Endgame
Robert Kallister

143 Cards total in set.


White:25


Common:11

Aura Devourer
1, Creature - Elemental 2/1, Common
Whenever Aura Devourer deals combat damage to a player, that player sacrifices an enchantment.
(3/143)

Belgarian Purist
, Creature - Cleric 1/1, Common
T, Sacrifice Belgarian Purist: Destroy target enchantment.
Belgaria's battle against Jomexra will need all the help it can get.
(4/143)

Faith Elemental
2, Creature - Elemental 2/2, Common
3WT: Gain 2 life.
Belief can be the strongest magic of all.
(8/143)

Hardened Position
1, Instant, Common
Target blocking creature gets +1/+8 until end of turn.
Soldiers shot arrows from behind the castle wall, which proved to be the safest area in the city.
(10/143)

Noble Charge
2, Sorcery, Common
Creatures you control get +1/+1 until end of turn.
Prevent all damage creatures you control would be dealt this turn.
"To victory, my soldiers! We can't rest until Belgaria is safe again!"
-Groden

(13/143)

Phasing Elemental
2, Creature - Elemental 2/1, Common
Speed: 2 (This creature can't be blocked except by creatures with Speed 2 or higher)
2W: Remove Phasing Elemental from the game. At the end of turn, return it to play.
(15/143)

Restless Skyknight
2, Creature - Soldier 2/1, Common
Flying
Whenever an opponent attacks you, you may untap Restless Skyknight.
(17/143)

Shield of Prayers
1, Enchant Creature, Common
Enchanted creature gets +0/+1 for each creature you control.
"We gather our hopes hand in hand, believing salvation is close."
-Groden

(18/143)

Solar Hawk
4, Creature - Bird 3/3, Common
Flying
Attacking doesn't cause Solar Hawk to tap.
"Polly wanna' cracker?"
-Shanesti

(20/143)

Spiritual Blaze
3, Instant, Common
Whenever a creature you control deals combat damage this turn, gain that much life.
(21/143)

Thornmail
2, Enchant Creature, Common
Whenever enchanted creature would deal damage, it deals that damage to itself instead.
(25/143)


Uncommon:7

Diligent Defenders
1, Creature - Soldier 3/1, Uncommon
Whenever damage would be dealt to Diligent Defenders, that damage is dealt to you instead.
(6/143)

Disrupting Field
2, Sorcery, Uncommon
Choose one: Destroy all enchantments, or destroy all enchantments target player controls.
As Jomexra approached, Tennen threw his hands up. Suddenly, Jomexra's elemental powers began to dwindle.
(7/143)

Law Enforcer
2, Creature - Soldier 1/1, Uncommon
Protection from red.
WT: Up to four target creatures can't attack this turn.
His is the longest arm of the law.
(12/143)

Oak Ballista
2, Enchant Creature, Uncommon
Enchanted creature has "T: This creature deals 2 damage to target attacking or blocking creature."
(14/143)

Pious Elemental
4, Creature - Elemental 4/4, Uncommon
Speed: 4 (This creature can't be blocked except by creatures with Speed 4 or higher)
Whenever Pious Elemental deals damage, gain that much life.
(16/143)

Spurning Soldier
3, Creature - Soldier 2/2, Uncommon
When Spurning Soldier comes into play, reveal your hand. Put a +1/+1 counter on Spurning Soldier for each enchantment you reveal this way.
(22/143)

Stalwart Defenses
4, Instant, Uncommon
As an additional cost to play Stalwart Defenses, remove a card in your hand from the game.
Untap all creatures you control. Blocking creatures get +X/+X until end of turn, where X is equal to the mana cost of the card removed to play Stalwart Defenses.
(23/143)


Rare:7

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."
His sacrifice is our only salvation.
(1/143)

Arduous Defender
4, Creature - Soldier 2/2, Rare
You may play Arduous Defender any time you could play an instant.
First strike
When Arduous Defender comes into play, remove target attacking creature from the game.
(2/143)

Diffusion
4, Sorcery, Rare
Choose a number. Destroy all artifacts and enchantments with converted mana cost equal to or greater than that number.
(5/143)

Fortune's Blessing
, Enchantment, Rare
Gain 1 life whenever an opponent plays a spell or ability that targets a permanent you control.
(9/143)

Hidden Garden
, Enchant World, Rare
At the beginning of a player's upkeep, that player may choose to skip his or her draw step this turn. If he or she does, that player searches his or her library for a basic land card, reveals it, and puts it in his or her hand. Then that player shuffles his or her library.
(11/143)

Slavoltha
5, Creature - Elemental 6/6, Rare
Flying
Whenever Slovoltha deals combat damage, gain that much life.
3W: Untap Slovoltha.
(19/143)

Tennen, Elemental Tutor
2, Creature - Wizard Legend 1/4, Rare
When Tennen, Elemental Tutor comes into play, choose a color. Tennen, Elemental Tutor has protection from that color.
1W, Sacrifice an elemental: Destroy target attacking or blocking creature.
(24/143)


Blue:25


Common:11

Air Gazer
, Creature - Wizard 0/1, Common
Flying
Whenever you draw a card, Air Gazer gets +1/+1 until end of turn.
(26/143)

Cloak of Transportation
1, Enchant Creature, Common
Enchanted creature gains flying.
Whenever enchanted creature becomes the target of a spell, you may return it and Cloak of Transportation to their owners' hands.
(31/143)

Cyclonist
2, Creature - Wizard 2/1, Common
2U: Target creature gains flying until end of turn.
Controlling weather patterns is dangerous. So are its effects.
(32/143)

Drake Fisher
3, Creature - Drake 3/3, Common
Flying
2U, Sacrifice Drake Fisher: Draw a card.
(33/143)

Fading Knowledge
3, Sorcery, Common
Draw three cards, then discard a card.
"My memory isn't as it used to be. But that doesn't mean I'm giving up."
-Tennen

(34/143)

Frigid Sentinel
2, Creature - Elemental 2/1, Common
Flying, protection from red.
Ice makes a great defense.
(35/143)

Grotesque Mutation
1, Enchant Creature, Common
Enchanted creature gets +3/+3.
Any opponent may have you draw three cards. If an opponent does, sacrifice enchanted creature.
(37/143)

Invalidate
1, Instant, Common
Target permanent can't be the target of spells or abilities this turn.
"Wrong answer."
-Shanesti

(39/143)

Rapid Elemental
1, Creature - Elemental 1/1, Common
Speed: 5 (This creature can't be blocked except by creatures with Speed 5 or higher)
(42/143)

Shoreline Bomber
4, Creature - Soldier 3/1, Common
Flying
T: Shoreline Bomber deals 2 damage to target nonflying creature.
Strafing runs in Belgaria aren't made that often, but when they are, something always gets blown up.
(46/143)

Sweeping Tide
3, Instant, Common
Target player chooses two creatures he or she controls and returns them to their owners' hands.
(48/143)


Uncommon:7

Belgarian Mimic
3, Creature - Illusion 3/3, Uncommon
When Belgarian Mimic comes into play, you may choose target creature.
Belgarian Mimic gains flying if the chosen creature has flying. This also applies for first strike, trample, haste, and/or protection from a color.
(28/143)

Hailslinger
4, Creature - Wizard 1/1, Uncommon
T: Hailslinger deals 2 damage to target creature or player.
Sticks and stones may break my bones, but ice balls make me run.
(38/143)

Mirror Elemental
3, Creature - Elemental 3/3, Uncommon
Speed: 3 (This creature can't be blocked except by creatures with Speed 3 or higher)
Protection from elementals.
(40/143)

Shadow of Fate
1, Instant, Uncommon
Search target opponent's library for four cards. Put one of those cards in that player's hand, and remove the others from the game. Then that player shuffles his or her library.
(45/143)

Spurning Mage
3, Creature - Wizard 2/2, Uncommon
When Spurning Mage comes into play, reveal your hand.
Put a +1/+1 counter on Spurning Mage for each instant you reveal this way.
(47/143)

Takrah's Mirror
2, Instant, Uncommon
Change the target of target spell that targets a player.
Tennen unleashed a fury of elemental blasts at Jomexra. Moments later, he was dodging everything he'd thrown at the dark elementalist.
(49/143)

Thought Control
4, Enchant Creature, Uncommon
When Thought Control comes into play, draw a card.
You control enchanted creature.
(50/143)


Rare:7

Balfamin
5, Creature - Elemental 6/6, Rare
Flying
T: Balfamin deals 3 damage to target creature or player, and 4 damage to itself.
(27/143)

Belgarian Traitor
1, Creature - Soldier 1/1, Rare
1U: Exchange control of Belgarian Traitor and target creature. Put two +1/+1 counters on Belgarian Traitor.
(29/143)

Brine Mage
2, Creature - Wizard 1/2, Rare
T: Target creature you control can't be the target of spells or abilities this turn.
"It's amazing what coral and spells can do."
-Shanesti

(30/143)

Gravity Gate
4, Sorcery, Rare
Each player removes all cards in his or her hand from the game, then returns all permanents he or she controls to their owners' hands. Then each player puts all permanents removed by Gravity Gate into play.
(36/143)

Portal Caster
3, Creature - Wizard 2/3, Rare
2UT: Choose a card you own that has been removed from the game. You may play that card as though it were in your hand until end of turn. If you do, shuffle it into your library.
(41/143)

Reverting Knowledge
3, Instant, Rare
Prevent all damage target instant or sorcery an opponent controls would deal to you. Draw X cards, where X is the amount of damage prevented by Reverting Knowledge.
(43/143)

Scrying Orb
, Enchant World, Rare
Each player plays with the top card of his or her library revealed.
(44/143)


Black:25


Common:11

Blood Seeker
, Creature - Elemental 2/2, Common
Blood Seeker can't block.
At the beginning of your upkeep, lose 1 life.
(51/143)

Demon's Touch
1, Instant, Common
Choose one: Target creature gets +1/+1 and fear until end of turn, or target creature gets -1/-1 until end of turn.
Jomexra's dark energies consumed even the brightest of lights given by Belgaria's divinities.
(53/143)

Dispatch
2, Instant, Common
Destroy target tapped creature. It can't be regenerated.
"Taken down on the word 'go.'"
-Shanesti

(54/143)

Elemental Conjurer
2, Creature - Wizard 1/2, Common
T: Add B to each player's mana pool.
An elementalist must draw power for everyone to use, not just for himself.
(55/143)

Elemental Husk
3, Creature - Elemental 4/2, Common
Speed: 2 (This creature can't be blocked except by creatures with Speed 2 or higher)
Elemental Husk can't block.
(56/143)

Ghoul Mage
3, Creature - Zombie Wizard 2/2, Common
T, Pay 1 life: Regenerate target creature.
The more you're around the undead, the more you learn how to keep them dead.
(62/143)

Gutless Zombie
4, Creature - Zombie 5/4, Common
Gutless Zombie can't block.
Having courage doesn't necessarily make you strong.
(63/143)

Lingering Illness
1, Enchant Creature, Common
Enchanted creature has "At the beginning of your upkeep, lose 1 life."
Takrah's fanatics brought more than just disorder to Belgaria.
(66/143)

Mental Stress
3, Sorcery, Common
As an additional cost to play Mental Stress, discard a card from your hand.
Target opponent discards three cards from his or her hand.
(67/143)

Wandering Ghost
2, Creature - Spirit 2/1, Common
Flying
Whenever Wandering Ghost is put into a graveyard from play, remove it from the game. Then return another target creature from your graveyard to your hand.
(74/143)

Withering Illness
1, Enchant Creature, Common
B: Enchanted creature gets -1/-1 until end of turn.
The pain of Takrah's horrid plagues is more than any mortal can stand.
(75/143)


Uncommon:7

Enslave
1, Enchant Creature, Uncommon
Gain control of enchanted creature.
Enchanted creature can't attack or block, and its activated abilities can't be played.
(57/143)

Executioner's Hood
1, Enchant Creature, Uncommon
Enchanted creature has fear.
Whenever enchanted creature deals combat damage to a player, that player sacrifices a creature.
(58/143)

Fickel Mercenary
1, Creature - Mercenary 4/4, Uncommon
Whenever Fickel Mercenary becomes the target of a spell or ability, that source's controller gains control of it.
(59/143)

Gate Swallower
4, Creature - Elemental 4/4, Uncommon
Speed: 3 (This creature can't be blocked except by creatures with Speed 3 or higher)
If a creature dealt combat damage by Gate Swallower is put into a graveyard, that creature's controller discards a card.
(60/143)

Plague Victim
, Creature - Zombie 1/1, Uncommon
Plague Victim can't block.
Whenever Plague Victim deals combat damage to a creature, destroy that creature. It can't be regenerated.
(69/143)

Spurning Zombie
3, Creature - Zombie 2/2, Uncommon
When Spurning Zombie comes into play, reveal your hand. Put a +1/+1 counter on Spurning Zombie for each sorcery you reveal this way.
(71/143)

Strained Necromancy
2, Sorcery, Uncommon
Return target creature in your graveyard to play. That creature gains haste. At the end of turn, remove that creature from the game.
(72/143)


Rare:7

Bonestorm
3, Sorcery, Rare
Creatures get -1/-1 until end of turn for each creature in your graveyard.
(52/143)

Ghoul Berzerker
4, Creature - Zombie 5/1, Rare
Trample
Remove two cards in your graveyard from the game; Regenerate Ghoul Berzerker.
(61/143)

Haunting Nightmare
2, Creature - Nightmare Horror 3/3, Rare
At the beginning of your upkeep, if Haunting Nightmare is in your graveyard you may have target opponent draw a card. If you do, return Haunting Nightmare to your hand.
Whenever Haunting Nightmare is put into a graveyard from play, target opponent discards a card.
(64/143)

Jomexra
3, Creature - Wizard Elemental Legend 3/3, Rare
Jomexra gets +4/+4 and trample as long as it has a power counter on it.
5BBT: Put a power counter on Jomexra.
Discard two cards: Regenerate Jomexra.
(65/143)

Pendasalva
5, Creature - Elemental 6/6, Rare
Flying
T: Target opponent discards two cards from his or her hand. Play this ability only any time you could play a sorcery.
(68/143)

Sinking Wastes
1, Enchantment, Rare
Sacrifice a creature: Draw a card.
The marshes of Belgaria's eastern border claim more lives than any disease, monster, or war.
(70/143)

Takrah's Lair
1, Enchant World, Rare
At the beginning of each player's upkeep, that player draws a card and loses 1 life.
(73/143)


Red:25


Common:11

Alacrity
1, Instant, Common
Target creature gains double strike until end of turn. (That creature deals both first strike and normal combat damage)
(76/143)

Belgarian Roc
4, Creature - Bird 3/3, Common
Flying
Belgarian Roc can't block.
"They're considered a delicasy in Belgaria. The problem is you have to kill one before you can eat it."
-Tennen

(78/143)

Drakava Archer
2, Creature - Gnoll 3/3, Common
T: Drakava Archer deals 1 damage to target creature.
Gnoll arrows leave awful swelling marks for days after initial contact. Only the Drakava know why.
(82/143)

Drakava Berzerker
1, Creature - Gnoll 3/1, Common
Haste
When Drakava Berzerker comes into play, it gains first strike until end of turn.
(83/143)

Dust Elemental
, Creature - Elemental 2/1, Common
Whenever Dust Elemental would deal combat damage, flip a coin. If you lose that flip, prevent all damage Dust Elemental would deal this turn.
(85/143)

Geomancer's Armor
1, Enchant Creature, Common
Enchanted creature gets +1/+1 for each land in a graveyard.
Earth wizards use special weapons to assist their talents.
(86/143)

Pyre Wall
3, Creature - Wall 3/6, Common
Speed: 3 (This creature can't be blocked except by creatures with Speed 3 or higher)
(90/143)

Savage Might
, Enchant Creature, Common
Discard a card at random: Enchanted creature gets +1/+1 and can't be blocked except by three or more creatures until end of turn.
(92/143)

Scalding Elemental
2, Creature - Elemental 2/1, Common
Haste, protection from blue.
Fire and water make a deadly combination.
(93/143)

Scorching Flare
4, Instant, Common
Choose one: Scorching Flare deals 3 damage to each of two target creatures, Scorching Flare deals 3 damage to each of two target players, or Scorching Flare deals 3 damage to target creature and 3 damage to target player.
(94/143)

Thrashing Earth
1, Sorcery, Common
Sacrifice two lands. Then, destroy two target lands.
When Gaea is angry, she lets everyone know.
(99/143)


Uncommon:7

Ballistic Charger
1, Creature - Elemental 3/4, Uncommon
Haste
Whenever Ballistic Charger deals combat damage, it deals that much damage to itself.
(77/143)

Bolt Shooter
3, Creature - Elemental 3/3, Uncommon
Speed: 2 (This creature can't be blocked except by creatures with Speed 2 or higher)
Whenever Bolt Shooter deals combat damage to a player, you may have it deal 3 damage to target creature that player controls.
(79/143)

Destructive Hunger
3, Enchant Creature, Uncommon
Enchanted creature has "At the beginning of your upkeep, sacrifice a land."
Sometimes the soldiers consume more supplies than they can protect.
(81/143)

Magma Cauldron
2, Enchantment, Uncommon
Whenever a creature comes into play, you may put a Boil counter on Magma Cauldron.
Sacrifice Magma Cauldron: Magma Cauldron deals X damage to target creature or player, where X is the number of Boil counters on it.
(88/143)

Servant of Disorder
2, Creature - Soldier 1/1, Uncommon
Protection from white.
RT: Up to four target creatures can't block this turn.
His devotion to chaos is enough to turn a man's stomach.
(95/143)

Spoliate
3, Sorcery, Uncommon
Destroy target artifact or land.
Draw a card.
Takrah's followers took Jomexra's fight as an opportunity to loot the Belgarian homes.
(96/143)

Spurning Gnoll
3, Creature - Gnoll 2/2, Uncommon
When Spurning Gnoll comes into play, reveal your hand. Put a +1/+1 counter on Spurning Gnoll for each land you reveal this way.
(97/143)


Rare:7

Claims Agency
2, Instant, Rare
Claims Agency can't be countered.
Gain control of all permanents you own.
Draw a card.
Belgarian repo men are regarded for having the deadliest job in the world.
(80/143)

Drakava Intimidator
3, Creature - Gnoll Spellshaper 2/2, Rare
2R, Discard a card: Gain control of target creature until end of turn. That creature gains haste. Play this ability only any time you could play a sorcery.
(84/143)

Groden, Elite Captain
2, Creature - Soldier Legend 3/1, Rare
First strike
If Groden, Elite Captain deals combat damage to a creature, remove that creature from the game.
(87/143)

Magma Cyclone
3, Sorcery, Rare
Magma Cyclone deals 6 damage, divided as you choose, among any number of target creatures and/or players.
(89/143)

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.
(91/143)

Taulgodus
5, Creature - Elemental 6/6, Rare
Flying
XT: Each player discards X cards from his or her hand, then draws X cards.
(98/143)

Thriving Chaos
, Enchant World, Rare
Whenever a player discards a card at random, that player may have Thriving Chaos deal 1 damage to target creature or player.
(100/143)


Green:25


Common:11

Acid Brush
3, Creature - Wall 1/3, Common
Whenever Acid Brush deals combat damage to a creature, destroy that creature.
G: Regenerate Acid Brush.
(101/143)

Alluring Scent
, Enchant Creature, Common
G: Target creature blocks enchanted creature this turn if able.
Musk can be a stronger weapon than the sharpest sword.
(102/143)

Battle Druid
, Creature - Druid 1/1, Common
Sacrifice Battle Druid: Target creature gets +1/+1 and trample until end of turn.
(104/143)

Collective Strength
1, Instant, Common
Target creature gets +1/+1 until end of turn for each creature you control.
Five arms are better than one.
(105/143)

Druid Gatekeeper
, Creature - Druid 2/2, Common
At the beginning of your upkeep, you may tap a land you control. If you don't, sacrifice Druid Gatekeeper.
(106/143)

Floral Boost
3, Sorcery, Common
Search your library for a forest card and put it into play. Then shuffle your library.
Draw a card.
(111/143)

Foul Soil
3, Instant, Common
Put target land on top of its owner's library.
"It's no good. We'll have to till it again, and reseed."
-Belgarian Farmer

(112/143)

Hunter Wurm
4, Creature - Wurm 6/6, Common

Most animals avoid danger at all costs. But it's a lot more difficult when the danger is seventy feet long.
(115/143)

Samara Footsoldier
1, Creature - Druid 2/1, Common
You may play an additional land the turn Samara Footsoldier comes into play.
Even the woods have an army.
(118/143)

Samara Seedling
3, Creature - Treefolk Elemental 2/2, Common
Speed: 2 (This creature can't be blocked except by creatures with Speed 2 or higher)
Whenever Samara Seedling becomes blocked, destroy target artifact or enchantment.
(119/143)

Saproling Uproar
, Sorcery, Common
Destroy target land unless that land's controller has you put two 1/1 green Saproling creature tokens into play.
The plant life didn't take too well to Jomexra's attempts to occupy Belgaria.
(122/143)


Uncommon:7

Assimilated Borders
5, Sorcery, Uncommon
Search your library for up to three basic lands and put them into play tapped. Then shuffle your library.
Belgaria is constantly expanding, going as far as the king will allow.
(103/143)

Limber Basilisk
4, Creature - Basilisk Elemental 3/4, Uncommon
Speed: 2 (This creature can't be blocked except by creatures with Speed 2 or higher)
Whenever Limber Basilisk deals combat damage to a creature, destroy that creature at the end of combat.
(116/143)

Samara Enchantress
2, Creature - Druid, Uncommon
Samara Enchantress gets +1/+1 for each artifact in play.
(117/143)

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.
The ancient Samara woods hold more secrets than all the Belgarian lands.
(121/143)

Sporatic Growth
2, Enchant Land, Uncommon
Whenever enchanted land is tapped for mana, choose two colors. Add one mana of each of those colors to your mana pool.
(123/143)

Spurning Druid
3, Creature - Druid 1/1, Uncommon
When Spurning Druid comes into play, reveal your hand. Put a +1/+1 counter on Spurning Druid for each creature you reveal this way.
(124/143)

Strength of Will
X, Sorcery, Uncommon
Put X +1/+1 counters on target creature.
If you desire the power, you will have it.
(125/143)


Rare:7

Druid Summoner
2, Creature - Druid 1/1, Rare
T: Shuffle your library, then reveal the top three cards. Put all creature cards revealed this way in your hand, and all other cards on the bottom of your library.
(107/143)

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.
(108/143)

Druid's Prayer
4, Sorcery, Rare
Gain life equal to the number of lands in play.
The druids of Samara praise Gaea for her unconditional love. Gaea praises the druids for their undying devotion.
(109/143)

Enchanted Mulch
, Enchantment, Rare
1: Shuffle target card in your graveyard into your library.
Nature has perfected the art of recycling.
(110/143)

Gaea's Muscle
, Enchant World, Rare
Whenever a player plays a land, that player may give target creature +1/+1 until end of turn.
(113/143)

Gurlogalmin
5, Creature - Elemental 7/6, Rare
Trample
G: Regenerate Gurlogalmin.
(114/143)

Samara Shaman
2, Creature - Druid 1/1, Rare
If Samara Shaman untaps during any time other than the untap phase, sacrifice it.
T: Target creature gets +3/+3 until end of turn.
(120/143)


Multi:10


Uncommon:5

Astral Link
3, Enchantment, Uncommon
Whenever an opponent is dealt damage, you may gain that much life.
"Destiny has tied us together. Fate will see us through."
-Shanesti, to Tennen

(126/143)

Maniacal Hatred
2, Enchantment, Uncommon
Creatures you control get +2/+2 and can't block.
Once Jomexra's assault began, reinforcements came from all around to suppress him. Some had personal issues to resolve with him and his diety.
(128/143)

Shifting Chameleon
, Creature - Lizard 2/2, Uncommon
0: Shifting Chameleon becomes the color of your choice. (This effect doesn't end at end of turn)
(130/143)

Steam Elemental
, Creature - Elemental 2/2, Uncommon
Speed: 2 (This creature can't be blocked except by creatures with Speed 2 or higher)
If Steam Elemental deals combat damage to a player, you may have it deal 1 damage to target creature that player controls.
(132/143)

Subverting Strike
2, Instant, Uncommon
Destroy target nonland permanent.
With a wave of his hand, Jomexra slaughtered a dozen of Belgaria's soldiers.
(133/143)


Rare:5

Double Agent
1, Creature - Soldier 4/4, Rare
Haste
At the beginning of each player's upkeep, that player untaps and gains control of Double Agent.
(127/143)

Psalm of Rejuvenation
4, Sorcery, Rare
Return target card in your graveyard to your hand, and return target creature in your graveyard to play.
(129/143)

Star Blast
X, Sorcery, Rare
Star Blast deals X damage to all creatures. If a creature dealt damage by Star Blast would be put into a graveyard from play, remove it from the game instead.
Each player gains X life.
(131/143)

Takrah Manipulator
2, Creature - Wizard 2/2, Rare
1: Remove target instant or sorcery card in an opponent's graveyard from the game. You may play that card as though it were in your hand until end of turn.
(134/143)

Wind Control
1, Enchantment, Rare
2U: Target creature gains flying until end of turn.
2G: Target creature loses flying until end of turn.
(135/143)


Artifact:6


Uncommon:3

Fountain of Wisdom
5, Artifact, Uncommon
5T: Draw a card. Gain 1 life.
"Every time I visit it, I leave feeling refreshed and wiser."
-Shanesti

(138/143)

Iron Wall
5, Artifact Creature - Wall 0/8, Uncommon
Counter all spells and abilities that would tap Iron Wall.
"I doubt it's going anywhere. It hasn't for over two hundred years."
-Tennen

(139/143)

Rock Lobber
4, Artifact Creature 1/3, Uncommon
T: Rock Lobber deals 4 damage to target Wall.
Catapult crews are invaluable during times of conflict.
(140/143)


Rare:3

Belgarian Orb
4, Legendary Artifact, Rare
Elementals don't untap during the untap step.
2T: Draw a card.
The orb is only used in times of dire peril. Jomexra's attack is one of them.
(136/143)

Bronze Titan
9, Artifact Creature - Golem 7/7, Rare
Trample
If Bronze Titan becomes blocked by two or more creatures, you may draw a card.
(137/143)

Well of Confusion
3, Artifact, Rare
At the beginning of each player's draw step, if Well of Confusion is untapped, that player draws a card.
At the end of each player's draw step, that player discards a card at random.
(141/143)


Land:2


Uncommon:1

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."
(143/143)


Rare:1

Phantasmal Farm
Land, Rare
At the beginning of your upkeep, you may pay 1 life. If you do, Phantasmal Farm becomes the basic land type of your choice and retains this ability. (This effect doesn't end at end of turn)
(142/143)


Generated with Magic set Editor on 05-22-2003 02:21:57
by Twan van Laarhoven
1
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