Fusion
Robert Kallister
165 Cards total in set.
White:25
Common:11
Enlightened Clergy
2
, Creature - Cleric 1/1, Common
Whenever a land comes into play under your control, you may gain 2 life.
(6/165)
Essence Blast
1
, Instant, Common
If you control a plains and you control four or more lands, you may play Essence Blast without paying its mana cost.
Remove target enchantment from the game.
(7/165)
Field of Spears
2
, Instant, Common
Field of Spears deals X damage to target attacking creature, where X is the number of lands you control.
"Careful when walking through Zofar. You never know what's in the ground."
-Vhendrick
(9/165)
Footsoldier Initiates
, Creature - Soldier 1/1, Common
If you control three or more plains, you may play Footsoldier Initiates without paying its mana cost.
2: Footsoldier Initiates gains first strike until end of turn.
(10/165)
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.
(11/165)
Hunting Hawk
1
, Creature - Bird 1/2, Common
Flying
If you control a plains and you control three or more lands, you may play Hunting Hawk without paying its mana cost.
(13/165)
Psionic Shieldbearer
3
, Creature - Empath Soldier 2/4, Common
W, Discard a land card: Prevent the next 3 damage that would be dealt to target creature or player this turn.
(14/165)
Restraining Trap
, Enchant Creature, Common
Enchanted creature can't attack or block unless its controller pays X, where X is equal to half the number of lands you control, rounded up.
(15/165)
Ward of Defense
2
, Instant, Common
Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of lands you control.
Draw a card.
(20/165)
Winged Cavalry
2
, Creature - Knight 2/2, Common
Flying, first strike
If you control a plains and you control six or more lands, you may play Winged Cavalry without paying its mana cost.
(21/165)
Zofela Brewer
1
, Creature - Townsperson 2/1, Common
T: Reveal any number of lands in your hand. Then, gain that much life.
"Next round's on me!"
-Zeptal
(24/165)
Uncommon:7
Beacon of Erasure
3
, Instant, Uncommon
Remove target attacking creature from the game if its converted mana cost is equal to or less than the number of lands you control.
(2/165)
Blessed Cavalry
4
, Creature - Knight 3/3, Uncommon
First strike
When Blessed Cavalry comes into play, gain life equal to the number of lands you control.
(3/165)
Essence Breaker
2
, Creature - Cleric 2/2, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T, Discard a land card: Remove target enchantment from the game.
(8/165)
Guild of the Clergy
1
, Enchant Land, Uncommon
Enchanted land has "T: Gain 2 life."
"Members only."
-Signpost
(12/165)
Tax Collector
, Creature - Townsfolk 1/1, Uncommon
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for a basic land and put it into play tapped. If you do, shuffle your library.
(18/165)
Winter Falcon
5
, Creature - Bird 5/5, Uncommon
Winter Falcon costs 1 less to play for each swamp an opponent controls.
Flying
(22/165)
Zofela Strongarm
2
, Creature - Soldier 1/2, Uncommon
Whenever a land comes into play under your control, you may untap Zofela Strongarm.
T: Target creature gets +1/+1 until end of turn.
(25/165)
Rare:7
Angelic Purator
3
, Creature - Angel 3/4, Rare
Flying
At the beginning of your upkeep, you may put a land in your graveyard into play.
(1/165)
Cosmic Rebirth
2
, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Put all lands from your graveyard into play.
(4/165)
Earthly Balance

, Sorcery, Rare
Choose a target player. Each player sacrifices a number of lands until he or she controls as many lands as that player.
"Share, and share alike."
-Zeptal
(5/165)
Solar Empath
2
, Creature - Empath 2/3, Rare
Discard a land card: Choose a color. Creatures you control get protection from that color until end of turn.
(16/165)
Storm Phalanx
3
, Creature - Soldier 2/3, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Discard a land card: Prevent all damage target creature would deal to you this turn.
(17/165)
Terra Guard
1
, Enchantment, Rare
Lands you control are indestructable.
"These borders are heavily guarded. The Zofar won't stand a chance here."
-Zestula
(19/165)
Zofela Ambush Team
3
, Creature - 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.
(23/165)
Blue:25
Common:11
Drake Howler
4
, Creature - Drake 4/4, Common
Flying
At the beginning of your upkeep, tap a land you control.
"We feed them to shut them up."
-Zofela civilian
(30/165)
Earth Study
3
, Sorcery, Common
If you control an island and you control six or more lands, you may play Earth Study without paying its mana cost.
Draw two cards.
(31/165)
Field Winds
3
, Instant, Common
If you control an island and you control six or more lands, you may play Field Winds without paying its mana cost.
Return target permanent to its owner's hand.
(33/165)
Hover Squadron
1
, Creature - Empath 2/2, Common
Flying
Discard a land card: Target creature gains flying until end of turn.
"Levitation is a way of life."
-Psionic Scripture
(35/165)
Psionic Dancer
, Creature - Empath 1/1, Common
If you control three or more islands, you may play Psionic Dancer without paying its mana cost.
2: Psionic Dancer gains flying until end of turn.
(37/165)
Seaboard Geyser
2
, Instant, Common
Counter target spell unless its controller pays X, where X is equal to the number of lands you control.
"I may not like you, but the sea HATES you."
-Zestula
(39/165)
Spelkran Deflector
2
, Creature - Empath 2/1, Common
U,T, Sacrifice a land: Counter target spell that targets a creature you control.
A good defense obsoletes a good offense.
(42/165)
Terra Barrier
2
, Enchant Permanent, Common
Enchanted permanent doesn't untap during its controller's untap step.
At the beginning of enchanted permanent's controller's upkeep, that player may sacrifice a land. If he or she does, untap enchanted permanent.
(45/165)
Terrain Trapper
1
, Creature - Empath 1/2, Common
Whenever a land comes into play under your control, you may tap target creature.
"Best to stay away from the eastern part of Spelkra. Too many trappers."
-Vhendrick
(47/165)
Territory Cloning
, Instant, Common
Put a land card from your hand into play.
"Is it just me, or am I seeing double?"
-Zolnath
(48/165)
World Seer
2
, Creature - Empath 2/3, Common
If you control three or more different lands, World Seer has flying.
He practices his whole life to leave his home.
(50/165)
Uncommon:7
Coastal Currents
2
, Enchantment, Uncommon
2U, Discard a land: Return target creature to its owner's hand.
"Typhoon season will be upon us soon. We'd best get ready."
-Zolnath
(27/165)
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.
(28/165)
Gravity Mage
2
, Creature - Empath Wizard 2/3, Uncommon
Flying
Lands come into play tapped.
"Controlling gravity is a feat few psychics are gifted with."
-Zeptal
(34/165)
Sermon of the Mind
2
, Sorcery, Uncommon
Draw a card for each land you control, then discard that many cards.
"Listen well, Vhendrick. These may be the last words a mortal says to you."
-Zestula
(40/165)
Shrine of Knowledge
3
, Enchant Land, Uncommon
Enchanted land has "T: Draw a card."
"Eureka!"
-Zestula
(41/165)
Spelkran Forseer
1
, Creature - Empath 1/1, Uncommon
At the beginning of your upkeep, reveal the top card of your library. If it's a land, put it in your hand.
"We need to head east. The enemy has a trap laid for us in the north."
-Forseer
(43/165)
Winter Serpent
5
, Creature - Serpent 7/7, Uncommon
Winter Serpent costs 1 less to play for each mountain an opponent controls.
(49/165)
Rare:7
Caller of the Typhoon
4
, Creature - Elemental 3/3, Rare
Flying
Caller of the Typhoon comes into play with three +1/+1 counters on it.
Whenever you play a land, remove a +1/+1 counter from Caller of the Typhoon.
(26/165)
Deceptive Drake
2
, Creature - Drake 3/3, Rare
Flying
When Deceptive Drake comes into play, return an island you control to its owner's hand.
(29/165)
Earthly Storm
3
, Sorcery, Rare
Put all lands on top of their owners' libraries.
"Batten down the hatches! It's a full-scale squall!"
-Vhendrick
(32/165)
Mental Overload
2
, Sorcery, Rare
Put X cards from the top of target player's library into his or her graveyard, where X is the number of lands you control.
(36/165)
Research Attendant
2
, Creature - Empath Wizard 1/2, Rare
U, T: Draw a card, then discard a card. If you discard a land this way, untap Research Attendant.
(38/165)
Temporal Initiate
1
, Creature - Empath 1/2, Rare
1U: Return target land you control to its owner's hand.
"He can't quite do all that the Adepts do, but he's learning."
-Vhendrick
(44/165)
Terra Manipulator
1
, Creature - Empath 1/1, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
You may choose not to untap Terra Manipulator during your untap step.
T: You control target land as long as Terra Manipulator is tapped.
(46/165)
Black:25
Common:11
Brood Hatcher
1
, Creature - Empath 1/2, Common
Whenever a land comes into play under your control, you may have target creature get -1/-1 until end of turn.
"This season's mindworm harvest is excellent, my lord."
-Hatcher
(52/165)
Choking Vents
5
, Instant, Common
Target creature gets -X/-X until end of turn, where X is the number of lands you control.
Draw a card.
In places Gaea has little control, unforseen things happen very frequently.
(53/165)
Corrupting Flow
3
, Instant, Common
Destroy target creature if it's converted mana cost is equal to or less than the number of lands you control.
(54/165)
Echoing Horror
3
, Creature - Horror 2/2, Common
Discard a land card: Target player discards a card. Play this ability only when you could play a sorcery.
In Zonfeld, it's best to wear earplugs.
(61/165)
Evil Ground
1
, Sorcery, Common
Target player discards X cards, where X is equal to half the number of lands you control, rounded down.
"Walking just got a whole lot more difficult."
-Vhendrick
(63/165)
Focused Sadism
1
, Enchant Creature, Common
Enchanted creature gets +1/+0 for each land in a graveyard.
"Suffering can be harnessed."
-Zeptal
(65/165)
Frightner
1
, Creature - Empath 2/1, Common
Sacrifice a land: Target creature gains fear until end of turn.
"Fear is a powerful weapon. In fact, it's the strongest weapon of all."
-Zeptal
(66/165)
Plague Breather
3
, Creature - Beast 4/2, Common
2, Sacrifice a land: Target creature gets -1/-1 until end of turn.
Demons of the Zofar lands carry diseases the Zofela can't cure.
(67/165)
Unearthed Gravesight
1
, Sorcery, Common
If you control a swamp and you control four or more lands, you may play Unearthed Gravesight without paying its mana cost.
Return target creature from your graveyard to your hand.
(72/165)
Unholy Bangle
1
, Enchant Creature, Common
Enchanted creature gets +2/+0.
Sacrifice a land: Regenerate enchanted creature.
(73/165)
Zonfeld Apprentice
, Creature - Empath 1/1, Common
If you control three or more swamps, you may play Zonfeld Apprentice without paying its mana cost.
2: Creatures that block Zonfeld Apprentice get -1/-1 until end of turn. Play this ability only once each turn.
(75/165)
Uncommon:7
Blight Disciple
, Creature - Cleric Empath 1/1, Uncommon
Whenever a land is put into a graveyard from anywhere, you may have that land's controller lose 1 life.
Study of the ground can prove more effective than most think.
(51/165)
Crypt of Decay
2
, Enchant Land, Uncommon
Enchanted land has "T: Target creature gets +1/-1 until end of turn."
"How much rot do you think it can withstand before it falls apart?"
-Zeptal
(55/165)
Dark Ethra
3
, Creature - Beast 5/5, Uncommon
If you control a swamp and you control seven or more lands, you may play Dark Ethra without paying its mana cost.
When Dark Ethra comes into play, sacrifice a creature.
(57/165)
Skeletal Guard
3
, Creature - Skeleton 3/2, Uncommon
Sacrifice a land: Regenerate Skeletal Guard.
"I knew the undead were used for many things, but I never imagined them as shock troops."
-Zolnath
(68/165)
Skulking Horror
3
, Creature - Horror 5/5, Uncommon
At the beginning of your upkeep, you lose 2 life unless you remove a land in your graveyard from the game.
(69/165)
Soul Drain
5
, Sorcery, Uncommon
Soul Drain deals X damage to target creature or player, and you gain X life, where X is the number of lands you control.
(70/165)
Winter Specter
5
, Creature - Specter 4/4, Uncommon
Flying
Winter Specter costs 1 less to play for each forest an opponent controls.
Whenever Winter Specter deals combat damage to a player, that player discards a card at random.
(74/165)
Rare:7
Crypt of Insight
2
, Enchantment, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Whenever a land comes into play, you lose 1 life and draw a card.
"Who would've thought you could learn so much from the dead?"
-Zeptal
(56/165)
Dark Thoughts
X1
, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
X can't be greater than the number of lands you control.
Draw X cards, and lose X life.
The most sinister beings have the most sinister minds.
(58/165)
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.
(59/165)
Earthly Virus
2

, Sorcery, Rare
Each player loses life equal to the number of lands he or she controls.
"How do you cure a disease of the ground?"
-Zeptal
(60/165)
Ethra Monstrosity
4
, Creature - Beast 6/6, Rare
Trample
At the beginning of your upkeep, sacrifice a land.
"I never knew they could get that big...."
-Vhendrick
(62/165)
Festering Dragon
5
, Creature - Dragon Zombie */*, Rare
Flying
Festering Dragon has power and toughness equal to the number of lands you control.
At the beginning of your upkeep, sacrifice a land.
(64/165)
Thought Twister
1
, Creature - Empath 1/1, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
2B, T: Target player reveals X cards from his or her hand, where X is equal to the number of lands you control. Choose a card there. That player discards that card. Play this ability only when you could play a sorcery.
(71/165)
Red:25
Common:11
Assault Squad
2
, Creature - Mercenary 2/2, Common
Haste
T, Discard a land card: Assault Squad deals 2 damage to target creature.
The Zofar have written several books about "hit and run" tactics.
(76/165)
Earthbelch
5
, Sorcery, Common
Earthbelch deals damage equal to the number of lands you control to target player.
"Excuse you."
-Zofar soldier
(81/165)
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.
"Put the grounding rods here. I'm pretty sure Zonfeld troops will be heading this way."
-Vhendrick
(83/165)
Ethra Scorcher
3
, Creature - Beast 4/4, Common
Sacrifice a land: Ethra Scorcher gains haste until end of turn.
"Ever give a lollipop to a kid? Kind of the same thing happens when you feed the Ethra."
-Zofar farmer
(85/165)
Grounded Rod
2
, Instant, Common
If you control a mountain and you control five or more lands, you may play Grounded Rod without paying its mana cost.
Grounded Rod deals 3 damage to target creature or player.
(88/165)
Mine Crew
2
, Creature - Mercenary 2/1, Common
Whenever a land comes into play under your control, you may have Mine Crew deal 2 damage to target creature.
(90/165)
Rolling Shockwave
3
, Sorcery, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Destroy target land. Rolling Shockwave deals 3 damage to that land's controller.
(92/165)
Swelling Portal
2
, Sorcery, Common
Target player sacrifices a land.
Draw a card.
Gates to Dimensia open periodically, pulling whatever surrounds it into the world of oblivion.
(93/165)
Terra Staff
1
, Enchant Creature, Common
Enchanted creature gets +1/+0 and first strike.
Discard a land card: Enchanted creature gets +2/+0 until end of turn.
(95/165)
Zofar Avengers
, Creature - Mercenary 1/1, Common
If you control three or more mountains, you may play Zofar Avengers without paying its mana cost.
2: Zofar Avengers gains haste until end of turn.
(98/165)
Zofar Spoutcaster
2
, Creature - Empath 2/2, Common
1R, T, Remove a land in your graveyard from the game: Zofar Spoutcaster deals 2 damage to target creature or player.
(100/165)
Uncommon:7
Assault Valley
1
, Enchantment, Uncommon
2R, Sacrifice a land: Untap target creature you control. You get an additional combat step this turn, followed by an additional main phase.
(77/165)
Blast Hole
3
, Enchantment, Uncommon
Whenever a land is put into an opponent's graveyard from play, you may draw a card.
Goblins have done extensive testing on how dirt flies when you light sticks of dynamite.
(78/165)
Charging Ethra
2
, Creature - Beast 3/3, Uncommon
Whenever Charging Ethra attacks or blocks, a player may sacrifice a land. If a player does, prevent all damage Charging Ethra would deal this turn.
(80/165)
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.
"I haven't the heart to tell them blueberry pies don't grow from trees."
-Zestula
(86/165)
Ravaging Ethra
1
, Creature - Beast 3/3, Uncommon
At the beginning of a player's upkeep, if that player controls more lands than any other, that player gains control of Ravaging Ethra.
(91/165)
Winter Giant
5
, Creature - Beast 5/5, Uncommon
Winter Giant costs 1 less to play for each island an opponent controls.
Haste
(97/165)
Zofar Rampart
2
, Enchant Land, Uncommon
Enchanted land has "T, Discard a card: This deals 2 damage to target creature."
(99/165)
Rare:7
Border Negotiations
3
, Enchantment, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Players can't play lands.
At the beginning of your upkeep, pay 4 life or sacrifice Border Negotiations.
(79/165)
Earthly Depletion
4
, Sorcery, Rare
Remove all lands from the game.
All wells eventually dry up.
(82/165)
Ethra Howler
3
, Creature - Beast 6/5, Rare
Ethra Howler can't attack unless you control more lands than the defending player.
Ethra Howler can't block unless you control more lands than that creature's controller.
(84/165)
Ground Shards
3
, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Ground Shards deals damage equal to the number of lands you control to all nonflying creatures.
Without warning, spires of sharp rock shot up from the ground like cannonballs.
(87/165)
Living Lightning
2
, Creature - Elemental 6/1, Rare
Haste, trample
At the beginning of your upkeep, discard a land card or sacrifice Living Lightning.
(89/165)
Terra Sadist
1
, Creature - Empath 2/1, Rare
Whenever a land is put into a graveyard from play, you may put a +1/+1 counter on Terra Sadist.
"Those who gain pleasure from watching Gaea suffer are cold-hearted souls that deserve to die."
-Vhendrick
(94/165)
Terramancer
2
, Creature - 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
(96/165)
Green:25
Common:11
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
(102/165)
Earth Might
1
, Enchant Creature, Common
Enchanted creature gets +2/+2.
Sacrifice a land: Enchanted creature gains trample until end of turn.
(103/165)
Elven Elite
, Creature - Elf 1/1, Common
If you control three or more forests, you may play Elven Elite without paying its mana cost.
2: Elven Elite gains trample until end of turn.
(106/165)
Elven Watchers
1
, Creature - Elf 2/1, Common
Whenever a land comes into play under your control, you may untap a creature you control.
The Tujal lands have enjoyed a long-lasting peace, thanks in part to its diligent sentinels.
(107/165)
Groundwatcher
1
, Creature - Druid 2/1, Common
Lands you control can't be the target of spells or abilities.
No one knows how he manages to defend the Tujal forests, but nothing has damaged them since he started.
(112/165)
Resource Hunt
3
, Sorcery, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Search your library for a land and put it into play. Then shuffle your library.
(115/165)
Rock Shredder
1
, Creature - Beast 2/2, Common
Discard a land card: Rock Shredder gets +2/+1 and trample until end of turn.
"Anything that sharpens its claws on obsidian is nothing you want to get angry."
-Vhendrick
(116/165)
Sowing Ethra
3
, Creature - Beast 3/3, Common
3, T: Search your library for a basic land, reveal it, and put it in your hand. Then shuffle your library.
"I never thought I'd see animals farming."
-Vhendrick
(118/165)
Terra Charge
2
, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Target creature gets +X/+X until end of turn, where X is the number of lands you control.
When the earthmother is angry, things die.
(119/165)
Tujal Drummer
1
, Creature - Druid 2/2, Common
Whenever a land comes into play under your control, you may have target creature get +1/+1 until end of turn.
The song of Gaea can inspire even the most cowardly to fight in her honor.
(122/165)
Tujal Invoker
2
, Creature - Druid Empath 2/2, Common
Whenever a land comes into play under your control, you may have target land become a 3/3 creature until end of turn that's still a land.
(124/165)
Uncommon:7
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
(101/165)
Earthwatcher
, Creature - Druid 1/1, Uncommon
2G: Return target land from your graveyard to your hand.
"I can't quite figure out what he's doing. I mean, it's not like the ground's going anywhere...."
-Zeptal
(105/165)
Gaea's Sentinel
4
, Sorcery, Uncommon
Put an X/X green Elemental creature token into play, where X is the number of lands you control.
"Our earthmother will defend herself, one way or another."
-Druid
(110/165)
Machine Wrecker
2
, Creature - Druid 2/2, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T, Discard a land card: Destroy target artifact.
Sabotage isn't just a job, it's an art form.
(113/165)
Power Blossom
1
, Instant, Uncommon
Until end of turn, whenever a land you control is tapped for mana, add one mana of the color it produced to your mana pool.
Draw a card.
(114/165)
Shroud Caster
3
, Creature - Empath 3/2, Uncommon
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.
(117/165)
Winter Ethra
5
, Creature - Beast 6/6, Uncommon
Winter Ethra costs 1 less to play for each swamp an opponent controls.
Trample
(125/165)
Rare:7
Earthly Seeding
2
, Sorcery, Rare
Return all lands from your graveyard to your hand.
"When you've exhausted your resources, you need to regrow them"
-Zolnath
(104/165)
Ethra Giant
2
, Creature - Beast 0/0, Rare
Ethra Giant comes into play with four +1/+1 counters on it.
Whenever you play a land, put a +1/+1 counter on Ethra Giant.
Whenever an opponent plays a land, remove a +1/+1 counter from Ethra Giant.
(108/165)
Exploration
, Enchantment, Rare
You may play an additional land each turn.
"The earthmother has given us much. And we haven't even discovered half of her bounty."
-Druid
(109/165)
Grassland Ethra
3
, Creature - Beast 4/4, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Trample
Discard a land card: Put a +1/+1 counter on Grassland Ethra.
(111/165)
Terra Scout

, Creature - Druid 2/2, Rare
Return a forest you control to its owner's hand: Untap a creature you control. Play this ability only once each turn.
(120/165)
Territory Advance
3
, Enchantment, Rare
Whenever a creature you control deals combat damage to a player, you may search your library for a basic land and put it into play tapped. If you do, shuffle your library.
"Forward, men! The Zofar lands are almost upon us!"
-Zestula
(121/165)
Tujal Enchantress
1
, Creature - 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.
(123/165)
Multi:20
Common:10
Empathic Boa
1
, Creature - Snake 3/3, Common
When Empathic Boa comes into play, if you control five or more lands, you may draw a card.
Psychic power spreads its influence to even the most remote corners of the world.
(127/165)
Haunting Apparition

, Creature - Spirit 2/2, Common
When Haunting Apparition comes into play, target player loses life equal to the number of plains he or she controls.
(130/165)
Horror Tracker

, Creature - Soldier 2/2, Common
Whenever a swamp comes into play under an opponent's control, you may draw a card.
"It's a dirty job, but the pay's good."
-Tracker
(131/165)
Morbid Clergy
1
, Creature - Cleric 3/3, Common
When Morbid Clergy comes into play, target creature gets -2/-2 until end of turn if you control five or more lands.
(133/165)
Moss Stalker
1
, Creature - Horror 3/3, Common
When Moss Stalker comes into play, destroy target creature with converted mana cost two or less if you control five or more lands.
(134/165)
Obsessed Pyromancer
1
, Creature - Empath 3/3, Common
When Obsessed Pyromancer comes into play, draw two cards, then discard a card if you control five or more lands.
(135/165)
Solar Taskforce
1
, Creature - Soldier 3/3, Common
When Solar Taskforce comes into play, it deals 3 damage to target creature if you control five or more lands.
(140/165)
Spelkran Infiltrator

, Creature - Soldier 2/2, Common
Mountainwalk
Whenever Spelkran Infiltrator deals combat damage to a player, gain that much life if that player controls a mountain.
(141/165)
Thought Seer

, Creature - Empath 2/2, Common
When Thought Seer comes into play, if target opponent controls a forest, you may look at that player's hand. Choose a noncreature, nonland card there. That player discards that card.
(144/165)
Tujal Barbarian

, Creature - Barbarian 2/2, Common
Whenever Tujal Barbarian attacks, it gets +1/+1 until end of turn for each island the defending player controls.
(145/165)
Uncommon:5
Belvanog
1
, Creature - Atog 2/2, Uncommon
Discard an island: Belvanog gets +2/+0 and flying until end of turn.
Discard a plains: Belvanog gets +2/+0 and protection from red and black until end of turn.
(126/165)
Galvanog
1
, Creature - Atog 2/2, Uncommon
Discard a mountain: Galvanog gets +2/+0 and first strike until end of turn.
Discard a forest: Galvanog gets +2/+0 and trample until end of turn.
(128/165)
Rogetog
1
, Creature - Atog 2/2, Uncommon
Discard an island: Rogetog gets +2/+0 and flying until end of turn.
Discard a swamp: Rogetog gets +2/+0 and fear until end of turn.
(137/165)
Salmanog
1
, Creature - Atog 2/2, Uncommon
Discard a mountain: Salmanog gets +2/+0 and first strike until end of turn.
Discard a swamp: Salmanog gets +2/+0 and fear until end of turn.
(138/165)
Talvenog
1
, Creature - Atog, Uncommon
Discard a forest: Talvenog gets +2/+0 and trample until end of turn.
Discard a plains: Talvenog gets +2/+0 and protection from red and black until end of turn.
(143/165)
Rare:5
Grave Grounds

, Enchantment, Rare
When Grave Grounds comes into play, draw a card.
Whenever a land comes into play under your control, you may have each player gain 1 life, or have each player lose 1 life.
"Be respectful of the dead. Else they'll be disrespectful to you."
-Zolnath
(129/165)
Illusionary Landscape

, Enchantment, Rare
Return a land you control to its owner's hand: Add one mana of any color to your mana pool.
"Careful. The Zofar were here recently. It's going to be hard to tell what's real from what isn't."
-Vhendrick
(132/165)
Psionic Mines

, Enchantment, Rare
Whenever a land comes into play, that land's controller may choose an artifact, enchantment, or creature. If he or she does, destroy it unless that permanent's controller sacrifices a land.
(136/165)
Smithing Factory

, Enchantment, Rare
If you control four or more lands, creatures you control get +1/+1.
If you control six or more lands, creatures you control get +1/+1 and first strike.
"Resources equal equipment. Keep it coming, and I'll keep it rolling."
-Smith
(139/165)
Swelling Volcano

, Enchantment, Rare
Whenever a land comes into play, that land's controller may sacrifice a land. If he or she doesn't, that player returns that land to its owner's hand.
Any player may pay 5 life. If he or she does, sacrifice Swelling Volcano.
(142/165)
Land:20
Uncommon:10
Birch Seedlings
Land, Uncommon
T: Add 1 to your mana pool.
T, Return Birch Seedlings to its owner's hand: Put a forest from your graveyard or hand into play.
(146/165)
Deep River
Land, Uncommon
Deep River comes into play tapped.
T: Add U to your mana pool.
If Deep River is in your graveyard, you may pay 3. If you do, return it to your hand.
(149/165)
Eroding Rockland
Land, Uncommon
Eroding Rockland comes into play tapped.
T: Add R to your mana pool.
If Eroding Rockland is in your graveyard, you may pay 3. If you do, return it to your hand.
(150/165)
Jagged Foothills
Land, Uncommon
T: Add 1 to your mana pool.
T, Return Jagged Foothills to its owner's hand: Put a mountain from your graveyard or hand into play.
(153/165)
Lowland Grasslands
Land, Uncommon
T: Add 1 to your mana pool.
T, Return Lowland Grasslands to its owner's hand: Put a plains card from your graveyard or hand into play.
(154/165)
Sandy Shoreline
Land, Uncommon
T: Add 1 to your mana pool.
T, Return Sandy Shoreline to its owner's hand: Put an island from your graveyard or hand into play.
(156/165)
Shallow Bog
Land, Uncommon
T: Add 1 to your mana pool.
T, Return Shallow Bog to its owner's hand: Put a swamp from your hand or graveyard into play.
(157/165)
Somber Palace
Land, Uncommon
Somber Palace comes into play tapped.
T: Add W to your mana pool.
If Somber Palace is in your graveyard, you may pay 3. If you do, return it to your hand.
(158/165)
Spreading Marshlands
Land, Uncommon
Spreading Marshlands comes into play tapped.
T: Add B to your mana pool.
If Spreading Marshlands is in your graveyard, you may pay 3. If you do, return it to your hand.
(160/165)
Tilled Woodlands
Land, Uncommon
Tilled Woodlands comes into play tapped.
T: Add G to your mana pool.
If Tilled Woodlands is in your graveyard, you may pay 3. If you do, return it to your hand.
(161/165)
Rare:10
Bridge to Spelkran
Land, Rare
T: Add 1 to your mana pool.
T: Add 2 to your mana pool. Play this ability only if you control six or more lands.
(147/165)
Crystal Mine
Land, Rare
T: Add 1 to your mana pool.
T: Add three mana of any one color to your mana pool. Play this ability only if you control a basic land of each type.
(148/165)
Hidden Quarry
Land, Rare
T: Add 1 to your mana pool.
3: Put Hidden Quarry from your hand into play.
"The greatest treasures are the ones you rarely notice."
-Zeptal
(151/165)
Illusionary Earth
Land, Rare
Illusionary Earth counts as a basic land.
Illusionary Earth comes into play tapped.
T: Add one mana of any color to your mana pool. Illusionary Earth deals 1 damage to you.
(152/165)
Makeshift Farmland
Land, Rare
Makeshift Farmland comes into play tapped.
Whenever you play a land, you may put Makeshift Farmland into play.
T: Add 1 to your mana pool.
(155/165)
Spelkran Laboratory
Land, Rare
T: Add 1 to your mana pool.
T: Artifact spells you play this turn cost 1 less to play.
(159/165)
Zofar Academy
Land, Rare
T: Add 1 to your mana pool.
T: Instants you play this turn cost 1 less to play.
(162/165)
Zofela Spire
Land, Rare
T: Add 1 to your mana pool.
T: Enchantment spells you play this turn cost 1 less to play.
(163/165)
Zofela Zoo
Land, Rare
T: Add 1 to your mana pool.
T: Creature spells you play this turn cost 1 less to play.
(164/165)
Zonfeld Tower
Land, Rare
T: Add 1 to your mana pool.
T: Sorceries you play this turn cost 1 less to play.
(165/165)
Generated with Magic Set Editor on 05-18-2004 10:53:25