deck only when game is over."} Red Dragon Whelp gUUU- 2RR Summon Dragon 2/3, Flying, : +1/+0 until end of turn. If you spend more than in this way during one turn, destroy Dragon Whelp at end of turn. {RV text: ": +1/+0; if more than is spent in this way during one turn, Dragon Whelp is killed at end of turn." A/B/UL: Activation effect is like 4E text, rest is like RV but "during one turn" is omitted, "destroyed" instead of "killed"} Red Duct Crawler sC R Summon Insect 1/1 <1R>: Target creature cannot block Duct Crawler this turn. Red Dwarven Armorer fU1 R Summon Dwarf 0/2 : Discard a card from your hand to put either a +0/+1 or a +1/+0 counter on a target creature. Red Dwarven Armory iR 2RR Enchantment <2>: Sacrifice a land to put a +2/+2 counter on target creature. Use this ability only during upkeep. Red Dwarven Berserker wC 1R Summon Dwarf 1/1 If Dwarven Berserker is blocked, it gets +3/+0 and gains trample until end of turn. Red Dwarven Catapult g---UfU3 XR Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. {FE text: "Dwarven Catapult does X damage, divided evenly among all of opponent's creatures (round down)."} {ERRATA: change "opponent's" to "target opponent's" [Encyc. p. 179]} Red Dwarven Demolition Team gU--- 2R Summon Dwarves 1/1 Tap to destroy a wall. Red Dwarven Lieutenant fU3 RR Summon Dwarf 1/2 <1R>: Target Dwarf gets +1/+0 until end of turn. Red Dwarven Miner mU 1R Summon Dwarf 1/2 <2RT>: Destroy target nonbasic land. Red Dwarven Nomad mC 2R Summon Dwarf 1/1 : Target creature with power 2 or less is unblockable this turn. Red Dwarven Pony hU1 R Summon Pony 1/1 <1RT>: Target Dwarf gains mountainwalk until end of turn. Red Dwarven Sea Clan hU1 2R Summon Dwarves 1/1 : At the end of combat, Dwarven Sea Clan deals 2 damage to target attacking or blocking creature. Use this ability only if that creature's controller controls any islands. Red Dwarven Soldier g---CfC3 1R Summon Dwarf 2/1 If Dwarven Soldier blocks or is blocked by any Orcs, it gets +0/+2 until end of turn. {FE: no "any"} Red Dwarven Song lU1 R Instant Changes the color of one or more target creatures to red until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or use a special ability of target creatures remains entirely unchanged. Red Dwarven Thaumaturgist wR 2R Summon Dwarf 1/2 : Switch power and toughness of target creature until end of turn. Effects that alter that creature's power alter its toughness instead, and vice versa, until end of turn. Red Dwarven Trader hC4 R Summon Dwarf 1/1 {The two artworks can be combined into one large picture.} Red Dwarven Vigilantes vC 2R Summon Dwarves 2/2 If Dwarven Vigilantes attacks and is not blocked, you may choose to have it deal no combat damage this turn. If you do, Dwarven Vigilantes deals an amount of damage equal to its power to target creature. Red Dwarven Warriors gCCCC 2R Summon Dwarves 1/1 : Target creature with power 2 or less is unblockable this turn. {4E text: ": Target creature with power no greater than 2 becomes unblockable until end of turn. Other effects may later be used to increase the creature's power beyond 2." RV: Begins ": Make a creature of power", no "becomes", "cards" instead of "effects", no "the" before "creature's". A/B/UL: like RV but no "later", add "after defense is chosen" at end} {ERRATA: A/B/UL: Misspelled Shuler.} Red Dwarven Weaponsmith g-U--qU3 1R Summon Dwarves 1/1 : During your upkeep add a permanent +1/+1 counter to any creature. Each time you use this ability, you must sacrifice one of your artifacts in play. {AQ: "choose" instead of "sacrifice", and add "and place it in the graveyard. This artifact cannot be one that is already on the way to the graveyard, and artifact creatures killed this way may not be regenerated."} {ERRATA: should read ", Sacrifice an artifact. Put a +1/+1 counter on target creature. Use this ability only during your upkeep." [Encyc. p. 52]} Red Earth Elemental gUUU- 3RR Summon Elemental 4/5 Red Earthbind gCC-- R Enchant Creature If cast on a flying creature, Earthbind removes flying ability and does 2 damage to target creature; this damage occurs only once, at the time Earthbind is cast. If another spell or effect later gives target creature flying ability, Earthbind does not affect this. Earthbind has no effect on non-flying creatures. {A/B/UL: Was card type "Enchant Flying Creature" with text: "Earthbind does 2 damage to target flying creature, which also loses flying ability."} {ERRATA: Should read "When Earthbind comes into play, it deals 2 damage to enchanted creature if that creature has flying. Enchanted creature loses flying." [Encyc. p. 52]} Red Earthquake gRRRR XR Sorcery Earthquake deals X damage to each creature without flying and each player. {4E: swap "creature with flying" and "player". A/B/UL/RV text: "Does X damage to each player and each non-flying creature in play."} {New art in 5E.} Red Ekundu Cyclops mC 3R Summon Cyclops 3/4 If any creature you control attacks, Ekundu Cyclops also attacks if able. Red Elkin Lair vR 3R Enchant World During each player's upkeep, that player chooses a card at random from his or her hand and sets it aside face up. The player may play that card as though it were in his or her hand. If that player does not play the card by end of turn, bury that card. Red Emberwilde Djinn mR 2RR Summon Djinn 5/4, Flying During each player's upkeep, he or she may pay or 2 life to gain control of Emberwilde Djinn. Red Enraging Licid tU 1R Summon Licid 1/1 : Enraging Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature is unaffected by summoning sickness" instead of a creature. Move Enraging Licid onto target creature. You may pay to end this effect. Red Enslaved Scout aC2 2R Summon Goblin 2/2 <2>: Mountainwalk until end of turn. Red Eron the Relentless hU3 3RR Summon Legend 5/2, : Regenerate Eron the Relentless can attack the turn it comes into play on your side. Red Errantry g---CiC 1R Enchant Creature Enchanted creature gets +3/+0 and cannot attack during any turn in which any other creatures attack. {IA text: "Target creature gets +3/+0. If that creature attacks, no other creatures can attack this turn."} {New art in 5E.} Red Eternal Flame dU1 2RR Sorcery Eternal Flame does an amount of damage to your opponent equal to the number of mountains you control, but it also does half that amount of damage to you, rounding up. {ERRATA: change "Flame does ... equal" to "Flame deals to target opponent an amount of damage equal" [Encyc. p. 168]} Red Eternal Warrior g--CClU1 R Enchant Creature Attacking does not cause enchanted creature to tap. {4E: "target" instead of "enchanted". LG text: "Attacking does not tap target creature."} Red Evaporate hU3 2R Sorcery Evaporate deals 1 damage to each blue creature and white creature. Red Falling Star lR1 2R Sorcery Flip Star onto the playing area from a height of at least one foot. Star must turn at least 360 degrees or it has no effect. When Falling Star lands, Falling Star does 3 damage to each creature that it touches. Any creatures damaged by Falling Star that are not destroyed become tapped. Red False Orders gC--- R Instant You decide whether and how one defending creature blocks, though you can't make a choice the defender couldn't legally make. Play after defender has chosen defense but before damage is dealt. {ERRATA: "defending creature" on this card means "an untapped creature under defending player's control". [9/15/94 RTR] Add "Play at the end of the 'choose defense' step of combat." [Encyc. p. 57]} Red Fanning the Flames sU XRR Sorcery Buyback <3> Fanning the Flames deals X damage to target creature or player. Red Feint lC1 R Instant All creatures blocking target attacking creature become tapped. Target attacking creature and all creatures blocking it deal no damage during combat. {ERRATA: add "until end of turn" to start of first sentence and end of second sentence [Encyc. p. 209]} Red Fervor wR 2R Enchantment All creatures you control are unaffected by summoning sickness. Red Final Fortune mR RR Instant Take another turn after this one. You lose the game at the end of that turn. Red Fire Drake g---UdU2cU3 1RR Summon Drake 1/2, Flying : +1/+0 until end of turn. You cannot spend more than in this way each turn. {DK 2nd sentence: "No more than may be spent in this way each turn."} Red Fire Elemental gUUU- 3RR Summon Elemental 5/4 Red Fire Whip wC 1R Enchant Creature Play only on a creature you control. Tap enchanted creature: Enchanted creature deals 1 damage to target creature or player. Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player. Red Fireball gCCCCpUpR XR Sorcery Pay <1> for each target beyond the first: Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. {4E text: "Fireball deals X damage, divided evenly (round down) among any number of target creatures and/or players. Pay an additional <1> for each target beyond the first." A/B/UL/RV text: "Fireball does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first."} {The 4th edition promo was distributed with issue #1 of the Shadow Mage comic book, and with Duelist Companion #9. The promo differs from the 4th edition card only in the copyright line, which says 1994 on the promo and 1995 in 4E. A Fireball with new art will be used as a prize in the Arena league, with art that combines with the DCI Legend member Incinerate.} Red Fireblast vC 4RR Instant You may sacrifice two mountains instead of paying Fireblast's cost. Fireblast deals 4 damage to target creature or player. Red Firebreathing gCCCCmC R Enchant Creature : Enchanted creature gets +1/+0 until end of turn. {4E text: ": Target creature Firebreathing enchants gets +1/+0 until end of turn." A/B/UL/RV text: ": +1/+0"} Red Firefly tU 3R Summon Insect 1/1, Flying : Firefly gets +1/+0 until end of turn. Red Fireslinger tC 1R Summon Wizard 1/1 : Fireslinger deals 1 damage to target creature or player and 1 damage to you. Red Firestorm wR R Instant Choose and discard X cards: Firestorm deals X damage to each of X target creatures and/or players. Red Firestorm Phoenix lR1 4RR Summon Phoenix 3/2, Flying If Phoenix is placed in the graveyard from play, return it to owner's hand instead. It may not be summoned again until owner's next turn. {ERRATA: delete "instead" [Duelist #4, page 138]} Red Fissure g--C-dC3 3RR Instant Bury target land or creature. {DK text: "Target land or creature is buried."} Red Fit of Rage wC 1R Sorcery Target creature gets +3/+3 and gains first strike until end of turn. Red Flame Elemental mU 2RR Summon Elemental 3/2 , Sacrifice Flame Elemental: Flame Elemental deals an amount of damage equal to its power to target creature. Red Flame Spirit g---UiU 4R Summon Spirit 2/3 : +1/+0 until end of turn Red Flame Wave sU 3RRRR Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. Red Flare g---CiCmC 2R Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn. {IA/MI: ends "next turn's upkeep."} {New art in 5E.} Red Flashfires gUUUU 3R Sorcery Destroy all plains. {A/B/UL/RV text: "All plains in play are destroyed."} Red Fling sC 1R Instant Sacrifice a creature: Fling deals damage equal to the sacrificed creature's power to target creature or player. Red Flowstone Blade sC R Enchant Creature : Enchanted creature gets +1/-1 until end of turn. Red Flowstone Giant tC 2RR Summon Giant 3/3 : Flowstone Giant gets +2/-2 until end of turn. Red Flowstone Hellion sU 4R Summon Beast 3/3 Flowstone Hellion is unaffected by summoning sickness. <0>: Flowstone Hellion gets +1/-1 until end of turn. Red Flowstone Mauler sR 4RR Summon Beasts 4/5, Trample : Flowstone Mauler gets +1/-1 until end of turn. Red Flowstone Salamander tU 3RR Summon Salamander 3/4 : Flowstone Salamander deals 1 damage to target creature blocking it. Red Flowstone Shambler sC 2R Summon Beast 2/2 : Flowstone Shambler gets +1/-1 until end of turn. Red Flowstone Wyvern tR 3RR Summon Drake 3/3, Flying : Flowstone Wyvern gets +2/-2 until end of turn. Red Fork gRR-- RR Interrupt Any one sorcery or instant spell just cast is duplicated. Treat Fork as an exact copy of target spell except that Fork remains red. Caster of Fork chooses the copy's target. {A/B/UL: no "one", "doubled" instead of "duplicated", last sentence reads: "Copy and original may have different targets."} {ERRATA: should read "Fork becomes a copy of target spell, acquiring all characteristics, except color, of that spell. Once the spell is copied, choose its new target or targets; the copied spell has the same number of targets as the original." [11/10/95 RTR; Encyc. p. 208]} Red Frost Giant lU1 3RRR Summon Giant 4/4, Rampage: 2 Red Furnace Spirit sC 2R Summon Spirit 1/1 Furnace Spirit is unaffected by summoning sickness. : Furnace Spirit gets +1/+0 until end of turn. Red Furnace of Rath tR 1RRR Enchantment Double all damage assigned to any creature or player. Red Game of Chaos g---RiR RRR Sorcery Flip a coin; target opponent calls heads or tails while coin is in the air. The loser of the flip loses 1 life. The winner of the flip gains 1 life and may choose to repeat the process. Double the stakes each time. {IA text: "Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, you gain 1 life and that opponent loses 1 life. Otherwise, you lose 1 life and the opponent gains 1 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. The winner of each round decides whether to continue. Double the stakes in life each round."} {New art in 5E.} Red Giant Strength g--CClC2tC RR Enchant Creature Enchanted creature gets +2/+2. {4E: "Target" instead of "Enchanted". LG: like 4E but "gains" instead of "gets"} {New art in 5E.} Red Glacial Crevasses iR 2R Enchantment <0>: Sacrifice a snow-covered mountain. No creatures deal damage in combat this turn. {ERRATA: should read "<0>: Sacrifice a snow-covered mountain to have creatures deal no damage in combat this turn." [Encyc. p. 82]} Red Glyph of Destruction lC2 R Instant Target wall you control gains +10/+0 when blocking. Any damage dealt to target wall is reduced to zero. Target wall is destroyed at end of turn. {ERRATA: should say "Target blocking wall you control gets +10/+0 until end of turn. Until end of turn, any damage dealt to that wall is reduced to 0. Destroy the wall at end of turn." [5/3/95 RTR] [mentioned in 9/22/95 RTR for adding "until end of turn"]} Red Goblin Artisans qU3cU3 R Summon Goblins 1/1 : Use this ability only when you cast a target artifact spell; play this ability as an interrupt. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, draw a card. Otherwise, counter your artifact spell. More than one Goblin Artisans ability cannot target the same artifact spell. {AQ text: "You may tap Goblin Artisans as you cast an artifact. Then flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, your artifact is countered. Otherwise, draw another card from your library. You can only use this ability once for each time you cast an artifact.} Red Goblin Balloon Brigade gUUU- R Summon Goblins 1/1 : Flying until end of turn. {RV: "Gains flying ability ..." A/B/UL text: ": Goblins gain flying ability until end of turn. Controller may not choose to make goblins fly after they have been blocked."} Red Goblin Bomb wR 1R Enchantment During your upkeep, you may choose to flip a coin. Target opponent calls heads or tails while the coin is in the air. If the flip ends up in your favor, put a fuse counter on Goblin Bomb. Otherwise, remove a fuse counter from Goblin Bomb. Remove 5 fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals 20 damage to target player. Red Goblin Bombardment tU 1R Enchantment Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. Red Goblin Caves dC3 1RR Enchant Land If target land is a basic mountain, all Goblins gain +0/+2. Red Goblin Chirurgeon fC3 R Summon Goblin 0/2 <0>: Sacrifice a Goblin to regenerate a target creature. Red Goblin Digging Team g---CdC3cC3 R Summon Goblins 1/1 , Sacrifice Goblin Digging Team: Destroy target Wall. {DK/CH text: ": Sacrifice Goblin Digging Team to destroy target wall."} {New art in 5E.} Red Goblin Elite Infantry mC 1R Summon Goblins 2/2 If Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn. Red Goblin Flotilla fU1 2R Summon Goblins 2/2, Islandwalk At the beginning of the attack, pay or any creatures blocking or blocked by Goblin Flotilla gain first strike until end of turn. {ERRATA: main text should read "Whenever a creature blocks or is blocked by Goblin Flotilla, that creature gains first strike until end of turn. You may pay at the beginning of an attack to ignore this effect for that attack." [Encyc. p. 209]} Red Goblin Grenade fC3 R Sorcery Sacrifice a Goblin to have Goblin Grenade deal 5 damage to one target. {The name "Mike" is hidden on the spear carried by the goblin in Ron Spencer's version of the art.} Red Goblin Grenadiers wU 3R Summon Goblins 2/2 Sacrifice Goblin Grenadiers: Destroy target creature and target land. Use this ability only if Goblin Grenadiers is attacking and unblocked. Red Goblin Hero g---CdC3 2R Summon Goblin 2/2 {New art in 5E.} Red Goblin King gRRRR 1RR Summon Lord 2/2 All Goblins get +1/+1 and gain mountainwalk. {4E: swap "get +1/+1" and "gain mountainwalk". RV text: "All goblins in play gain mountainwalk and +1/+1 while this card remains in play." A/B/UL: same as RV but was "Summon Goblin King" and omitted "All".} {New art in 5E.} Red Goblin Kites fU3 1R Enchantment : A target creature you control, which cannot have a toughness greater than 2, gains flying until end of turn. Other effects may later be used to increase the creature's toughness. At end of turn, flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, bury that creature. {ERRATA: Each time you flip the coin, target an opponent to call it. [1/27/95 Multiplayer RTR]} Red Goblin Mutant iU 2RR Summon Goblin 5/3, Trample Cannot attack if defending player controls an untapped creature with power greater than 2. Cannot be assigned to block any creature with power greater than 2. Red Goblin Recruiter vUpU 1R Summon Goblin 1/1 When Goblin Recruiter comes into play, search your library for any number of Goblin cards. Reveal those cards to all players. Shuffle your library, then put the cards on top of your library in any order. {Promo in Multiverse gift box packs} Red Goblin Rock Sled g--C-dC3 1R Summon Rock Sled 3/1, Trample Cannot attack if defending player controls no mountains. Rock Sled does not untap during your untap phase if it attacked during your last turn. {DK text: "Rock Sled may not attack unless opponent controls at least one mountain. Rock Sled does not untap as normal during your untap phase if it attacked during your last turn."} {ERRATA: DK: Dennis Detwiller's name is misspelled. [Duelist #3, page 79; missed in Duelist #4]} Red Goblin Sappers iC 1R Summon Goblins 1/1 : Target creature you control cannot be blocked this turn. At end of combat, destroy that creature and Goblin Sappers. : Target creature you control cannot be blocked this turn. At end of combat, destroy that creature. Red Goblin Scouts mU 3RR Sorcery Put three Goblin Scout tokens into play. Treat these tokens as 1/1 red creatures with mountainwalk that count as Goblins. Red Goblin Shrine dC3cC3 1RR Enchant Land As long as target land is a mountain, all Goblins get +1/+0. If Goblin Shrine leaves play, it deals 1 damage to each Goblin. {DK text: "If target land is a basic mountain, all Goblins gain +1/0. Goblin Shrine does 1 damage to all Goblins if it leaves play."} Red Goblin Ski Patrol iC 1R Summon Goblins 1/1 <1R>: Flying and +2/+0. At end of turn, bury Goblin Ski Patrol. Use this ability only once and only if you control any snow-covered mountains. {ERRATA: add "until end of turn" after "+2/+0" [Encyc. p. 83]} Red Goblin Snowman iU 3R Summon Goblins 1/1 When blocking, Goblin Snowman neither deals nor receives damage in combat. : Goblin Snowman deals 1 damage to target creature it blocks. Red Goblin Soothsayer mU R Summon Goblin 1/1 , Sacrifice a Goblin: All red creatures get +1/+1 until end of turn. Red Goblin Swine-Rider vC R Summon Goblin 1/1 If Goblin-Swine Rider is blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature. {Appears in the Visions alternate common slot in US-made packs.} Red Goblin Tinkerer mC 1R Summon Goblin 1/2 : Destroy target artifact. That artifact deals an amount of damage equal to its casting cost to Goblin Tinkerer. Red Goblin Vandal wC R Summon Goblin 1/1 : Destroy target artifact defending player controls. Goblin Vandal deals no combat damage this turn. Use this ability only if Goblin Vandal is attacking and unblocked and only once each turn. Red Goblin War Drums g---CfC4 2R Enchantment Each creature you control cannot be blocked by only one creature. {FE text: "Each attacking creature you control that opponent chooses to block may not be blocked with fewer than two creatures."} {ERRATA: change "opponent" to "defending player" [Encyc. p. 182]} Red Goblin Warrens g---RfU1 2R Enchantment <2R>, Sacrifice two Goblins: Put three Goblin tokens into play. Treat these tokens as 1/1 red creatures. {FE: begins "<2R>: Sacrifice two Goblins to put ..."} Red Goblin Wizard dU1 2RR Summon Goblin 1/1 : Take a Goblin from your hand and put it directly into play. Treat this goblin as if it were just summoned. : Target Goblin gains protection from white until end of turn. Red Goblins of the Flarg dC3cC3 R Summon Goblins 1/1, Mountainwalk If at any time you control any Dwarves, bury Goblins of the Flarg. {DK text: "Goblins of the Flarg are buried if controller controls any Dwarves."} Red Gorilla Shaman aU6 R Summon Gorilla 1/1 : Destroy target non-creature artifact with casting cost equal to X. Red Gorilla War Cry aC2 1R Instant Attacking creatures cannot be blocked by only one creature this turn. Play only during combat before defense is chosen. Red Granite Gargoyle gRR-- 2R Summon Gargoyle 2/2, Flying : +0/+1 {A/B/UL: "... until end of turn."} {ERRATA: should read ": +0/+1 until end of turn" [Encyc. p. 53]} Red Gravity Sphere lR1 2R Enchant World All creatures lose flying ability. Red Gray Ogre gCCC- 2R Summon Ogre 2/2 Red Grizzled Wolverine iC 1RR Summon Wolverine 2/2 : +2/+0 until end of turn. Use this ability only when a creature is assigned to block Grizzled Wolverine and only once each turn. Red Guerrilla Tactics aC3 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. If a spell or effect controlled by an opponent causes you to discard Guerrilla Tactics from you hand, reveal Guerrilla Tactics to all players, and it deals 4 damage to target creature or player. Red Hammer of Bogardan mR 1RR Sorcery Hammer of Bogardan deals 3 damage to target creature or player. <2RRR>: Return Hammer of Bogardan to your hand. Use this ability only during your upkeep and only if Hammer of Bogardan is in your graveyard. Red Hand to Hand tR 2R Enchantment Instants and abilities requiring an activation cost cannot be played during combat. Red Havoc tU 1R Enchantment Whenever target opponent successfully casts a white spell, he or she loses 2 life. Red Heart Sliver tC 1R Summon Sliver 1/1 All Slivers are unaffected by summoning sickness. Red Heart Wolf hU1 3R Summon Wolf 2/2, First strike : Target Dwarf gains first strike and gets +2/+0 until end of turn. If that Dwarf leaves play this turn, bury Heart Wolf. Use this ability only when attack or defense is announced. Red Heart of Bogardan wR 2RR Enchantment CU: <2> If Heart of Bogardan's cumulative upkeep cost is not paid, Heart of Bogardan deals damage equal to its last paid cumulative upkeep to target player and each creature he or she controls. Red Hearth Charm vC R Instant Choose one -- Destroy target artifact creature; or all attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn. Red Heat Stroke wR 2R Enchantment At the end of each combat, destroy all creatures that blocked or were blocked this turn. Red Heat Wave vU 2R Enchantment CU: Blue creatures cannot block creatures you control. Nonblue creatures cannot block creatures you control unless their controller pays an additional 1 life for each blocking creature. Red Heat of Battle sU 1R Enchantment Whenever any creature blocks, Heat of Battle deals 1 damage to that creature's controller. Red Hill Giant gCCCC 3R Summon Giant 3/3 {New art in 5E.} Red Hivis of the Scale mR 3RR Summon Legend 3/4 You may choose not to untap Hivis of the Scale during your untap phase. : Gain control of target Dragon. If Hivis becomes untapped or you lose control of Hivis, lose control of that Dragon. Red Hulking Cyclops vU 3RR Summon Cyclops 5/5 Hulking Cyclops cannot block. Red Hurloon Minotaur gCCCC 1RR Summon Minotaur 2/3 {An oversized Hurloon Minotaur was given out by the WotC Caravan Tour.} Red Hurloon Shaman wU 1RR Summon Minotaur 2/3 If Hurloon Shaman is put into any graveyard from play, each player chooses and buries a land he or she controls. Red Hurr Jackal g--R-nC4 R Summon Jackal 1/1 : Target creature cannot regenerate this turn. {AN text: "Tap to prevent a target creature from regenerating for the remainder of the turn."} Red Hyperion Blacksmith lU1 1RR Summon Smith 2/2 : Target artifact controlled by opponent becomes tapped or untapped. {ERRATA: should read ": Tap or untap target artifact you do not control." [Encyc. p. 149]} Red Illicit Auction mR 3RR Sorcery Choose target creature. Each player may bid life for control of that creature. You begin the bidding with a high bid of 0. Proceeding in turn order, each player may top the high bid. The auction ends when the high bid stands. The high bidder loses an amount of life equal to the high bid and gains control of the creature. Red Immolation g--C-lC1 R Enchant Creature Target creature gets +2/-2. {LG: "gains" instead of "gets"} Red Imposing Visage g---CiC R Enchant Creature Enchanted creature cannot be blocked by only one creature. {IA: "Target" instead of "Enchanted"} {New art in 5E.} Red Incinerate g---CiCpUmC 1R Instant Incinerate deals 3 damage to target creature or player. Creatures damaged by Incinerate cannot regenerate this turn. {MI: "A creature" instead of "Creatures". IA/Promo: 2nd sentence is "No creature damaged by Incinerate can regenerate this turn."} {A promo Incinerate with new art by Jock and 1996 copyright was distributed to Legend DCI members in July, 1996, with art that combines with the Arena prize Fireball. New art in 5E.} Red Inferno g--RRdU1 5RR Instant Inferno deals 6 damage to each creature and player. {4E text: "Inferno deals 6 damage to all players and all creatures." DK: like 4E but "does" instead of "deals"} {New art in 5E.} Red Invasion Plans sR 2R Enchantment Each creature blocks whenever able. Attacking player chooses how each creature blocks. (All blocking assignments must still be legal.) Red Ironclaw Curse g---RhU1 R Enchant Creature Enchanted creature gets -0/-1 and cannot be assigned to block any creature with power greater than or equal to enchanted creature's toughness. {HL text: "Target creature gets -0/-1. That creature cannot be assigned to block any creature with power greater than or equal to the toughness of the creature Ironclaw Curse enchants."} Red Ironclaw Orcs gC-CC 1R Summon Orcs 2/2 Ironclaw Orcs cannot be assigned to block any creature with power 2 or greater. {4E text: "Cannot be assigned to block any creature with power greater than 1." A/B/UL: like 4E but "used" instead of "assigned", "of" instead of "with", "more" instead of "greater".} Red Jackal Pup tU R Summon Hound 2/1 For each 1 damage dealt to Jackal Pup, it deals 1 damage to you. Red Jokulhaups g---RiR 4RR Sorcery Bury all artifacts, creatures, and lands. {New art in 5E.} Red Joven hC1 3RR Summon Legend 3/3 : Destroy target non-creature artifact. Red Kaervek's Torch mC XR Sorcery Interrupts that target Kaervek's Torch each cost an additional <2> to play. Kaervek's Torch deals X damage to target creature or player. Red Karplusan Giant iU 6R Summon Giant 3/3 <0>: Tap target snow-covered land you control to give Karplusan Giant +1/+1 until end of turn. Red Karplusan Yeti iR 3RR Summon Yeti 3/3 : Karplusan Yeti deals an amount of damage equal to its power to target creature. That creature deals an amount of damage equal to its power to Karplusan Yeti. Red Keeper of Kookus vC R Summon Goblin 1/1 : Protection from red until end of turn. {Appears in the Visions alternate common slot in Belgian-made packs.} Red Keldon Warlord gUUUU 2RR Summon Lord */* Keldon Warlord has power and toughness each equal to the number of non-Wall creatures you control. {4E text: "Keldon Warlord has power and toughness each equal to the number of non-wall creatures you control, including Warlord. For example, if you control two other non-wall creatures, Warlord is 3/3. If one of those creatures leaves play, Warlord immediately becomes 2/2." RV text: "The *s below are the number of non-wall creatures on your side, including Warlord. Thus, if you have two other non-wall creatures, Warlord is 3/3. If one of those creatures is killed during the turn, Warlord immediately becomes 2/2." A/B/UL: like RV but uses Xs instead of *s, adds "in play" before "on your side", uses "2" instead of "two" in the example.} Red Kindle tC 1R Instant Kindle deals to target creature or player an amount of damage equal to 2 plus the number of Kindle cards in all graveyards. Red Kird Ape g-C--nC5 R Summon Ape 1/1 While controller has forests in play, Kird Ape gains +1/+2. {AN text: "Kird Ape gains +1/+2 if you have any forests in play."} Red Kobold Drill Sergeant lU1 1R Summon Drill Sergeant 1/2 All your Kobolds gain +0/+1 and Trample. Red Kobold Overlord lR1 1R Summon Lord 1/2, First strike All your kobolds gain first strike. Red Kobold Taskmaster lU1 1R Summon Taskmaster 1/2 All your Kobolds gain +1/+0. Red Kobolds of Kher Keep lC2 0 Summon Kobolds 0/1 This card is a red spell when cast and Kobolds are a red creature. {ERRATA: should read "This card is considered a red card." [Encyc. p. 152]} Red Kookus vR 3RR Summon Djinn 3/5, Trample During your upkeep, if you do not control at least one Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able. : +1/+0 until end of turn. Red Land's Edge lR1cU1 1RR Enchant World Any player may choose and discard a card from his or her hand at any time. If a player discards a land, Land's Edge deals 2 damage to target player of that player's choice. {LG text: "Any player may discard a card from hand at any time. If that player discards a land, Land's Edge does 2 damage to target player of the discarding player's choice."} {ERRATA: should read "Any player may choose and discard a card from his or her hand; if that card is a land, Land's Edge deals 2 damage to target player." [Encyc. p. 64]} Red Lava Burst iC XR Sorcery Lava Burst deals X damage to target creature or player. Effects that prevent or redirect damage cannot be used to protect that creature. Red Lava Hounds wU 2RR Summon Hounds 4/4 Lava Hounds is unaffected by summoning sickness. When Lava Hounds comes into play, it deals 4 damage to you. Red Lava Storm wC 3RR Instant Lava Storm deals 2 damage to each attacking creature or 2 damage to each blocking creature. Red Lightning Blast tC 3R Instant Lightning Blast deals 4 damage to target creature or player. Red Lightning Bolt gCCC- R Instant Lightning Bolt deals 3 damage to target creature or player. {A/B/UL/RV text: "Lightning Bolt does 3 damage to one target."} Red Lightning Cloud vRpR 3R Enchantment : Lightning Cloud deals 1 damage to target creature or player. Use this ability only when a red spell is successfully cast and only once for each such spell. {Promo in Multiverse gift box packs} Red Lightning Elemental tC 3R Summon Elemental 4/1 Lightning Elemental is unaffected by summoning sickness. Red Lightning Reflexes mC 1R Enchant Creature You may choose to play Lightning Reflexes as an instant; if you do, bury it at end of turn. Enchanted creature gets +1/+0 and gains first strike. Red Lowland Giant tC 2RR Summon Giant 4/3 Red Magmasaur tR 3RR Summon Elemental 0/0 Magmasaur comes into play with five +1/+1 counters on it. During your upkeep, remove a +1/+1 counter from Magmasaur, or sacrifice Magmasaur and it deals 1 damage for each +1/+1 counter on it to each creature without flying and each player. Red Magnetic Mountain g-RR-nU3 1RR Enchantment Blue creatures do not untap during their controllers' untap phase. During his or her upkeep, a player may pay an additional <4> to untap a blue creature he or she controls. {RV text: "Blue creatures do not untap as normal. During their upkeep phases, players must spend <4> for each blue creature they wish to untap. This cost must be paid in addition to any other untap cost a given blue creature may already require." AN: like RV but uses "untap" instead of "upkeep"} Red Mana Clash g--RRdU1 R 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 at the same time. {DK: "player" instead of "opponent" in first sentence, "does" instead of "deals"} Red Mana Flare gRRRR 2R Enchantment Whenever any player taps a land for mana, it produces one additional mana of the same type. {RV text: "Whenever either player taps a land for mana, it produces 1 extra mana of the appropriate type." A/B/UL: like RV with "...taps land for mana, each land produces..."} Red Manabarbs gRRRR 3R Enchantment Whenever any player taps a land for mana, Manabarbs deals 1 damage to him or her. {4E text: "Each time any land is tapped for mana, Manabarbs deals 1 damage to that land's controller." RV text: "Whenever mana is drawn from a land, Manabarbs does 1 damage to the land's controller." A/B/UL: like RV but begins "Whenever a land is tapped"} {New art in 5E.} Red Maraxus of Keld wR 4RR Summon Legend */* Maraxus of Keld has power and toughness each equal to the total number of untapped artifacts, creatures, and lands you control. Red Marton Stromgald iR 2RR Summon Legend 1/1 If Marton Stromgald attacks, all other attacking creatures get +*/+* until end of turn, where * is equal to the number of other attacking creatures. If Marton blocks, all other blocking creatures get +*/+* until end of turn, where * is equal to the number of other blocking creatures. Red Melee iU 4R Instant Cast only on your turn during combat before defense is chosen. Choose how attacking creatures you control are blocked; all defense must be legal. After declaring blocking, untap any unblocked attacking creature. Treat those creatures as though they had not attacked. Red Melting iU 3R Enchantment All snow-covered lands become non-snow-covered lands of the same type. Red Meteor Shower iC XXR Sorcery Meteor Shower deals X+1 damage divided any way you choose among any number of target creatures and/or players. Red Mijae Djinn g-R--nU2 RRR Summon Djinn 6/3 If you choose to attack with Mijae Djinn, flip a coin immediately after attack is announced; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Mijae Djinn is tapped but does not attack. {ERRATA: should read "If Mijae Djinn attacks, flip a coin after attack is chosen; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Mijae Djinn becomes tapped and is not considered to have attacked." [Encyc. p. 209]} Red Mob Justice sC 1R Sorcery Mob Justice deals 1 damage to target player for each creature you control. Red Mob Mentality vU R Enchant Creature Enchanted creature gains trample. If all non-Wall creatures you control attack, enchanted creature gets +*/+0 until end of turn, where * is equal to the number of attacking creatures. Red Mogg Bombers sC 3R Summon Goblins 3/4 If any other creature comes into play, sacrifice Mogg Bombers and it deals 3 damage to target player. Red Mogg Conscripts tC R Summon Goblins 2/2 Mogg Conscripts cannot attack unless you have successfully cast a creature spell this turn. Red Mogg Fanatic tC R Summon Goblin 1/1 Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player. Red Mogg Flunkies sC 1R Summon Goblins 3/3 Mogg Flunkies cannot attack or block during a turn in which no other creature you control attacks or blocks. Red Mogg Infestation sR 3RR Sorcery Destroy all creatures target player controls. For each creature put into any graveyard in this way, put two Goblin tokens into play under that player's control. Treat these tokens as 1/1 red creatures. Red Mogg Maniac sU 1 R Summon Goblin 1/1 Whenever Mogg Maniac is dealt damage, it deals an equal amount of damage to target opponent. Red Mogg Raider tC R Summon Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Red Mogg Squad tU 1R Summon Goblins 3/3 Mogg Squad gets -1/-1 for each other creature in play. Red Mons's Goblin Raiders gCCCC R Summon Goblins 1/1 {New art in 5E.} Red Mountain Goat g---CiC R Summon Goat 1/1, Mountainwalk Red Mountain Yeti lU1cC3 2RR Summon Yeti 3/3, Mountainwalk, protection from white Red Mudslide iR 2R Enchantment Creatures without flying do not untap during their controller's untap phase. At the end of his or her upkeep, each player may pay an additional <2> per creature to untap a creature without flying he or she controls. Red Nalathni Dragon pU 2RR Summon Dragon 1/1, Flying, bands : +1/+0 until end of turn. If more than is spent in this manner during one turn, bury Nalathni Dragon at end of turn. {From Dragon*Con 1994, distributed by mail to convention attendees and also distributed with each Duelist #3 and 3 in each Duelist Companion #4. A Japanese Nalathni Dragon was sent out as part of a redemption plan to make up for a missing Flood Plain in the Japanese edition of Mirage.} Red No Quarter tR 3R Enchantment Whenever any creature blocks or is blocked by a creature with lesser power, destroy the creature with the lesser power. Red Ogre Enforcer vR 3RR Summon Ogre 4/4 Ogre Enforcer cannot be destroyed by lethal damage unless a single source deals enough damage to destroy it. Red Omen of Fire aR2 3RR Instant Return all islands to their owners' hands. Each player sacrifices a plains or a white permanent for each white permanent he or she controls. Red Opportunist tU 2R Summon Soldier 2/2 : Opportunist deals 1 damage to target creature that was damaged this turn. Red Orc General dU2 2R Summon General 2/2 : Sacrifice one Orc or Goblin to give all Orcs +1/+1 until end of turn. Red Orcish Artillery gUUUU 1RR Summon Orcs 1/3 : Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. {RV: "does" instead of "deals", "but it also does" instead of "and". A/B/UL text: "Tap to do 2 damage to any target, but you suffer three damage as well." Alpha: Casting cost was <1R>.} {New art in 5E.} Red Orcish Cannoneers iU 1RR Summon Orcs 1/3 : Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you. Red Orcish Captain g---UfU3 R Summon Orc 1/1 <1>: Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, target Orc gets +2/+0 until end of turn. Otherwise, that Orc gets -0/-2 until end of turn. {FE: begins "<1>: Choose a target Orc. Flip a coin; opponent calls ..." and "that Orc" instead of "target Orc"} {New art in 5E.} Red Orcish Conscripts g---CiC R Summon Orcs 2/2 Orcish Conscripts cannot attack this turn unless at least two other creatures are attacking. Orcish Conscripts cannot be assigned to block this turn unless at least two other creatures are blocking. {FE text: "Cannot be declared as attacking unless at least two other creatures are also declared as attacking. Cannot be assigned to block unless at least two other creatures are also assigned to block."} Red Orcish Farmer g---CiC 1RR Summon Orc 2/2 : Target land is a swamp until its controller's next untap phase. {IA: "becomes" instead of "is"} Red Orcish Healer iU RR Summon Cleric 1/1 : Target creature cannot regenerate this turn. : Regenerate target black or green creature. : Regenerate target black or green creature. Red Orcish Librarian iR 1R Summon Orc 1/1 : Take the top eight cards of your library; remove four of them at random from the game. Put the remaining four on top of your library in any order. Red Orcish Lumberjack iC R Summon Orc 1/1 : Sacrifice a forest to add three mana in any combination of red and/or green to your mana pool. Play this ability as an interrupt. Red Orcish Mechanics qC4 2R Summon Orcs 1/1 Tap to do 2 points of damage to any target. Each time you use this ability, you must choose one of your artifacts in play and place it in the graveyard. This artifact cannot be one already on the way to the graveyard, and artifact creatures killed in this way may not be regenerated. {ERRATA: should read ": Sacrifice an artifact. Orcish Mechanics deal 2 damage to target creature or player." [Encyc. p. 133]} Red Orcish Mine hU3 1RR Enchant Land When Orcish Mine comes into play, put three ore counters on it. During your upkeep and whenever target land becomes tapped, remove an ore counter from Orcish Mine. When the last ore counter is removed from Orcish Mine, destroy the land Orcish Mine enchants; Orcish Mine deals 2 damage to that land's controller. Red Orcish Oriflamme gUUUU 3R Enchantment Attacking creatures you control get +1/+0. {4E: begins "All attacking...". RV text: "During your attack, all of your attacking creatures gain +1/+0." A/B/UL text: "When attacking, all your attacking creatures gain +1/+0." Alpha: Casting cost was <1R>.} Red Orcish Settlers wU 1R Summon Orcs 1/1 , Sacrifice Orcish Settlers: Destroy X target lands. Red Orcish Spy fC3 R Summon Orc 1/1 : Look at the top three cards of target player's library and return them in the same order. Red Orcish Squatters g---RiR 4R Summon Orcs 2/3 <0>: Gain control of target land defending player controls as long as you control Orcish Squatters. Orcish Squatters deals no combat damage this turn. Use this ability only if Orcish Squatters is attacking and unblocked and only once each turn. {IA text: "If Orcish Squatters attacks and is not blocked, you may gain control of target land controlled by defending player. If you do so, Orcish Squatters deals no damage in combat this turn. Lose control of that land if Orcish Squatters leaves play or if you lose control of Orcish Squatters."} Red Orcish Veteran fC4 2R Summon Orc 2/2 Cannot be assigned to block any white creature of power greater than 1. : First strike until end of turn. Red Orgg g---RfU1 3RR Summon Orgg 6/6, Trample Orgg cannot attack if defending player controls an untapped creature with power 3 or greater. Orgg cannot be assigned to block any creature with power 3 or greater. {FE text: "Orgg may not attack if opponent controls an untapped creature of power greater than 2. Orgg cannot be assigned to block any creature of power greater than 2."} {ERRATA: change "opponent" to "defending player" and "may not" with "cannot" [Encyc. p. 189]} Red Pallimud tR 2R Summon Beast */3 Pallimud has power equal to the number of tapped lands target opponent controls. Red Panic g---CiC R Instant Play only during combat before blockers are declared. Target creature cannot be assigned to block this turn. Draw a card at the beginning of the next turn. {IA text: "Target creature cannot block this turn. Cast only during combat before defense is chosen. Draw a card at the beginning of the next turn's upkeep."} {New art in 5E.} Red Pillage aU2 1RR Sorcery Bury target artifact or land. Red Power Surge gRRR- RR Enchantment During each player's upkeep, Power Surge deals that player 1 damage for each land he or she controls that was untapped at the beginning of the turn, before the untap phase. {RV text: "At the beginning of a player's turn, before the untap phase, the player must take a counter for each of his or her lands that is not tapped. During the player's upkeep, Power Surge does 1 damage to that player for each counter; the counters are then discarded." A/B/UL text: "Before untapping lands at the start of a turn, each player takes 1 damage for each land he or she controls but did not tap during the previous turn."} {ERRATA: A/B/UL: Misspelled Shuler.} Red Primitive Justice aU2 1R Sorcery Destroy target artifact. Destroy a target artifact for each <1R> you pay in addition to the casting cost. Destroy a target artifact and gain 1 life for each <1G> you pay in addition to the casting cost. Red Primordial Ooze g---UlU1cU3 R Summon Ooze 1/1 Primordial Ooze attacks each turn if able. During your upkeep, put a +1/+1 counter on Primordial Ooze. Then pay , where X is equal to the number of these counters on Primordial Ooze, or tap Primordial Ooze and it deals X damage to you. {CH text: "Must attack each turn if possible. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. At the end of your upkeep, pay , where X is equal to the number of +1/+1 counters on Primordial Ooze, or Primordial Ooze deals X damage to you. If Primordial Ooze deals damage to you in this way, tap it." LG text: "Must attack each turn if possible. Gains +1/+1 at end of your upkeep. Use counters. Then pay <1> per counter or Ooze deals 1 damage to you for each counter and becomes tapped."} {ERRATA: change "X damage ... tap it." to "X damage to you and becomes tapped." [Encyc. p. 65]} {New art in 5E.} Red Pyric Salamander mC 1R Summon Salamander 1/1 :+1/+0 until end of turn. Bury Pyric Salamander at end of turn. Red Pyroblast g---UiC R Interrupt Counter target spell if it is blue, or destroy target permanent if it is blue. (If this spell targets a permanent, play it as an instant.) {IA: did not have comma or the part in parentheses} Red Pyroclasm iU 1R Sorcery Pyroclasm deals 2 damage to each creature. Red Pyrokinesis aU2 4RR Instant You may remove a red card in your hand from the game instead of paying Pyrokinesis's casting cost. Pyrokinesis deals 4 damage, divided any way you choose among any number of target creatures. Red Pyrotechnics g--UUlC2 4R Sorcery Pyrotechnics deals 4 damage divided any way you choose among any number of target creatures and/or players. {LG: "does" instead of "deals", ends with "targets."} Red Quarum Trench Gnomes lR1 3R Summon Gnomes 1/1 : Target plains produces <1> instead of until end of game. Use counters. Red Raging Bull lC1 2R Summon Bull 2/2 Red Raging Gorilla vC 2R Summon Gorilla 2/3 If Raging Gorilla blocks or is blocked, it gets +2/-2 until end of turn. Red Raging River gR--- RR Enchantment When you attack, non-flying defending creatures must be divided as opponent wishes between the left and right sides of the River. You then choose on which side of the river to place each attacking creature, and attacking creatures can only be blocked by flying creatures or those on the same side of the River. {ERRATA: should read "When you attack, defending player must divide his or her creatures between the left and right sides of the River. You then choose on which side of the River to place each attacking creature, and attacking creatures can only be blocked by flying creatures or those on the same side of the River, or those that enter play after this division." [Encyc. p. 208]} Red Raging Spirit mC 3R Summon Spirit 3/3 <2>: Raging Spirit is colorless until end of turn. Red Raiding Party fU3 2R Enchantment Raiding Party may not be the target of white spells or effects. <0>: Sacrifice an Orc to destroy all plains. A player may tap a white creature to prevent up to two plains from being destroyed. Any number of creatures may be tapped in this manner. {ERRATA: insert "he or she controls" after "white creature". [12/15/94 RTR]} Red Rathi Dragon tR 2RR Summon Dragon 5/5, Flying When Rathi Dragon comes into play, sacrifice two mountains or sacrifice Rathi Dragon. Red Reckless Embermage mR 3R Summon Wizard 2/2 <1R>: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Red Red Elemental Blast gCCC- R Interrupt Counter target blue spell or destroy target blue permanent. {A/B/UL/RV text: "Counters a blue spell being cast or destroys a blue card in play. Alpha: Was marked as an Instant instead of an Interrupt} Red Reign of Chaos mU 2RR Sorcery Destroy target plains and target white creature, or destroy target island and target blue creature. Red Relentless Assault vR 2RR Sorcery Untap all creatures that attacked this turn. You may declare an additional attack during your main phase this turn. Red Renegade Warlord tU 4R Summon Soldier 3/3, First strike If Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn. Red Retribution hU3 2RR Sorcery Choose two target creatures controlled by an opponent. Bury one of those creatures and put a -1/-1 counter on the other. That opponent chooses which creature is buried. Red Roc Hatchling wU R Summon Bird 0/1 When Roc Hatchling comes into play, put four shell counters on it. During your upkeep, remove a shell counter from Roc Hatchling. As long as Roc Hatchling has no shell counters on it, it gets +3/+2 and gains flying. Red Roc of Kher Ridges gRR-- 3R Summon Roc 3/3, Flying Red Rock Hydra gRR-- XRR Summon Hydra 0/0 Put X +1/+1 counters (heads) on Hydra. Each point of damage Hydra suffers kills one head unless controller spends per head. During controller's upkeep, new heads may be grown for apiece. {A/B/UL: "destroys" instead of "kills"; " is spent" instead of "controller ... head."; "During upkeep" (no "controller"). Alpha: letter R appeared instead of a red mana symbol.} Red Rock Slide vCpC XR Instant Rock Slide deals X damage, divided any way you choose, among any number of target attacking or blocking creatures without flying. {Promo in Multiverse gift box packs} Red Rogue Skycaptain aR2 2R Summon Mercenary 3/4, Flying At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. During your upkeep, pay <2> for each wage counter on Rogue Skycaptain, or remove all wage counter from Rogue Skycaptain and target opponent gains control of Rogue Skycaptain. Red Rolling Thunder tC XRR Sorcery Rolling Thunder deals X damage divided any way you choose among any number of target creatures and/or players. Red Ruination sR 3R Sorcery Destroy all nonbasic lands. Red Rukh Egg nC4 3R Summon Egg 0/3 If Rukh Egg goes to the graveyard, a Rukh -- a 4/4 red flying creature -- comes into play on your side at the end of that turn. Use a counter to represent Rukh. Rukh is treated exactly like a normal creature except that if it leaves play it is removed from the game entirely. {ERRATA: add "from play" after "to the graveyard" [Duelist #4, page 137]} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual-looking version is C1.} Red Sabretooth Tiger g---CiC 2R Summon Tiger 2/1, First strike Red Sandstone Warrior tC 2RR Summon Soldier 1/3, First strike : Sandstone Warrior gets +1/+0 until end of turn. Red Sawtooth Ogre wC 2RR Summon Ogre 3/3 If Sawtooth Ogre blocks or is blocked by any creature, Sawtooth Ogre deals 1 damage to that creature at end of combat. Red Scorched Earth tR XR Sorcery Choose and discard X land cards: Destroy X target lands. Red Searing Spear Askari mC 2R Summon Knight 2/2, Flanking <1R>: Searing Spear Askari cannot be blocked by only one creature this turn. Red Searing Touch tU R Instant Buyback <4> Searing Touch deals 1 damage to target creature or player. Red Sedge Troll gRR-- 2R Summon Troll 2/2, : Regenerates While controller has swamps in play, Sedge Troll gains +1/+1. {A/B/UL last sentence: "Troll gains +1/+1 if controller has swamps in play."} {ERRATA: Alpha: miscredited artwork to Jeff A. Menges, should be Dan Frazier. [Duelist #4, page 134]} Red Seething Anger sC R Sorcery Buyback <3> Target creature gets +3/+0 until end of turn. Red Shadowstorm tU R Sorcery Shadowstorm deals 2 damage to each creature with shadow. Red Shard Phoenix sR 4R Summon Phoenix 2/2 : Put Shard Phoenix into your hand. Use the ability only if Shard Phoenix is in your graveyard and only during your upkeep. Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying. Red Shatter gCCCCiCtC 1R Instant Destroy target artifact. {A/B/UL/RV text: "Shatter destroys target artifact."} {New art in 5E.} Red Shatterstorm g-U-UqU1 2RR Sorcery Bury all artifacts. {RV text: "All artifacts in play are buried." AQ: like RV but ends "... are discarded. Artifact creatures cannot be regenerated."} {New art in 5E.} Red Shivan Dragon gRRRR 4RR Summon Dragon 5/5, Flying : +1/+0 until end of turn {RV only: no "until end of turn."} Red Shock sC R Instant Shock deals 2 damage to target creature or player. Red Shocker tR 1R Summon Insect 1/1 If Shocker damages any player, that player discards his or her hand, then draws a new hand of as many cards as he or she had before. Red Sirocco mU 1R Instant Target player reveals his or her hand to all players. For each blue interrupt card that player holds, he or she pays 4 life or discards that card. Red Sisters of the Flame g--C-dU2 1RR Summon Sisters 2/2 : Add to your mana pool. Play this ability as an interrupt. {DK: "This ability is played as ..."} Red Smoke gRRRR RR Enchantment Players cannot untap more than one creature during their untap phases. {4E text: "No player may untap more than one creature during his or her untap phase." A/B/UL/RV text: "Each player can untap only one creature during his or her untap phase."} {New art in 5E.} Red Soldier of Fortune aU2 R Summon Mercenary 1/1 : Target player shuffles his or her library. Red Solfatara vC 2R Instant Target player cannot play any land cards this turn. Draw a card at the beginning of next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Red Song of Blood vC 1R Sorcery Put the top four cards from your library into your graveyard. For each creature card put into your graveyard in this way, all creatures that attack this turn get +1/+0 until end of turn. Red Spinal Villain lR1 2R Summon Villain 1/2 : Destroy target blue creature. Red Spitting Drake vU 3R Summon Drake 2/2, Flying : +1/+0 until end of turn. You cannot spend more than in this way each turn. Red Spitting Earth mC 1R Sorcery Spitting Earth deals to target creature an amount of damage equal to the number of mountains you control. Red Spitting Hydra sR 3RR Summon Hydra 0/0 Spitting Hydra comes into play with four +1/+1 counters on it. <1R>, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature. Red Starke of Rath tR 1RR Summon Legend 2/2 : Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath permanently. Red Stone Giant gUUUU 2RR Summon Giant 3/4 : Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. At end of turn, destroy that creature. {4E text: ": Target creature you control, which must have toughness less than Stone Giant's power, gains flying until end of turn. Destroy that creature at end of turn. Other effects may later be used to increase the creature's toughness beyond Stone Giant's power." RV text: ": Make one of your own creatures a flying creature until end of turn. Target creature, which must have toughness less than Stone Giant's power at the time it gains flying ability, is killed at end of turn." A/B/UL: like RV but no "at ... ability"; "destroyed" instead of "killed"} {New art in 5E.} Red Stone Rain gCCCCiCmCtC 2R Sorcery Destroy target land. {A/B/UL/RV text: "Destroys any one land."} {New art in 5E.} Red Stone Spirit g---UiU 4R Summon Spirit 4/3 Stone Spirit cannot be blocked by creatures with flying. {IA: no "Stone Spirit" in text.} {New art in 5E.} Red Stonehands iC 2R Enchant Creature Target creature gets +0/+2. : Creature Stonehands enchants gets +1/+0 until end of turn. Red Storm Shaman aC2 2R Summon Cleric 0/4 : +1/+0 until end of turn. Red Storm World lR1 R Enchant World If any player has less than four cards in hand at the end of his or her upkeep, Storm World does one damage to that player for each card less than four. Red Stun tC 1R Instant Target creature cannot block this turn. Draw a card. Red Subterranean Spirit mR 3RR Summon Elemental 3/3, Protection from red :Subterranean Spirit deals 1 damage to each creature without flying. Red Sudden Impact tU 3R Instant Sudden Impact deals 1 damage to target player for each card in his or her hand. Red Suq'Ata Lancer vC 2R Summon Knight 2/2, Flanking Suq'Ata Lancer is unaffected by summoning sickness. Red Tahngarth's Rage tU R Enchant Creature If enchanted creature is attacking, it gets +3/+0. Otherwise, it gets -2/-1. Red Talruum Champion vCpC 4R Summon Minotaur 3/3, First strike Whenever Talruum Champion blocks or is blocked by any creature, that creature loses first strike until end of turn. {Promo in Multiverse gift box packs} Red Talruum Minotaur mC 2RR Summon Minotaur 3/3 Talruum Minotaur is unaffected by summoning sickness. Red Talruum Piper vU 4R Summon Minotaur 3/3 All creatures with flying able to block Talruum Piper do so. Red Telim'Tor mR 4R Summon Legend 2/2, Flanking If Telim'Tor attacks, all attacking creatures with Flanking get +1/+1 until end of turn. Red Telim'Tor's Edict mR R Instant Remove from the game target permanent you own or control. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} Red Tempest Efreet g--R-lR1 1RRR Summon Efreet 3/3 : Choose a card at random from target opponent's hand and put it in yours. Bury Tempest Efreet in opponent's graveyard. The change in ownership is permanent. Play this ability as an interrupt. Before you choose the card to be switched, the opponent may prevent effect by paying 10 life or conceding game; if this is done, bury Tempest Efreet. Effects that prevent or redirect damage cannot be used to counter this loss of life. Remove Tempest Efreet from your deck before playing if not playing for ante. {LG text: ": Pick a card at random from opponent's hand and place it in yours. Bury Tempest Efreet in opponent's graveyard. The change in ownership is permanent. Play as an interrupt, but opponent may prevent effect by paying 10 life points or conceding game before the card to be switched is chosen--if this is done, Tempest Efreet is buried. Effects that prevent or redirect damage may not be used to counter this loss of life. Remove this card from deck if not playing for ante."} Red The Brute g--CClC1 1R Enchant Creature Enchanted creature gets +1/+0. : Regenerate enchanted creature. {4E text: "Target creature gets +1/+0. : Regenerate target creature The Brute enchants." LG: like 4E but "gets" instead of "gains", ends ": Regenerates."} {New art in 5E.} Red Thunderbolt wC 1R Instant Thunderbolt deals 3 damage to target player or 4 damage to target creature with flying. Red Thundermare wR 5R Summon Thundermare 5/5 Thundermare is unaffected by summoning sickness. When Thundermare comes into play, tap all other creatures. Red Tooth and Claw tR 3R Enchantment Sacrifice two creatures: Put a Carnivore token into play. Treat this token as a 3/1 red creature. Red Tor Giant iC 3R Summon Giant 3/3 Red Torrent of Lava mR XRR Sorcery Torrent of Lava deals X damage to each creature without flying. Each creature gains ": Prevent 1 damage to this creature from Torrent of Lava." Red Total War iR 3R Enchantment Whenever any player declares an attack, destroy all untapped non-wall creatures that player controls that don't attack. Do not destroy creatures the player did not control at the beginning of the turn. Red Tremor vC R Sorcery Tremor deals 1 damage to each creature without flying. Red Tunnel gUUU- R Instant Bury target wall. {RV text: "Buries one wall." A/B/UL text: "Destroys 1 wall. Target wall cannot be regenerated."} Red Two-Headed Giant of Foriys gR--- 4R Summon Giant 4/4, Trample May block two attacking creatures; divide damage between them however controller likes. {ERRATA: ignore the semicolon and everything after it [Encyc. p. 58]} Red Uthden Troll gUUU- 2R Summon Troll 2/2, : Regenerate {A/B/UL/RV: ": Regenerates"} {ERRATA: A/B/UL: Misspelled Shuler.} Red Varchild's Crusader aC2 3R Summon Knight 3/2 <0>: Varchild's Crusader cannot be blocked except by walls this turn. Bury Varchild's Crusader at the end of turn. Red Varchild's War-Riders aR2 1R Summon War-Riders 3/4, Trample, rampage: 1, CU: see text CU: Put a survivor token into play under target opponent's control. Treat this token as a 1/1 red creature. Red Vertigo iU R Instant Vertigo deals 2 damage to target creature with flying; that creature loses flying until end of turn. Red Veteran's Voice aC2 R Enchant Creature Play on a creature you control. <0>: Tap enchanted creature to give any other target creature +2/+1 until end of turn. Red Viashino Sandstalker vUpU 1RR Summon Viashino 4/2 Viashino Sandstalker is unaffected by summoning sickness. At the end of any turn, return Viashino Sandstalker to owner's hand. {Promo in Multiverse gift box packs} Red Viashino Warrior mC 3R Summon Viashino 4/2 Red Volcanic Dragon mR 4RR Summon Dragon 4/4, Flying Volcanic Dragon is unaffected by summoning sickness. Red Volcanic Geyser mU XRR Instant Volcanic Geyser deals X damage to target creature or player. Red Wall of Diffusion tC 1R Summon Wall 0/5 Wall of Diffusion can block creatures with shadow. Red Wall of Dust g--U-lU1 2R Summon Wall 1/4 No creature blocked by Wall of Dust may attack during its controller's next turn. {LG text: "Creatures blocked by Wall of Dust cannot attack during your opponent's next turn. Use counters to mark these creatures."} Red Wall of Earth lC2 1R Summon Wall 0/6 Red Wall of Fire gUUUU 1RR Summon Wall 0/5 : +1/+0 until end of turn {RV only: no "until end of turn."} {New art in 5E.} Red Wall of Heat lC1cC3 2R Summon Wall 2/6 Red Wall of Lava iU 1RR Summon Wall 1/3 : +1/+1 until end of turn Red Wall of Opposition lR1cU3 3RR Summon Wall 0/6 <1>: +1/+0 until end of turn Red Wall of Razors sU 1R Summon Wall 4/1, First strike Red Wall of Stone gUUUU 1RR Summon Wall 0/8 {New art in 5E.} Red Wheel of Fortune gRR-- 2R Sorcery All players must discard their hands and draw seven new cards. {A/B/UL: "Both" instead of "All"} Red Wild Wurm tU 3R Summon Wurm 5/4 When Wild Wurm comes into play, flip a coin. If you lose the flip, return Wild Wurm to owner's hand. Red Wildfire Emissary mU 3R Summon Efreet 2/4, Protection from white <1R>: +1/+0 until end of turn. Red Winds of Change g--RRlU1 R Sorcery Each player shuffles his or her hand into his or her library, then draws a new hand of as many cards as he or she had before. {LG/4E text: "All players shuffle their hands into their libraries and then draw the same number of cards they originally held."} {New art in 5E.} Red Windseeker Centaur pU 1RR Summon Centaur 2/2 Attacking does not cause Windseeker Centaur to tap. {Distributed by mail to purchasers of the novel _Whispering Woods_, starting in March 1995.} Red Winter Sky hU1 R Sorcery Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Winter Sky deals 1 damage to each creature and player. Otherwise each player draws a card. Red Word of Blasting g---UiU 1R Instant Bury target Wall. Word of Blasting deals to that Wall's controller an amount of damage equal to the Wall's total casting cost. {IA text: "Bury target wall. Word of Blasting deals an amount of damage equal to that wall's casting cost to the wall's controller."} Red Ydwen Efreet nU2 RRR Summon Efreet 3/6 If you choose to block with Ydwen Efreet, flip a coin immediately after defense is announced; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Ydwen Efreet cannot block this turn. {ERRATA: change "If you ... calls" to "If you attempt to assign Ydwen Efreet to block a creature, choose an opponent and flip a coin first; that opponent calls heads or tails..." [Encyc. p. 128]} Red Zirilan of the Claw mR 3RR Summon Legend 3/4 <1RRT>: Search your library for a Dragon card and put it into play as though it were just played. Shuffle your library afterwards. That creature is unaffected by summoning sickness. Remove the creature from the game at the end of any turn. White Abbey Gargoyles g---UhU3 2WWW Summon Gargoyles 3/4, Flying, protection from red White Abbey Matron hC4 2W Summon Cleric 1/3 : +0/+3 until end of turn White Abeyance wR 1W Instant Until end of turn, target player cannot play instants, interrupts, sorceries, or abilities requiring an activation cost. Draw a card. White Abu Ja'far nU3cU3 W Summon Leper 0/1 If Abu Ja'far is put into the graveyard from play during combat, bury all creatures blocking or blocked by Abu Ja'far. {AN text: "If Abu dies without regenerating while participating in an attack or defense, all creatures Abu is blocking or being blocked by are also killed and may not regenerate."} {ERRATA: delete "from play"; insert "that are" before "blocking" [Encyc. p. 59, 122]} White Adarkar Unicorn iC 1WW Summon Unicorn 2/2 : Add either or and one colorless mana to your mana pool. This mana is usable only for cumulative upkeep. Play this ability as an interrupt. White Advance Scout tC 1W Summon Soldier 1/1, First strike : Target creature gains first strike until end of turn. White Afterlife mU 2W Instant Bury target creature and put an Essence token into play under control of that creature's controller. Treat this token as a 1/1 white creature with flying. White Akron Legionnaire g---RlR1cU1 6WW Summon Legionnaire 8/4 Except for Legionnaires and artifact creatures, creatures you control cannot attack. {CH text: "Except for Akron Legionnaires, non-artifact creatures you control cannot attack." LG text: "None of your non-artifact creatures may attack except Akron Legionnaire."} White Alabaster Dragon wR 4WW Summon Dragon 4/4, Flying If Alabaster Dragon is put into any graveyard from play, shuffle Alabaster Dragon into its owner's library. White Alabaster Potion g--CClC2 XWW Instant Target player gains X life, or prevent X damage to any creature or player. {4E text: "Give target player X life, or prevent X damage to any creature or player." LG text: "Target player gains X life or prevents X damage to any one creature or player."} White Alarum mC 1W Instant Untap target non-attacking creature. That creature gets +1/+3 until end of turn. White Alms wC W Enchantment <1>, Remove the top card in your graveyard from the game: Prevent 1 damage to any creature. White Amrou Kithkin g--C-lC2 WW Summon Kithkin 1/1 No creature with power greater than 2 may be assigned to block Kithkin. {LG text: "Creatures with power greater than 2 may not be assigned to block Kithkin. Blocker's power may be increased after blocking has been assigned."} White Angelic Protector tU 3W Summon Angel 2/2, Flying If Angelic Protector is the target of a spell or ability, it gets +0/+3 until end of turn. White Angelic Renewal wC 1W Enchantment If any creatures are put into your graveyard from play, you may bury Angelic Renewal and put one of those creatures into play. White Angelic Voices lR1cU1 2WW Enchantment As long as the only creatures you control are white or artifact creatures, all creatures you control get +1/+1. {LG text ends: "... all your creatures gain +1/+1."} White Angry Mob g--UUdU2 2WW Summon Mob 2+*/2+*, Trample During your turn, Angry Mob has power and toughness each equal to 2 plus the number of swamps all opponents control. During other turns, Angry Mob has power and toughness each equal to 2. {4E text: "During your turn, Angry Mob has power and toughness each equal to 2 plus the total number of swamps opponents control. During other turns, Angry Mob has power and toughness 2/2." DK text: "During your turn, the *'s are both equal to the total number of swamps all opponents control. During any other player's turn, * equals 0."} White Animate Wall gRRRR W Enchant Creature Play only on a Wall. Enchanted creature can attack as though it were not a Wall. {4E text: "Target wall can now attack." RV: like 4E but was card type Enchant Wall and add at end of text: "Target wall's power and toughness are unchanged by this enchantment, even if its power is 0." A/B/UL: like RV, without "by this enchantment"} {New art in 5E.} White Anoint tC W Instant Buyback <3> Prevent up to 3 damage to any creature. White Archangel vR 5WW Summon Angel 5/5, Flying Attacking does not cause Archangel to tap. White Arctic Foxes iC 1W Summon Foxes 1/1 If defending player controls any snow-covered lands, no creature with power greater than 1 may be assigned to block Arctic Foxes. White Ardent Militia wC 4W Summon Soldiers 2/5 Attacking does not cause Ardent Militia to tap. White Arenson's Aura g---UiC 2W Enchantment , Sacrifice an enchantment: Destroy target enchantment. <3UU>: Counter target enchantment spell. Play this ability as an interrupt. {IA text: ": Sacrifice an enchantment to destroy target enchantment. <3UU>: Counter target enchantment."} {ERRATA: second ability should read "Counter target enchantment spell. Play this ability as an interrupt." [Encyc. p. 73]} {New art in 5E.} White Argivian Archaeologist qU1 1WW Summon Archaeologist 1/1 : Tap to bring one artifact from your graveyard to your hand. {ERRATA: should begin ": Bring one ..." [Encyc. p. 129, with typo corrected]} White Argivian Blacksmith qC4 1WW Summon Smith 2/2 Tap to prevent up to 2 damage to target artifact creature. {ERRATA: should read ": Prevent up to 2 damage to an artifact creature." [Encyc. p 129]} White Argivian Find wU W Instant Return target artifact or enchantment card from your graveyard to your hand. White Armageddon gRRRR 3W Sorcery Destroy all lands. {A/B/UL/RV text: "All lands in play are destroyed."} White Armor Sliver tU 2W Summon Sliver 2/2 Each Sliver gains "<2>: This creature gets +0/+1 until end of turn." White Armor of Faith g---CiC W Enchant Creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn. {IA text: "Target creature gets +1/+1. : Creature Armor of Faith enchants gets +0/+1 until end of turn."} White Armored Pegasus tC 1W Summon Pegasus 1/2,Flying White Army of Allah nC4 1WW Instant All attacking creatures gain +2/+0 until end of turn. {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual- looking version is C1.} White Artifact Ward qC4 W Enchant Creature Target creature cannot be blocked by artifact creatures, and any damage taken from an artifact source is reduced to 0. Target creature is unaffected by any artifact effects that target it. White Aura of Silence wU 1WW Enchantment Artifact and enchantment spells cost target opponent an additional <2> to play. Sacrifice Aura of Silence: Destroy target artifact or enchantment. White Auratog tR 1W Summon Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. White Auspicious Ancestor mR 3W Summon Ancestor 2/3 If Auspicious Ancestor is put into the graveyard from play, gain 3 life. <1>: Gain 1 life. Use this ability only when a white spell is successfully cast and only once for each such spell. White Avenging Angel tR 3WW Summon Angel 3/3, Flying If Avenging Angel is put into any graveyard from play, you may put Avenging Angel on top of owner's library. White Aysen Bureaucrats g---ChC4 1W Summon Bureaucrats 1/1 : Tap target creature with power 2 or less. {HL: ends "power no greater than 2."} {New art in 5E.} White Aysen Crusader hU1 2WW Summon Crusader 2+*/2+* Aysen Crusader has power and toughness each equal to 2 plus the number of Heroes you control. White Aysen Highway hU1 3WWW Enchantment All white creatures gain plainswalk. White Balance gRRR- 1W Sorcery Each player sacrifices enough lands to equalize the number of lands all players control. The player who controls the fewest lands cannot sacrifice any in this way. All players then equalize cards in hand and then creatures in play the same way. {RV text: "Whichever player has more lands in play must discard enough lands of his or her choice to equalize the number of lands both players have in play. Next, equalize the cards in hand and then creatures in play the same way. Creatures lost in this manner are considered buried. A/B/UL like RV but 2nd sentence: "Cards in hand and creatures in play must be equalized the same way." and "are considered buried" instead of "may not be regenerated."} {ERRATA: Change the last sentence to "All players then discard cards in hand and sacrifice creatures in play to equalize them in the same way." [Encyc. p. 20]} White Bandage sC W Instant Prevent 1 damage to any creature or player. Draw a card. White Battle Cry iU 2W Instant Untap all white creatures you control. Any creature that blocks this turn gets +0/+1 until end of turn. White Beast Walkers hU1 1WW Summon Heroes 2/2 : Banding until end of turn. White Benalish Hero gCCCC W Summon Hero 1/1, Banding {A/B/UL/RV: "Bands" A/B/UL: Misspelled Shuler} White Benalish Infantry wC 2W Summon Soldiers 1/3, Banding White Benalish Knight wC 2W Summon Knight 2/2, First strike You may play Benalish Knight whenever you could play an instant. White Benalish Missionary wC W Summon Cleric 1/1 <1WT>: Target blocked creature deals no combat damage this turn. White Benevolent Unicorn mC 1W Summon Unicorn 1/2 Whenever a spell assigns damage to a creature or player, that damage is reduced by 1. White Black Scarab iU W Enchant Creature Target creature gets +2/+2 as long as any opponent controls any black cards. That creature cannot be blocked by black creatures. White Black Ward gUUU- W Enchant Creature Target creature gains protection from black. The protection granted by Black Ward does not destroy Black Ward. {A/B/UL/RV cards do not have the second sentence.} White Blaze of Glory gR--- W Instant Target defending creature can and must block all attacking creatures it can legally block. For example, a normal non-flying target defender can and must block all normal non-flying attackers at once, but it cannot block any flying attackers. Controller of target defender may distribute damage among attackers as desired. Play before defense is chosen. {ERRATA: first sentence should be: "Until end of turn, target defending creature can and must block all attacking creatures it can legally block." [Encyc. p. 208; note that p. 56 errata is messed up]} White Blessed Wine g---CiC 1W Instant Gain 1 life. Draw a card at the beginning of the next turn. {IA: ends "next turn's upkeep"} White Blessing gRRR- WW Enchant Creature : Target creature Blessing enchants gets +1/+1 until end of turn. {RV text: ": +1/+1" A/B/UL text: ": Target creature gains +1/+1 until end of turn."} White Blinding Light mU 2W Sorcery Tap all nonwhite creatures. White Blinking Spirit g---RiR 3W Summon Blinking Spirit 2/2 <0>: Return Blinking Spirit to owner's hand. {New art in 5E.} White Blood of the Martyr dU2cU3 WWW Instant Until end of turn, you may redirect to yourself all damage dealt to any number of creatures. The source of the damage does not change. {DK text: "For the remainder of the turn, you may redirect damage done to any number of creatures to yourself instead."} White Blue Scarab iU W Enchant Creature Target creature gets +2/+2 as long as any opponent controls any blue cards. That creature cannot be blocked by blue creatures. White Blue Ward gUUU- W Enchant Creature Target creature gains protection from blue. The protection granted by Blue Ward does not destroy Blue Ward. {A/B/UL/RV cards do not have the second sentence.} White Brainwash g--CCdC3 W Enchant Creature Enchanted creature cannot attack this turn unless its controller pays an additional <3>. {4E text: "Target creature cannot attack unless its controller pays an additional <3>." DK text: "Target creature may not attack unless its controller pays <3> in addition to any other costs required for the creature to attack."} {New art in 5E.} White Call to Arms iR 1W Enchantment Choose a color. As long as target opponent controls more cards of that color than any other color, all white creatures get +1/+1. If at any time that opponent does not control more cards of that color than any other color, bury Call to Arms. {ERRATA: insert "in play" after both occurrences or "more cards" [Encyc. p. 208]} White Calming Licid sU 2W Summon Licid 2/2 : Calming Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature cannot attack" instead of a creature. Move calming Licid onto target creature. You may pay to end this effect. White Camel nC5 W Summon Camel 0/1, Bands All creatures attacking in a band with Camel are immune to damage done by deserts. White Caribou Range g---RiR 2WW Enchant Land Play only on a land you control. , Tap enchanted land: Put a Caribou token into play. Treat this token as a 0/1 white creature. Sacrifice a Caribou token: Gain 1 life. {IA text: "When Caribou Range comes into play, choose target land you control. : Tap land Caribou Range enchants to put a Caribou token into play. Treat this token as a 0/1 white creature. <0>: Sacrifice a Caribou token to gain 1 life."} {ERRATA: delete everything before "choose" [6/15/95 RTR]} {New art in 5E.} White Carrier Pigeons aC2 3W Summon Pigeons 1/1, Flying Draw a card at the beginning of the upkeep of the turn after Carrier Pigeons comes into play. White Castle gUUUU 3W Enchantment Each untapped creature you control gets +0/+2 unless it is attacking. {4E text: "Untapped creatures you control get +0/+2 when not attacking." RV text: "Your untapped creatures gain +0/+2. Attacking creatures do not get this bonus." A/B/UL: like RV but "lose" instead of "do not get"} {New art in 5E.} White Celestial Dawn mR 1WW Enchantment All nonland cards you own that are not in play are white. All nonland permanents you control are white. All lands you control are plains. All colored mana symbols in all costs on all of these cards and permanents are . {ERRATA: Delete "in all costs". [10/03/96 RTR]} White Change of Heart sC W Instant Buyback <3> Target creature cannot attack this turn. White Circle of Protection: Artifacts g--UUqU3 1W Enchantment <2>: Prevent all damage to you from an artifact source. Treat further damage from that source normally. {4E text: "<2>: Prevent all damage against you from one artifact source. If a source deals damage to you more than once in a turn, you may pay <2> each time to prevent the damage." AQ: "Prevents" instead of "Prevent", "any" before "one", "does" instead of "deals", "must" instead of "may", "you want" after "each time".} White Circle of Protection: Black gCCCCiCtC 1W Enchantment <1>: Prevent all damage to you from a black source. (Treat further damage from that source normally.) {5E: no parentheses. IA/4E text: "<1>: Prevent all damage against you from one black source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage." RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". B/UL: like RV but no "you want".} {This card was missing from the Alpha printing. New art in 5E.} White Circle of Protection: Blue gCCCCiCtC 1W Enchantment <1>: Prevent all damage to you from a blue source. (Treat further damage from that source normally.) {5E: no parentheses. IA/4E text: "<1>: Prevent all damage against you from one blue source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage." RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want".} {New art in 5E.} White Circle of Protection: Green gCCCCiCtC 1W Enchantment <1>: Prevent all damage to you from a green source. (Treat further damage from that source normally.) {5E: no parentheses. IA/4E text: "<1>: Prevent all damage against you from one green source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage." RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want".} {New art in 5E.} White Circle of Protection: Red gCCCCiCtC 1W Enchantment <1>: Prevent all damage to you from a red source. (Treat further damage from that source normally.) {5E: no parentheses. IA/4E text: "<1>: Prevent all damage against you from one red source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage." RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want".} {ERRATA: Alpha: miscredited the artwork to Anson Maddocks, should be Mark Tedin. [Duelist #4, page 131]} {New art in 5E.} White Circle of Protection: Shadow tC 1W Enchantment <1>: Prevent all damage to you from a creature with shadow. (Treat further damage from that source normally.) White Circle of Protection: White gCCCCiCtC 1W Enchantment <1>: Prevent all damage to you from a white source. (Treat further damage from that source normally.) {5E: no parentheses. IA/4E text: "<1>: Prevent all damage against you from one white source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage." RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want"} {ERRATA: A/B/UL: Misspelled Shuler.} {New art in 5E.} White Civic Guildmage mC W Summon Wizard 1/1 : Target creature gets +0/+1 until end of turn. : Put target creature you control on top of owner's library. White Cleanse lR1 2WW Sorcery All black creatures in play are destroyed. White Cleansing dU1 WWW Sorcery All land is destroyed. Players may prevent Cleansing from destroying specific lands by paying 1 life for each land they wish to protect. Effects that prevent or redirect damage may not be used to counter this loss of life. White Clergy en-Vec tC 1W Summon Cleric 1/1 : Prevent 1 damage to any creature or player. White Clergy of the Holy Nimbus lC2 W Summon Priest 1/1 When Clergy are destroyed or take lethal damage, unless opponent pays <1> Clergy are regenerated. {ERRATA: should read "When Clergy of the Holy Nimbus are destroyed or take lethal damage, choose an opponent; unless that opponent pays <1> Clergy are regenerated." [Encyc. p. 143]} White Cloudchaser Eagle tC 3W Summon Bird 2/2, Flying When Cloudchaser Eagle comes into play, destroy target enchantment. White Cold Snap iU 2W Enchantment CU: <2> During each player's upkeep, Cold Snap deals 1 damage to that player for each snow-covered land he or she controls. White Combat Medic fC4 2W Summon Soldier 0/2 <1W>: Prevent 1 damage to any player or creature. White Consecrate Land gU--- W Enchant Land All enchantments on target land are destroyed. Land cannot be destroyed or further enchanted until Consecrate Land has been destroyed. White Contemplation sU 1WW Enchantment Whenever you successfully cast a spell, gain 1 life. White Conversion gUUU- 2WW Enchantment All mountains become basic plains. During your upkeep, pay or destroy Conversion. {RV text: "All mountains are considered basic plains while Conversion is in play. Pay during upkeep, or Conversion is discarded." A/B/UL: like RV, without "basic".} {ERRATA: change "destroy" to "bury". [Encyc. p. 24]} {The art for Conversion is a modified version of one of the original Plains artworks.} White Conviction sC 1W Enchant Creature Enchanted creature gets +1/+3. : Return Conviction to owner's hand. White Cooperation iC 2W Enchant Creature Target creature gains banding. White Crusade gRRRR WW Enchantment All white creatures get +1/+1. {A/B/UL/RV: "gain" instead of "get"} {New art in 5E.} White D'Avenant Archer g---ClC2cC3 2W Summon Archer 1/2 : D'Avenant Archer deals 1 damage to target attacking or blocking creature. {LG: no "D'Avenant", "does" instead of "deals".} White Damping Field qU3 2W Enchantment Players may not untap more than one artifact during each of their own untap phases. White Daraja Griffin vU 3W Summon Griffin 2/2, Flying Sacrifice Daraja Griffin: Destroy target black creature. White Dazzling Beauty mC 2W Instant Play only when defense is chosen. Target unblocked creature is considered blocked. Draw a card at the beginning of the next turn's upkeep. {ERRATA: Targets an attacking creature. [10/03/96 RTR] and change "turn's upkeep" to "turn" [6/1/97 RTR]} White Death Speakers g---ChU3pC W Summon Speakers 1/1, Protection from black {A 5th edition preview Death Speakers with new art was shipped with Duelist #16. This new art appears in 5E.} White Death Ward gCCCCiC W Instant Regenerate target creature. {A/B/UL/RV text: "Regenerates target creature."} {ERRATA: Alpha: artwork miscredited to Dan Frazier, should be Mark Poole. [Duelist #4, page 131]} White Debt of Loyalty wR 1WW Instant Regenerate target creature. Gain control of that creature. White Disempower mC 1W Instant Put target artifact or enchantment on top of owner's library. White Disenchant gCCCCiCpRmCtC 1W Instant Destroy target artifact or enchantment. {4E text: "Destroy target enchantment or artifact." RV text: "Target enchantment or artifact is destroyed." A/B/UL text: "Target enchantment or artifact must be discarded." The runes on the Ice Age art phonetically spell "magic."} {A Disenchant with new art will be distributed as a prize in the Arena magic league.} White Divine Intervention lR1 6WW Enchantment Put two counters on this card. Remove a counter during your upkeep. When you remove the last counter from Divine Intervention, the game is over and considered a draw. White Divine Offering g---ClC2cC3mC 1W Instant Destroy target artifact. Gain an amount of life equal to that artifact's total casting cost. {MI: no "total" CH: like MI but no "an amount of"; "the artifact" instead of "that artifact". LG like CH but 2nd sentence: "You gain life points equal to casting cost of artifact."} White Divine Retribution mR 1W Instant For each attacking creature, Divine Retribution deals 1 damage to target attacking creature. White Divine Transformation g--UUlR1 2WW Enchant Creature Enchanted creature gets +3/+3. {4E: "Target" instead of "Enchanted". LG: like 4E but "gains" instead of "gets"} White Drought iU 2WW Enchantment During your upkeep, pay or destroy Drought. Before a spell that requires as part of its casting cost may be cast, or an ability that requires as part of its activation cost may be played, the controller of that spell or ability sacrifices a swamp for each in the spell's casting cost or the ability's activation cost. {ERRATA: change "destroy Drought" to "bury Drought" [Encyc. p. 78]} White Duskrider Falcon wC 1W Summon Falcon 1/1, Flying, protection from black White Dust to Dust g---UdC3 1WW Sorcery Remove two target artifacts from the game. {DK: "Removes" instead of "Remove".} {New art in 5E.} White Ekundu Griffin mC 3W Summon Griffin 2/2, Flying, first strike White Elder Land Wurm g--R-lR1 4WWW Summon Wurm 5/5, Trample Cannot attack until assigned as a blocker. {LG text: "Wurm cannot attack until it has been assigned as a blocker."} White Elite Javelineer tC 2W Summon Soldier 2/2 If Elite Javelineer blocks, it deals 1 damage to target attacking creature. White Elvish Healer iC 2W Summon Cleric 1/2 : Prevent 1 damage to any non-green creature or any player or up to 2 damage to any green creature. White Empyrial Armor wC 1WW Enchant Creature Enchanted creature gets +X/+X, where X is equal to the number of cards in your hand. White Enchanted Being lC1 1WW Summon Being 2/2 Any damage dealt to Enchanted Being during combat by creatures with one or more enchantment cards played on them is reduced to 0. White Enduring Renewal iR 2WW Enchantment Play with the cards in your hand face up on the table. If you draw a creature card from your library, discard it. Whenever a creature goes to your graveyard from play, put that creature into your hand. White Energy Storm iR 1W Enchantment CU: <1> Damage dealt by instants, interrupts, and sorceries is reduced to 0. Creatures with flying do not untap during their controller's untap phase. White Enlightened Tutor mU W Instant Search your library for an artifact or enchantment card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. White Equinox lC1 W Enchant Land Tap land enchanted with Equinox to counter a spell that destroys one or more of your lands. This ability is played as an interrupt. {ERRATA: should say "Choose target land you control. <0>: Tap land Equinox enchants to counter target spell that will send one or more lands you control to the graveyard. Play this ability as an interrupt." [6/15/95 RTR]} {All the text, casting cost, and expansion icon are shifted to the right.} White Equipoise vR 2W Enchantment During your upkeep, for each land target player controls in excess of the number of lands you control, target land he or she controls phases out. Repeat this process for artifacts, and then for creatures. White Errand of Duty aC2 1W Instant Put a Knight token into play. Treat this token as a 1/1 white creature with banding. White Ethereal Champion mR 2WWW Summon Avatar 3/4 Pay 1 life: Prevent 1 damage to Ethereal Champion. White Exile aR2 2W Instant Remove target non-white attacking creature from the game. Gain life equal to that creature's toughness. White Exorcist dU1 WW Summon Exorcist 1/1 <1WT>: Target black creature is destroyed. White Eye for an Eye g-RRRnU3 WW Instant Play only when a creature, spell, or effect assigns damage to you. Eye for an Eye deals an equal amount of damage to that source's controller. {4E text: "You may cast Eye for an Eye only when a creature, spell, or effect deals damage to you. Eye for an Eye deals an equal amount of damage to the controller of that creature, spell, or effect. If another spell or effect reduces the amount of damage you receive, it does not reduce the damage dealt by Eye for an Eye." RV: like 4E but first sentence "Can be cast only when a creature, spell, or effect does damage to you", "does" instead of the first "deals", "some" instead of "another". AN: like RV but "or spell" instead of "spell, or effect", both times it appears.} White Eye of Singularity vR 3W Enchant World When Eye of Singularity comes into play, bury all permanents with the same name except basic lands. Whenever a permanent other than a basic land comes into play, bury any permanent already in play with the same name. White Farmstead gRR-- WWW Enchant Land Target land's controller gains 1 life if is spent during controller's upkeep. You cannot gain more than 1 life each turn through this enchantment. {A/B/UL text: "Target land's controller gains 1 life each upkeep if is spent. Target land still generates mana as usual."} {ERRATA: should read ": Enchanted land's controller gains 1 life. Use this ability only during your upkeep and only once each turn." [Encyc. p. 53]} White Farrel's Mantle fU3 2W Enchant Creature If target creature attacks and is not blocked, it may deal X+2 damage to any other target creature, where X is the power of the creature Farrel's Mantle enchants. If it does so, it deals no damage to opponent this turn. {ERRATA: Substitute "defending player" for "opponent". [4/26/95 RTR]} White Farrel's Zealot fC3 1WW Summon Townsfolk 2/2 If Farrel's Zealot attacks and is not blocked, you may choose to have it deal 3 damage to a target creature. If you do so, it deals no damage to opponent this turn. {ERRATA: replace "opponent" with "defending player". [1/27/95 Multiplayer RTR]} White Farrelite Priest fU3 1WW Summon Cleric 1/3 <1>: Add to your mana pool. Play this ability as an interrupt. If more than <3> is spent in this way during one turn, bury Farrelite Priest at end of turn. White Fasting dU2 W Enchantment You may choose to skip your draw phase; if you do so, you gain 2 life. If you draw a card for any reason, Fasting is destroyed. During your upkeep, put a hunger counter on Fasting. When Fasting has five hunger counters on it, it is destroyed. White Favorable Destiny mU 1W Enchant Creature As long as enchanted creature's controller controls at least one other creature, enchanted creature cannot be the target of spells or effects. As long as enchanted creature is white, it gets +1/+2. White Femeref Healer mC 1W Summon Cleric 1/1 : Prevent 1 damage to any creature or player. White Femeref Knight mC 2W Summon Knight 2/2, Flanking : Attacking does not cause Femeref Knight to tap this turn. White Femeref Scouts mC 2W Summon Scouts 1/4 White Festival dC3 W Instant Opponent may not declare an attack this turn. Play during opponent's upkeep phase. {ERRATA: should read "Target opponent cannot declare an attack this turn. Play during that opponent's upkeep phase." [Encyc. p. 169]} White Field of Souls tR 2WW Enchantment Whenever a nontoken creature is put into your graveyard from play, put an Essence token into play. Treat this token as a 1/1 white creature with flying. White Fire and Brimstone dU2 3WW Instant Fire and Brimstone does 4 damage to target player and 4 damage to you. Can only be used during a turn in which target player has declared an attack. White Flickering Ward tU W Enchant Creature When you play Flickering Ward, choose a color. Enchanted creature gains protection from the chosen color. : Return Flickering Ward to owner's hand. {expect errata that the protection doesn't not destroy flickering ward} White Foriysian Brigade wU 3W Summon Soldiers 2/4 Foriysian Brigade may block two creatures each combat. (All blocking assignments must still be legal.) White Formation iR 1W Instant Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} White Fortified Area g--C-lU1 1WW Enchantment All walls you control gain banding and get +1/+0. {LG text: "All your walls gain +1/+0 and banding."} White Freewind Falcon vC 1W Summon Falcon 1/1, Flying, Protection from red White Fylgja pUiC W Enchant Creature When Fylgja comes into play, put four healing counters on it. <0>: Remove a healing counter from Fylgja to prevent 1 damage to creature Fylgja enchants. <2W>: Put a healing counter on Fylgja. {Ice Age promo. Distributed with Cards Illustrated #18. Note: The Ice Age Fylgja uses the old white mana symbols, like the promo.} White Gallantry tU 1W Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. White General Jarkeld iR 3W Summon Legend 1/2 : Switch the blocking creatures of two target attacking creatures; all defense must remain legal. Use this ability only during combat after defense is chosen and before damage is dealt. White Gerrard's Battle Cry tR W Enchantment <2W>: All creatures you control get +1/+1 until end of turn. White Gerrard's Wisdom wU 2WW Sorcery For each card in your hand, gain 2 life. White Glyph of Life lC2 W Instant Damage done to target wall by attacking creatures is added to your life point total. White Gossamer Chains vCpC WW Enchantment Return Gossamer Chains to owner's hand: Target unblocked creature deals no combat damage this turn. {Promo in Multiverse gift box packs} White Great Defender lU1 W Instant Target creature gains +0/+X until end of turn where X is the creature's casting cost. White Great Wall lU1 2W Enchantment Creatures with plainswalk may be blocked as if they did not have this ability. White Greater Realm of Preservation g---UlU1 1W Enchantment <1W>: Prevent all damage to you from a black or red source. Treat further damage from that source normally. {LG text: "<1W>: Prevents all damage against you from one red or black source. If a source does damage to you more than once in a turn, you must pay <1W> each time you want to prevent the damage."} {New art in 5E.} White Green Scarab iU W Enchant Creature Target creature gets +2/+2 as long as any opponent controls any green cards. That creature cannot be blocked by green creatures. White Green Ward gUUU- W Enchant Creature Target creature gains protection from green. The protection granted by Green Ward does not destroy Green Ward. {A/B/UL/RV cards do not have the second sentence.} White Guardian Angel gCC-- XW Instant Prevents X damage from being dealt to any one target. Any further damage to the same target this turn can be canceled by spending 1 mana per point of damage to be canceled. {A/B/UL: "done" instead of "dealt".} {The art on this card and Paralyze appear to be parts of the same picture.} White Guided Strike wC 1W Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. White Hallowed Ground iU 1W Enchantment : Return target non-snow-covered land you control to owner's hand. White Hand of Justice fU1 5W Summon Avatar 2/6 : Tap three target white creatures you control to destroy any target creature. White Hanna's Custody tR 2W Enchantment Artifacts cannot be the target of spells or abilities. White Hazduhr the Abbot hU1 3WW Summon Legend 2/5 : Redirect to Hazduhr the Abbot X damage dealt to any white creature you control. White Heal g---CiC W Instant Prevent 1 damage to any creature or player. Draw a card at the beginning of the next turn. {IA: ends "next turn's upkeep."} White Healing Salve gCCCCmC W Instant Target player gains 3 life, or prevent up to 3 damage to any creature or player. {4E text: "Give target player 3 life, or prevent up to 3 damage to any creature or player." A/B/UL/RV text: "Gain 3 life, or prevent up to 3 damage from being dealt to a single target."} {New art in 5E.} White Heaven's Gate lU1 W Instant Changes the color of one or more target creatures to white until end of turn. You choose which and how many creatures are affected. Costs to tap, maintain, or use a special ability of target creatures remains entirely unchanged. White Heavy Ballista wC 3W Summon Soldiers 2/3 : Heavy Ballista deals 2 damage to target attacking or blocking creature. White Hero's Resolve tC 1W Enchant Creature Enchanted creature gets +1/+5. White Heroism fU3 2W Enchantment <0>: Sacrifice a white creature to have attacking red creatures deal no damage during combat this turn. The attacking player may pay <2R> for an attacking creature to have it deal damage as normal. White Hidden Retreat sR 2W Enchantment Choose a card in your hand and put it on top of your library: Prevent all damage from an instant or sorcery. (Treat further damage from that source normally.) White Hipparion g---CiU 1W Summon Hipparion 1/3 Hipparion cannot be assigned to block any creature with power 3 or greater unless you pay an additional <1>. {IA: no "Hipparion", "a" instead of "any"} {New art in 5E.} White Holy Armor gCCC- W Enchant Creature Target creature gets +0/+2. : Target creature Holy Armor enchants gets +0/+1 until end of turn. {RV text: "Target creature gains +0/+2. : +0/+1" A/B/UL like RV but "Target creature gets extra +0/+1 until end of turn" instead of "+0/+1".} White Holy Day lC1 W Instant Creatures attack and block as normal, but none deal any damage. All attacking creatures are still tapped. Play any time before attack damage is assigned. {ERRATA: should read "Creatures deal no combat damage this turn." [Encyc. p. 149]} White Holy Light dC3 2W Instant All non-white creatures get -1/-1 until end of turn. White Holy Strength gCCCC W Enchant Creature Enchanted creature gets +1/+2. {4E text: "Target creature gets +1/+2." A/B/UL/RV: like 4E but "gains" instead of "gets"} White Honor Guard sC W Summon Soldier 1/1 : Honor Guard gets +0/+1 until end of turn. White Honorable Passage vU 1W Instant Prevent all damage to you or target creature from any one source. If that source is red, Honorable Passage deals to the source's controller an amount of damage equal to the amount of damage prevented. {ERRATA: does not target the creature it protects [3/14/97 RTR]} White Hope Charm vC W Instant Choose one -- Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target local enchantment. White Humility tR 2WW Enchantment Each creature loses all abilities and is a 1/1 creature. White Icatian Infantry fC4 W Summon Soldiers 1/1 <1>: Bands until end of turn. <1>: First strike until end of turn. White Icatian Javelineers fC3 W Summon Soldiers 1/1 When Icatian Javelineers is brought into play, put a javelin counter on it. : Remove the javelin counter to have Icatian Javelineers deal 1 damage to any target. White Icatian Lieutenant fU1 WW Summon Soldier 1/2 <1W>: Target Soldier gets +1/+0 until end of turn. White Icatian Moneychanger fC3 W Summon Townsfolk 0/2 Moneychanger deals 3 damage to you when summoned; put three credit counters on Moneychanger at that time. During your upkeep, put one credit counter on Moneychanger. <0>: Sacrifice Moneychanger to gain 1 life for each credit counter on it. Use this ability only during your upkeep. White Icatian Phalanx g---UfU3 4W Summon Soldiers 2/4, Banding {FE: "Bands" instead of "Banding"} White Icatian Priest fU3 W Summon Cleric 1/1 <1WW>: Target creature gets +1/+1 until end of turn. White Icatian Scout g---CfC4 W Summon Soldier 1/1 <1T>: Target creature gains first strike until end of turn. White Icatian Skirmishers fU1 3W Summon Soldiers 1/1, Bands, first strike All creatures that band with Skirmishers to attack gain first strike until end of turn. White Icatian Town g---RfU1 5W Sorcery Put four Citizen tokens into play. Treat these tokens as 1/1 white creatures. {FE: "4" instead of "four"} White Illumination mU WW Interrupt Counter target artifact or enchantment spell. That spell's caster gains an amount of life equal to the spell's casting cost. White Indestructible Aura lC2cC3 W Instant Any damage dealt to target creature for the rest of the turn is reduced to 0. {LG: "remainder of" instead of "the rest of the"} White Infantry Veteran vC W Summon Soldier 1/1 : Target attacking creature gets +1/+1 until end of turn. {Appears in the Visions alternate common slot in US-made packs.} White Infinite Authority lR1 WWW Enchant Creature All creatures with toughness 3 or less blocking target creature or blocked by target creature are destroyed at end of combat. At the end of the turn put a +1/+1 counter on the target creature for each creaeture destroyed in this manner during the turn. Counters remain on creature even if enchantment leaves play. {ERRATA: change first sentence to "Whenever enchanted creature blocks or is blocked by creature with toughness 3 or less, destroy that creature at end of combat." [Encyc. p. 150]} {Yes, this card has a misspelled word in its text (creaeture).} White Inheritance aU2 W Enchantment <3>: Draw a card. Use this ability only when a creature is put into the graveyard from play, and only once for each creature put into the graveyard. White Inner Sanctum wR 1WW Enchantment CU: 2 life All damage dealt to creatures you control is reduced to 0. White Invulnerability tU 1W Instant Buyback <3> Prevent all damage to you from one source. (Treat further damage from that source normally.) White Iron Tusk Elephant mU 4W Summon Elephant 3/3, Trample White Island Sanctuary gRRRR 1W Enchantment Skip drawing a card: Until the beginning of your next turn, only creatures with flying or islandwalk can attack you. Use this ability only during your draw phase and only once each turn. {4E text: "During your draw phase, you may draw one less card from your library. If you do so, until start of your next turn the only creatures that can attack you are those with flying or islandwalk." RV: like 4E but begins "You may decline to draw a card from your library during draw phase. In exchange, until", and uses "may" instead of "can". B/UL: like RV but comma after "next turn", and uses "can" as in 4E. Alpha: like beta but "damage" instead of "attack".} White Ivory Charm mC W Instant Choose one -- all creatures get -2/-0 until end of turn; or prevent 1 damage to any creature or player; or tap target creature. White Ivory Gargoyle aR2 4W Summon Gargoyle 2/2, Flying If Ivory Gargoyle is put into the graveyard from play, put it into play under owner's control at end of turn and skip your next draw phase. <4W>: Remove Ivory Gargoyle from the game. White Ivory Guardians g---UlU1cU3 4WW Summon Guardians 3/3, Protection from red As long as any opponent controls any red cards in play, all Guardians get +1/+1. {CH: "an" instead of "any"; no "in play". LG text: "All guardians gain +1/+1 if an opponent controls any red cards."} {New art in 5E.} White Jabari's Influence mR 3WW Instant Play only after combat. Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it. White Jamuraan Lion vCpC 2W Summon Lion 3/1 : Target creature cannot block this turn. {Promo in Multiverse gift box packs} White Jihad nU2 WWW Enchantment Choose a color. As long as opponent has cards of this color in play, all white creatures gain +2/+1. Jihad must be discarded immediately if at any time opponent has no cards of this color in play. {ERRATA: change first "opponent" to "target opponent"; change "discarded" to "buried" [Encyc. p. 209]} White Juniper Order Advocate aU2 2W Summon Knight 1/2 As long as Juniper Order Advocate is untapped, all green creatures you control get +1/+1. White Justice g---UiU 2WW Enchantment During your upkeep, pay or bury Justice. Whenever any red creature or spell assigns damage, Justice deals an equal amount of damage to that creature's or spell's controller. {IA text: "During your upkeep, pay or destroy Justice. Whenever a red creature or spell deals damage, Justice deals an equal amount of damage to the controller of that creature or spell. If another spell or effect reduces the amount of damage a red creature or spell deals, it does not reduce the amount of damage dealt by Justice."} {ERRATA: change "destroy Justice" to "bury Justice" [Encyc. p. 87]} White Karma gUUUU 2WW Enchantment During each player's upkeep, Karma deals to that player an amount of damage equal to the number of swamps he or she controls. {4E: ends "... deals 1 damage to that player for each swamp he or she controls." RV text: "During a player's upkeep, Karma does 1 point of damage to that player for each swamp he or she has in play." B/UL text: "Karma does 1 damage to player for each swamp player has in play. Damage occurs during player's upkeep. Affects both players." Alpha text: "For each swamp in play, Karma does 1 damage to the swamp owner during the swamp owner's upkeep."} {New art in 5E.} White Keepers of the Faith lC2cC3 1WW Summon Keepers 2/3 White Kelsinko Ranger iC W Summon Ranger 1/1 <1W>: Target green creature gains first strike until end of turn. White King Suleiman nU2 1W Summon King 1/1 Tap to destroy an Efreet or Djinn. White Kismet g--UUlU1 3W Enchantment Artifacts, creatures, and lands target player controls come into play tapped. {4E text: "All of target player's creatures, lands, and artifacts come into play tapped." LG text: "All creatures, lands, and artifacts played by opponent come into play tapped."} White Kithkin Armor wC W Enchant Creature Enchanted creature cannot be blocked by creatures with power 3 or greater. Sacrifice Kithkin Armor: Prevent all damage to enchanted creature from one source. White Kjeldoran Elite Guard iU 3W Summon Soldier 2/2 : Target creature gets +2/+2 until end of turn. If that creature leaves play this turn, bury Kjeldoran Elite Guard. Use this ability only when attack or defense is announced. White Kjeldoran Escort aC3 2WW Summon Soldier 2/3, Banding White Kjeldoran Guard iC 1W Summon Soldier 1/1 : Target creature gets +1/+1 until end of turn. If that creature leaves play this turn, bury Kjeldoran Guard. Use this ability only when attack or defense is announced and only if defending player controls no snow-covered lands. White Kjeldoran Home Guard aU2 3W Summon Soldier 1/6 At the end of any combat in which Kjeldoran Home Guard attacked or blocked, put a -0/-1 counter on Kjeldoran Home Guard and put a Deserter token into play. Treat this token as a 0/1 white creature. White Kjeldoran Knight iR WW Summon Knight 1/1, Banding <1W>: +1/+0 until end of turn : +0/+2 until end of turn White Kjeldoran Phalanx iR 5W Summon Soldiers 2/5, Banding, first strike White Kjeldoran Pride aC2 1W Enchant Creature Enchanted creature gets +1/+2. <2U>: Switch Kjeldoran Pride from creature it enchants to another creature. Kjeldoran Pride's new target must be legal. Treat Kjeldoran Pride as though it were just cast on the new target. White Kjeldoran Royal Guard g---RiR 3WW Summon Soldiers 2/5 : Redirect from you to Kjeldoran Royal Guard all combat damage dealt by unblocked creatures this turn. {IA text: ": Redirect to Kjeldoran Royal Guard all damage dealt to you from unblocked creatures this turn."} White Kjeldoran Skycaptain g---UiU 4W Summon Soldier 2/2, Banding, flying, first strike White Kjeldoran Skyknight iC 2W Summon Soldier 1/1, Banding, flying, first strike White Kjeldoran Warrior iC W Summon Hero 1/1, Banding White Knight of Dawn tU 1WW Summon Knight 2/2, First strike : Knight of Dawn gains protection from the color of your choice until end of turn. White Knight of Valor vC 2W Summon Knight 2/2, Flanking <1W>: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Use this ability only once each turn. White Knights of Thorn dU1 3W Summon Knights 2/2, Protection from red, banding White Lance gUU-- W Enchant Creature Target creature gains first strike. White Lancers en-Kor sU 3WW Summon Soldiers 3/3, Trample <0>: Redirect 1 damage from Lancers en-Kor to a creature you control. White Land Tax g--R-lU1 W Enchantment During your upkeep, if an opponent controls more land than you, you may search your library and remove up to three basic land cards and put them into your hand. Reshuffle your library afterwards. {ERRATA: change "your library and ... afterwards" to "library, remove up to three basic land cards, reveal them to all players, and put them into your hand. Shuffle your library afterwards." [Encyc. p. 34]} White Leeches hU1 1WW Sorcery Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed in this way. White Lifeblood lR1 2WW Enchantment You gain 1 life point each time one of opponent's mountains becomes tapped. {ERRATA: delete "point"; change "opponent" to "target opponent" [Encyc. p. 153]} White Light of Day tU 3W Enchantment Black creatures cannot attack or block. White Lightning Blow iR 1W Instant Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} White Longbow Archer vU WW Summon Archer 2/2, First strike Longbow Archer can block creatures with flying. White Lost Order of Jarkeld iR 2WW Summon Knights 1+*/1+* Lost Order of Jarkeld has power and toughness each equal to 1 plus the number of creatures target opponent controls. White Mangara's Blessing mU 2W Instant Gain 5 life. If a spell or effect by an opponent causes you to discard Mangara's Blessing, gain 2 life and return Mangara's Blessing from your graveyard to your hand at end of turn. White Mangara's Equity mU 1WW Enchantment When you play Mangara's Equity, choose black or red. During your upkeep, pay <1W> or bury Mangara's Equity. For each 1 damage a creature of the chosen color deals to you or a white creature you control, Mangara's Equity deals 1 damage to that creature. White Marble Titan tR 3W Summon Giant 3/3 Creatures with power 3 or greater do not untap during their controllers' untap phases. White Martyr's Cry dU1 WW Sorcery All white creatures are removed from the game. Players must draw one card for each white creature they control that is lost in this manner. White Martyrdom aC2 1WW Instant Until end of turn, you may redirect to target creature you control any amount of damage. White Martyrs of Korlis qU3 3WW Summon Bodyguard 1/6 Unless Martyrs of Korlis is tapped, any damage done to you by artifacts is instead applied to Martyrs of Korlis. You may not take this damage yourself, though you may prevent it if possible. No more than one Bodyguard of your choice can take damage for you in this manner each turn. White Master Decoy tC 1W Summon Soldier 1/2 : Tap target creature. White Master of Arms wU 2W Summon Soldier 2/2, First strike <1W>: Tap target creature blocking Master of Arms. White Melesse Spirit mU 3WW Summon Angel 3/3, Flying, protection from black White Mercenaries iR 3W Summon Mercenaries 3/3 Whenever Mercenaries damages a player, that player may pay <3> to prevent that damage. White Mesa Falcon g---ChC4 1W Summon Falcon 1/1, Flying <1W>: +0/+1 until end of turn White Mesa Pegasus gCCCC 1W Summon Pegasus 1/1, Banding, flying {4E: "Flying, banding" A/B/UL/RV: "Flying, bands"} White Miracle Worker dC3 W Summon Miracle Worker 1/1 : Destroy target enchantment card on a creature you control. White Miraculous Recovery vU 4W Instant Put target creature card from your graveyard into play and put a +1/+1 counter on that creature. Treat that creature as though it were just played. White Mistmoon Griffin wU 3W Summon Griffin 2/2, Flying If Mistmoon Griffin is put into any graveyard from play, remove Mistmoon Griffin from the game, then put the top creature card from your graveyard into play. White Moat lR1 2WW Enchantment Non-flying creatures cannot attack. White Moorish Cavalry nC5 2WW Summon Cavalry 3/3, Trample {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C4 and the usual- looking version is C1.} White Morale g--C-dC3 1WW Instant All attacking creatures get +1/+1 until end of turn. {DK: "gain" instead of "get"} White Mounted Archers tC 3W Summon Soldiers 2/3 Mounted Archers can block creatures with flying. : Mounted Archers can block an additional creature this turn. (All blocking assignments must still be legal.) White Mtenda Griffin mU 3W Summon Griffin 2/2, Flying : Return Mtenda Griffin to owner's hand and return target Griffin card in your graveyard to your hand. Use this ability only during your upkeep. White Mtenda Herder mC W Summon Scout 1/1, Flanking White Noble Elephant mC 3W Summon Elephant 2/2, Banding, trample White Noble Steeds aC2 2W Enchantment <1W>: Target creature gains first strike until end of turn. White Nomads en-Kor sC W Summon Soldiers 1/1 <0>: Redirect 1 damage from Nomads en-Kor to a creature you control. White Northern Paladin gRRR- 2WW Summon Paladin 3/3 : Destroy target black permanent. {A/B/UL/RV text: ": Destroys a black card in play. Cannot be used to cancel a black spell as it is being cast."} {ERRATA: A/B/UL: Misspelled Shuler.} White Null Chamber mR 3W Enchant World You and target opponent each name any card except a basic land. Those cards cannot be played. White Oracle en-Vec tR 1W Summon Wizard 1/1 : Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and no other creatures can attack. At the end of that turn, destroy each of those creatures that did not attack. Use this ability only during your turn. White Order of Leitbur fC3 WW Summon Clerics 2/1, Protection from black : +1/+0 until end of turn. : First strike until end of turn. White Order of the Sacred Torch g---RiR 1WW Summon Paladin 2/2 , Pay 1 life: Counter target black spell. Play this ability as an interrupt. {IA text: ": Pay 1 life to destroy target black spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt."} {ERRATA: change "destroy" to "counter" [Encyc. p. 93]} White Order of the White Shield g---UiU WW Summon Knights 2/1, Protection from black : First strike until end of turn : +1/+0 until end of turn White Orim's Prayer tU 1WW Enchantment If any creatures attack you, gain 1 life for each attacking creature. White Orim, Samite Healer tR 1WW Summon Legend 1/3 Orim, Samite Healer counts as a Cleric. : Prevent up to 3 damage to any creature or player. White Osai Vultures g--U-lC1 1W Summon Vultures 1/1, Flying At the end of any turn in which a creature is put into the graveyard from play, put a carrion counter on Vultures. <0>: Remove two carrion counters to give Vultures +1/+1 until end of turn. {LG: "placed in" instead of "put into", no "carrion" anywhere, "the" before "Vultures", no "<0>:" before "Remove two..."} White Pacifism mCtC 1W Enchant Creature Enchanted creature cannot attack or block. White Parapet vC 1W Enchantment You may choose to play parapet as an instant; if you do so, bury it at end of turn. All creatures you control get +0/+1. White Peace Talks vUpU 1W Sorcery During this turn and the next one, players cannot declare an attack and cannot play spells or abilities that target any permanent or player. {Promo in Multiverse gift box packs} White Peacekeeper wR 2W Summon Peacekeeper 1/1 During your upkeep, pay W1 or bury Peacekeeper. Creatures cannot attack. White Pearl Dragon mR 4WW Summon Dragon 4/4, Flying <1W>: +0/+1. White Pearled Unicorn gCCCC 2W Summon Unicorn 2/2 {New art in 5E.} White Pegasus Refuge tR 3W Enchantment <2>, Choose and discard a card: Put a Pegasus token into play. Treat this token as a 1/1 white creature with flying. White Personal Incarnation gRRRR 3WWW Summon Avatar 6/6 Personal Incarnation's owner may redirect any amount of damage from it to himself or herself. If Personal Incarnation is put into any graveyard from play, its owner loses half his or her life, rounded up. {4E text: "Owner may redirect any or all damage done to Personal Incarnation to self instead. If Personal Incarnation is put into the graveyard from play, owner loses half his or her remaining life, rounding up the loss. Effects that redirect or prevent damage cannot be used to counter this loss of life." RV: like 4E but "Caster" instead of "owner" everywhere, add "The source of damage is unchanged" after first sentence, "goes to" instead of "is put into", no "from play", "points" after "remaining life", last sentence missing. A/B/UL: like RV but "destroyed" instead of "goes to the graveyard".} {New art in 5E.} White Petra Sphinx lR1cU1 2WWW Summon Sphinx 3/4 : Target player names a card and then turns over the top card of his or her library. If it is the card named, put it into that player's hand. Otherwise, put it into the player's graveyard. {LG text ends: "... library. If it matches the named card, the card is put in the player's hand; otherwise it is put into the graveyard."} White Piety g--C-nC4 2W Instant All blocking creatures get +0/+3 until end of turn. {AN: "defending creatures gain" instead of "blocking creatures get"} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual- looking version is C1.} White Pikemen g--CCdC3 1W Summon Pikemen 1/1, Banding, first strike {ERRATA: DK: Dennis Detwiller's name is misspelled. [Duelist #4, page 138]} {New art in 5E.} White Preacher dU1 1WW Summon Preacher 1/1 : Gain control of one of opponent's creatures. Opponent chooses which target creature you control. If Preacher becomes untapped, you lose control of this creature; you may choose not to untap Preacher as normal during your untap phase. You also lose control of the creature if Preacher leaves play or at end of game. {ERRATA: change first two sentences to ": Target opponent chooses target creature he or she controls. Gain control of that creature." [Encyc. p. 172]} White Presence of the Master lU1 3W Enchantment While Presence of the Master is in play, any new enchantments cast are countered. White Prismatic Circle mC 2W Enchantment CU <1> When you play Prismatic Circle, choose a color. <1>: Prevent all damage to you from a source of the chosen color. Treat further damage from that source normally. White Prismatic Ward g---CpUiC 1W Enchant Creature When you play Prismatic Ward, choose a color. All damage dealt to enchanted creature by sources of the chosen color is reduced to 0. {promo/IA text: "When Prismatic Ward comes into play, choose a color; all damage dealt to target creature by sources of that color is reduced to 0."} {Ice Age promo. Distributed with issue #45 of Wizard magazine, and two in Duelist Companion #8. Note: The Ice Age Prismatic Ward uses the old white mana symbols, like the promo. New art in 5E.} White Prophecy hC1 W Sorcery Reveal the top card of target opponent's library to all players. If it is a land, gain 1 life. That opponent then shuffles his or her library. Draw a card at the beginning of the next turn's upkeep. {ERRATA: change "turn's upkeep" to "turn" [6/1/97 RTR]} White Purelace gRRR- W Interrupt Change the color of target spell or target permanent to white. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to white. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} White Pursuit of Knowledge sR 3W Enchantment Skip drawing a card: Put a study counter on Pursuit of Knowledge. Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards. White Quickening Licid tU 1W Summon Licid 1/1 <1WT>: Quickening Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature gains first strike" instead of a creature. Move Quickening Licid onto target creature. You may pay to end this effect. White Rally iC WW Instant All blocking creatures get +1/+1 until end of turn. White Rapid Fire lR1 3W Instant Play before defense is chosen. Target creature gains first strike until end of turn. If the creature does not already have rampage, then it also gains rampage: 2 until end of turn. White Rashida Scalebane mR 3WW Summon Legend 3/4 : Bury target attacking or blocking Dragon. Gain an amount of life equal to that Dragon's power. White Rashka the Slayer hU3 3WW Summon Legend 3/3 Can block creatures with flying. If assigned to block any black creatures, Rashka the Slayer gets +1/+2 until end of turn. White Red Scarab iU W Enchant Creature Target creature gets +2/+2 as long as any opponent controls any red cards. That creature cannot be blocked by red creatures. White Red Ward gUUU- W Enchant Creature Target creature gains protection from red. The protection granted by Red Ward does not destroy Red Ward. {A/B/UL/RV cards do not have the second sentence.} White Reinforcements aC2 W Instant Put up to three target creature cards from your graveyard on top of your library in any order. White Relic Ward vU 1W Enchant Artifact You may choose to play Relic Ward as an instant; if you do, bury it at end of turn. Enchanted artifact cannot be the target of spells or effects. White Remedy vC 1W Instant Prevent up to 5 damage total to any number of creatures or players. White Remove Enchantments lC1 W Instant Remove all enchantments you control and remove all enchantment cards played on all permanents you control. If this spell is cast during opponent's attack, also remove all enchantment cards played on attacking creatures. All enchantments you own are returned to your hand; all other enchantments are destroyed. {ERRATA: Second sentence should begin: "If cast while an opponent is attacking you..." [1/27/95 Multiplayer RTR]} White Repentance tU 2W Sorcery Target creature deals to itself damage equal to its power. White Repentant Blacksmith g---CnU2cC3 1W Summon Smith 1/2, Protection from red White Reprisal aU6 1W Instant Bury target creature with power 4 or greater. White Resistance Fighter vC W Summon Soldier 1/1 Sacrifice Resistance Fighter: Target creature deals no combat damage this turn. {Appears in the Visions alternate common slot in Belgian-made packs.} White Resurrection gUU-- 2WW Sorcery Take a creature from your graveyard and put it directly into play. Treat this creature as though it were just summoned. {A/B/UL second sentence: "You can't tap it until your next turn."} {ERRATA: change "a creature" to "a target creature" and "summoned" to "played" [Encyc. p. 54]} White Retribution of the Meek vR 2W Sorcery Bury all creatures with power 4 or greater. White Revered Unicorn wU 1W Summon Unicorn 2/3, CU: <1> If Revered Unicorn leaves play, its controller gains life equal to Revered Unicorn's last paid cumulative upkeep. White Reverse Damage gRRRR 1WW Instant All damage dealt to you so far this turn from one source is retroactively added to your life total instead of subtracted. Treat further damage from that source normally. {4E: "by" instead of "from"; last sentence was "Further damage this turn is treated normally." A/B/UL/RV text: "All damage you have taken from any one source this turn is added to your life total instead of subtracted from it."} {New art in 5E.} White Reverse Polarity g-U--qC4 WW Instant All damage done to you by artifacts so far this turn is retroactively added to your life total instead of subtracted. Further damage this turn is treated normally. {AQ: "so far this turn by artifacts"} White Righteous Aura vC 1W Enchantment , pay 2 life: Prevent all damage to you from any one source. White Righteous Avengers lU1 4W Summon Avengers 3/1, Plainswalk White Righteousness gRRRR W Instant Target blocking creature gets +7/+7 until end of turn. {A/B/UL/RV: "defending creature gains" instead of "blocking creature gets"} {ERRATA: A/B/UL: Misspelled Shuler} {New art in 5E.} White Ritual of Steel mC 2W Enchant Creature Draw a card at the beginning of the upkeep of the turn after Ritual of Steel comes into play. Enchanted creature gets +0/+2. White Rolling Stones sR 1W Enchantment Walls can attack as though they were not Walls. White Royal Decree aR2 2WW Enchantment CU: Whenever a swamp, mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damages to that permanent's controller. White Royal Herbalist aC2 W Summon Cleric 1/1 <2>: Remove the top card of your library from the game to gain 1 life. White Sacred Boon g---UiU 1W Instant Prevent up to 3 damage to target creature. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented in this way. {IA: "by Sacred Boon" instead of "in this way".} White Sacred Ground sR 1W Enchantment Whenever an effect controlled by any opponent puts a land into your graveyard from play, put that land into play. White Sacred Guide tR W Summon Cleric 1/1 <1W>, Sacrifice Sacred Guide: Reveal cards from your library until you reveal a white card. Put that card into your hand. Remove all other revealed cards from the game. White Sacred Mesa mR 2W Enchantment During your upkeep, sacrifice a Pegasus or bury Sacred Mesa. <1W>: Put a Wild Pegasus token into play. Treat this token as a 1/1 white creature with flying that counts as a Pegasus. White Safeguard tR 3WW Enchantment <2W>: Target creature deals no combat damage this turn. White Samite Alchemist hC4 3W Summon Alchemist 0/2 : Prevent up to 4 damage to a creature you control. Tap that creature. That creature does not untap during your next untap phase. White Samite Blessing sC W Enchant Creature Enchanted creature gains ": Prevent all damage to any creature from any one source." (Treat further damage from that source normally.) White Samite Healer gCCCC 1W Summon Cleric 1/1 : Prevent 1 damage to any creature or player. {A/B/UL/RV: "... to any target"} White Savannah Lions gRRR- W Summon Lions 2/1 White Scapegoat sU W Instant Sacrifice a creature: Return any number of target creatures you control to owner's hand. White Scars of the Veteran aU2 4W Instant You may remove a white card in your hand from the game instead of paying Scars of the Veteran's casting cost. Prevent up to 7 damage to target creature or player. For each 1 damage to a creature prevented by Scars of the Veteran put a +0/+1 counter on that creature at end of turn. White Seasoned Tactician aU2 2W Summon Tactician 1/3 <3>: Remove the top four cards of your library from the game to prevent all damage to you from one source. White Seeker g--C-lU1 2WW Enchant Creature Target creature cannot be blocked except by white creatures and artifact creatures. {LG: "by any creatures except" instead of "except by"} White Seraph g---RiR 6W Summon Angel 4/4, Flying Whenever any creature Seraph damaged this turn is put into any graveyard, put that creature into play under your control at end of turn. Bury the creature if you lose control of Seraph. {IA text: "At the end of a turn in which any creature is damaged by Seraph and put into the graveyard, put that creature directly into play under your control as though it were just summoned. If you lose control of Seraph or if Seraph leaves play, bury the creature."} {New art in 5E.} White Serene Offering tU 1W Instant Destroy target enchantment. Gain life equal to that enchantment's total casting cost. White Serenity wR 1W Enchantment During your upkeep, bury all artifacts and enchantments. White Serra Angel gUUU- 3WW Summon Angel 4/4, Flying Attacking does not cause Serra Angel to tap. {A/B/UL text: "Does not tap when attacking."} {ERRATA: A/B/UL: Misspelled Shuler.} {An oversized Serra Angel card with new art by Rebecca Guay appears in the first issue of the Serra Angel comic book. An oversized Serra Angel with the original art was given out by the WotC Caravan Tour.} White Serra Aviary hU1 3W Enchant World All creatures with flying get +1/+1. White Serra Bestiary g---UhC1 WW Enchant Creature During your upkeep, pay or bury Serra Bestiary. Enchanted creature cannot attack, block, or play any ability that includes in its activation cost. {HL: "Target" instead of "Enchanted"; "use" instead of "play"; "the" instead of "its".} {New art in 5E.} White Serra Inquisitors hU3 4W Summon Inquisitors 3/3 If assigned to block any black creatures or any black creatures are assigned to block it, Serra Inquisitors gets +2/+0 until end of turn. White Serra Paladin g---UhC1 2WW Summon Paladin 2/2 : Prevent 1 damage to any creature or player. <1WWT>: Attacking this turn does not cause target creature to tap. {HL: "this turn" at end instead of after "Attacking".} {New art in 5E.} White Serra's Blessing wU 1W Enchantment Attacking does not cause creatures you control to tap. White Shadowbane mU 1W Instant Prevent all damage to you or a creature you control from any one source. If that source is black, gain 1 life for each 1 damage prevented in this way. White Shahrazad nU2 WW Sorcery Players must leave game in progress as it is and use the cards left in their libraries as decks with which to play a subgame of Magic. When subgame is over, players shuffle these cards, return them to libraries, and resume game in progress, with any loser of subgame halving his or her remaining life points, rounding down. Effects that prevent damage may not be used to counter this loss of life. The subgame has no ante; using less than forty cards may be necessary. {ERRATA: change "with any loser of subgame halving" to "whoever loses the subgame loses no life. Each other player loses half of" and after "rounding down" insert "If the subgame is a draw, all players lose life appropriately." [Encyc. p. 209]} White Shaman en-Kor sR 1W Summon Cleric 1/2 <0>: Redirect 1 damage from Shaman en-Kor to a creature you control. <1W>: Redirect to Shaman en-Kor all damage dealt to any one creature from any one source. White Shield Bearer g---CiC 1W Summon Soldier 0/3, Banding White Shield Wall g---ClU1cU3 1W Instant All creatures you control get +0/+2 until end of turn. {LG text: "All your creatures gain +0/+2 until end of turn."} {New art in 5E.} White Sidar Jabari mR 3W Summon Legend 2/2, Flanking If Sidar Jabari attacks, tap target creature defending player controls. White Skyshroud Falcon sC 1W Summon Bird 1/1, Flying Attacking does not cause Skyshroud Falcon to tap. White Smite sC W Instant Destroy target blocked creature. White Snow Hound iU 2W Summon Dog 1/1 <1T>: Return Snow Hound to owner's hand and target blue or green creature you control to owner's hand. White Soltari Champion sR 2W Summon Soldier 2/2, Shadow If Soltari Champion attacks, all other creatures you control get +1/+1 until end of turn. White Soltari Crusader tU 2W Summon Knight 2/1, Shadow <1W>: Soltari Crusader gets +1/+0 until end of turn. White Soltari Emissary tR 1W Summon Soldier 2/1 : Soltari Emissary gains shadow until end of turn. White Soltari Foot Soldier tC W Summon Soldier 1/1, Shadow White Soltari Lancer tC 2W Summon Knight 2/2, Shadow, First strike when attacking White Soltari Monk tU WW Summon Cleric 2/1, Protection from black, shadow White Soltari Priest tU WW Summon Cleric 2/1, Protection from red, shadow White Soltari Trooper tC 1W Summon Soldier 1/1, Shadow If Soltari Trooper attacks, it gets +1/+1 until end of turn. White Soraya the Falconer hU1 1WW Summon Legend 2/2 All Falcons gets +1/+1. <1W>: Target Falcon gains banding until end of turn. White Soul Echo mR XWW Enchantment When you play Soul Echo, put X echo counters on it. At the beginning of your upkeep if there are no echo counters on Soul Echo, bury it; otherwise, target opponent may choose that for each 1 damage dealt to you until your next upkeep, you instead remove 1 echo counter from Soul Echo. You do not lose the game as a result of having less than 1 life. White Soul Shepherd wC 1W Summon Cleric 2/1 , Remove a creature card in your graveyard from the game: Gain 1 life. White Southern Paladin wR 2WW Summon Knight 3/3 : Destroy target red permanent. White Spectral Guardian mR 2WW Summon Guardian 2/3 As long as spectral Guardian is untapped, noncreature artifacts cannot be the target of spells or effects. White Spirit Link g--UUlU1 W Enchant Creature For each 1 damage enchanted creature deals, gain 1 life. {4E text: "Gain 1 life for every 1 damage target creature deals. You may gain more life than the toughness or the total life of the creature or player damaged by the creature Spirit Link enchants." LG text: "For every point of damage target creature does, you gain 1 life."} White Spirit Mirror tR 2WW Enchantment During your upkeep, if there are no Reflection tokens in play, put a Reflection token into play. Treat this token as a 2/2 white creature. <0>: Destroy target Reflection. White Spirit en-Kor sC 3W Summon Spirit 2/2, Flying <0>: Redirect 1 damage from Spirit en-Kor to a creature you control. White Spiritual Sanctuary lR1 2WW Enchantment Any player with plains under his or her control gains 1 life point during upkeep. White Squire dC3 1W Summon Squire 1/2 {ERRATA: Dennis Detwiller's name is misspelled. [Duelist #4, page 138]} White Staunch Defenders tU 3WW Summon Soldiers 3/4 When Staunch Defenders comes into play, gain 4 life. White Sun Clasp vC 1W Enchant Creature Enchanted creature gets +1/+3. : Return enchanted creature to owner's hand. White Sunweb mR 3W Summon Wall 5/6, Flying Sunweb cannot block creatures with power 2 or less. White Sustaining Spirit aR2 1W Summon Guardian 0/3, CU: <1W> Any damage that would reduce your life total to less than 1 instead reduces it to 1. White Swords to Plowshares gUUU-iU W Instant Remove target creature from the game. That creature's controller gains life equal to its power. {4E: "The creature's" instead of "That creature's". RV text: "Target creature is removed from game entirely. Creature's controller gains life points equal to creature's power." A/B/UL: like RV but add "entirely; return to owner's deck only when game is over." after "from the game"} White Sworn Defender aR2 2WW Summon Knight 1/3 <1>: Change Sworn Defender's power to the toughness of target creature blocking or being blocked by Sworn Defender, minus 1, until end of turn. Change Sworn Defender's toughness to 1 plus the power of that creature, until end of turn. White Talon Sliver tC 1W Summon Sliver 1/1 All Slivers gain first strike. White Tariff wR 1W Sorcery Each player chooses a creature with the highest total casting cost he or she controls, then pays an amount of mana equal to that creature's total casting cost or buries the creature. White Teferi's Honor Guard vU 2W Summon Knight 2/2, Flanking : Phase out. White Temper sU X1W Instant Prevent up to X damage to target creature. For each 1 damage prevented in this way, put a +1/+1 counter on that creature. White Teremko Griffin mC 3W Summon Griffin 2/2, Banding, flying White Thunder Spirit lR1 1WW Summon Spirit 2/2, First strike, flying White Tithe vR W Instant Search your library for a plains card. If you control fewer lands than target opponent, you may search your library for an additional plains card. Reveal those cards to all players and put them into your hand. Shuffle your library afterwards. White Tivadar's Crusade dU2 1WW Sorcery All Goblins are destroyed. {ERRATA: Dennis Detwiller's name is misspelled. [Duelist #4, page 138]} White Trade Caravan hC4 W Summon Caravan 1/1 During your upkeep, put a currency counter on Trade Caravan. <0>: Remove two currency counters from Trade Caravan to untap target basic land. Use this ability only during any opponent's upkeep. {The two artworks can be combined to form one large picture, and the wagons have the symbols from the green, red, and black wards drawn on them.} White Truce g---RhU1 2W Instant Each player may draw up to two cards. For each card less than two any player draws, that player gains 2 life. {New art in 5E.} White Tundra Wolves g--CClC2 W Summon Wolves 1/1, First strike White Unlikely Alliance aU2 1W Enchantment <1W>: Target non-attacking, non-blocking creature gets +0/+2 until end of turn. White Unyaro Griffin mU 3W Summon Griffin 2/2, Flying Sacrifice Unyaro Griffin: Counter target red spell that assigns damage to you or a creature you control. Play this ability as an interrupt. White Venerable Monk sC 2W Summon Cleric 2/2 When Venerable Monk comes into play, gain 2 life. White Veteran Bodyguard gRR-- 3WW Summon Bodyguard 2/5 Unless Bodyguard is tapped, any damage done to you by unblocked creatures is done instead to Bodyguard. You may not take this damage yourself, though you can prevent it if possible. No more than one Bodyguard of your choice can take damage for you in this manner each turn. {A/B/UL: Last sentence not present.} {ERRATA: A/B/UL: Misspelled Shuler.} White Vigilant Martyr mU W Summon Martyr 1/1 Sacrifice Vigilant Martyr: Regenerate target creature. , Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment in play. Play this ability as an interrupt. White Visions g--U-lU1 W Sorcery Look at the top five cards of any library. You may then shuffle that library. {LG text: "You may look at the top five cards of any library. You may then choose to shuffle that library."} White Volunteer Reserves wU 1W Summon Soldiers 2/4, Banding, CU: <1> White Wall of Caltrops lC1 1W Summon Wall 2/1 If Wall of Caltrops and one or more other walls join to block an attacker AND no other creatures besides walls block that attacker, Wall of Caltrops gains banding ability until end of turn. {ERRATA: "If Wall of Caltrops, at least one other wall, and no non-wall creatures are assigned to block an attacker, Wall of Caltrops gains banding until end of turn." [9/22/95 RTR, in "Blocking Abilities"]} White Wall of Essence sU 1W Summon Wall 0/4 For each 1 combat damage dealt to Wall of Essence, gain 1 life. White Wall of Light lU1 2W Summon Wall 1/5, Protection from black White Wall of Resistance mC 1W Summon Wall 0/3, Flying At the end of any turn in which Wall of Resistance is dealt damage, put a +0/+1 counter on it. White Wall of Swords gUUUU 3W Summon Wall 3/5, Flying {New art in 5E.} White War Elephant nC4cC3 3W Summon Elephant 2/2, Banding, trample {AN abilities were: "Trample, bands".} {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual-looking version is C1.} White Ward of Lights mC WW Enchant Creature You may choose to play Ward of Lights as an instant; if you do, bury it at end of turn. Enchanted creature gains protection from a color of your choice. The protection granted by Ward of Lights does not bury Ward of Lights. White Warmth tU 1W Enchantment Whenever target opponent successfully casts a red spell, gain 2 life. White Warning iC W Instant Target attacking creature deals no damage in combat this turn. White Warrior Angel sR 4WW Summon Angel 3/4, Flying For each 1 damage Warrior Angel deals, gain 1 life. White Warrior en-Kor sU WW Summon Knight 2/2 <0>: Redirect 1 damage from Warrior en-Kor to a creature you control. White Warrior's Honor vCpC 2W Instant All creatures you control get +1/+1 until end of turn. {Promo in Multiverse gift box packs} White White Knight gUUUU WW Summon Knight 2/2, First strike, protection from black {A/B/UL/RV/4E: abilities swapped} White White Scarab iU W Enchant Creature Target creature gets +2/+2 as long as any opponent controls any white cards. That creature cannot be blocked by white creatures. White White Ward gUUU- W Enchant Creature Target creature gains protection from white. The protection granted by White Ward does not destroy White Ward. {A/B/UL/RV cards do not have the second sentence.} White Wild Aesthir aC3 2W Summon Aesthir 1/1, Flying, first strike : +2/+0 until end of turn. You cannot spend more than in this way each turn. White Winds of Rath tR 3WW Sorcery Destroy all creatures with no enchantments on them. Those creatures cannot be regenerated this turn. White Witch Hunter dU1cU3 2WW Summon Hunter 1/1 : Witch Hunter deals 1 damage to target player. <1WWT>: Return target creature any opponent controls to owner's hand. {DK text: ": Witch Hunter does 1 damage to target player. <1WWT>: Return target creature opponent controls from play to owner's hand. Enchantments on target creature are destroyed."} White Worthy Cause tU W Instant Buyback <2> Sacrifice a creature: Gain life equal to the sacrificed creature's toughness. White Wrath of God gRRRR 2WW Sorcery Bury all creatures. {RV text: "All creatures in play are buried." A/B/UL text: "All creatures in play are destroyed and cannot be regenerated."} White Yare mR 2W Instant Target creature defending player controls gets +3/+0 until end of turn. That creature may be assigned to block up to three creatures this turn. All blocks must be legal. White Youthful Knight sC 1W Summon Knight 2/1, First strike White Zhalfirin Commander mU 2W Summon Knight 2/2, Flanking <1WW>: Target Knight gets +1/+1 until end of turn. White Zhalfirin Crusader vR 1WW Summon Knight 2/2, Flanking : Redirect 1 damage from Zhalfirin Crusader to target creature or player. White Zhalfirin Knight mC 2W Summon Knight 2/2, Flanking : First strike until end of turn. White Zuberi, Golden Feather mR 4W Summon Legend 3/3, Flying Zuberi, Golden Feather counts as a Griffin. All other Griffins get +1/+1.