Father Chaos Chronicles
Robert Kallister

515 Cards total in set.


White:85


Common:35

Ambush Squad
, Creature - Human Soldier 1/1, Common
You may play Ambush Squad any time you could play an instant.
NOW!
(2/515)

Ardent Forces
3, Creature - Human Soldier 2/3, Common
Vigilance
Ardent Forces has first strike as long as you have exactly three cards in your hand.
(7/515)

Arrogant Hawk
, Creature - Bird 2/1, Common
Flying
At the beginning of your upkeep, tap a creature you control.
Pride leads to overconfidence.
(8/515)

Aura Devourer
1, Creature - Elemental 2/1, Common
Whenever Aura Devourer deals combat damage to a player, that player sacrifices an enchantment.
Energy can always be consumed. It's just a matter of figuring out how to do it.
(9/515)

Aura Disruption
2, Instant, Common
Destroy target enchantment. Aura Disruption deals damage equal to the converted mana cost of that enchantment to target attacking creature.
(10/515)

Belgarian Distractor
2, Creature - Human Soldier 1/2, Common
2W: Tap target creature
It's funny how a small whistle and a goofy hat can keep people occupied for several hours.
(12/515)

City Guard
3, Creature - Human Soldier 2/4, Common
Whenever a creature attacks you, you may untap City Guard.
On call, day or night.
(18/515)

Cleric Harvester
, Creature - Human Cleric 1/1, Common
Put a plains you control on top of its owner's library: Prevent the next 2 damage that would be dealt to target creature or player.
(19/515)

Condemnable Offense
3, Instant, Common
Destroy target creature if it has dealt damage to you or a creature you control this turn.
"To defy Effergy is to defy God himself."
-Effergy Proverb

(21/515)

Crossbow Deployment
1, Enchant Creature, Common
Enchanted creature has "T: This creature deals 2 damage to target attacking or blocking creature."
Give a soldier a sword and he will fight. Give a soldier a crossbow and he will win.
(22/515)

Diligent Guard
2, Creature - Guard 2/1, Common
Vigilance
1W: Diligent Guard gets +0/+2 until end of turn.
"Don't fear for the city's safety. I'm always on guard."
-Belgarian guard

(25/515)

Diving Hawk
, Creature - Bird 2/1, Common
Flying, vigilance
Elegance, strength, and pride. Not to mention good looks.
(26/515)

Elemental Blessing
2, Instant, Common
Enchanted creature gets +2/+2.
Whenever enchanted creature deals combat damage, gain that much life.
"The spirit and the mind must meld in order for the body to be strong."
-Tennen

(28/515)

Elemental Defender
2, Creature - Human Cleric 1/2, Common
X, T: Prevent the next X damage that would be dealt to target creature.
Protection is the only thing elementals need.
(29/515)

Enlightened Caretaker
, Creature - Human Cleric 1/1, Common
W, Sacrifice Enlightened Caretaker: Return target enchantment from your graveyard to your hand.
Even magic needs attention once in a while.
(31/515)

Enthralled Telepath
1, Creature - Human Empath 1/2, Common
Flying
3, T: Target creature gets +2/+2 until end of turn.
He's so amazing, he even amazes himself.
(32/515)

Essence Drain
1, Instant, Common
Destroy target enchantment. Target creature you control gains protection from the colors of that enchantment until end of turn.
(34/515)

Falcon Hunter
1, Creature - Bird 1/1, Common
Flying
Whenever Falcon Hunter attacks, you may pay 1W. If you do, tap target creature.
When the falcons are on the prowl, be sure to wear a helmet.
(35/515)

Giant Hawk
5, Creature - Bird 4/4, Common
Flying, protection from red.
"Do we have crackers big enough for it?"
-Hawk trainer

(38/515)

Glare Troops
1, Creature - Human Soldier 2/2, Common
Whenever Glare Troops attacks, you may pay 2. If you do, Glare Troops can't be blocked this turn except by artifact creatures.
Only the nonliving can withstand the bright glow of the soldier's armor.
(39/515)

Graceful Lance
1, Enchant Creature, Common
Enchanted creature gets +1/+2.
Sacrifice a land: Enchanted creature gets protection from the color of your choice until end of turn.
War is full of elegance.
(40/515)

Power of One
3, Enchant Creature, Common
Enchanted creature gets +5/+5 as long as it's the only creature you control.
"Never underestimate the power a single individual can wield."
-Tennen

(57/515)

Rescue Call
3, Instant, Common
Untap target creature. That creature gets +3/+3 until end of turn, and can block an additional creature this turn.
"Call if you need me."
-Captain Larvaun

(61/515)

Retaliation Tactics
4, Instant, Common
Remove up to two target attacking creatures from the game.
"This is for invading our lands. May the Gods be more merciful than we."
-Marlos

(62/515)

Solar Hawk
4, Creature - Bird 3/3, Common
Flying, vigilance
"How did the sun make such a large bird?"
-Zeptal

(69/515)

Spear Trap
2, Instant, Common
Spear Trap deals 3 damage to target creature attacking you.
Draw a card.
Nak-Thal demons became impailed on the jagged spikes that sprang from makeshift traps.
(70/515)

Spirit of Fortitude
3, Creature - Spirit 1/1, Common
Flying, vigilance
Prevent all damage that would be dealt to Spirit of Fortitude.
The soul can resist more than the flesh.
(71/515)

Star Elemental
3, Creature - Elemental 3/3, Common
Flying, protection from white.
The heavens use their elite to defend the mortals.
(73/515)

Tennen's Binding
2, Enchant Creature, Common
You may play Tennen's Binding any time you could play an instant.
Prevent all damage that would be dealt by enchanted creature.
(76/515)

Thornmail
2, Enchant Creature, Common
Whenever enchanted creature would deal damage to another creature or player, it deals that damage to itself instead.
"Don't move with that suit on. You'll just kill yourself."
-Soldier

(77/515)

Word of Cleansing
3, Sorcery, Common
Destroy target artifact or enchantment. Gain life equal to that permanent's converted mana cost.
"If you remove the shell, you expose the core."
-Marlos, Effergy Cardinal

(80/515)

Zofela Faithful
1, Creature - Human Soldier Cleric 4/4, Common
Whenever Zofela Faithful deals combat damage, target opponent gains that much life.
The elite are not without compassion.
(82/515)

Zofela Guide
2, Creature - Human Cleric Empath 2/2, Common
Protection from spells.
Sorcery isn't all what it's cracked up to be.
(83/515)

Zofela Hawk
, Creature - Hawk 2/1, Common
Flying
At the end of your turn, sacrifice Zofela Hawk if you didn't play a land this turn.
"I think that's the first bird I've ever seen with ADD."
-Zofela soldier

(84/515)

Zofela Mindwash
1, Enchant Creature, Common
Enchanted creature can't attack.
Enchanted creature blocks each turn if able.
When applied, the salve turns your mind to jelly.
(85/515)


Uncommon:25

Ambush Leader
3, Creature - Human Soldier 3/3, Uncommon
You may play Ambush Leader any time you could play an instant.
"Surprising our enemies has always been our job. And it's always worked."
-Leader

(1/515)

Angelic Caretaker
3, Creature - Angel 3/3, Uncommon
Flying
Gain 1 life whenever you untap Angelic Caretaker.
The skies are mere fields for souls, and must be looked after the same as farmland.
(6/515)

Blessed Cavalry
4, Creature - Human Knight 3/3, Uncommon
First strike
When Blessed Cavalry comes into play, gain life equal to the number of lands you control.
(15/515)

Cannon Crew
2, Creature - Human Soldier 1/1, Uncommon
T: Cannon Crew deals 3 damage to target attacking or blocking creature.
Gunpowder and lead balls make for a great combination.
(17/515)

Combat Angel
1, Creature - Angel 2/2, Uncommon
Flying.
Whenever Combat Angel becomes blocked, you may pay 1W. If you do, Combat Angel gets +3/+3 until end of turn.
"A word of advice: never anger the angels."
-Vharamel

(20/515)

Effergy Protector
2, Creature - Human Soldier 1/4, Uncommon
If Effergy Protector is in your hand, you may pay 1W. If you do, Effergy Protector becomes an instant spell that says "Prevent all damage that would be dealt by a source of your choice this turn."
(27/515)

Fragile Angel
2, Creature - Angel 4/1, Uncommon
Flying, vigilance
The heavens don't always make servants that can protect.
(36/515)

Frontline Defenses
X, Instant, Uncommon
Creatures you control get +0/+X until end of turn.
"Hold the line! We can't allow any more of them through!"
-Captain Larvaun

(37/515)

Hidden Settlement
2, Enchant Land, Uncommon
Enchanted land can't be the target of spells or abilities.
Enchanted land has "T: Put a 1/1 white Soldier creature token into play."
(42/515)

Honored Knight
2, Creature - Human Knight 3/2, Uncommon
First strike.
When Honored Knight is put into a graveyard from play, gain 4 life.
Faith gives strength to all who believe.
(46/515)

Honored Warrior
2, Creature - Human Soldier 3/3, Uncommon
Vigilance
If Honored Warrior becomes tapped, sacrifice it.
The best soldier is not without flaw.
(47/515)

Law Enforcer
2, Creature - Human Soldier 1/1, Uncommon
Protection from red.
W, T: Up to four target creatures can't attack this turn.
"Chaos will not be tolerated."
-Enforcer

(48/515)

Magic Defenses
2, Enchantment, Uncommon
When Magic Defenses comes into play, choose a color.
W: Prevent all damage that would be dealt to you by a source of the chosen color.
2W: Change the chosen color to a color of your choice.
(49/515)

Mind Shield
2, Instant, Uncommon
You can't be the target of spells or abilities this turn.
Draw a card.
"It's best to have head protection in Zofela. Trust me."
-Vhendrick

(51/515)

Miracle Healer
2, Creature - Human Cleric 2/2, Uncommon
T: Regenerate target creature.
Many a soldier has awoken from death in the arms of the healer.
(53/515)

Mirrorstone Wall
3, Creature - Wall 0/8, Uncommon
Defense
Whenever a creature deals combat damage to Mirrorstone Wall, that creature deals an equal amount of damage to its controller.
(54/515)

New Life
3, Instant, Uncommon
Target player gains 10 life.
Starting over gives hope where there is none.
(56/515)

Prismatic Assault Squad
3, Creature - Human Empath Soldier 2/5, Uncommon
Vigilance
T: Prismatic Assault Squad gains protection from the color of your choice until end of turn.
(58/515)

Rebounding Shield
1, Instant, Uncommon
Change the target of target spell with a single target that would deal damage to a creature.
"You will learn to appreciate mirrors more. I guarantee it."
-Zeptal

(60/515)

Sendaris Avenger
1, Creature - Human Soldier 2/1, Uncommon
W, T: Destroy target attacking creature unless that creature's controller pays 2.
"Do not anger our people. You don't want to get on my bad side."
-Avenger

(63/515)

Sendaris Champion
2, Creature - Human Soldier 2/2, Uncommon
Sendaris Champion can attack and block while tapped.
"To win, you have to train your mind to function automatically."
-Champion

(64/515)

Serf's Claim
1, Enchantment, Uncommon
At the beginning of your upkeep, if a player controls more lands that you, you may sacrifice Serf's Claim. If you do, search your library for up to three basic lands, reveal them, and put them in your hand. Then shuffle your library.
(65/515)

Shared Wealth
1, Enchantment, Uncommon
Whenever another player gains life, you may gain that much life.
Share and share alike.
(66/515)

Standoff
2, Instant, Uncommon
Creatures can't attack this turn.
Draw a card.
"Wait for them to make the first move. Aggression only leads to defeat."
-Captain Larvaun

(72/515)

Strength Balm
4, Instant, Uncommon
Creatures you control get +1/+1 until end of turn.
Prevent all damage that would be dealt to creatures you control this turn.
(74/515)


Rare:25

Ancestral Martyr
2, Creature - Soldier 3/3, Rare
If Ancestral Martyr is put into a graveyard the same turn it was blocked, you win the game.
Creatures have "2: This creature can't block this turn."
(3/515)

Angel of Purity
4, Creature - Angel 4/4, Rare
Flying.
Prevent all damage that would be dealt to Angel of Purity.
"The mind and body are mere vessels for the soul. To destroy me, you have to conquer my thoughts."
-Angel

(4/515)

Angel of Vengeance
4, Creature - Angel 4/4, Rare
Whenever a creature you control is put into a graveyard from play by a source controlled by an opponent, you may remove target creature from the game.
(5/515)

Banish
2, Sorcery, Rare
Remove target creature from the game.
Those who disrupt the games are never welcomed back.
(11/515)

Belgarian Enforcer
5, Creature - Human Soldier 5/3, Rare
You may play Belgarian Enforcer any time you could play an instant.
First strike.
When Belgarian Enforcer comes into play, choose a color. Creatures you control gain protection from that color until end of turn.
(13/515)

Belgarian Hero
2, Creature - Human Soldier 2/2, Rare
You may play Belgarian Hero any time you could play an instant.
When Belgarian Hero comes into play, destroy target creature with power 4 or higher. It can't be regenerated.
(14/515)

Blessed Herald
3, Creature - Herald 3/3, Rare
W, T: Remove Blessed Herald from the game: Remove target creature from the game. Its controller gains life equal to that creature's power.
(16/515)

Defensive Turnabout
2, Enchantment, Rare
Walls may attack as though they weren't walls.
Nonflying, nonwall creatures can't attack.
The people of Zofar are still trying to figure out how the Zofela turned the tide of the most important battle of the war.
(23/515)

Destiny Striker
2, Creature - Soldier 2/3, Rare
Whenever Destiny Striker deals combat damage to a creature, remove that creature from the game.
"I'll show you your fate."
-Striker

(24/515)

Elite Training
2, Enchantment, Rare
Creatures you control get +1/+1 and have first strike.
Captain Larvaun did his best to ensure his soldiers were the best of any in the land.
(30/515)

Erasure
3, Sorcery, Rare
Remove all creatures from the game.
"I suppose this is our final judgement."
-Shanesti

(33/515)

Griffin Squadron
5, Creature - Griffin 6/6, Rare
Flying, first strike.
Effergy's best cavalry attack in waves.
(41/515)

Holistic Djinn
4, Creature - Elemental Genie 4/5, Rare
Flying
2W: Choose a color. Holistic Djinn gets protection from that color until end of turn.
(43/515)

Holy Ground
, Enchantment, Rare
Counter all spells that would destroy one or more lands you control.
The royal lands are protected by sorcery unheard of by anyone.
(44/515)

Honored Angel
3, Creature - Angel 3/3, Rare
Flying, vigilance
Gain 5 life whenever Honored Angel is put into a graveyard from play.
(45/515)

Marlos' Judgment
2, Sorcery, Rare
Destroy all creatures with power 3 or greater. They can't be regenerated.
"A Cardinal's heart must be merciful to be strong."
-Marlos

(50/515)

Mind Shrieker
3, Creature - Human Empath 2/2, Rare
Whenever you play a spell with converted mana cost three or less, you may untap Mind Shrieker.
T: Tap target creature.
"Think of it as screaming inside of your head, only louder."
-Shrieker

(52/515)

Morstraint Temple
3, Legendary Enchantment, Rare
W, Put the top five cards of your library into your graveyard: Prevent all combat damage that would be dealt this turn.
(55/515)

Prismatic Shelter
1, Enchantment, Rare
Discard a card from your hand: Target creature you control gets protection from the color of your choice until end of turn.
(59/515)

Sheltering Barrier
1, Instant, Rare
Counter target spell that would destroy one or more creatures you control.
Draw a card.
(67/515)

Sky Protector
2, Creature - Wall 0/5, Rare
Flying, defender
Sky Protector can block any number of creatures.
Whenever Sky Protector blocks a creature, it gets +0/+2 until end of turn.
(68/515)

Sunstriker
3, Creature - Human Soldier 3/3, Rare
Sunstriker can't be blocked by creatures with power 4 or greater.
"Fight me if you dare! I shall use your weaknesses to my advantage."
-Striker

(75/515)

Wall of Sunlight
2, Creature - Wall 2/6, Rare
Flying, defender
1: Remove Wall of Sunlight from the game.
1W: Return Wall of Sunlight to play. Play this ability only if Wall of Sunlight has been removed from the game.
(78/515)

Winter Dawn
2, Enchantment, Rare
When Winter Dawn comes into play, put three Dawn counters on it.
At the beginning of your upkeep, remove a Dawn counter from Winter Dawn. If you can't, sacrifice Winter Dawn.
Player's can't play spells.
(79/515)

Zofela Ambush Team
3, Creature - Human Soldier 2/3, Rare
You may play Zofela Ambush Team any time you could play an instant.
If you play Zofela Ambush Team during an opponent's turn, it has haste.
T, Discard a land card: Zofela Ambush Team deals 4 damage to target attacking or blocking creature.
(81/515)


Blue:85


Common:35

Air Gazer
, Creature - Human Wizard 0/1, Common
Flying
Whenever you draw a card, Air Gazer gets +1/+1 until end of turn.
Wisdom is the greatest strength of all.
(86/515)

Aqua Blast
2, Instant, Common
Counter target red spell.
Draw a card.
Water is nature's cleansing agent.
(87/515)

Aqua Dancer
1, Creature - Merfolk 2/1, Common
Aqua Dancer has flying as long as an opponent controls a nonbasic land.
The dancers normally stay underwater, but when in danger they spread wings to fly above the surface.
(88/515)

Botched Orders
2, Instant, Common
Counter target spell that targets a permanent.
Draw a card.
"I said attack! Not back!"
-Sergeant

(91/515)

Breeze of Erasure
1, Instant, Common
Counter target spell.
At the beginning of your next main phase, add 2 to your mana pool.
(92/515)

Cast Away
4, Instant, Common
Return target creature to its owner's hand.
Draw two cards.
The power of wind can stifle any opposition.
(94/515)

Cold Chill
, Instant, Common
Tap target creature.
Draw a card.
"I can't feel my toes!"
-Shanesti

(98/515)

Covert Strike Force
2, Creature - Human Empath 3/2, Common
Covert Strike Force can't be the target of spells or abilities.
At the end of your turn, sacrifice Covert Strike Force if you didn't play a land this turn.
(101/515)

Devoted Apprentice
, Creature - Wizard 1/1, Common
2U, Sacrifice Devoted Apprentice: Return target instant card from your graveyard to your hand.
(104/515)

Distracting Illusionist
1, Creature - Wizard 2/1, Common
When Distracting Illusionist comes into play, creatures you don't control lose all abilities until end of turn.
"I'll draw the heat for a while. That should buy you some time."
-Illusionist, to Tennen

(105/515)

Drake Fisher
3, Creature - Drake 3/3, Common
Flying
2U, Sacrifice Drake Fisher: Draw a card.
"Just be sure to catch one before it fishes. It takes days to get the smell off of it."
-Hunter

(107/515)

Drake Yearling
1, Creature - Drake 2/1, Common
Flying.
Drake Yearling can only block creatures with flying.
The youngest of the drakes are both the bravest and most cowardly of their kind.
(109/515)

Elemental Wisdom
2, Enchant Creature, Common
Enchanted creature gets +2/+2.
Whenever enchanted creature deals combat damage to a player, you may draw a card.
(111/515)

Gust Elemental
, Creature - Elemental 1/1, Common
Sacriifce Gust Elemental: Target creature gains flying until end of turn.
"Learn to control the winds, and victory is assured."
-Tennen

(123/515)

Hover Squadron
1, Creature - Human Empath 2/2, Common
Flying
Discard a land card: Target creature gains flying until end of turn.
(124/515)

Hydro Barrier
1, Creature - Wall 1/4, Common
Defender, protection from red.
Fire is no match for the brutal strength of pure water.
(126/515)

Longhull Galleon
5, Creature - Pirate 6/5, Common
Longhull Galleon can't attack unless defending player controls an island.
Cities close to the shoreline are feasts for the raiding ships.
(128/515)

Paralytic Shockwave
1, Instant, Common
Target creature doesn't untap during its controller's next untap step.
Draw a card.
Vharamel blasted a bolt of energy at Tennen. Slowly, the old man crouched to his knees, unable to stand.
(133/515)

Port Spellcaster
3, Creature - Pirate Wizard 2/2, Common
Whenever Port Spellcaster deals combat damage to a player, that player returns a creature he or she controls to its owner's hand.
(135/515)

Proud Drake
2, Creature - Drake 3/3, Common
Flying.
When Proud Drake comes into play, sacrifice it unless you put two cards from your hand on top of your library.
(139/515)

Psychic's Spirit
2, Enchant Creature, Common
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, you may draw a card.
(143/515)

Raiding Cruiser
3, Creature - Pirate 2/2, Common
2U: Return target creature and Raiding Cruiser to their owners' hands.
"We'll distract them for a while, Captain. Prepare your griffin cavalry."
-Dreg Tattem, Pirate Leader

(144/515)

Redtail Gull
3, Creature - Bird 2/1, Common
Flying.
When Redtail Gull comes into play, draw a card.
In Zofela, gulls always signal good fortune.
(145/515)

School of Barracuda
3, Creature - Fish 3/1, Common
Islandwalk
"If you catch one, throw it back if you value your legs."
-Fisher

(147/515)

Screaming Eagle
1, Creature - Bird 1/1, Common
Flying
When Screaming Eagle comes into play, you may sacrifice it. If you do, return target creature to its owner's hand.
(148/515)

Seer's Apprentice
2, Creature - Townsperson 2/2, Common
When Seer's Apprentice comes into play, look at the top three cards of your library and put them back in any order.
"I forsee trouble on the morrow. Perhaps we should prepare."
-Seer

(149/515)

Serpent Wings
3, Enchant Creature, Common
Enchanted creature gets +2/+2 and flying.
After concentrating, Vhendrick's back sprouted with giant wings, allowing him to float. "Elementals aren't the only things I can enhance."
(150/515)

Subtle Hypnosis
2, Enchant Creature, Common
U: Tap enchanted creature.
Vhendrick looked down to see himself digging a hole in the dirt. "I can make you do worse," Zeptal cackled.
(154/515)

Swooping Drake
4, Creature - Drake 3/3, Common
Flying.
1U, T: Tap target creature.
"Don't anger the drakes. Trust me."
-Captain Larvaun

(156/515)

Tariff Bribes
1, Instant, Common
Counter target spell unless that spell's controller has you draw two cards.
"Are you a negotiator? No? Well, you are now."
-Customs officer

(157/515)

Temporal Strength
, Enchant Creature, Common
Enchanted creature gets +2/+2.
If enchanted creature attacks or blocks, at the end of combat put it on top of owner's library and return Temporal Strength to its owner's hand.
(159/515)

Unstable Abomination
1, Creature - Horror 1/0, Common
Unstable Abomination comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, remove a +1/+1 counter from Unstable Abomination.
"Let's just hope it lasts long enough to do some damage."
-Yori

(165/515)

Uplift
1, Instant, Common
Choose one: Return target creature to its owner's hand, or target creature gains flying until end of turn.
With a flick of her wrist, Shanesti sent the charging fire elemental soaring into the sky.
(166/515)

Visionary Drake
3, Creature - Drake 2/2, Common
3U, Return Visionary Drake to its owner's hand: Visionary Drake becomes an instant spell that says "Draw two cards."
(167/515)

Winged Phantom
1, Enchantment, Common
1U: Winged Phantom becomes a 2/2 Illusion creature with flying until the end of turn. It's still an enchantment.
They're hard to see, and even harder to catch.
(170/515)


Uncommon:25

Arcane Study
4, Instant, Uncommon
Draw five cards, then discard two cards.
"We'll need to do more research to defeat this new threat."
-Naphroden

(89/515)

Bewilder
2, Instant, Uncommon
Gain control of target creature until end of turn.
Draw a card.
Churram felt a blade parry his attack away. "You're fighting the wrong enemy!", Yori shouted.
(90/515)

Casting of Runes
1, Instant, Uncommon
Draw up to three cards. For each card drawn this way, put the top three cards of your library into your graveyard.
(95/515)

Chimeric Warrior
3, Creature - Human Soldier 2/3, Uncommon
1: Chimeric Warrior becomes an artifact that has "3U, T: Draw a card." and "2U: Return Chimeric Warrior to its owner's hand."
(96/515)

Coral Shaman
1, Creature - Merfolk 2/1, Uncommon
U, T: Target spell that targets a creature you control targets a creature of your choice unless that spell's controller pays 2.
(100/515)

Cyclone Elemental
4, Creature - Elemental 4/4, Uncommon
Flying
If you control an island and you control seven or more lands, you may play Cyclone Elemental without paying its mana cost.

(103/515)

Dousing Tide
2, Enchantment, Uncommon
2UU: Tap all creatures without flying.
Galnoth's fury drenched the Effergy coasts with more water the people had ever seen.
(106/515)

Elemental Abjurer
1, Creature - Human Wizard 0/1, Uncommon
UU, T, Put Elemental Abjurer on top of its owner's libary: Counter target spell.
Prevention is the best form of defense.
(110/515)

Enforced Dam
2, Enchantment, Uncommon
2UU, Discard four cards from your hand: Draw three cards.
"Let's just hope it holds."
-Yori

(112/515)

Evocation of Denial
2, Instant, Uncommon
Counter target spell. Put the top three cards of that spell's controller's library into his or her graveyard.
"Don't worry. That ringing in your ears will go away....after a day or so."
-Shanesti

(113/515)

Frozen Elemental
4, Creature - Elemental 5/5, Uncommon
Whenever Frozen Elemental becomes tapped, it doesn't untap during your next untap phase.
Ice isn't known for being fast.
(118/515)

Gravity Mage
2, Creature - Human Empath Wizard 2/3, Uncommon
Flying
Lands come into play tapped.
"Hard to move, isn't it?"
-Mage

(122/515)

Illusionary Brigade
2, Creature - Soldier 3/3, Uncommon
Whenever Illusionary Brigade becomes blocked, return it to its owner's hand.
"Why must our enemy use shadows to attack us? We want a REAL fight!"
-Zestula

(127/515)

Mystic Wall
2, Creature - Wall 0/5, Uncommon
Defender
When Mystic Wall is put into a graveyard from play, you may draw a card.
(132/515)

Prelgath Initiator
2, Creature - Human Wizard 1/1, Uncommon
Whenever Prelgath Initiator is put into a graveyard from play, counter target spell.
3U, Sacrifice Prelgath Initiator: Target creature can't be the target of spells or abilities this turn.
(136/515)

Price of Achievement
3, Instant, Uncommon
Draw three cards, then put the top five cards of your library into your graveyard.
Progress is rarely without a burden.
(138/515)

Risky Venture
1, Enchantment, Uncommon
Sacrifice Risky Venture: Discard any number of cards from your hand, then draw that many cards.
"You a betting man, Tennen?"
-Vharamel

(146/515)

Steamwing
4, Creature - Human Soldier 5/1, Uncommon
Flying.
At the beginning of your upkeep, sacrifice Steamwing unless you pay 1.
(152/515)

Storm Weaver
4, Creature - Elemental 4/4, Uncommon
Flying, protection from red.
Fire never bothers a being made from pure water.
(153/515)

Swirling Elemental
, Creature - Elemental 2/2, Uncommon
Swirling Elemental can't be blocked by creatures with power 3 or more.
"Size does matter. Especially when you're too small to be caught."
-Shanesti

(155/515)

Temporal Spark
3, Instant, Uncommon
Put target permanent on top of its owner's library.
Elemental sorcery can accidentally open pockets of time.
(158/515)

Thought Control
4, Enchant Creature, Uncommon
When Thought Control comes into play, draw a card.
You control enchanted creature.
"Now then, you were about to slay Marlos. I suggest you get on with it."
-Omoroth, to Captain Larvaun

(161/515)

Thought Tormentor
1, Creature - Human Empath 1/2, Uncommon
Whenever Thought Tormentor deals combat damage to a player, put that many cards from the top of that player's library into his or her graveyard.
(162/515)

Trovesta Informant
2, Creature - Human Soldier 2/2, Uncommon
Whenever Trovesta Informant deals combat damage to a creature, you may return that creature to its owner's hand.
"Just be sure to banish them before they can report you. Otherwise you're just asking for trouble."
-Captain Larvaun

(164/515)

Whisper Elemental
, Creature - Elemental 0/1, Uncommon
Flying
Whenever you play a spell, Whisper Elemental gets +1/+1 until end of turn.
Some words are best left unsaid.
(169/515)


Rare:25

Brine Mage
2, Creature - Human Wizard 1/2, Rare
T: Target creature you control can't be the target of spells or abilities this turn.
The power of the underwater coral can create shields even stronger than the most powerful sorcery.
(93/515)

Chronos Researchers
1, Creature - Wizard 2/2, Rare
At the beginning of each player's upkeep, that player draws a card.
"Time can be controlled, like anything else. But only in one direction."
-Researcher

(97/515)

Convincing Argument
, Enchant Creature, Rare
You control enchanted creature.
At the beginning of enchanted creature's owner's upkeep, that player may pay enchanted creature's mana cost. If that player does, sacrifice Convincing Argument. (Mana cost includes color.)
(99/515)

Cross Reference
2, Sorcery, Rare
Reveal a card from your hand. Search your library for a card that shares a color with that card, reveal it, and put it in your hand. Shuffle your library afterwards.
Perhaps if we put "Spirit" and "Monger" together....
(102/515)

Drake Visionary
1, Creature - Drake 2/2, Rare
Flying
Draw a card whenever Drake Visionary blocks.
Even the beasts of Zofela have learned to use psychic power.
(108/515)

Extracted Wisdom
1, Sorcery, Rare
Play Extracted Wisdom only before your combat step.
As an additional cost to play Extracted Wisdom, tap an untapped creature you control.
Draw three cards.
(114/515)

Flickering Image
3, Creature - Illusion 2/2, Rare
Flying.
You may play Flickering Image any time you could play an instant.
2U: Return Flickering Image to its owner's hand.
(115/515)

Frost Breather
3, Creature - Beast 4/4, Rare
3U: Target creature doesn't untap during its controller's next untap step.
Freeze!
(116/515)

Frozen Assets
1, Enchantment, Rare
Sacrifice Frozen Assets: Draw three cards. Use this ability only if you have no cards in your hand.
"We have a treasure horde underneath Icefall Lake. Perhaps it's time we used it."
-Naphroden

(117/515)

Funnel Spirit
4, Creature - Spirit 4/5, Rare
Flying
2U: Funnel Spirit is unblockable this turn.
It's nearly impossible to fight a ghost made of water.
(119/515)

Gale Summoner
2, Creature - Human Wizard 2/2, Rare
XU, T: Remove the top X cards of your library from the game. For each land you remove this way, you may return target creature to its owner's hand.
(120/515)

Gambit
, Instant, Rare
Shuffle your library, then remove the top five cards of it from the game face down. Choose two of those cards and put them in your hand. Then put all other cards removed this way into your graveyard.
(121/515)

Hurricane Elemental
3, Creature - Elemental 1/1, Rare
Flying
When Hurricane Elemental comes into play, return up to three other target creatures to their owners' hands.
(125/515)

Mana Cloner
2, Creature - Human Empath 2/2, Rare
Whenever you play an instant or sorcery spell that only targets Mana Cloner, you may pay 2U. If you do, you may copy that spell for each other creature you control, and choose each other creature you control as a target for them.
(129/515)

Merfolk General
3, Creature - Merfolk 3/4, Rare
Whenever Merfolk General deals combat damage to a player, you may search that player's library for up to two cards and remove them from the game. Then that player shuffles his or her library.
U: Merfolk General can't be the target of spells or abilities this turn.
(130/515)

Misinterpretation
3, Enchantment, Rare
Spells your opponents play cost 1 more to play.
Language barriers are often a big problem within the Zofar lands.
(131/515)

Phantom Overlord
3, Creature - Elemental 4/4, Rare
Phantom Overlord is unblockable.
Whenever you draw a card, reveal it. Any opponent may pay 2 life. If he or she does, discard that card.
(134/515)

Prelgath Sage
2, Creature - Human Wizard 2/2, Rare
Discard two cards from your hand: Draw a card.
Wizards have to lose their minds to gain their sanity.
(137/515)

Proud Duellist
, Creature - Human Soldier 2/2, Rare
When Proud Duellist comes into play, you may put two cards from your hand on top of your library. If you don't, sacrifice Proud Duellist.
Put a card from your hand on top of your library: Proud Duellist gets +2/+2 until end of turn. Play this ability only once each turn.
(140/515)

Psionic Apprentice
2, Creature - Human Wizard 2/2, Rare
Put a card from your hand on top of your library: Tap or untap target creature.
"If you think I'm strong, you should see my master."
-Apprentice

(141/515)

Psychic Charm
4, Instant, Rare
Choose one: Return up to two target permanents to their owners' hands, tap all permanents target player controls, or draw three cards
(142/515)

Skyknight Elite
4, Creature - Human Soldier 3/3, Rare
Flying.
2U: Return target creature blocking Skyknight Elite to its owner's hand.
"Out of my way!"
-Captain Larvaun

(151/515)

Temporal Vortex
3, Sorcery, Rare
Each player chooses up to two cards in his or her hand and two lands he or she controls. Then, each player shuffles all cards not chosen from his or her graveyard, hand, and cards he or she controls in play into their owner's library. Then, each player may draw up to five cards. Remove Temporal Vortex from the game.
(160/515)

Time Channel
5, Sorcery, Rare
Take another turn after this one.
Draw a card.
Using all of his body's essence, Naphroden conjured a portal to reverse the flow of time.
(163/515)

Warning Buoy
1, Enchantment, Rare
When Warning Buoy comes into play, put any number of Warning counters on it.
Sacrifice Warning Buoy: Counter target spell with converted mana cost equal to the number of Warning counters on Warning Buoy.
(168/515)


Black:85


Common:35

Animated Roc
4, Creature - Zombie Bird 4/3, Common
Flying
During another player's turn, Animated Roc gets -1/-1.
Undead of that size don't stay stable for long.
(174/515)

Blood Familiar
2, Creature - Familiar 2/1, Common
T, Put Blood Familiar on top of its owner's library: Add BB to your mana pool.
"These horrid beasts are all that stand between us and the demon army? Should we surrender?"
-Churram

(175/515)

Blood Letter
2, Creature - Human Wizard 2/2, Common
B, T: Target player loses 1 life.
I think the cure is worse than the disease.
(176/515)

Caustic Vapors
X1, Instant, Common
Target creature gets -X/-X until end of turn.
In moments, the foul miasma melted what flesh remained on Talsoris' entire regiment.
(177/515)

Consume Soul
3, Sorcery, Common
Consume Soul deals 3 damage to target creature. You gain 3 life.
"Taste the essence, and swallow its power."
-Trag Nak'kat

(181/515)

Corrosive Vents
2, Sorcery, Common
Destroy target land. If that land is non-basic, Corrosive Vents deals 1 damage to each creature that player controls.
(182/515)

Corrupted Peddler
2, Creature - Human Townsfolk 2/2, Common
Whenever Corrupted Peddler deals combat damage to a creature, that creature's controller discards a card.
"Don't buy anything from him. You're much better off."
-Taxpayer

(183/515)

Cursed Imp
2, Creature - Imp 3/2, Common
Flying
When Cursed Imp comes into play, sacrifice it unless you discard a card at random. If you discard a land this way, Cursed Imp loses flying. (This effect doesn't end at end of turn.)
(185/515)

Cursed Mage
1, Creature - Human Mage 1/1, Common
When Cursed Mage comes into play you may sacrifice a land. If you do, destroy target non-black, non-artifact creature. It can't be regenerated.
Evil of this kind can only spread.
(186/515)

Deepwood Mongrel
1, Creature - Hound 2/1, Common
Protection from green.
Omoroth's creations began to adapt to their surroundings almost as quickly as he produced them.
(192/515)

Demonic Curse
3, Enchant Creature, Common
Enchanted creature gets -3/-3.
The Nak'Thal quickly found ways to poison the flesh while destroying the mind.
(193/515)

Demonic Strength
2, Enchant Creature, Common
Enchanted creature gets +4/+4 and can't block.
The Nak'Thal proved to the people of Spelkra that anger and might go hand in hand.
(194/515)

Despairing Tragedy
5, Sorcery, Common
Target player sacrifices a creature. Then, that player discards a number of cards equal to that creature's mana cost.
"We still mourn the loss of our brothers during this perilous event. May they rest in peace."
-Mrotak Soldier

(196/515)

Dire Wolf
2, Creature - Wolf 2/2, Common
Fear
When Dire Wolf comes into play, you may search your library for a creature card. If you do, reveal it, and put it in your graveyard. Then shuffle your library.
(200/515)

Drafted Empath
, Creature - Human Empath 1/1, Common
T: Drafted Empath and target creature each get -1/-1 until end of turn.
"Why is it you can never find good help through force?"
-Zeptal

(201/515)

Drakava Cutthroat
3, Creature - Gnoll 3/3, Common
Drakava Cutthroat can't block.
Whenever Drakava Cutthroat deals combat damage to a creature, destroy that creature unless that creature's controller pays 3. If that creature is destroyed this way, it can't be regenerated.
(202/515)

Drudging Ghouls
2, Creature - Zombie 2/1, Common
B, Remove a creature card in your graveyard from the game: Regenerate Drudging Ghouls. Then, put a +1/+1 counter on Drudging Ghouls if it regenerated this way.
(205/515)

Elemental Conjurer
2, Creature - Human Wizard 1/2, Common
T: Add B to each player's mana pool.
"I've been told to share, so let's share."
-Conjurer

(206/515)

Foul Oil
2, Enchant Creature, Common
Enchanted creature gets +2/+2 and fear.
Demons coat themselves in a foul sludge to ward off the living.
(211/515)

Fragile Horor
2, Creature - Horror 4/3, Common
If Fragile Horror becomes the target of a spell or ability, sacrifice it.
Strong and menacing, but they fall apart very easily.
(212/515)

Frightner
1, Creature - Human Empath 2/1, Common
Sacrifice a land: Target creature gains fear until end of turn.
"I'll show you how to be afraid."
-Zeptal

(213/515)

Hypnotic Shadow
1, Enchantment, Common
1B: Hypnotic Shadow becomes a 1/1 creature until end of turn that has "Whenever this creature deals combat damage to a player, that player discards a card from his or her hand." It's still an enchantment.
(217/515)

Maddening Strike
2, Sorcery, Common
Destroy target non-black creature. It can't be regenerated. That creature's controller discards a card from his or her hand.
Some curses are so powerful they rip your sanity from your mind.
(221/515)

Muddle
3, Sorcery, Common
Target player discards a card for each creature he or she controls.
Confusion leads to defeat.
(226/515)

Nak'Thal Defender
4, Creature - Demon 3/3, Common
B: Regenerate Nak'Thal Defender.
Some of the demons were sent to protect their base camps from invading forces.
(227/515)

Rats of Deterioration
2, Creature - Rat 2/1, Common
Sacrifice Rats of Deterioration: Destroy target wall.
"And you thought beavers were destructive?"
-Tennen

(233/515)

Restless Charger
, Creature - Gnoll 3/1, Common
Restless Charger can't block.
The Trovesta are great at conquering, and lousy at defending.
(234/515)

Severed Link
1, Instant, Common
Destroy target nonblack, nonartifact creature . It can't be regenerated. That creature's controller discards a card.
When the mind is separated from the body, the soul falls apart.
(236/515)

Skeletal Soldier
1, Creature - Skeleton 1/1, Common
Pay 1 life: Regenerate Skeletal Soldier.
"Try as you may, demons, you can't slay that which is already dead."
-Joleph, Master Necromancer

(238/515)

Tears of Pain
3, Sorcery, Common
At the beginning of your upkeep, if Tears of Pain is in your graveyard, you may remove it from the game. If you do, target opponent discards a card from his or her hand.
Target opponent discards two cards from his or her hand.
(245/515)

Thought Warp
4, Sorcery, Common
Target player discards two cards from his or her hand.
Draw a card.
Tennen tried to concentrate, but Vhendrick's sorcery twisted every thought he could muster.
(247/515)

Trovesta Brute
, Creature - Beast 2/2, Common
When Trovesta Brute attacks, discard a card at random.
"Here's a tip for you: never trust a bully."
-Naphroden

(248/515)

Unliving Elemental
1, Creature - Elemental 3/1, Common
If Unliving Elemental is put into a graveyard from play, remove it from the game.
Dead elementals don't die, they cease to exist.
(252/515)

Zombie Bats
, Creature - Zombie Bat 2/1, Common
Flying.
Creatures blocking or blocked by Zombie Bats get first strike until end of turn.
"Ever seen one? They're vicious and heartless, but dumb as a brick."
-Joleph, Master Necromancer

(254/515)

Zombie Mage
1, Creature - Zombie Mage 1/1, Common
T: Add B to your mana pool.
Even death cannot stop the power of the mage.
(255/515)


Uncommon:25

Abhor
1, Instant, Uncommon
Destroy target nonblack creature. It can't be regenerated. That creature's controller loses 3 life, and you lose 2 life.
Atrocity leads to depression.
(171/515)

Choking Stench
4, Sorcery, Uncommon
Creatures get -3/-3 until end of turn.
Despite their best efforts, the Spelkra armies were overwhelmed by the foulness of the Nak'Thal pestilence.
(179/515)

Confusion
3, Sorcery, Uncommon
Target player discards two cards at random.
"Torture is my specialty, especially when I can torment your thoughts."
-Zeptal

(180/515)

Cradle of Weakness
4, Instant, Uncommon
Target player loses 2 life. You gain 2 life.
Draw a card.
Marlos' guilt consumed him more than any man ever in the history of Effergy's kingdom.
(184/515)

Dark Researcher
2, Creature - Wizard 1/2, Uncommon
T, Pay 1 life: Draw a card.
"My services require payment.....in blood."
-Researcher

(188/515)

Death Watcher
2, Creature - Zombie 2/2, Uncommon
Gain 1 life whenever a creature you control is put into a graveyard from play.
"Bring your dead to me. I have many uses for them."
-Watcher

(190/515)

Drakava Mutilator
3, Creature - Gnoll 4/4, Uncommon
When Drakava Mutilator comes into play, remove all cards in your graveyard from the game. If you don't remove three or more cards from the game this way, sacrifice Drakava Mutilator.
(203/515)

Dread Zombie
, Creature - Zombie 1/1, Uncommon
Fear
Dread Zombie can't block.
"They're mindless, no doubt, but more horrifying than anything I've ever come across."
-Yori

(204/515)

Empathic Tormentor
1, Creature - Empath 1/1, Uncommon
T: Target creature gets -1/-1 until end of turn.
Sacrifice Empathic Tormentor: Target creature gets -1/-1 until end of turn.

(207/515)

Enslave
1, Enchant Creature, Uncommon
You control enchanted creature.
Enchanted creature can't attack or block, and its activated abilities can't be played.
"We hope you enjoy your stay."
-Hendelver, to a captive Tennen

(209/515)

Fleshcrafter
3, Creature - Human Wizard 2/3, Uncommon
2B, T, Remove a creature card in your graveyard from the game: Draw a card.
"These corpses will serve better as weapons. Let's get started."
-Fleshcrafter

(210/515)

Hendelver's Edict
3, Sorcery, Uncommon
Target player sacrifices two creatures.
"Slay all who oppose the Trovesta. Show them no mercy."
-Hendelver

(215/515)

Hollow Djinn
1, Creature - Djinn 3/3, Uncommon
Flying.
You can't play creature spells.
The Djinns only demand one thing: your soul.
(216/515)

Ill Streak
2, Sorcery, Uncommon
Ill Streak deals 1 damage to all creatures and players.
At the beginning of your upkeep, if Ill Streak is in your graveyard, you may remove a card in your hand from the game. If you do, return Ill Streak to your hand.
(218/515)

Malavak Initiator
2, Creature - Human Wizard 1/1, Uncommon
Whenever Malavak Initiator is put into a graveyard from play, draw two cards, then lose two life.
3B, Sacrifice Malavak Initiator: Target creature gets -2/-2 until end of turn.
(222/515)

Mental Digestion
3, Sorcery, Uncommon
Look at target opponent's hand and choose up to two nonland cards from it. That player shuffles those cards into his or her library.
Tastes like chicken.
(224/515)

Monstrous Imp
1, Creature - Imp 3/3, Uncommon
Flying.
At the beginning of your upkeep, you lose 1 life.
Imps this size demand a heafty price for their services.
(225/515)

Plague Priest
2, Creature - Human Cleric 2/1, Uncommon
When Plague Priest comes into play, destroy target land.
"Life is my only concern. Where it grows, I am there to dispose of it."
-Priest

(231/515)

Plague Victim
, Creature - Zombie 1/1, Uncommon
Plague Victim can't block.
Destroy all creatures Plague Victim deals combat damage to. They can't be regenerated.
"Don't let it touch you. You'll be much better off."
-Belgarian soldier

(232/515)

Rot Away
4, Instant, Uncommon
Destroy target land or creature. It can't be regenerated.
Nothing lasts forever but they earth and sky.
(235/515)

Skulking Horror
3, Creature - Horror 4/4, Uncommon
At the beginning of your upkeep, you lose 2 life unless you remove a land in your graveyard from the game.
Instead of flesh, the horrors feast upon the vegetation that grows around them.
(239/515)

Soul Defiler
1, Creature - Human Wizard 2/1, Uncommon
B, T: Target player loses 1 life, and you gain 1 life, unless that player pays 2.
"What's yours is mine. It's that simple.
-Defiler

(240/515)

Spike Rager
3, Creature - Beast 2/2, Uncommon
T: Target player loses 1 life. You gain 1 life.
The worms of the Balguldan forest have developed a vampire's diet.
(243/515)

Tainted Skeleton
2, Creature - Skeleton 3/1, Uncommon
B: Regenerate Tainted Skeleton.
These beings are so foul even most necromancers won't go near them.
(244/515)

Twisted Intent
4, Sorcery, Uncommon
Destroy target non-black creature. It can't be regenerated. Put a 2/2 black Zombie creature token into play under your control.
(251/515)


Rare:25

Angel of Sorrow
4, Creature - Angel 3/3, Rare
Flying.
Whenever Angel of Sorrow is put into a graveyard from play, you may return another target creature from your graveyard to your hand.
(172/515)

Animated Jann
4, Creature - Elemental Genie 4/5, Rare
T: Target creature gets -2/-2 until end of turn.
The Jann's specialty is weakening its foes.
(173/515)

Caustic Wasteland
1, Enchant World, Rare
Whenever a player plays a spell, that player loses 2 life unless he or she pays B.
Out in the deserted fields of Trovesta, Shanesti discovered the reason behind the gnoll invasion.
(178/515)

Dark Merchant
2, Creature - Human Townsperson 1/1, Rare
If at any time you have no cards in your hand, remove Dark Merchant from the game. If you do, shuffle your library, remove the top card of it from the game, then draw five cards.
(187/515)

Dark Succubus
1, Creature - Demon Angel 1/1, Rare
Dark Succubus has flying if it has three or more +1/+1 counters on it.
Discard a card from your hand: Put a +1/+1 counter on Dark Succubus. Play this ability only once each turn, and only when you could play a sorcery.
(189/515)

Decaying Dragon
3, Creature - Dragon 0/0, Rare
Flying
Decaying Dragon comes into play with five +1/+1 counters.
At the end of your turn, if Decaying Dragon didn't come into play this turn, remove a +1/+1 counter.
(191/515)

Demonic Understudy
2, Creature - Human Wizard 1/1, Rare
If Demonic Understudy is put into a graveyard from play, you may remove it from the game. If you do, search your library for a card and put it in your hand. Then shuffle your library.
(195/515)

Despotic Pact
X, Sorcery, Rare
Discard your hand, then draw X+1 cards.
"Make sure you sign that line. Otherwise this document is useless."
-Zeptal

(197/515)

Despotic Research
4, Instant, Rare
Reveal the top 5 cards of your library. You may pay 1 life for any of those cards. If you do, put that card in your hand. Put the remaining in your graveyard.
(198/515)

Devouring Pangolin
3, Creature - Beast 6/5, Rare
When Devouring Pangolin comes into play, a player may sacrifice two lands. If a player does, sacrifice Devouring Pangolin.
They only come out when they're hungry, and they go back when they're full.
(199/515)

Empathic Virus
2, Sorcery, Rare
Creatures get -1/-1 until end of turn for each card in your hand.
"My mind is my weapon, Vhendrick. Your resistance is futile."
-Zeptal

(208/515)

Ghoul Berzerker
4, Creature - Zombie 5/1, Rare
Trample
Remove two cards in your graveyard from the game; Regenerate Ghoul Berzerker.
"If the deadite can be taught to fight, it becomes stronger than any soldier in the army."
-Joleph, Master Necromancer

(214/515)

Immortality
2, Enchant Creature, Rare
You may only play Immortality on a creature you control.
Whenever enchanted creature leaves play, return it to play under your control and return Immortality to its owner's hand.
(219/515)

Lurking Phantom
2, Creature - Ghost 2/2, Rare
Fear
At the beginning of your postcombat main phase, add BB to your mana pool if Lurking Phantom dealt combat damage to a player this turn.
(220/515)

Mental Burden
1, Enchantment, Rare
As Mental Burden comes into play, draw a card.
Each player's maximum hand size is reduced by two.
The mind can only handle so much stress.
(223/515)

Nak'Thal Horror
5, Creature - Demon 7/6, Rare
Flying, trample
Whenever Nak'Thal Horror deals combat damage, sacrifice it unless you pay 2.
"Perhaps it's time we unleashed the fury of our strongest champions?"
-Trag Nak'kat

(228/515)

Netherworld Specter
3, Creature - Specter 2/2, Rare
Flying
Whenever Netherworld Specter deals combat damage to a player, that player discards a card.
At the beginning of your upkeep, if Netherworld Specter is in your graveyard, you may pay 2BB. If you do, return it to its owner's hand.
(229/515)

Omoroth's Caress
2, Enchant Creature, Rare
If enchanted creature is black, it gets +3/+1.
If enchanted creature isn't black, it gets -2/-2.
"Will you be blessed or cursed? Even I can't tell."
-Omoroth

(230/515)

Skeletal Seer
2, Creature - Skeleton 1/1, Rare
1B: Regenerate Skeletal Seer.
XBBT, Remove X target cards in your graveyard from the game: Draw X cards, then lose X life.
"Can we trust a dead clairvoyant?"
-Vhendrick

(237/515)

Soul Theft
1, Sorcery, Rare
Put a creature from an opponent's graveyard into play under your control.
"These demons can be brought back. I think I can make them attack the Nak'Thal."
-Joleph, Master Necromancer

(241/515)

Spectral Leech
2, Creature - Specter 2/2, Rare
Flying.
Whenever Spectral Leech deals combat damage to a player, you may 1 life. If you do, that player discards a card, and you draw a card.
(242/515)

Thought Seeker
2, Creature - Serpent 0/2, Rare
Fear
If Thought Seeker attacks and isn't blocked, the defending player discards a card at random unless he or she pays 3 life.
(246/515)

Trovesta Carriers
2, Creature - Zombie 2/2, Rare
At the beginning of each player's upkeep, that player sacrifices a creature.
Diseases can spread, even if the source has already died.
(249/515)

Twin Tutor
4, Sorcery, Rare
Search your library for two cards and put them in your hand. Then shuffle your library.
Great things always come in pairs.
(250/515)

Unrest
2, Instant, Rare
Return target creature card with converted mana cost 3 or less from a graveyard to play.
"Arise, my servants! There is much work to do."
-Joleph, Master Necromancer

(253/515)


Red:85


Common:35

Angered Firecat
4, Creature - Elemental Cat 5/5, Common
Haste
Fury is the greatest weapon of all.
(256/515)

Apprentice Geomancer
1, Creature - Human Wizard 2/1, Common
When Apprentice Geomancer comes into play it deals 1 damage to each other creature without flying.
"My master and I control the earth. If you wish to live, I suggest you befriend us."
-Geomancer

(258/515)

Arsonist
4, Creature - Mercenary 2/3, Common
Haste
When Arsonist comes into play, destroy target non-basic land.
"Set the fire, and run! It's so easy, even a child could do it."
-Zofar grunt

(259/515)

Churned Earth
3, Sorcery, Common
Destroy target land. Churned Earth deals 2 damage to target creature.
As the griffin squad swooped down for an attack, the earth belched from Omoroth's sorcery, causing several of them to fall lifelessly to the ground.
(264/515)

Drakava Bomber
3, Creature - Gnoll 2/2, Common
Flying
Drakava Bomber can't block.
T: Drakava Bomber deals 1 damage to target creature without flying or player.
(271/515)

Drakava Mercenary
1, Creature - Gnoll Mercenary 3/3, Common
When Drakava Mercenary comes into play, an opponent may have you draw up to two cards. If he or she does, that player gains control of Drakava Mercenary.
"Glory makes you famous. Wealth makes you powerful."
-Mercenary

(272/515)

Drakava Slinger
2, Creature - Gnoll 2/1, Common
When Drakava Slinger comes into play, it deals 1 damage to target creature or player.
"Arrows are for the weak. Throwing rocks requires much more skill."
-Slinger

(273/515)

Earth Shifter
4, Creature - Gnoll 3/3, Common
2R, Sacrifice Earth Shifter: Destroy target land. Play this ability any time you could play a sorcery.
The Drakava were taught to destroy anything they couldn't use.
(275/515)

Electric Blast
, Instant, Common
As an additional cost to play Electric Blast, discard a land.
Electric Blast deals 3 damage to target creature or player.
"If you survive my assault, Tennen, I want to know one thing: did it hurt?"
-Hendelver

(278/515)

Fire Wave
2, Instant, Common
Choose one: Fire Wave deals 3 damage to target creature, or Fire Wave deals 1 damage to each of up to three target creatures.
Tennen backed away from a group of gnolls. "It's time you learned what this old man can do."
(283/515)

Flame Cone
5, Instant, Common
Flame Cone deals 6 damage to target creature.
After chanting for several moments, Shanesti unleashed a fiery assault unlike anything the Drakava had ever seen.
(284/515)

Flamefist Boxers
2, Creature - Human Brawler 2/1, Common
Whenever Flamefist Boxers is put into a graveyard from play, you may have it deal 2 damage to target player.
The brawlers of Effergy never go down without saying goodbye.
(286/515)

Flamefist Grunts
2, Creature - Human Mercenary 3/1, Common
Flamefist Grunts has first strike as long as you control another creature with power 3 or greater.
Lead by example, and those who follow will excel.
(287/515)

Flamefist Spy
1, Enchantment, Common
1R: Flamefist Spy becomes a 2/2 Barbarian creature with first strike until end of turn. It's still an enchantment.
He waits until the time is just right.
(289/515)

Fury Elemental
, Creature - Elemental 2/1, Common
Fury Elemental attacks each turn if able.
Fury Elemental deals 2 damage to you whenever it is put into a graveyard from play.
(290/515)

Grass Dogs
1, Creature - Dog 2/1, Common
Plainswalk
Orc hounds are taught to ambush farmers while they cultivate their fields.
(293/515)

Ground Breaker
1, Creature - Human Wizard 1/1, Common
When Ground Breaker comes into play, you may sacrifice a land. If you do, Ground Breaker deals 3 damage to target player.
"Open the earth to reveal its deadly secrets."
-Breaker

(294/515)

Hot Flash
2, Instant, Common
Choose one: Hot Flash deals 5 damage to target creature, or Hot Flash deals 4 damage to target player.
Within moments, Vhendrick's deadly psionic attack melted his foes to ashes.
(295/515)

Hypnotic Flames
2, Instant, Common
Hypnotic Flames deals 3 damage to target creature or player.
If you paid at least B as part of Hypnotic Flames' mana cost, you may have target opponent discard a card.
(296/515)

Lance of Chaos
2, Enchant Creature, Common
Enchanted creature gets +2/+0 and first strike.
Whenever enchanted creature deals combat damage to a player, flip a coin. If you win that flip, you may draw a card.
(298/515)

Langor's Fury
1, Enchant Creature, Common
Enchanted creature gets +1/+1 and protection from white.
"Mercy is for the weak. And I am not weak."'
-Langor

(299/515)

Magma Slinger
, Creature - Human Wizard 1/1, Common
Sacrifice a mountain: Magma Slinger deals 1 damage to target player.
"Gaea's blood shall be your undoing."
-Slinger

(305/515)

Malavak Spearmen
3, Creature - Human Soldier 3/2, Common
1: Malavak Spearmen gains first strike until end of turn.
Training will get you ahead. Experience will keep you alive.
(308/515)

Master's Strings
2, Enchant Creature, Common
If enchanted creature becomes tapped, it deals damage equal to its power to its controller.
"Careful you don't stray from the one who supports you. You might find yourself alone."
-Omoroth

(309/515)

Nak'Thal Pursuer
3, Creature - Demon 2/2, Common
T: Nak'Thal Pursuer deals 2 damage to target creature that untapped this turn.
Demons are taught never to let an enemy completely escape.
(310/515)

Orcish Archer
2, Creature - Orc 2/2, Common
R, T: Orcish Archer deals 2 damage to target white creature.
Someone taught the orcs how to shoot bows. Now they're killing us with them.
(313/515)

Ravage
3, Sorcery, Common
Destroy target land. If that land is nonbasic, you may discard a card from your hand. If you do, put Ravage in your hand instead of your graveyard.
(317/515)

Sabotage
2, Sorcery, Common
Destroy target artifact or land. Sabotage deals 2 damage to that permanent's controller.
The Trovesta aren't good at much, but ambushing machinery is one of their specialties.
(320/515)

Soul Scorcher
2, Creature - Human Wizard 2/1, Common
T: Soul Scorcher deals 1 damage to target creature. That creature can't regenerate this turn.
"Your flesh is a mere vessel. What I seek is your very soul."
-Scorcher

(325/515)

Spurned Raiders
2, Creature - Human Mercenary 3/3, Common
At the end of your turn, sacrifice Spurned Raiders if you didn't play a land this turn.
"We demand payment up front. Otherwise, find someone else to do your dirty work."
-Raider

(326/515)

Swoop Squadron
2, Creature - Human Soldier 1/1, Common
Flying, haste
Though the Zofar hated heights, they knew their best assaults could be done from the skies.
(331/515)

Titan's Strength
2, Enchant Creature, Common
Enchanted creature gets +3/+3 and can't block.
"Show me a giant, and I'll show you an elemental that can overpower it."
-Shanesti

(334/515)

Wolf Cavalry
4, Creature - Wolf Knight 3/3, Common
Haste.
Wolf Cavalry can't be blocked except by two or more creatures.
"It's hard to fight cavalry that bites."
-Churram

(337/515)

Zofar Barbarians
1, Creature - Human Soldier 3/3, Common
First strike
Whenever Zofar Barbarians deals combat damage to a player, it deals that much damage to you.
Zofar Barbarians attacks each turn if able.
(338/515)

Zofar Torch
1, Enchant Creature, Common
Enchanted creature has first strike.
Whenever enchanted creature becomes tapped, you may have it deal 1 damage to target creature.
(340/515)


Uncommon:25

Blast Hole
3, Enchantment, Uncommon
Draw a card whenever a land is put into an opponent's graveyard from play.
"We collect what Gaea rejects."
-Dwarf

(260/515)

Boiling Temper
3, Sorcery, Uncommon
Boiling Temper deals 3 damage to all creatures.
"Anger will be my weapon."
-Churram, Battle Warlord

(261/515)

Chaotic Confusion
2, Enchant Creature, Uncommon
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card at random."
Yori slapped Churram square across his face. "Snap out of it!", she screamed.
(263/515)

Controlled Fire
4, Sorcery, Uncommon
Controlled Fire deals 2 damage to each creature you don't control.
The barbarians pride themselves on being able to burn pretty much anything.
(265/515)

Destructive Hunger
3, Enchant Creature, Uncommon
Enchanted creature has "At the beginning of your upkeep, sacrifice a land."
Little can quench a thirst for destruction.
(268/515)

Dragon Runt
4, Creature - Dragon 3/3, Uncommon
Flying
R: Dragon Runt gets +1/+0 until end of turn.
"Don't underestimate the dragon pups. They can be just as deadly as their parents."
-Churram

(270/515)

Drakava Sniper
3, Creature - Gnoll 2/2, Uncommon
1R, T, Pay 1 life: Drakava Sniper deals 3 damage to target creature. That creature can't regenerate this turn.
Little to the knowledge of the Belgarians, the gnolls are excellent shots.
(274/515)

Effergy Flamestriker
3, Creature - Human Wizard 3/3, Uncommon
Whenever Effergy Flamestriker becomes the target of a spell or ability, you may have it deal 3 damage to the controller of that source.
(276/515)

Fast Hands
1, Enchant Creature, Uncommon
Whenever enchanted creature deals combat damage to a player, you may flip a coin. If you win that flip, sacrifice Fast Hands, then gain control of target permanent that player controls. Otherwise Fast Hands deals 2 damage to enchanted creature.
(280/515)

Fire Ghost
4, Creature - Elemental 5/5, Uncommon
Flying
Fire Ghost can't block.
2R: Fire Ghost can't be blocked this turn except by two or more creatures.
(282/515)

Flamefist Smuggler
1, Creature - Human Barbarian 2/1, Uncommon
Haste
In Effergy, a thief is either quick or dead.
(288/515)

Gnoll Expansion
3, Sorcery, Uncommon
Choose target land, then flip a coin. If you win the flip, gain control of that land. Otherwise destroy it.
The Drakava keep that which benefits them, and discard what doesn't.
(291/515)

Goblin Plow
2, Creature - Goblin 1/3, Uncommon
3: Discard a card at random. If you discard a land card this way, destroy target land.
It took three years for the gobilns to realize you can't grow steel.
(292/515)

Magma Diver
4, Creature - Elemental 3/3, Uncommon
Protection from red.
1R: Magma Diver gains islandwalk until end of turn.
These elementals crawl through the molten earth to ambush their foes.
(303/515)

Magma Trapper
2, Creature - Human Wizard 2/2, Uncommon
As Magma Trapper comes into play, name a nonland card.
Whenever the named card is played, you may destroy target land or artifact.
(306/515)

Magnabelcher
3, Creature - Beast 3/2, Uncommon
Whenever a land comes into play, that land's controller may have Magnabelcher deal 2 damage to him or her. If he or she doesn't, that player sacrifices that land.

(307/515)

Ogre General
4, Creature - Ogre 4/3, Uncommon
Ogre General gets +2/+2 and first strike as long as it's the only creature you control.
The most feared beasts in Zofar are those that combine raw power with strategy.
(312/515)

Rage Fusion
4, Instant, Uncommon
Untap and gain control of target creature until end of turn. That creature gets +2/+2, haste, and trample until end of turn.
Controlling anger can be the most powerful weapon of all.
(316/515)

Razortooth Drake
2, Creature - Drake 3/1, Uncommon
Flying
R: Razortooth Drake gains first strike until end of turn.
To be the best, the drakes sharpen their fangs to cut through steel.
(318/515)

Smoke Clan Raiders
1, Creature - Human Mercenary 4/4, Uncommon
When Smoke Clan Raiders comes into play, an opponent chooses up to two lands you control. That player gains control of those lands.

"Our homes are useless. We're never at them."
-Raider

(323/515)

Solar Entity
3, Creature - Elemental 5/5, Uncommon
Haste
Whenever Solar Entity is dealt damage, sacrifice it.
The strongest energies are often the most fragile.
(324/515)

Static Mage
1, Creature - Human Wizard 2/1, Uncommon
R, T: Static Mage deals 2 damage to target creature or player unless that creature's controller or player pays 2.
"Electricity is too fickle to control, but I try my best."
-Mage

(328/515)

Stinging Elemental
, Creature - Elemental 2/2, Uncommon
At the end of turn, Stinging Elemental deals 1 damage to any creature or player it dealt combat damage to this turn.
Once touched by this elemental, the flesh will burn long after the wound has been inflicted.
(329/515)

Surprise Attack
4, Sorcery, Uncommon
Creatures can't block this turn.
Draw a card.
Without warning, the arena erupted into flames as Hendelver's elemental magicks went haywire.
(330/515)

Whirling Firebreaker
3, Creature - Human Soldier 2/3, Uncommon
2R: Whirling Firebreaker deals 2 damage to target creature, and this ability costs 1 less to play until end of turn.
Once his spinning starts, it's hard to get him to stop.
(336/515)


Rare:25

Antagonist
, Enchantment, Rare
Damage dealt by creatures you control can't be prevented.
"My words are the truth, and nothing more. If you find offense to them, you need to put your blade where your mouth is."
-Churram, Battle Warlord

(257/515)

Burning Battlefield
, Enchantment, Rare
Burning Battlefield deals 1 damage to a player any time that player plays a land.
On some days, the heat was so intense we couldn't even crawl.
(262/515)

Crown of Chaos
2, Enchant Creature, Rare
You may play Crown of Chaos any time you could play an instant.
Whenever enchanted creature deals damage to a player, that player gains control if it.
(266/515)

Demonic Dragon
5, Creature - Dragon 4/5, Rare
Flying, trample.
1R: Demonic Dragon gets +2/+0 until end of turn. If Demonic Dragon deals combat damage to a creature this turn, that creature can't regenerate this turn.

(267/515)

Devastating Tremor
5, Sorcery, Rare
Destroy all lands. Devastating Tremor deals X damage to each player, where X is the number of lands that player controls destroyed this way.
(269/515)

Effergy Geomancer
3, Creature - Human Wizard 4/3, Rare
When Effergy Geomancer comes into play, it deals 3 damage to each other creature without flying.
When the ground shakes, you'll know who's the cause.
(277/515)

Engulfing Consumption
5, Sorcery, Rare
Remove all artifacts, creatures, and lands from the game.
The wildfires of the Zofela grasslands recycle the earth to a more perfect form.
(279/515)

Father Chaos
3, Legendary Creature - Human Wizard 4/4, Rare
When Father Chaos comes into play, destroy all non-creature artifacts.
Whenever a land is tapped for mana it produces colorless mana instead of its normal type.
"Now you will know why they call me a father of chaos."
-Father Chaos

(281/515)

Flame Storm
4, Sorcery, Rare
Flame Storm deals damage equal to the number of lands you control to all creatures.
Every ounce of strength produces the fires that will demolish the opposition.
(285/515)

Intensity
3, Enchantment, Rare
At the beginning of a player's upkeep, that player may sacrifice a permanent. If he or she doesn't, that player skips his or her draw step that turn.
"You don't have time to think when you're fighting. It's all about reaction."
-Shanesti

(297/515)

Lava Striker
4, Creature - Elemental 5/3, Rare
Haste, trample
At the end of your turn, if Lava Striker didn't come into play under you control this turn, you may pay 3. If you don't, sacrifice Lava Striker.
(300/515)

Lava Wurm
3, Creature - Wurm 4/4, Rare
Whenever Lava Wurm attacks, if defending player controls an island or a plains, that player sacrifices a land.

It's not friendly, that's for sure.
(301/515)

Luck
3, Instant, Rare
Counter target instant or sorcery spell.
Just be thankful it missed this time. Next time, you might not be so lucky.
(302/515)

Magma Seer
2, Creature - Human Wizard 1/1, Rare
Discard your hand: Put a +1/+1 counter on Magma Seer for each card discarded this way. Play this ability only once while Magma Seer is in play, and only when you could play a sorcery.
(304/515)

Obsessed Geomancer
1, Creature - Human Empath 1/1, Rare
Discard a land card: Obsessed Geomancer gets +2/+0, trample, and haste until end of turn.
"My practice is my life. And nothing else has meaning to me."
-Geomancer

(311/515)

Overflow
2, Enchantment, Rare
1R: Overflow deals 1 damage to each creature without flying and each player. Play this ability any time you could play a sorcery.
The magma of the Spelkra mountains was summoned to consume the demon invaders.
(314/515)

Plasma Worm
5, Creature - Worm 5/3, Rare
Trample
2RR, T: Plasma Worm deals 4 damage to target creature. Plasma Worm doesn't untap during your next untap step.
(315/515)

Risk
, Instant, Rare
Draw two cards, then discard a card at random.
"You do realize if this doesn't work we're both dead, right?"
-Shanesti

(319/515)

Savage Lavamage
2, Creature - Gnoll Wizard 1/1, Rare
T: Savage Lavamage deals 1 damage to each creature and player.
The Drakava aren't given much credit for anything. But their sorcery has proven to merit much respect.
(321/515)

Slashfang Soldier
3, Creature - Human Mercenary 4/3, Rare
First strike, protection from white.
Combat damage dealt by Slashfang Soldier can't be prevented.
"Fight me, if you dare! I'll show you what a battle is like!"
-Yori

(322/515)

Static Elemental
3, Creature - Elemental 3/1, Rare
Haste
Static Elemental can't be blocked except by three or more creatures.
"How do you stop a being made of electricity?"
-Shanesti

(327/515)

Tectonic Geomancers
2, Creature - Human Wizard 2/2, Rare
At the beginning of each player's upkeep, that player sacrifices a land.
Once you learn how to control the earth, you can split it wide open.
(332/515)

Terramancer
2, Creature - Human Empath Wizard 2/2, Rare
Whenever a land comes into play, that land's controller may choose to destroy target land.
"From now on, Gaea answers to ME."
-Teramancer

(333/515)

Vagrant Charger
1, Creature - Human Soldier 2/1, Rare
Haste.
Whenever Vagrant Charger deals combat damage to a player, flip a coin. If you win that flip, draw a card.
"My arrogance stems from my confidence. I'm simply better than you."
-Charger

(335/515)

Zofar Overmaster
3, Creatrue - Human Empath 3/3, Rare
Trample
At the beginning of your postcombat main phase, add 3 to your mana pool if Zofar Overmaster dealt combat damage to a player this turn.
(339/515)


Green:85


Common:35

Balguldan Fletchery
1, Enchant Creature, Common
Enchanted creature gets +1/+1.
Enchanted creature has "T: This creature deals 4 damage to target attacking creature with flying."
(343/515)

Bark Crawler
1, Creature - Treefolk Elemental 2/2, Common
2G, Sacrifice Bark Crawler: Destroy target artifact or enchantment.
Nature consumes what it didn't create.
(344/515)

Bramble Patch
1, Creature - Wall 3/3, Common
Defender
"If you find a plant with thorns, there's a reason. Best just to leave it be."
-Joleph

(345/515)

Canopy Trapper
1, Creature - Elf 1/2, Common
T: Tap target flying creature.
Talsoris is careful to only trap those that threaten the forest.
(347/515)

Crop Season
2, Instant, Common
Return a land from your graveyard to your hand.
Draw a card.
"These fields won't plant themselves. Let's get to work."
-Farmer

(348/515)

Crushing Ethra
3, Creature - Beast 4/4, Common
Trample
At the end of your turn, sacrifice Crushing Ethra if you didn't play a land this turn.
It's reckless behavior merits a lot of upkeep.
(349/515)

Elf Digger
, Creature - Elf 2/2, Common
Sacrifice Elf Digger: Put target card from your graveyard on top of your library.
When supplies are low, the elves are called in to scrounge for more.
(354/515)

Frontiers
1, Sorcery, Common
You may play an additional land this turn.
Draw a card.
"Perhaps it's time we thought about lands outside of Effergy."
-Captain Larvaun

(359/515)

Gragnal
3, Creature - Beast 4/4, Common
Whenever Gragnal is returned to your hand, you may draw a card.
"If you can, kill these beasts. Slowing them down will only anger them."
-Zeptal

(361/515)

Heavy Seeding
3, Sorcery, Common
Search your library for up to X basic lands and put them into play tapped, where X is equal to one plus the number of Heavy Seeding cards in all graveyards. Then shuffle your library.
(362/515)

Hissing Viper
2, Creature - Snake 2/1, Common
Whenever Hissing Viper deals combat damage to a creature, destroy that creature. It can't be regenerated.
If you go near a viper, you're one of three things: foolish, overconfident, or a gutsy merchant.
(363/515)

Hunting Spider
3, Creature - Spider 2/2, Common
Hunting Spider can block as though it had flying.
Whenever Hunting Spider deals combat damage to a creature, destroy that creature.
(364/515)

Jungle Panda
2, Creature - Bear 2/2, Common
When Jungle Panda comes into play, destroy target enchantment.
Sure they're cute 'n all, but they sometimes have a temper. A really bad temper.
(366/515)

Llanowar Berzerker
3, Creature - Elf 3/3, Common
When Llanowar Bezerker comes into play, you may return an untapped land you control to its owner's hand. If you do, put a +1/+1 counter on Llanowar Bezerker.
(368/515)

Moss Elemental
5, Creature - Elemental 4/5, Common
G: Regenerate Moss Elemental.
The forest never exhausts its immense supply of mold.
(371/515)

Mother Grizzly
2, Creature - Bear 2/2, Common
When Mother Grizzly comes into play, put a 1/1 green Bear creature token into play.
If that token leaves play, Mother Grizzly gains trample. (This effect doesn't end at end of turn)
Never separate a momma bear from her cub.
(373/515)

Nature's Gift
2, Instant, Common
Target creature gets +3/+3 until end of turn.
If a creature damaged by that creature is put into a graveyard this turn, you may draw a card.
(376/515)

Orgal Duellist
3, Creature - Orgal 4/3, Common
Orgal Duellist can't be blocked by more than one creature.
G: Regenerate Orgal Duellist.
Honorable combat is not a human concept.
(378/515)

Power of the Beast
1, Enchant Creature, Common
Enchanted creature gets +2/+2 and trample.
The fury of mother nature cannot be quelled.
(380/515)

Psionic Strength
2, Instant, Common
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
Strength of body comes from strength of mind.
(381/515)

Raging Beast
2, Creature - Beast 4/3, Common
When Raging Beast comes into play, put a Rage counter on it for each forest you control.
At the beginning of your upkeep, sacrifice Raging Beast unless you remove a Rage counter from it.
(382/515)

Righteous Druid
1, Enchantment, Common
1G: Righteous Druid becomes a 3/3 Druid creature until end of turn. It's still an enchantment.
Sacrificing self for honor is a druid's true calling.
(386/515)

Roar of the Crowd
1, Instant, Common
Target attacking creature gets +4/+4 and trample until end of turn.
The swelling of thousands of voices can turn a man into a god.
(387/515)

Root Elemental
2, Creature - Elemental 2/2, Common
Sacrifice Root Elemental: Add GG to your mana pool.
Their power is called upon when disaster obsoletes their own lives.
(388/515)

Samara Footsoldier
1, Creature - Elf Druid 2/1, Common
You may play an additional land the turn Samara Footsoldier comes into play.
Gaea's lands are to be watched over only by her most trusted servants.
(390/515)

Samara Sentinel
1, Creature - Elf 2/1, Common
Sacrifice Samara Sentinel: Add one mana of any color to your mana pool.
Samara's protectors are all skilled users of magic.
(392/515)

Samara Strongarm
2, Creature - Elf 2/2, Common
When Samara Strongarm comes into play, target creature you control gets +2/+0 until end of turn.
Give a man a blade and he fights. Give a man skill, and he lives.
(395/515)

Scorpion Dagger
2, Enchant Creature, Common
Enchanted creature gets +2/+0.
Whenever enchanted creature deals combat damage to another creature, destroy that creature.
(397/515)

Sheltered Druid
1, Creature - Elf Druid 1/1, Common
T: Add G to your mana pool.
G, T: Target creature gets +1/+1 until end of turn.
The most reserved are the wisest of all.
(398/515)

Shroud Caster
3, Creature - Human Empath 3/2, Common
Discard a land card: Target creature can't be the target of spells or abilities and can block as though it had flying this turn.

"Let's see how they handle silk stronger than steel."
-Caster

(399/515)

Stabilizing Shroud
1, Instant, Common
Target creature can't be the target of spells or abilities this turn.
Draw a card.
"Use the cloak of the wilderness to survive."
-Talsoris

(402/515)

Steadfast Ranger
, Creature - Elf 1/1, Common
When Steadfast Ranger comes into play you may untap a forest you control.
"Victory can be determined by knowing how to get from A to B."
-Ranger

(403/515)

Strength Catalyst
1, Instant, Common
Target creature gets +3/+3 until end of turn. That creature gets an additional +2/+2 until end of turn if it's enchanted.
Things can only get better by combining them.
(406/515)

Sudden Genesis
, Sorcery, Common
Put a Forest land token into play tapped.
"That's funny.....these trees weren't here yesterday...."
-Tennen

(407/515)

Thick Foliage
2, Instant, Common
Target creature can't be blocked except by creatures with flying this turn.
Draw a card.
"You'll be exposed from the sky, so be careful you don't run into any drakes."
-Shanesti

(411/515)


Uncommon:25

Ancient Oak
2, Enchant Land, Uncommon
Enchanted land has "T: Target creature gets +1/+1 and trample until end of turn."
"The oldest trees have the wisest stories."
-Druid

(341/515)

Brush Ambush
1, Instant, Uncommon
Attacking creatures you control cannot be the target of spells or abilities this turn.
"They'll never see us coming."
-Talsoris

(346/515)

Elemental Rebirth
1, Sorcery, Uncommon
Shuffle your graveyard into your library.
Draw a card.
"Energy never vanishes completely. You can find it if you look hard enough for it."
-Tennen

(353/515)

Elven Fanatics
, Creature - Elf 1/1, Uncommon
T: Add G to your mana pool.
0: Untap Elven Fanatics. Play this ability only once each turn, and only during your turn.
Obsession can sometimes be a good thing.
(355/515)

Fanatical Druid
1, Creature - Human Druid 1/1, Uncommon
1G: Regenerate Fanatical Druid. Put a +1/+1 counter on Fanatical Druid if it regenerates this way.
"Gaea demands my service, so I shall obey her every wish."
-Druid

(358/515)

Lifebreather
2, Creature - Beast 2/3, Uncommon
G, T: Regenerate target creature
In the Tujal region, some who expect to be delivered to Gaea's realm are brought back by the Breathers.
(367/515)

Lone Wurm
4, Creature - Wurm 4/4, Uncommon
If Lone Wurm is the only creature you control, it gets +3/+3.
Seclusion is the recipe for perfection.
(369/515)

Mantis Titan
3, Creature - Insect 5/1, Uncommon
Trample
"Where's my swatter?"
-Churram, Battle Warlord

(370/515)

Nature's Essence
1, Enchant Creature, Uncommon
Enchanted creature gets +2/+2.
If you have twenty or fewer cards in your library, enchanted creature gets an additional +1/+1 and gains
G: Regenerate enchanted creature.
(375/515)

Nature's Ritual
, Sorcery, Uncommon
Put a creature card with converted mana cost three or less from your hand into play.
"Join hands, my brothers and cousins. Our time to protect our homeland has begun."
-Talsoris

(377/515)

Samara Excavation
2, Sorcery, Uncommon
Return target permanent from your graveyard to your hand.
Our best chance of winning this time is to reuse what supplies we've not exhausted.
(389/515)

Samara Instructor
2, Creature - Elf 3/3, Uncommon
Trample
When Samara Instructor comes into play, target creature you control gets +3/+0 until end of turn.
"Your weaknesses can always become your greatest assets."
-Instructor

(391/515)

Samara Spider
4, Creature - Spider 4/5, Uncommon
Samara Spider can block as though it had flying.
Whenever a creature dealt combat damage by Samara Spider is put into a graveyard from play, put a 0/1 green Cocoon token into play under your control.
Sacrifice a Cocoon token: Samara Spider gets +1/+1 until end of turn.
(394/515)

Samara Treant
4, Creature - Treefolk 3/3, Uncommon
1, Return a land you control to its owner's hand: Put a +1/+1 counter on Sarmara Treant.
When danger threatens the woods, the treants summon as much power as they can to stop the invaders.
(396/515)

Skyline Treefolk
3, Creature - Treefolk 1/3, Uncommon
Skyline Treefolk can block as though it had flying.
G: Regenerate Skyline Treefolk.
A strong root and a tall perch can stop any attack.
(400/515)

Steelbark Mauler
3, Creature - Elemental 3/3, Uncommon
Steelbark Mauler can't be enchanted.
Even the druids of Balgulda can't figure out how these elementals can resist auras.
(405/515)

Thrasher Elemental
2, Creature - Elemental 3/3, Uncommon
Whenever Thrasher Elemental becomes blocked, defending player sacrifices a land.
Many of the contestants that use the Thrashers spend the rest of the day repairing the colloseum floor.
(412/515)

Tribe of Talsoris
3, Creature - Ape 4/4, Uncommon
Trample.
1G, Sacrifice Tribe of Talsoris: Destroy target artifact.
Talsoris taught them to crush anything that looks unfriendly.
(414/515)

Tusken Charger
2, Creature - Beast 6/6, Uncommon
Trample
At the beginning of your upkeep, sacrifice Tusken Charger unless you pay 2GG.
"Feed the body, and the soul will grow."
-Talsoris

(416/515)

Twisting Roots
2, Instant, Uncommon
Destroy target artifact or enchantment. Put two 1/1 green Saproling creature tokens into play.
Nature turns bad things into good ones.
(417/515)

Uncharted Power
2, Instant, Uncommon
Choose a target creature. Until end of turn, you may sacrifice any number of lands. For each land you sacrifice this way, that creature gets +2/+2 until end of turn.
"Earthmother, guide my rage."
-Talsoris

(418/515)

Unexpected Ambush
, Instant, Uncommon
Until end of turn, you may play one creature spell from your hand any time you could play an instant.
Draw a card.
(419/515)

Wall of Vines
2, Creature - Wall 0/5, Uncommon
Defender
When Wall of Vines is put into a graveyard from play, you may put a creature card from your hand into play.
(422/515)

Web Wyrm
4, Creature - Dragon 4/5, Uncommon
Trample
Web Wyrm can block as though it had flying.
"Dragons that make silk? That's a laugh. Next you'll be telling me people can read minds."
-Joleph, Master Necromancer

(423/515)

Wild Expanse
3, Instant, Uncommon
Search your library for up to three lands and reveal them. An opponent chooses one of those lands. Put the chosen land in your graveyard, and the others in your hand. Then shuffle your library.
(424/515)


Rare:25

Avatar's Prowess
7, Instant, Rare
Target creature gets +X/+X until end of turn, where X is equal to your life total.
When all seems lost, the gods place their fate in the hands of mortals.
(342/515)

Darting Elf
1, Creature - Elf 2/1, Rare
T: Target creature can't be the target of spells or abilities this turn.

Shanesti stood frozen in horror, watching helplessly as a bolt of flame spiraled towards her face. A moment later, she was hundreds of feet away in the arms of an elf.
(350/515)

Deepwood Enchantress
1, Creature - Human Druid 0/2, Rare
Whenever a land comes into play under your control, you may draw a card.
The wisest know the deep parts of Tujal are areas of no return.
(351/515)

Druid Windseeker
4, Creature - Druid 2/3, Rare
You may play Druid Windseeker any time you could play an instant.
When Druid Windseeker comes into play, you may destroy target creature with flying.
(352/515)

Elven Infiltrator
1, Creature - Elf 2/2, Rare
When Elven Infiltrator comes into play, choose a color. Elven Infiltrator is the chosen color.
If Elven Infiltrator is black, it gets protection from black.
If Elven Infiltrator is blue, it gets protection from blue.
G: Elven Infiltrator becomes the color of your choice until end of turn.
(356/515)

Energy Devourer
3, Creature - Elf 2/2, Rare
Whenever you play a spell, you may have Energy Devourer get +X/+X until end of turn, where X is the converted mana cost of that spell. Play this ability only once each turn.
(357/515)

Gargantuan Oxen
4, Creature - Ox 5/5, Rare
Trample.
If a creature dealt combat damage by Gargantuan Oxen is put into a graveyard, you may return target card from your graveyard to your hand.
(360/515)

Ironwood Maro
3, Creature - Maro 0/0, Rare
Ironwood Maro gets +1/+0 for each card in your hand.
Ironwood Maro gets +0/+1 for each land you control.
Nature and psychics can form a mutual bond.
(365/515)

Moss Titan
5, Creature - Saproling Giant 5/6, Rare
Trample.
Moss Titan can only be blocked by one creature each combat.
When grass gets that tall, best not try to mow it.
(372/515)

Natural Surplus
1, Enchantment, Rare
Whenever you draw a card, you may untap a basic land you control.
"Looks like we're going to have melons for supper....again."
-Vhendrick

(374/515)

Orgal Titan
7, Creature - Orgal 6/6, Rare
Trample.
Whenever Orgal Titan becomes blocked, the defending player sacrifices a land.
Farmland has been created after one assault of the titan's rage.
(379/515)

Rampage
5, Instant, Rare
Attacking creatures get +5/+5 and gain trample until end of turn.
"CHARGE!!!"
-Captain Larvaun

(383/515)

Rapid Response Team
4, Creature - Elf Soldier 3/4, Rare
You may play Rapid Response Team any time you could play an instant.
Whenever you are dealt combat damage, Rapid Response Team costs 2 less to play.
(384/515)

Redrawn Borders
5, Sorcery, Rare
Reveal the top 5 cards of target player's library and put all lands revealed this way into play tapped under your control. Put the remaining cards back on top of that player's library in any order.
(385/515)

Samara Shaman
2, Creature - Elf Druid 1/1, Rare
If Samara Shaman untaps during any time other than the untap step, sacrifice it.
T: Target creature gets +3/+3 until end of turn.
"Strength and wisdom are one in the same."
-Shaman

(393/515)

Spontaneous Genesis
2, Instant, Rare
Destroy target enchantment. You may add X mana of any one color to your mana pool during your next main phase, where X is the mana cost of that artifact. You may only use this mana to play artifact or enchantment spells.
(401/515)

Steal Essence
3, Sorcery, Rare
Search target opponent's library for an enchantment card an put it into play under your control. Then that player shuffles his or her library.
Theft of property is criminal. Theft of energy is evil.
(404/515)

Talsoris' Behemoth
3, Creature - Beast 5/4, Rare
Trample
Talsoris' Behemoth may only be the target of spells or abilities controlled by the player that controls the most lands.
(408/515)

Talsoris' Empathy
2, Enchantment, Rare
G, Return two lands you control to their owners' hands: Draw a card.
"Our lands hold many secrets. And we'd like to keep it that way."
-Talsoris

(409/515)

Terrain Summoner
2, Creature - Elf Druid 2/2, Rare
XG, T: Target land you control becomes an X/X creature until end of turn. It's still a land.
When the druids call, Gaea answers.
(410/515)

Tree of Life
1, Creature - Tree 0/2, Rare
When Tree of Life comes into play, choose a color.
Discard a card from your hand: Add one mana of the chosen color to your mana pool.
(413/515)

Tujal Enchantress
1, Creature - Enchantress 2/2, Rare
Put a +1/+1 counter on Tujal Enchantress whenever an enchantment comes into play under your control.
"Don't try to stop me. You'll just end up getting hurt."
-Enchantress

(415/515)

Unrelenting Cyclone
5, Sorcery, Rare
Destroy all creatures with flying. Draw a card for each creature destroyed this way.
The storms of Spelkra are even more uncontrollable than the people of Zofar.
(420/515)

Violent Squall
2, Enchantment, Rare
1G: Violent Squall deals 1 damage to each creature with flying and each player. Play this ability only any time you could play a sorcery.
(421/515)

Wisdom of the Ancients
1, Enchantment, Rare
At the beginning of your upkeep, you may choose a card type. If you do, shuffle your library, then reveal the top two cards of it. If any of those cards are of the chosen type, put those cards in your hand. Put the others revealed this way on the bottom of your library.
(425/515)


Multi:40


Uncommon:20

Corrosive Conformity
1, Enchantment, Uncommon
2, Sacrifice a land: Target player loses 1 life. You gain 1 life.
"We'll change your minds, one way or the other."
-Hendelver

(430/515)

Crowd Pleaser
3, Enchantment, Uncommon
Whenever a creature you control deals combat damage to a player, you gain 2 life and you may draw a card.
The favorites are always asked to return every year.
(431/515)

Despirit
4, Instant, Uncommon
Destroy target nonblack creature. It can't be regenerated.
Creatures that creature's controller controls can't block this turn.
"Morale is low, Cardinal. The men have lost their will to fight."
-Captain Larvaun

(432/515)

Devouring Fungus
2, Sorcery, Uncommon
Destroy target land.
Put two 1/1 green Saproling creature tokens into play.
"If you don't move, you get eaten. It's that simple."
-Tennen

(433/515)

Elemental Wings
1, Enchant Creature, Uncommon
Enchanted creature gets +2/+2, flying, and vigilance.
Summon a flying elemental and you have a friend. Teach an elemental to fly and you have an advantage.
(435/515)

Flamefist Deserter
2, Creature - Human Mercenary Soldier 5/5, Uncommon
Trample.
Flamefist Deserter can't attack or block unless you discard a card at random.
Allegeance always bears a price.
(436/515)

Galamarsh
2, Creature - Beast 2/2, Uncommon
Fear
Galamarsh can't be the target of spells or abilities.
Many of the locals call it "ghost dragon."
(437/515)

Grave Inspiration
4, Sorcery, Uncommon
Return target creature card from your graveyard to your hand.
Draw three cards.
The dead hold more secrets than the living.
(439/515)

Holy Bolt
1, Instant, Uncommon
Holy Bolt deals 3 damage to target creature or player. You gain 3 life.
As Omoroth's forces drove closer to the capital building, the clergy unleashed thier mightiest spells.
(440/515)

Priest of Chaos
2, Creature - Human Cleric 3/2, Uncommon
Whenever a source would deal damage to Priest of Chaos, it deals that much damage minus two instead.
Whenever Priest of Chaos becomes blocked it deals 2 damage to the defending player.
(447/515)

Psychic Trap
, Instant, Uncommon
Put target attacking creature on the bottom of its owner's library.
"Too easy."
-Shanesti

(449/515)

Psychotic Episode
, Instant, Uncommon
Tap target creature. That creature deals damage equal to its power to target creature of your choice.
Zeptal licked his lips. "Time for your mind to resist your body."
(450/515)

Rootwater Gambler
1, Creature - Merfolk 2/2, Uncommon
RU, T: Choose a number. Shuffle your library, then reveal the top card. If that card's converted mana cost is equal to the number, put that card in your hand, then draw a card. If it is not, sacrifice a land, then shuffle your library. Play use this ability only any time you could play a sorcery. (Land has no mana cost.)
(451/515)

Samara Prophet
2, Creature - Human Wizard Druid 3/4, Uncommon
Samara Prophet has flying if you control fewer lands than any opponent.
Samara Prophet has trample if you control more lands than any opponent.
(452/515)

Silent Jaguar
2, Creature - Cat 3/2, Uncommon
When Silent Jaguar comes into play, choose a creature type.
2BG, T: Destroy target creature of the chosen type. It can't be regenerated.
"By the time you notice her, you're already dead."
-Belgarian Captain

(455/515)

Strafing Gear
1, Enchantment, Uncommon
Flying creatures you control get "T: This creature deals 1 damage to target creature."
Bullseye!
(456/515)

Talsoris' Blessing
1, Instant, Uncommon
Target creature gets +4/+4 until end of turn. You gain 3 life.
"I will give all the assistance I can to stop the sorcerer from claiming the tome."
-Talsoris

(457/515)

Trial by Fire
, Sorcery, Uncommon
Trial by Fire deals 2 damage to each creature. Then, put a +1/+1 counter on each creature damaged this way.
"If you can't take the heat, get out of my regiment."
-Vhendrick

(459/515)

Winged Frog
1, Creature - Toad 2/2, Uncommon
Flying
Whenever Winged Frog deals damage to a player, you may look at that player's hand.
"NOW I've seen everything."
-Tennen

(463/515)

Wretched Psychic
1, Creature - Human Empath 2/2, Uncommon
Whenever Wretched Psychic is dealt damage, you gain that much life.
2B: Wretched Psychic deals 1 damage to target creature and 1 damage to itself.
(464/515)


Rare:20

Aura Burn
3, Enchantment, Rare
1R, Sacrifice an enchantment: Aura Burn deals 2 damage to target creature or player.
2W, Sacrifice a land: Return target enchantment from your graveyard to your hand.
(426/515)

Aura Drain
2, Instant, Rare
Return all artifacts and enchantments to their owners' hands.
With a flick of his wrist, Omoroth silenced every magical device in the Effergy army.
(427/515)

Belgarian Harrasser
4, Creature - Demon 4/4, Rare
Whenever Belgarian Harrasser attacks, you may pay 3. If you do, defending player sacrifices a land.
"We'll have to figure out a way to actually kill it this year."
-Tennen

(428/515)

Cardinal's Prayer
1, Sorcery, Rare
Choose a number from one to ten. Reveal that many cards from the top of your library, then remove them from the game. You may play any of those cards as though they were in your hand until the end of turn.
(429/515)

Dimensional Fold
, Sorcery, Rare
Look at target player's hand and choose a card. Remove that card from the game.
"Stay away from the Zofar borders. Things happen there that even our wisest sorcerers can't explain."
-Zestula

(434/515)

Glory's Assault
3, Instant, Rare
Creatures you control get +2/+2 and trample until end of turn.
Whenever a creature you control deals combat damage this turn, gain that much life.
"To victory!"
-Captain Larvaun

(438/515)

Llanowar Shade
3, Creature - Elf Shade 3/4, Rare
Flying, trample.
Whenever Llanowar Shade deals combat damage to a player, put a +1/+1 counter on it.
Omoroth's dark magic can even bring elves back to life.
(441/515)

Longbow Sniper
1, Creature - Elf 2/2, Rare
You may play Longbow Sniper any time you could play an instant.
When Longbow Sniper comes into play, it deals 2 damage to target creature or player.
(442/515)

Magma Ritual
, Instant, Rare
Add BBRR to your mana pool.
A circle of psychics can produce more power than Gaea herself.
(443/515)

Minister of Sorcery
2, Creature - Human Wizard 2/2, Rare
Whenever another player plays an instant spell, you may pay UU. If you do, put a copy of that spell on the stack. You may choose new targets for that copy.
Whenever another player plays a sorcery spell, you may pay RR. If you do, put a copy of that spell on the stack. You may choose new targets for that copy.
(444/515)

Omoroth's Wrath
4, Sorcery, Rare
Destroy all lands and creatures. They can't be regenerated.
Remove Omoroth's Wrath from the game.
The sorcerer's desires turned a prominent city into a pile of ashes.
(445/515)

Phoenix Spirit
3, Creature - Elemental 4/4, Rare
Flying
If Phoenix Spirit would be put into a graveyard from play, remove it from the game instead.
Sacrifice Phoenix Spirit: Return target creature from your graveyard to play.
(446/515)

Psalm of Rejuvenation
4, Sorcery, Rare
Return target card in your graveyard to your hand, and return target creature in your graveyard to play.
"These seeds will make the past come alive."
-Talsoris

(448/515)

Scorching Ice
1, Instant, Rare
Choose one: Scorching Ice deals 4 damage to target creature, or counter target non-creature spell.
Draw a card.
"The magic I wield is hot enough to freeze you to death."
-Tkumaster, High Elementalist

(453/515)

Selective Wisdom
1, Sorcery, Rare
Reveal the top card of your library. If that card is a creature card, you may choose to put that card on the bottom of your library, then draw three cards. Otherwise draw two cards.
(454/515)

Terronak
4, Creature - Beast 5/4, Rare
Flying, trample
If Terronak attacks and isn't blocked, untap it.
They rose out of the waters once the sorcerer's forces began to move. Little did anyone know they had wings.
(458/515)

Trovesta Medusa
2, Creature - Medusa 3/3, Rare
If a creature has a Stone counter, that creature can't attack, block, use activated abilities, and is colorless.
BG, T: Put a Stone counter on target creature.
4: Remove a Stone counter from target creature. Any player may play this ability.
(460/515)

Tujal Fletchery
2, Enchantment, Rare
Creatures you control get first strike and can block as though they had flying.
Psionic attacks are the best offense in the Zofela lands. But bows work just as well.
(461/515)

Underdark Bargain
2, Sorcery, Rare
Reveal all cards in your library, then choose three cards. An opponent chooses three cards. Flip a coin; if you win the flip, put the three cards of your choice in your hand. Otherwise, put the three cards of that opponent's choice in your hand. Shuffle your library afterwards.
(462/515)

Zombie Shroud
3, Enchant Creature, Rare
You control enchanted creature.
Enchanted creature has "B: Regenerate this creature."
(465/515)


Artifact:40


Uncommon:20

Amulet of Mrotak
5, Artifact, Uncommon
T: Add 3 to your mana pool.
4: Return Amulet of Mrotak to its owner's hand.
The Mrotak people perfected the use of power stones that could easily be hidden from enemies.
(466/515)

Aura Leech
2, Artifact Creature - Leech 1/1, Uncommon
Aura Leech gets +3/+3 as long as you control three or more enchantments.
Enhance yourself, and it will grow.
(468/515)

Blessed Cylix
3, Artifact, Uncommon
1, T: Add one mana of any color to your mana pool. Gain 1 life.
"Funny how our creations can bring us so much joy..."
-Vhendrick

(469/515)

Chained Monstrosity
5, Artifact Creature 5/5, Uncommon
Whenever Chained Monstrosity becomes tapped, it deals 3 damage to target creature you control.
The Nak'Thal automatons proved to be more hazardous to themselves than anything else.
(470/515)

Collective Automaton
2, Artifact Creature 1/1, Uncommon
2, T: Put a +1/+1 counter on Collective Automaton.
Scavenging is something the Automaton does best.
(473/515)

Frost Wand
3, Artifact, Uncommon
T: Tap target creature.
"Freeze!"
-Langor

(480/515)

Gravel Titan
5, Artifact Creature - Golem 3/3, Uncommon
T: Gravel Titan deals 1 damage to target attacking or blocking creature.
"It's not the prettiest construct, but desperate times call for desperate measures."
-Yori

(482/515)

Mechanized Infantry
3, Artifact Creature 3/3, Uncommon
At the beginning of your upkeep, sacrifice Mechanized Infantry unless you pay 2.
2: Mechanized Infantry deals 1 damage to target creature.
(486/515)

Mindless Golem
4, Artifact Creature - Golem 4/5, Uncommon
Mindless Golem can't attack or block unless you discard a card from your hand.
"Guess we forgot to give it a brain."
-Churram, Battle Warlord

(487/515)

Onyx Guardian
2, Artifact Creature - Golem 3/3, Uncommon
You can't draw cards.
The best protection bears the highest price.
(489/515)

Power Rod
3, Artifact, Uncommon
Whenever a player plays an instant or sorcery spell, put a charge counter on Power Rod.
3, T, Remove a charge counter from Power Rod: Draw a card.
(490/515)

Powerstone Cannon
6, Artifact, Uncommon
4, T: Powerstone Cannon deals 3 damage to target creature. That creature can't regenerate this turn.
Urza's creations are still seen across the multiverse.
(491/515)

Sol Flames
1, Artifact, Uncommon
T: Add 1 to your mana pool.
The once mighty ring is now broken. But where it once was, the flames still remain.
(495/515)

Sol Spire
2, Artifact, Uncommon
T: Add 1 to your mana pool.
3: Return Sol Spire to its owner's hand.
Atop the ring's former home, a magical stone peak rests quietly waiting for a master.
(496/515)

Spineless Golem
5, Artifact Creature - Golem 6/4, Uncommon
Spineless Golem can't block.
Appearantly you can't manufacture courage.
(497/515)

Steel Roller
5, Artifact Creature 2/2, Uncommon
Whenenever Steel Roller attacks, it gets +4/+0 and trample until end of turn.
"Just push it down the hill. You'll find out what it does."
-Yori, Royal Captain

(498/515)

Stone Thrower
6, Artifact, Uncommon
4, T: Stone Thrower deals 2 damage to target creature or player.
Stones can't kill by themselves.
(499/515)

Syphon Tome
3, Artifact, Uncommon
At the beginning of your upkeep, you may discard three cards. If you do, draw two cards.
The more you use it, the more addicted to its power you become.
(500/515)

Terraformer
3, Artifact Creature 2/2, Uncommon
Whenever Terreformer is put into a graveyard from play, you may search your library for a basic land, reveal it, and put it in your hand. If you do, shuffle your library.
It's one of the earliest forms of husbandry.
(501/515)

Trap Door
3, Artifact, Uncommon
T, Sacrifice Trap Door: Put target attacking creature on top of its owner's library.
"I'm so embarassed for you."
-Yori

(504/515)


Rare:20

Assault Transport
6, Artifact Creature 4/3, Rare
Flying
Whenever Assault Transport deals combat damage to a player, you may pay 3. If you do, put a creature card from your hand into play.
"Prepare for ground assault!"
-Captain Larvaun

(467/515)

Chaos Engine
5, Artifact Creature 2/3, Rare
WUBRG, T: Chaos Engine deals 5 damage to target creature or player.
We're still trying to figure out how it works. So far, we've lost six engineers.
(471/515)

Chrome Titan
8, Artifact Creature - Golem 8/8, Rare
Trample
Chrome Titan gets -1/-1 for each card in your hand.
Brains don't always equal power.
(472/515)

Crushing Bell
4, Artifact, Rare
At the beginning of your upkeep, put a Bell counter on Crushing Bell, then destroy all nonland permanents with converted mana cost equal to the number of Bell counters on Crushing Bell. They can't be regenerated.
(474/515)

Doom Scythe
4, Artifact, Rare
2, T, Pay 4 life: Destroy target attacking creature.
The instruments of death are not to be trifled with.
(475/515)

Drakava War Machine
6, Artifact Creature 0/3, Rare
Trample
Drakava War Machine can't block.
Sacrifice a creature: Put X +1/+1 counters on Drakava War Machine, where X is that creature's converted mana cost.
(476/515)

Effergy Hulk
7, Artifact Creature 4/4, Rare
Flying
When Effergy Hulk comes into play, return target card from your graveyard to your hand.
An assault vehicle combined with a cargo ship.
(477/515)

Elemental Cannon
5, Artifact, Rare
3, T, Discard a card from your hand: Elemental Cannon deals 2 damage to target creature or player.
The elements are best used when mixed with technology.
(478/515)

Elusive Automaton
4, Artifact Creature - Golem 3/2, Rare
Return an artifact you control to its owner's hand: Return Elusive Automaton to its owner's hand.
"Would you HOLD STILL?!"
-Angered mechanic

(479/515)

Golem Protector
4, Artifact Creature - Golem 3/2, Rare
At the beginning of your upkeep, gain 1 life.
What better guardian than one that doesn't breathe?
(481/515)

Gravity Orb
2, Artfact, Rare
2T: Each player taps three untapped non-enchantment permanents he or she controls.
With each step, Joleph's strength grew weaker and weaker.
(483/515)

Helium Vessel
2, Artifact Creature 1/1, Rare
Flying.
Return Helium Vessel to its owner's hand: Target creature gains flying until end of turn.
When nature meets technology, victory ensues.
(484/515)

Lotus Stem
0, Artifact, Rare
3: Put a charge counter on Lotus Stem.
T, Sacrifice Lotus Stem: Add three mana of any one color to your mana pool. Play this ability only if Lotus Stem has a charge counter on it.
For a flower to blossom, its root must be strong.
(485/515)

Nether Vortex
5, Artifact, Rare
1, T, Remove Nether Vortex from the game: Each player shuffles all creatures and artifacts he or she controls into their owners' libraries.
Naphroden's mistake cost the lives of millions of his own people.
(488/515)

Shanesti's Tome
4, Artifact, Rare
Whenever you draw Shanesti's Tome, you may pay 3 and reveal it. If you do, shuffle it into your library and draw two cards.
4T: Draw a card.
(492/515)

Sinister Bell
4, Artifact, Rare
Sinister Bell doesn't untap during the untap step.
3T: Sinister Bell deals 2 damage to all players.
3: Untap Sinister Bell. Sinister Bell deals 2 damage to all players. Play this ability only if Sinister Bell is tapped.
(493/515)

Smithstone
3, Artifact, Rare
4T: Put the top four cards of target player's library into his or her graveyard.
The tireless grinding of the stone drives even the strongest mind to the brink of madness.
(494/515)

Titanium Golem
6, Artifact Creature - Golem 4/4, Rare
When Titanium Golem comes into play, you may sacrifice a creature. If you do, put two +1/+1 counters on it.
Superiority demands sacrifice.
(502/515)

Toth's Tome
3, Artifact, Rare
When Toth's Tome comes into play, discard a non-land card from your hand and put X Page counters on Toth's Tome, where X is equal to the converted mana cost of the card discarded this way.
2T: Draw a card. Use this ability only if you have exactly X cards in your hand, where X is equal to the number of Page counters on Toth's Tome.
(503/515)

Violent Clay
7, Artifact 2/2, Rare
When Violent Clay comes into play, you may put one, two, or three +1/+1 counters on it. If you put one on it, it gains flying and first strike. If you put two on it, it has trample. If you put three on it, it can block as though it had flying. (These effects don't end at end of turn).
(505/515)


Land:10


Uncommon:5

Arena Stockade
Land, Uncommon
When Arena Stockade comes into play, sacrifice it unless you return a creature you control to its owner's hand.
T: Add one mana of any color to your mana pool.
(506/515)

Prizm Tower
Land, Uncommon
T: Add 1 to your mana pool.
If you control four or more creatures, Prizm Tower has "T: Add one mana of any color to your mana pool."
(509/515)

Prosperous Farmstead
Land, Uncommon
T: Add 1 to your mana pool.
T: Put target land in your graveyard on top of your library.
With hope and devotion, some can make anything grow.
(510/515)

Sacred Gardens
Land, Uncommon
Sacred Gardens can't be the target of spells or abilities.
T: Add 1 to your mana pool.
The people need a place to both harvest and pray.
(511/515)

Tilled Farmland
Land, Uncommon
Whenever you draw Tilled Farmland, you may pay 3 and reveal it. If you do, search your library for a basic land and put it into play tapped. Then shuffle your library.
T: Add one colorless mana to your mana pool.
(514/515)


Rare:5

Cultivated Field
Land, Rare
Sacrifice Cultivated Field any time you control four or more lands.
T: Add one mana of any color to your mana pool.
(507/515)

Library of Belgaria
Legendary Land, Rare
T: Add 1 to your mana pool.
2T: Draw a card. Use this ability only if you have no cards in your hand.
(508/515)

Shifting Dunes
Land, Rare
T: Add 1 to your mana pool.
Return Shifting Dunes to its owner's hand: Put a land card from your hand into play tapped.
(512/515)

Spell Vault
Land, Rare
T: Add one colorless mana to your mana pool.
T: Sacrifice Spell Vault: Draw a card.
Hey! Look what I found!
(513/515)

Time Fields
Land, Rare
T: Add 1 to your mana pool.
2, T, Return Time FIelds to its owner's hand: Return target land to its owner's hand.
(515/515)


Generated with Magic set Editor on 02-23-2005 23:04:18
by Twan van Laarhoven
1
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