Skies of Effergy
Robert Kallister

350 Cards total in set.


White:52


Common:22

Aura Splitter
1, Creature - Wizard 1/1, Common
When Aura Splitter comes into play you may sacrifice a land. If you do, destroy target artifact or enchantment.
I don't think you need that. Let me take care of it.
(2/350)

Avenging Crusader
3, Creature - Knight 2/2, Common
When Avenging Crusader comes into play, you may sacrifice an enchantment. If you do, choose a color: Put a +1/+1 counter on Avenging Crusader, and it gains protection from the chosen color.
(3/350)

Blinding Faith
3, Enchant Creature, Common
Enchanted creature must attack each turn if able.
At the end of its controller's turn, if enchanted creature did not attack, its controller sacrifices it.
Enchanted creature deals no damage in combat.
(5/350)

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.
-Effergy Proverb

(9/350)

Determination
4, Enchantment, Common
3: Target creature gets protection from black or red until end of turn.
We shall continue to fight until all of the evil is vanquished.
-Captain Larvaun

(13/350)

Divine Strength
2, Enchant Creature, Common
Divine Strength can only target creatures with power 2 or less.
Enchanted creature gets +3/+3.
The weak need strength more than any other.
-Marlos, Effergy Cardinal

(16/350)

Drain Energy
, Instant, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy target artifact or enchantment.
(17/350)

Energy Cleansing
3, Sorcery, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Destroy up to two target artifacts and/or enchantments.
(22/350)

Eternal Labor
1, Sorcery, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Return target creature from your graveyard to play.
(23/350)

Fanatical Zealot
1, Creature - Cleric 2/2, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
When Fanatical Zealot comes into play you may destroy target artifact or enchantment.
(24/350)

Glowing Aura
1, Instant, Common
Target creature gains protection from a color of your choice until the end of turn.
Draw a card.
Faith is always stronger than any weapon.
-Marlos, Effergy Cardinal

(25/350)

Graceful Angel
2, Creature - Angel 3/3, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Flying
Attacking doesn't cause Graceful Angel to tap.
(26/350)

Holy Marker
1, Enchantment, Common
Whenever a white creature blocks it gets +1/+1 until end of turn.
Whenever a white creature attacks it gets -1/-1 until end of turn.
(27/350)

Jaded Griffin
3, Creature - Griffin 2/2, Common
Flying
When Jaded Griffin is put into a graveyard from play, you may destroy target enchantment.
You know, I've never been able to figure out what her problem is.
(28/350)

Order of the Iron Hammer
3, Creature - Knight 4/4, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
First strike.
(35/350)

Quicksilver Griffin
1, Creature - Griffin 2/2, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Flying.
(38/350)

Retaliation Tactics
4, Instant, Common
Remove up to two target attacking creatures from the game.
Much of the dark sorcerer's forces met with resistance, but nothing like this.
(39/350)

Skyshroud Glider
2, Creature - Soldier 2/1, Common
Flying, protection from green.
Sure it's homemade. But it's the best glider in the sky these days.
(42/350)

Spear Trap
2, Instant, Common
Spear Trap deals 3 damage to target creature attacking you.
Draw a card.
Have a little of THIS!
(43/350)

Spiritual Prison
, Enchant Creature, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Enchanted creature can't attack, block, or play activated abilities.
(46/350)

Stormscape Glider
2, Creature - Soldier 2/1, Common
Flying, protection from blue.
Even through the toughest storms, the gliders always seem to make it unscathed.
(48/350)

Ward of Serenity
1, Enchant Creature, Common
If enchanted creature is a wall, it gets +0/+5.
If enchanted creature is a wall, whenever enchanted creature is dealt combat damage, gain that much life.
(52/350)


Uncommon:15

Archer Squad
2, Creature - Soldier 2/2, Uncommon
T: Archer Squad deals 1 damage to target attacking or blocking creature.
A good aim is always something to brag about.
(1/350)

Castle Wall
4, Creature - Wall 0/8, Uncommon
3: Target blocking creature gets +0/+4 until end of turn.
Sure, shooting arrows from behind castle walls is cowardly. But it works.
(8/350)

Death of the Martyr
1, Enchant Creature, Uncommon
If enchanted creature is put into a graveyard from play, gain 8 life.
His downfall is our salvation.
(10/350)

Divine Power
, Instant, Uncommon
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy target black creature.
(15/350)

Eager Squire
, Creature - Soldier 1/1, Uncommon
When Eager Squire comes into play, gain 1 life.
Some couldn't wait to become knights; they wanted to fight now.
(18/350)

Effergy Conscripts
3, Creature - Soldier 3/*, Uncommon
Effergy Conscripts has toughness equal to the number of lands you control.
The elite troops have been stationed to defend the Effergy homelands.
(20/350)

Lynch Tactics
2, Instant, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Destroy target creature if you control at least one creature.
(29/350)

Miracle Healer
2, Creature - Cleric 2/2, Uncommon
T: Regenerate target creature.
Many doubt the healer's powers, but they soon believe once he goes to work.
(32/350)

Mourning Mass
3, Creature - Townsfolk 0/3, Uncommon
At the beginning of your upkeep you gain X life, where X is equal to the number of creature cards in your graveyard.
Hundreds were lost in the first wave of the great battle. And more were soon to join them.
(33/350)

New Life
3, Instant, Uncommon
Target player gains 10 life.
A new life means new hope.
-Marlos, Effergy Cardinal

(34/350)

Paladin Troupe
3, Creature - Paladin 3/3, Uncommon
Whenever Paladin Troupe becomes the target of a spell or ability, you may choose to have the controller of that source sacrifice an enchantment or artifact.
Faith conquers all.
(36/350)

Power of Hope
3, Instant, Uncommon
Choose a color. Until the end of turn, any number of creatures you control gain protection from that color.
(37/350)

Spike Wall
3, Creature - Wall 1/4, Uncommon
Whenever a creature deals damage to Spike Wall, Spike Wall deals an equal amount of damage to that creature.
I wouldn't try climbing that if I were you.
(45/350)

Standoff
2, Instant, Uncommon
Creatures can't attack this turn.
Draw a card.
Sometimes, war is just a mere staring contest.
(47/350)

Wall of Faith
2, Creature - Wall 0/6, Uncommon
If Wall of Faith is put into a graveyard from play, gain 3 life.
Believe in what you wish, and you shall have it.
(51/350)


Rare:15

Blessed Herald
3, Creature - Herald 3/3, Rare
WT: Remove Blessed Herald from the game: Remove target creature from the game. Its controller gains life equal to that creature's power.
The Gods bless the Heralds for countless years of unquestioned devotion.
(4/350)

Call of Serenity
2, Enchantment, Rare
When Call of Serenity comes into play, destroy all artifacts. They can't be regenerated.
When Call of Serenity leaves play, destroy all enchantments.
3: Sacrifice Call of Serenity: Draw a card.
(6/350)

Call to Arms
4, Instant, Rare
If you control a plains, you may remove a white card in your hand from the game instead of paying Call to Arms' mana cost.
Untap all creatures you control. Blocking creatures get +2/+2 until end of turn.
(7/350)

Demon Slayer
3, Creature - Cleric 2/2, Rare
1WT: Destroy target beast.
Demons cannot hide from the hunters, no matter how hard they try.
(11/350)

Destiny Striker
2, Creature - Soldier 2/3, Rare
Whenever Destiny Striker deals combat damage to a creature, remove that creature from the game.
They seek to know, and kill to find.
(12/350)

Divine Judgement
, Sorcery, Rare
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy all creatures. They can't be regenerated.
(14/350)

Earth Split
1, Sorcery, Rare
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy all lands.
(19/350)

Elorandi, Lord of Light
4, Creature - Dragon Legend 5/5, Rare
Flying
WW: Prevent the next 1 damage that would be dealt to creatures you control this turn.
The dragon roared, and light was born.
(21/350)

Marlos' Reconstruction
, Sorcery, Rare
Return all lands from your graveyard to play tapped.
We shall rebuild what has been taken from us, and we shall build it even stronger than before.
-Marlos, Effergy Cardinal

(30/350)

Marlos, Effergy Cardinal
4, Creature - Cleric Legend 3/3, Rare
3: Prevent the next 1 damage that would be dealt to target creature or player this turn. Marlos, Effergy Cardinal may only target a creature or player with this ability once each turn.
T: Draw a card for each 1 damage Marlos, Effergy Cardinal prevented this turn.
(31/350)

Safe Ground
1, Enchantment, Rare
Tap an untapped land you control: Prevent the next 1 damage that would be dealt to you this turn.
I think we're safe up here.
-Effergy Soldier, last words

(40/350)

Skyknight Captain
3, Creature - Knight 3/3, Rare
Flying, first strike.
Attacking doesn't cause Skyknight Captain to tap.
If you rule the skies, you rule the ground.
-Captain Larvaun

(41/350)

Sphere of Deflection
2, Enchantment, Rare
2: Pay 1 life: Redirect to target creature you control all damage that would be dealt to you by a source of your choice.
It is an honor to die for you, sir.
(44/350)

Testament of Life
, Instant, Rare
Warp X (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Target player gains XX life.
(49/350)

Upper Hand
2, Enchantment, Rare
Gain 1 life whenever a creature you control deals combat damage to a player.
We've got them on the run! Advance!
-Captain Larvaun

(50/350)


Blue:52


Common:22

Bounce
, Instant, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Return target permanent to its owner's hand.
(55/350)

Deep Diver
4, Creature - Fish 3/3, Common
Islandwalk
Deep Diver can't attack unless defending player controls an island.
These fish can withstand more pressure than any other living thing.
(57/350)

Deepwater Squid
2, Creature - Squid 3/3, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Islandwalk.
(58/350)

Effergy Falcon
, Creature - Falcon 2/1, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Flying
(61/350)

Effergy Skyknights
3, Creature - Knight 2/2, Common
When Effergy Skyknights comes into play, you may sacrifice an artifact. If you do, put a +1/+1 counter on Effergy Skyknights and it gains flying.
(63/350)

Flush of Knowledge
2, Sorcery, Common
Target player draws three cards.
It felt like my brain was going to explode!
(66/350)

Ice Elemental
1, Creature - Elemental 4/3, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
(73/350)

Illusionary Elite
2, Creature - Illusion 3/3, Common
Unstable (When this spell comes into play, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Illusionary Elite can't be the target of spells or abilities.
Illusionary can't be blocked except by walls.
(74/350)

Late Harvest
, Instant, Common
Return target land to its owner's hand.
I think we need to give these more time.
(76/350)

Miscast
1, Instant, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Counter target spell.
Draw a card.
(79/350)

Psychic's Spirit
2, Enchant Creature, Common
Enchanted creature gains flying.
Whenever enchanted creature deals combat damage to a player, you may draw a card.
The future holds no boundries.
(86/350)

Raiding Cruiser
3, Creature - Pirate 2/2, Common
2U: Return target creature and Raiding Cruiser to their owners' hands.
We can take care of them for a little while.
-Pirate Captain

(87/350)

Repelling Mage
1, Creature - Wizard 1/1, Common
When Repelling Mage comes into play you may sacrifice a land. If you do, return target non-land permanent to its owner's hand.
From whence ye came, I banish thee!
(88/350)

Rites of Refusal
1, Instant, Common
Discard any number of cards from your hand. Counter target spell unless its controller pays 3 for each card discarded this way.
(89/350)

Skywind Roc
4, Creature - Bird 5/5, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Flying
1U: Return Skywind Roc to its owner's hand.
(90/350)

Storm Marker
1, Enchantment, Common
During your combat phase you may have target creature you control gain flying until end of turn.
Whenever an opponent attacks you, target attacking creature that player controls gains flying until end of turn.
(91/350)

Telekinetic Mage
4, Creature - Wizard 3/3, Common
Whenever Telekinetic Mage becomes the target of a spell or ability, you may return target creature you control to its owner's hand.
(93/350)

Temporal Shockwave
, Instant, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Counter target spell.
(95/350)

Time Flux
, Instant, Common
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Draw two cards.
(96/350)

Unstable Energies
, Instant, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Return target creature to its owner's hand.
Draw a card.
(99/350)

Wall of Wierding
2, Creature - Wall 1/5, Common
Whenever Wall of Wierding blocks a creature, you may switch that creature's power and toughness until end of turn.
(101/350)

Ward of Dimensions
1, Enchant Creature, Common
If enchanted creature is a wall, it gets +0/+5.
If enchanted creature is a wall, whenever enchanted creature blocks you may draw a card.
(102/350)


Uncommon:15

Ancestral Relapse
1, Sorcery, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Draw three cards.
(53/350)

Battle Frigate
3, Creature - Pirate 5/5, Uncommon
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
(54/350)

Devious Spy
, Creature - Soldier 2/2, Uncommon
Devious Spy comes into play under target opponent's control.
If Devious Spy is put into a graveyard from play, its owner draws three cards.
(59/350)

Dimensional Jump
1, Instant, Uncommon
Warp 2 (In addition to paying its mana cost, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Return target permanent to its owner's hand.
Instead of putting Dimensional Jump in your graveyard, return it to its owner's hand.
(60/350)

Effergy Glazer
3, Creature - Glazer 4/1, Uncommon
Whenever Effergy Glazer becomes the target of a spell or ability that only targets it, you may change the target of that spell or ability.
(62/350)

Enchanted Drake
2, Creature - Drake 3/3, Uncommon
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp cost. If you don't, counter this spell.)
Flying.
(64/350)

Foreshadowing
1, Instant, Uncommon
Look at the top 4 cards of target player's library, then put them back in the same order.
Draw a card.
"Then, the giant thundered towards the village!"
"What happened next, grandma?"
"Oh, I think you can figure that out."

(67/350)

Hypnotic Skies
2, Instant, Uncommon
You may only play Hypnotic Skies at the beginning of an opponent's upkeep.
Creatures target opponent controls can't attack or activate abilities this turn. Creature abilities can't be used in response to Hypnotic Skies being played.
Draw a card.
We looked to the sky for victory in battle, then became infatuated with the swirling colors.
(72/350)

Mage's Challenge
1, Enchantment, Uncommon
1U: Choose a card at random from target opponent's hand. That player then chooses a card at random from your hand. Reveal both cards. If the converted mana cost of both cards is equal, draw a card.
(77/350)

Mystic Wall
2, Creature - Wall 0/5, Uncommon
When Mystic Wall is put into a graveyard from play, you may draw a card.
I find it strange how much power these things really have.
(80/350)

Port Scouts
1, Creature - Scout 2/1, Uncommon
Port Scouts gains flying as long as you have fewer than three cards in your hand.
Goblin air raids constantly bother the shipbuilders. That is, until the shipbuilders hired these guys.
(81/350)

Portwater Eagle
3, Creature - Eagle 3/4, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Flying.
(82/350)

Psychic Bolt
1, Sorcery, Uncommon
Choose a card type. Target opponent reveals his or her hand. If that player has any cards of the chosen type, Psychic Bolt deals damage equal to the number of cards that player has in his or her hand to him or her.
(85/350)

Teleport Disc
2, Enchantment, Uncommon
1U, Sacrifice Teleport Disc: Exchange control of a creature you control with target creature an opponent controls.
What the....how did I get here?
(94/350)

Whirlpool's Embrace
1, Enchant Creature, Uncommon
Enchanted creature gains flying.
Whenever enchanted creature deals combat damage to a player, target player shuffles his or her hand into his or her library then draws that many cards.
(104/350)


Rare:15

Council of the Magi
4, Sorcery, Rare
Look at the top five cards of target player's library. Remove one of those cards from the game. Put the other cards back in any order.
If the Council summons you, expect bad news.
(56/350)

Energy Warp
2, Enchantment, Rare
Whenever an opponent draws a card at any time other than during the draw step, you may draw a card.
Your thoughts belong to me.
-Omoroth, Effergy Sorcerer

(65/350)

Galnoth, Lord of Storms
4, Creature - Dragon Legend 5/5, Rare
Flying
UU: Counter target creature ability that requires an activation cost.
The dragon roared, and the skies became chaos.
(68/350)

Gambit
, Instant, Rare
Shuffle your library, then put the top five cards of it face down on the playing area. Pick two cards and put them in your hand. Remove the rest from the game.
You realize you're gambling for your life, right?
-Omoroth, Effergy Sorcerer

(69/350)

Hijack
2, Sorcery, Rare
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Gain control of target permanent.
(70/350)

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.
You'll know if you pass one. You'll be about fifty miles from where you were a moment before.
(71/350)

Illusionary Landscape
3, Enchantment, Rare
At the beginning of your upkeep, you may pay 2. If you don't, sacrifice Illusionary Landscape.
When Illusionary Landscape comes into play, choose a land in play, and choose a basic land type.
All of the lands in play of the chosen type become the basic land of the chosen type.
(75/350)

Master Sorcerer
2, Creature - Wizard 2/2, Rare
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
UUT, Pay 2 life: Counter target spell.
(78/350)

Power of Banishment
X, Sorcery, Rare
Warp X (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Return XX target non-land permanents to their owner's hands.
(83/350)

Prismatic Shapeshifter
3, Creature - Shapeshifter 3/3, Rare
Whenever Prismatic Shapeshifter becomes the target of a spell or ability, it becomes the color of your choice until end of turn.
(84/350)

Study Pool
1, Enchant Creature, Rare
Enchanted creature has "T: Draw a card."
Often times the circle of mages would get together to pool their ideas.
(92/350)

Timechaser
3, Creature - Wizard 3/3, Rare
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
2UT, Pay 2 life: Put target permanent on top of its owner's library.
(97/350)

Train of Thought
2, Instant, Rare
Until the end of turn, whenever you play an instant or sorcery spell, you may return another spell of the same type from your graveyard to your hand.
I musn't be distracted. I have to focus on our current situation.
-Captain Larvaun

(98/350)

Visionary Herald
3, Creature - Herald 3/3, Rare
UT: Remove Visionary Herald from the game: Draw two cards.
Perhaps the most mysterious of all the Heralds, the Visionaries weave energies unseen by any other.
(100/350)

Watcher
3, Creature - Wizard 2/3, Rare
Target opponent plays with his or her hand revealed.
Privacy just became a thing of the past.
(103/350)


Black:52


Common:22

Aching Wastelands
, Sorcery, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy target land.
(105/350)

Combat Witch
2, Creature - Witch 2/2, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
When Combat Witch comes into play, target player loses 3 life.
(108/350)

Consume Soul
3, Sorcery, Common
Consume Soul deals 3 damage to target creature. You gain 3 life.
To drink from the essence is pure delight.
-Omoroth, Effergy Sorcerer

(110/350)

Cursed Mage
1, Creature - Wizard 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.
Most living things that come in contact with him meet a gruesome end.
(112/350)

Darkwood Beast
2, Creature - Beast 3/2, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
1B: Regenerate Darkwood Beast.
(115/350)

Deadland Wraith
2, Creature - Wraith 3/2, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Deadland Wraith cannot be blocked except by black and artifact creatures.
(117/350)

Death Marker
1, Enchantment, Common
Whenever a black creature attacks, it gets +1/+1 until end of turn.
Whenever a black creature blocks, it gets -1/-1 until end of turn.
(118/350)

Death's Caress
3, Instant, Common
Destroy target non-black creature. It can't be regenerated. If that creature is white, its controller discards a card at random.
The reaper's sweet embrace is frightening at first. But then it soothes the soul.
(119/350)

Deep Graves
1, Instant, Common
Destroy target creature if you have more cards in your graveyard than that creature's controller.
Dig 'em deep, men. We're going to need a lot of space.
(120/350)

Demonic Curse
3, Enchant Creature, Common
Enchanted creature gets -3/-3.
Demons do not always find pleasure in ripping their enemies apart. Sometimes, a good curse will do.
(122/350)

Drain Magic
, Instant, Common
Counter target spell. You lose life equal to that card's converted mana cost.
How do you stop the spell? You syphon all its energy away.
-Langor

(127/350)

Effergy Ghost
, Creature - Ghost 1/1, Common
Sacrifice Effergy Ghost: Target creature can't attack or block this turn.
I think being haunted is one of the most annoying things in the world.
(128/350)

Fatal Strike
, Instant, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy target non-black creature. It can't be regenerated.
The best strike is usually the last.
(129/350)

Ghoul Scavengers
3, Creature - Zombie 2/2, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
When Ghoul Scavengers comes into play, return target card from your graveyard to your hand.
(130/350)

Mechanical Scorpion
1, Creature - Scorpion 2/1, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
If Mechanical Scorpion deals combat damage to a creature, destroy that creature.
(139/350)

Pestilent Sorcery
3, Enchantment, Common
At any time there are no creatures in play, sacrifice Pestilent Sorcery.
1B: Pestilent Sorcery deals 2 damage to all creatures and players.
(142/350)

Plague Venom
1, Enchant Creature, Common
Enchanted creature gets +2/+1.
If enchanted creature is blocked by a green creature, it gets an additional +2/+2 until end of turn.
(143/350)

Ritual of the Weak
, Instant, Common
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Add BBBB to your mana pool.
The weak huddle together to gain strength.
(146/350)

Savage Ghoul
1, Creature - Zombie 2/2, Common
When Savage Ghoul comes into play, you may sacrifice up to two creatures. For each creature you sacrifice, put a +1/+1 counter on Savage Ghoul.
My God! It eats ANYTHING!
(148/350)

Unfinished Business
1, Sorcery, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Put target creature from your graveyard into play.
(152/350)

Ward of Death
1, Enchant Creature, Common
If enchanted creature is a wall, it gets +2/+2.
If enchanted creature is a wall, whenever a creature is blocked by enchanted creature, destroy it at the end of combat.
(154/350)

Zombie Mage
1, Creature - Zombie Wizard 1/1, Common
T: Add B to your mana pool.
Even after death, some wizards retain much of their mortal power.
(156/350)


Uncommon:15

Armored Wraith
, Creature - Wraith 4/4, Uncommon
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Armored Wraith gets -1/-1 for each card in your hand.
If Armored Wraith would be put into a graveyard from play, remove it from the game instead.
(106/350)

Bullet Ant
2, Creature - Ant 5/3, Uncommon
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
(107/350)

Confusion
3, Sorcery, Uncommon
Target player discards two cards at random.
I can't tell who's my friend and who's my enemy.
(109/350)

Cradle of Weakness
4, Instant, Uncommon
Target player loses 2 life. You gain 2 life.
Draw a card.
"Now, in our most desperate hour, why can I not muster the courage to fight?"
-Marlos, Effergy Cardinal

(111/350)

Dark Child
, Creature - Wizard 2/3, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
T, Sacrifice a swamp: Destroy target non-black creature.
(114/350)

Darkwood Hag
1, Creature - Witch 2/2, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
T: Target creature gets -1/-1 until end of turn.
(116/350)

Devilish Deal
2, Instant, Uncommon
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Draw four cards, then lose 4 life.
(124/350)

Disease Crawler
4, Creature - Carrier 3/3, Uncommon
B: Put a -1/-1 counter on Disease Crawler: Target creature gets -1/-1 until end of turn.
You'd best stay away from the crawlers. You never know what they're carrying.
(125/350)

Downsize
2, Sorcery, Uncommon
Each player sacrifices half of the creatures he or she controls, rounded up.
You've fulfilled your usefulness. And now, it's run out.
-Omoroth, Effergy Sorcerer

(126/350)

Life Syphon
, Sorcery, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Target player loses 3 life. You gain 3 life.
(137/350)

Mindwarp Zombie
3, Creature - Zombie 3/3, Uncommon
Whenever Mindwarp Zombie becomes the target of a spell or ability, you may have the controller of that source discard a card at random.
(140/350)

Pulsing Shade
3, Creature - Shade 1/2, Uncommon
B: Pulsing Shade gets +1/+1 until end of turn.
Pay 1 life: Pulsing Shade gets +1/+1 until end of turn. You may not spend more than 3 life this way each turn.
(144/350)

Spike Rager
3, Creature - Beast 2/2, Uncommon
T: Target player loses 1 life. You gain 1 life.
It's amazing how it syphons blood through its course body.
(149/350)

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.
(150/350)

Widowmaker
3, Creature - Spider 3/3, Uncommon
When Widowmaker comes into play put three Venom counters on it.
Whenever Widowmaker deals combat damage to a creature or player you may remove a Venom counter from it. If you do, Widowmaker deals 2 damage to target creature or player.
(155/350)


Rare:15

Dark Banshee
2, Creature - Banshee 2/2, Rare
1BBT: Destroy target creature. Play this ability only if a creature has been put into a graveyard from play this turn.
The banshee comes every night, and we are all careful not to hear its horrid screams.
(113/350)

Demona, Lord of Smog
4, Creature - Dragon Legend 5/5, Rare
Flying
BB: Demona, Lord of Smog deals 1 damage to all creatures and players.
The dragon roared, and plague spread.
(121/350)

Demonic Understudy
2, Creature - 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.
How hard is it to study demons?
(123/350)

Horrid Syphon
, Sorcery, Rare
Warp X (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Target player loses XX life. You gain XX life.
(131/350)

Horrid Transformation
2, Sorcery, Rare
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Sacrifice a creature. Then, return another target creature from your graveyard to play. Put two +1/+1 counters on that creature.
(132/350)

Horror of the Depths
4, Creature - Horror 6/6, Rare
Flying, trample
At the beginning of your upkeep, you may pay BB. If you don't, sacrifice Horror of the Depths.
Perhaps the deadliest monster seen in Effergy, the Horror is said to feast on human souls.
(133/350)

Hypnotic Herald
3, Creature - Herald 3/3, Rare
BBT: Remove Hypnotic Herald from the game: Target player discards two cards at random. Play this ability only any time you could play a sorcery.
The Heralds rarely have to fight; their enemies simply stand paralyzed with confusion.
-Langor

(134/350)

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.
(135/350)

Library Tutor
1, Sorcery, Rare
Search your library for a card and put it in your hand. Then shuffle your library. Target opponent may draw a card.
Sure, I'll help you with what you need.
-Librarian

(136/350)

Lurking Phantom
2, Creature - Ghost 2/2, Rare
Fear
After combat, if Lurking Phantom dealt combat damage to a player, you may add BB to your mana pool.
(138/350)

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.
(141/350)

Recovery
2, Sorcery, Rare
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
If the top card of target opponent's graveyard is a permanent, put it into play under your control.
(145/350)

Rotted Dregs
1, Enchantment, Rare
Whenever a player discards a card, that player loses 2 life.
The land comes back to haunt you.
(147/350)

Underdark Rising
3, Enchantment, Rare
At the beginning of each player's upkeep, that player may pay 2. If he or she doesn't, that player sacrifices a permanent.
Whenever a permanent is put into a graveyard from play, Underdark Rising deals 1 damage to that permanent's controller.
(151/350)

Virus
2, Enchantment, Rare
Whenever there are no creatures in play, sacrifice Virus.
At the end of your upkeep, put a -1/-1 counter on any creature that has a Plague counter.
At the beginning of each player's upkeep, that player puts a Plague counter on a creature he or she controls.
(153/350)


Red:52


Common:22

Bale Hound
1, Creature - Hound 2/2, Common
First strike.
Whenever Bale Hound attacks it deals 1 damage to you.
Sit! Stay! Help!!!
(159/350)

Bearheart Savages
3, Creature - Barbarian 2/2, Common
When Bearheart Savages comes into play, you may sacrifice a land. If you do, put a +1/+1 counter on Bearheart Savages and it gains first strike.
(160/350)

Boiling Waters
2, Sorcery, Common
Destroy target island.
Draw a card.
The water around the volcanic islands sometimes gets hot enough to cook the fish in the sea.
(162/350)

Charging Goblins
2, Creature - Goblin 2/1, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Haste.
When Charging Goblins comes into play, you may untap up to three lands.
(168/350)

Fiery Hammer
2, Sorcery, Common
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Fiery Hammer deals 5 damage to target player.
(173/350)

Flame Spurt
2, Instant, Common
Flame Spurt can only target creatures whose contoller controls at least one mountain.
Flame Spurt deals 5 damage to target creature.
(175/350)

Flamefist Boxers
2, Creature - Brawler 2/1, Common
Whenever Flamefist Boxers is put into a graveyard from play, you may have it deal 2 damage to target player.
These guys are packing some heat.
(176/350)

Fracture
, Instant, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy target artifact.
(181/350)

Fury Marker
1, Enchantment, Common
Whenever a red creature attacks it gets +2/+0 until end of turn.
Whenever a red creature blocks it gets -2/-0 until end of turn.
(182/350)

Goblin Spearmen
, Creature - Goblin 2/1, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
(184/350)

Grass Dogs
1, Creature - Dog 2/1, Common
Plainswalk.
The dogs are raised by the southern orc tribes to attack villagers when they harvest wheat. And they're very well trained.
(185/350)

Ground Breaker
1, Creature - 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.
The earth always obeys her command.
(186/350)

Heat Jets
, Sorcery, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Heat Jets deals 2 damage to all creatures.
(187/350)

Master's Strings
2, Enchant Creature, Common
If enchanted creature becomes tapped, it deals damage equal to its power to its controller.
Who's contolling who now?
-Omoroth, Effergy Sorcerer

(191/350)

Mountain Troll
1, Creature - Troll 2/2, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
G: Regenerate Mountain Troll.
B: Regenerate Mountain Troll.
(192/350)

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.
(194/350)

Seismic Anomaly
1, Sorcery, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy target land.
(197/350)

Shower of Cinders
, Instant, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Shower of Cinders deals 3 damage to target creature or player.
A hail of fire.
(198/350)

Volcanic Blast
2, Sorcery, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Volcanic Blast deals 5 damage, divided as you choose, among any number of target creatures and/or players.
(203/350)

Wall of Blood
2, Creature - Wall 0/4, Common
Wall of Blood gets +1/+1 for each creature in target opponent's graveyard.
Sanguine is thicker than wine.
(204/350)

Ward of Chaos
1, Enchant Creature, Common
If enchanted creature is a wall, it gets +2/+2.
If enchanted creature is a wall, whenever enchanted creature blocks it deals damage equal to the blocked creature's power to target creature.
(207/350)

Word of Blasting
1, Instant, Common
Destroy target wall. It can't be regenerated. Word of Blasting deals damage equal to that wall's converted mana cost to target creature or player.
Crash!!!
(208/350)


Uncommon:15

Apprentice Geomancer
1, Creature - Wizard 2/1, Uncommon
When Apprentice Geomancer comes into play it deals 1 damage to each other creature without flying.
Even though he's just an apprentice, he's just as deadly as his master.
(158/350)

Burn
, Instant, Uncommon
Burn deals 1 damage to each of two target creatures.
Ouch!
(163/350)

Chaotic Fury
1, Enchant Creature, Uncommon
Discard a card at random: Enchanted creature gets +3/+3, first strike, and trample until the end of turn. Play this ability only once each turn.
It's hard to argue with someone who's that pissed off.
(165/350)

Chaotic Rider
2, Creature - Knight 2/2, Uncommon
When Chaotic Rider comes into play, flip a coin. If heads, destroy target land. Otherwise, destroy target land of target opponent's choice.
2: Return Chaotic Rider to its owner's hand.
(167/350)

Consuming Blast
X, Instant, Uncommon
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Consuming Blast deals X+1 damage to target creature or player.
(169/350)

Effergy Flamestriker
3, Creature - 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.
"Fire. And lots of it."
"That's your cure for everything."

(170/350)

Fire Streams
3, Instant, Uncommon
You may only play Fire Streams after defense is chosen.
Destroy target blocking creature. Fire Streams deals X damage to defending player, where X is the power of the blocked creature's power.
Mostly, there's nothing left but a pile of ashes.
(174/350)

Flamefist Encampment
2, Enchantment, Uncommon
Whenever a creature you control is put into a graveyard from play, Flamefist Encampment deals 2 damage to target player.
Avenging the fallen is one of our ways of life.
(177/350)

Flamefist Warrior
2, Creature - Warrior 3/2, Uncommon
T: Flamefist Warrior deals 1 damage to target creature or player.
I think "burning rage" is an understatement.
(179/350)

Forest Fire
2, Enchantment, Uncommon
Tap an untapped forest you control: Draw a card, then put a card from your hand on top of your library.
Sacrifice a forest: Draw a card.
(180/350)

Rampaging Giant
3, Creature - Giant 4/3, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Haste.
(193/350)

Reckless Charger
1, Creature - Knight 4/4, Uncommon
Warp 3 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Trample, haste.
(195/350)

Sear
3, Instant, Uncommon
Sear deals 2 damage to target creature or player. Then, Sear deals 1 damage to target creature or player.
(196/350)

Vengeful Rage
2, Enchant Creature, Uncommon
If enchanted creature is put into a graveyard from play, Vengeful Rage deals damage equal to the enchanted creature's power to target player.
Never die without saying goodbye.
(202/350)

Wall of Magma
2, Creature - Wall 3/6, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
(206/350)


Rare:15

Acidic Vapors
, Sorcery, Rare
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy all artifacts.
(157/350)

Blaze of Grace
, Sorcery, Rare
Warp X (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Blaze of Grace deals XX damage to target creature or player.
(161/350)

Burning Battlefield
, Enchantment, Rare
Whenever a player plays a land, Burning Battlefield deals 1 damage to that player.
On some days, the heat was so intense we couldn't even crawl.
(164/350)

Chaotic Herald
3, Creature - Herald 3/3, Rare
T: Whenever a player plays an instant or sorcery spell, you may pay RR and remove Chaotic Herald from the game. If you do, put a copy of that spell on the stack. You may choose new targets for the copy.
There's nothing worse than a Herald that can't make up its mind.
-Captain Larvaun

(166/350)

Effergy Geomancer
3, Creature - 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.
(171/350)

Father Chaos
3, Creature - Wizard Legend 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.
(172/350)

Flamefist Lancer
4, Creature - Knight 3/3, Rare
First strike
Whenever Flamefist Lancer deals combat damage to a creature, destroy that creature.
A quick death. Very painful, but quick.
(178/350)

Game of Power
, Sorcery, Rare
You and target opponent each flip a coin. If a player�s coin turns up heads, that player searches his or her library for a card and puts that card face up on the table. Both players may elect to flip again, but each player can flip no more than 7 coins each.
If either player elects not to flip anymore, put all revealed cards into their owner�s hands. If at any time both flips turn up tails, remove all revealed cards from the game. If either is the case, flip no more coins.
(183/350)

Magma Phoenix
4, Creature - Phoenix 3/3, Rare
Flying
If Magma Phoenix is put to your graveyard from play, you may discard a card at random. If you do, return Magma Phoenix to its owner's hand.
(188/350)

Malcor, Lord of Fury
4, Creature - Dragon Legend 5/5, Rare
Flying
RR: Malcor, Lord of Fury deals 1 damage to all attacking or all blocking creatures.
The dragon roared, and chaos ensued.
(189/350)

Master Mage
3, Creature - Wizard 2/2, Rare
RRT: Master Mage deals 2 damage to target creature.
BBT: Master Mage deals 2 damage to target creature. You gain 2 life.
GGT: Target creature gets +3/+3 until end of turn.
Master of his domain, his destiny, and his world. He is just plain master.
(190/350)

Shredded Landscape
2, Sorcery, Rare
Each player chooses a land he or she controls, then sacrifices all other lands he or she controls.
The world was literally turned inside out.
(199/350)

Slashfang Soldier
3, Creature - Mercenary 4/3, Rare
First strike, protection from white.
Combat damage dealt by Slashfang Soldier can't be prevented.
Blades of fury, heart of wrath.
(200/350)

Sorcery Decree
2, Enchantment, Rare
Sorcery Decree can't be countered.
Whenever a spell or ability would counter a spell, counter that spell or ability unless its controller pays 3 life.
New regulations on magic are making things real difficult around here.
(201/350)

Wall of Chaos
3, Creature - Wall 4/4, Rare
Creatures you control gain haste.
Whenever Wall of Chaos blocks, you may sacrifice a land. If you do, shuffle your library and draw a card. Then shuffle your library.
(205/350)


Green:52


Common:22

Brush Monster
3, Creature - Beast 5/5, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
(209/350)

Elven Shock Troops
2, Creature - Elf 4/3, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
(218/350)

Evolution
2, Enchant Creature, Common
Choose one of the following for enchanted creature to gain:
First strike, trample, flying,
G: Regenerate enchanted creature.
Perhaps the strongest won't always survive, but they put up a good fight.
(219/350)

Farmer of Talsoris
1, Creature - Wizard 1/1, Common
When Farmer of Talsoris comes into play you may sacrifice a land. If you do, search your library for a basic land card and put it into play. Then shuffle your library.
We don't grow fruits or vegetables. We grow power.
(221/350)

Fungal Beast
3, Creature - Beast 1/1, Common
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
When Fungal Beast comes into play, put a +1/+1 counter on it for each land you control.
(225/350)

Guard of Talsoris
3, Creature - Troll 3/3, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
G: Regenerate Guard of Talsoris.
His personal guards are some of the toughest soldiers to ever fight.
(226/350)

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.
(229/350)

Llanowar Bezerker
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.
He fights like no other.
(230/350)

Llanowar Charger
3, Creature - Elf 4/4, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Trample
(231/350)

Nature's Weapon
, Instant, Common
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Target creature gets +5/+5 until end of turn.
(235/350)

Passage Finder
2, Sorcery, Common
Choose a land in play. Target creature gains landwalk of the chosen land type until end of turn.
Draw a card.
They'll never know we're coming.
(237/350)

Raging Beast
2, Creature - Beast 4/3, Common
When Raging Beast comes into play, put X Rage counters on it, where X is equal to the number of forests you control.
At the begining of your upkeep, remove a Rage counter from Raging Beast. If you can't, sacrifice it.
(239/350)

Strength Marker
1, Enchantment, Common
During your combat phase, you may have target creature get +2/+2 until end of turn.
Whenever an opponent attacks you, target attacking creature that player controls gets +2/+2 until end of turn.
(244/350)

Sunken Landscape
2, Sorcery, Common
Destroy target land. If that land is an island, you may discard a card at random. If you do, put Sunken Lanscape in your hand instead of your graveyard.
(246/350)

Surge of Mana
1, Sorcery, Common
Until end of turn, creatures you control gain "T: Add G to your mana pool."
Draw a card.
(247/350)

Talsoris' Tactics
3, Instant, Common
Tap target flying creature. That creature deals damage equal to its power to itself.
Draw a card.
(248/350)

Territorial Discovery
, Sorcery, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
You may play an additional two lands this turn. If you do, those lands come into play tapped.
(250/350)

Trained Mammoth
, Creature - Mammoth 3/3, Common
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
(251/350)

Treetop Ambush
1, Instant, Common
Until the end of turn, you may sacrifice any number of lands. If you do, destroy target attacking creature with flying for each land you sacrifice this way.
Now!
-Talsoris, Druid King

(252/350)

Uncharted Growth
1, Enchant Creature, Common
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
Enchanted creature gets +3/+3.
(253/350)

Ward of Blossoms
1, Enchant Creature, Common
If enchanted creature is a wall, it gets +0/+5.
If enchanted creature is a wall, whenever enchanted creature blocks, you may search your library for a land card, reveal it, and put it in your hand. If you do, shuffle your library.
(257/350)

Wash Away
, Sorcery, Common
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy all enchantments.
(258/350)


Uncommon:15

Chant of Talsoris
3, Sorcery, Uncommon
Draw a card for each Druid and/or Wizard you control.
We could hear their songs from miles away, praising Gaea for her unconditional love.
(210/350)

Deepwood Flies
1, Creature - Fly 1/1, Uncommon
Flying
Whenever Deepwood Flies deals combat damage to a player, that player returns a land he or she controls to its owner's hand.
And you think normal flies are annoying?
(213/350)

Effergy Basilisk
3, Creature - Basilisk 3/3, Uncommon
At the end of combat, put a Stone counter on any creature that blocked or was blocked by Effergy Basilisk. As long as a creature has a Stone counter, that creature can't attack, block, and its actviated abilities can't be played.
3: Remove a Stone counter from target creature you control. Any player may play this ability.
(216/350)

Effergy Rampager
3, Creature - Beast 3/3, Uncommon
Whenever Effergy Rampager becomes the target of a spell or ability, you may have the controller of that source sacrifice a land.
Boy, that thing's got a temper.
(217/350)

Fanatical Druid
1, Creature - Druid 1/1, Uncommon
1G: Regenerate Fanatical Druid.
Whenever Fanatical Druid regenerates, put a +1/+1 counter on it.
His devotion is unmatched.
(220/350)

Fruits of Labor
2, Enchantment, Uncommon
1, Discard a card at random: Target creature gets +2/+2 until end of turn.
Even soldiers get hungry once in a while.
(224/350)

Harmony
3, Enchantment, Uncommon
Counter all artifact spells.
Perhaps reaching inner peace means not to do anything at all.
(227/350)

High Cliffs
2, Enchantment, Uncommon
Tap an untapped mountain you control: Target creature gains haste until end of turn.
Sacrifice a mountain: High Cliffs deals 2 damage to target creature.
(228/350)

Nature's Rebirth
3, Sorcery, Uncommon
Return target artifact or enchantment from your graveyard to play.
Gaea fights in her own way.
(233/350)

Nature's Renewal
, Sorcery, Uncommon
Return target land from your graveyard to play.
Sometimes, the simplest of things is often the best.
(234/350)

Order of Talsoris
2, Creature - Druid 2/2, Uncommon
T: Add G to your mana pool.
Talsoris trains the druids at a very early age to be smart, efficient, and even deadly.
(236/350)

Strong Roots
1, Sorcery, Uncommon
Sacrifice a basic land: Then, search your library for two copies of that land and put them into play. Then shuffle your library.
Always start with the roots. Then work your way up the tree.
-Effergy Proverb

(245/350)

Unearthing Worm
3, Creature - Worm 4/4, Uncommon
At the beginning of a player's upkeep, that player taps all lands he or she controls with a Ground counter on it.
1G: Put a -1/-1 counter on Unearthing Worm and put a Ground counter on target land.
If Unearthing Worm leaves play, remove all Ground counters from all lands.
(254/350)

Unkept Estate
2, Enchantment, Uncommon
Whenever you discard a card, put a Life counter on Unkept Estate.
Sacrifice Unkept Estate: Search your library for a creature with converted mana cost equal to X or less and put it into play, where X is equal to the number of Life counters on Unkept Estate. Then shuffle your library.
(255/350)

Wall of Vines
2, Creature - Wall 0/5, Uncommon
When Wall of Vines is put into a graveyard from play, you may put a creature card from your hand into play.
(256/350)


Rare:15

Deepwood Centaur
, Creature - Centuar 2/2, Rare
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
When Deepwood Centaur comes into play, you may search your library for a forest card, reveal it, and put it into your hand. If you do, shuffle your library.
(211/350)

Deepwood Demon
3, Creature - Beast 8/8, Rare
Trample
Deepwood Demon can't be the target of spells or abilities.
At the end of combat, sacrifice Deepwood Demon if it attacked.
(212/350)

Deepwood Lyrist
2, Creature - Druid 2/2, Rare
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
GT, Pay 2 life: Prevent all combat damage that would be dealt this turn.
(214/350)

Diamondback Queen
1, Creature - Snake 4/3, Rare
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
If Diamondback Queen deals combat damage to a creature, destroy that creature.
(215/350)

Floral Uprising
X, Sorcery, Rare
Warp X (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Put X 2/2 green Saproling creature tokens into play.
(222/350)

Follow Up
1, Instant, Rare
Play Follow Up after combat ends.
If a blocking or blocked creature you control was put into the graveyard this turn, you may search your library for a creature card that has converted mana cost equal to that creature's plus 1 or less and put it into play. If you do, shuffle your library.
Impressive. Now try THIS one!
(223/350)

Mana Sprout
2, Creature - Tree 0/1, Rare
At the beginning of your upkeep you may pay 1. If you do, search your library for a basic land, reveal it, and put it in your hand. Then shuffle your library.
(232/350)

Population Control
3, Sorcery, Rare
You may only play Population Control if you control fewer creatures than target opponent.
Search your library for a creature and put it into play. Then shuffle your library.
(238/350)

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

(240/350)

Shadow Elf
3, Creature - Elf 3/3, Rare
When Shadow Elf comes into play, choose a land. Shadow Elf has landwalk of the chosen land type.
The Shadow Elves came from an unseen region of the woods. Now they're everywhere.
(241/350)

Skyshroud Herald
3, Creature - Herald 3/3, Rare
1GT: Remove Skyshroud Herald from the game: Return target card from your graveyard to your hand. Play this ability only any time you could play a sorcery.
Heralds of Skyshroud bring treasures no one even knew existed.
(242/350)

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.
(243/350)

Talsoris, Druid King
1, Creature - Druid Legend 2/3, Rare
T: Until the end of turn, you may discard any number of cards from your hand. For each card you discard this way, add two mana of any one color to your mana pool.
"Protect the weak and honor the strong, but always fight the wicked."
-Talsoris

(249/350)

Wilt
1, Sorcery, Rare
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Put target land on top of its owner's library.
(259/350)

Zafaris, Lord of Life
4, Creature - Dragon Legend 5/5, Rare
Flying
GG: Regenerate target creature.
The dragon roared, and life blossomed.
(260/350)


Multi:30


Uncommon:15

Colony of Ants
2, Enchantment, Uncommon
At the beginning of your upkeep, you may pay 3. If you do, search your library for a basic land and put it into play tapped. Then shuffle your library.
(263/350)

Dark Mail
, Enchant Creature, Uncommon
When Dark Mail comes into play, choose a color. Enchanted creature gains protection from the chosen color. This effect doesn't remove Dark Mail.
Enchanted creature has "B: This creature gets +1/+1 until end of turn."
R, Sacrifice enchanted creature: Enchanted creature deals damage equal to its power to target creature.
(264/350)

Dragon Wings
, Enchant Creature, Uncommon
Enchanted creature gets +3/+3 and flying.
Enchanted creature gains fear.
(269/350)

Erase Existence
, Instant, Uncommon
Warp 1 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Remove target non-land permanent from the game.
Your existence ends here.
-Omoroth, Effergy Sorcerer

(270/350)

Evil Shroud
, Enchant Creature, Uncommon
Enchanted creature gets +0/+3 and trample.
Enchanted creature gets B: This creature deals 1 damage to all creatures and players.
The cloth of the dead. Who'd want to wear that?
(271/350)

Frozen Fields
1, Enchantment, Uncommon
Tap an untapped plains you control: Add W or U to your mana pool.
Regions north of Effergy are covered with blankets of thick snow. Fortunately, crops still grow there.
(273/350)

Galamarsh
2, Creature - Beast 2/2, Uncommon
Fear
Galamarsh can't be the target of spells or abilities.
(274/350)

Glazer Armor
, Enchant Creature, Uncommon
Enchanted creature can't be the target of spells or abilities.
Enchanted creature gains first strike.
Attacking does not cause enchanted creature to tap.
It's made from the hides of glazers, so it can reflect almost anything.
(275/350)

Priest of Chaos
3, Creature - Cleric 3/2, Uncommon
Whenever a source would deal damage to Priest of Chaos, you may prevent the next 2 damage from that source.
Whenever Priest of Chaos becomes blocked it deals 2 damage to the defending player.
(281/350)

Psychic Plate
, Enchant Creature, Uncommon
Enchanted creature has "T: This creature deals 2 damage to target creature or player."
G: Regenerate enchanted creature.
The armor and mind become one.
(282/350)

Rootwater Gambler
1, Creature - Merfolk 2/2, Uncommon
RUT: 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.)
(283/350)

Scrape Away
3, Sorcery, Uncommon
Destroy target land and target non-basic land.
The armies of Omoroth used every available resource to fuel their war machines.
(284/350)

Silent Jaguar
2, Creature - Cat 3/2, Uncommon
When Silent Jaguar comes into play, choose a creature type.
2BGT: Destroy target creature of the chosen type. It can't be regenerated.
The deadliest predator I've ever seen. It makes absolutely no noise.
(285/350)

Volcanic Twister
2, Sorcery, Uncommon
Volcanic Twister deals 3 damage to all creatures and players.
No one ever thought a tornado could manifest itself on top of a mountain.
(289/350)

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.
(290/350)


Rare:15

Adventure Crew
3, Creature - Soldier 4/3, Rare
Trample, haste
Creature abilities that require an activation cost can't target Adventure Crew.
(261/350)

Bog Vapors
2, Enchantment, Rare
At the beginning of your upkeep, you may pay 2 life. If you don't, sacrifice Bog Vapors.
All lands lose all abilities and gain "T: Add B or G to your mana pool."
(262/350)

Dark Portal
, Sorcery, Rare
Any player may sacrifice a land to counter Dark Portal.
Take another turn after this one.
They appear everywhere, without warning. And where they lead to, no one knows.
(265/350)

Devastating Winds
2, Sorcery, Rare
Remove all flying creatures from the game.
Galnoth's storms provided a chilling end to many that were trapped above the clouds.
(266/350)

Dimensional Fold
, Sorcery, Rare
Look at target opponent's hand and choose a card. Remove that card from the game.
Many don't know this, but time folds.
-Effergy Prophet

(267/350)

Down With the Sickness
3, Sorcery, Rare
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Destroy all non-black, non-artifact creatures in play. Down With the Sickness deals 1 damage to each player for each creature that player controls that was put into the graveyard this way.
(268/350)

Fragile Truce
2, Enchantment, Rare
Any player may pay 5 life. If a player does, sacrifice Fragile Truce.
Players can't play lands.
We're waiting to see what they do next. I have a feeling this truce won't last long.
-Captain Larvaun

(272/350)

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.
Unfortunately, Omoroth's dark magic can even bring the elves back to life.
(276/350)

Omoroth's Wrath
4, Sorcery, Rare
Destroy all lands and creatures. They can't be regenerated. Remove Omoroth's Wrath from the game.
(277/350)

Omoroth, Effergy Sorcerer
3, Creature - Wizard Legend 2/4, Rare
2UU, T: Return target instant card from your graveyard to your hand.
2BB, T: Return target sorcery card from your graveyard to your hand.
(278/350)

Parell, Elvish Hero
2, Creature - Elf Legend 3/2, Rare
First strike.
When Parell, Elvish Hero attacks, all other attacking elves gain trample until end of turn.
If you can't go around 'em, go through 'em!
-Parell, Elvish Hero

(279/350)

Power Challenge
1, Enchantment, Rare
Whenever a spell or ability targets you, you may pay 3. If you do, put a copy of that spell or ability on the stack and choose a new target for it.
If Power Challenge is put into a graveyard from play, it deals 3 damage to you.
(280/350)

Swallowing Gate
2, Sorcery, Rare
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
Target player chooses three permanents he or she controls and returns them to their owners' hands.
(286/350)

Talsoris' Shelter
4, Legendary Enchantment, Rare
If more than one permanent you control was put into a graveyard by a source or sources you don't control, return all permanents you controlled that were put into a graveyard this turn to play under your control at the end of turn.
What I protect can never die.
-Talsoris, Druid King

(287/350)

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.
(288/350)


Artifact:25


Uncommon:15

Animated Flail
3, Artifact, Uncommon
T: Target creature gets +1/+1 and trample until end of turn.
Just be careful; that thing has a mind of its own.
(291/350)

Animated Shield
3, Artifact, Uncommon
T: Prevent the next 2 damage that would be dealt to target creature this turn.
I'm not sure what holds it up, but I like what it does.
(292/350)

Animated Sword
3, Artifact Creature 2/1, Uncommon
Flying
It's very strange to watch it fly about, but it's a thrill to watch it fight.
(293/350)

Crystal Gem
1, Artifact, Uncommon
Warp 2 (At the time you play this spell, you may discard cards equal to the Warp value. If you don't, counter this spell.)
T: Add one mana of any color to your mana pool.
(295/350)

Diamond Golem
3, Artifact Creature - Golem 1/2, Uncommon
T: Add W to your mana pool.
(296/350)

Effergy Automaton
6, Artifact Creature - Golem 3/5, Uncommon
Attacking doesn't cause Effergy Automaton to tap.
In history, it was said Urza used machines similar to this one. The difference is that this one is much bigger.
(297/350)

Granite Golem
3, Artifact Creature 4/4, Uncommon
Warp 2 (IAt the time you play this spell, you may discard cards equal to the Warp cost. If you don't, counter this spell.)
Trample
(299/350)

Jade Golem
3, Artifact Creature - Golem 1/2, Uncommon
T: Add G to your mana pool.
(300/350)

Langor's Blowgun
4, Artifact, Uncommon
3: Langor's Blowgun deals 1 damage to target creature.
It's very primitive, yes, but it's equally as effective.
(301/350)

Omoroth's Bank
3, Artifact, Uncommon
T: Put a charge counter on Omoroth's Bank.
T: Remove any number of charge counters from Omoroth's Bank: Add 1 to your mana pool for each charge counter removed from Omoroth's Bank.
Pay a little now to get a lot later.
-Omoroth, Effergy Sorcerer

(307/350)

Onyx Golem
3, Artifact Creature - Golem 1/2, Uncommon
T: Add B to your mana pool.
(309/350)

Platinum Golem
4, Artifact Creature - Golem 3/3, Uncommon
Unstable (At the time you play this spell, counter it unless you control a number of lands equal to the converted mana cost of the spell.)
2T: Draw a card.
(310/350)

Ruby Golem
3, Artifact Creature - Golem 1/2, Uncommon
T: Add R to your mana pool.
(311/350)

Sapphire Golem
3, Artifact Creature - Golem 1/2, Uncommon
T: Add U to your mana pool.
(312/350)

Sol Flames
1, Artifact, Uncommon
T: Add one colorless mana to your mana pool.
The once mighty ring is now broken. But where it once was, the flames still remain.
(313/350)


Rare:10

Chaos Engine
5, Artifact Creature 2/3, Rare
WUBRGT: 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.
(294/350)

Effergy Hulk
7, Artifact Creature 4/4, Rare
Flying
When Effergy Hulk comes into play, return target card from your graveyard to your hand.
Of course it's big! If it wasn't, it wouldn't be able to carry all that cargo with it.
(298/350)

Library of Derengio
2, Artifact, Rare
At the beginning of your draw step, you may draw a card. If you do, any other player may pay 1. If a player does, you lose 3 life.
Careful....what you find down here could be more destructive than beneficial.
(302/350)

Malignant Sphynx
4, Artifact Creature 3/2, Rare
2T: Choose a color. Target opponent reveals the top card of his or her library. If that card is of the chosen color, that player puts it into his or her graveyard and Malignant Sphynx deals 2 damage to that player.
(303/350)

Mana Driller
3, Artifact, Rare
T, Return a land you control to its owner's hand.: Add one mana of any color to your mana pool.
(304/350)

Mana Hose
0, Artifact, Rare
If Mana Hose is in your library, you may, at the beginning of your upkeep, search your library for it, reveal it, and put it in your hand. If you do, you can't play lands this turn.
Sacrifice Mana Hose: Choose a basic land type and discard any number of cards from your hand. Search your library for that many basic lands of that type, reveal them, and put them in your hand. Then shuffle your library. Remove Mana Hose from the game.
(305/350)

Obelisk of Despair
6, Artifact, Rare
Creatures don't untap during their controllers' untap steps.
The stone's forthcoming spells doom for all.
(306/350)

Omoroth's Weathervane
6, Artifact, Rare
4T: Choose a land in play, then choose a basic land type. Until end of turn, all lands with the same name as the chosen land become the chosen basic land type.
His inventions are quite ingenious. This one changes the seasons.
-Langor, Omoroth's Apprentice

(308/350)

Spherical Prism
5, Artifact, Rare
UT: Draw a card, then discard a card.
BT: Target creature gets -1/-1 until end of turn.
GT: Target creature gets +2/+2 until end of turn.
RT: Spherical Prism deals 1 damage to target creature or player.
WT: Gain 2 life.
(314/350)

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.
(315/350)


Land:15


Uncommon:5

City of Ashes
Land, Uncommon
Cit of Ashes comes into play tapped.
At any time there are no mountains in play, sacrifice City of Ashes.
T: Add BB to your mana pool.
(316/350)

Murkwater Lake
Land, Uncommon
Murkwater Lake comes into play tapped.
At any time there are no swamps in play, sacrifice Murkwater Lake.
T: Add UU to your mana pool.
(334/350)

Rice Patty
Land, Uncommon
Rice Patty comes into play tapped.
At any time there are no islands in play, sacrifice Rice Patty.
T: Add WW to your mana pool.
(339/350)

Timberline Woodland
Land, Uncommon
Timberline Woodland comes into play tapped.
At any time there are no forests in play, sacrifice Timberline Woodland.
T: Add RR to your mana pool.
(346/350)

Wild Brush
Land, Uncommon
Wild Brush comes into play tapped.
At any time there are no plains in play, sacrifice Wild Brush.
T: Add GG to your mana pool.
(349/350)


Rare:10

Darkwood Cemetery
Land, Rare
Darkwood Cemetery comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add BW to your mana pool. Darkwood Cemetery deals 2 damage to you.
(317/350)

Distorting Barrier
Land, Rare
T: Add one colorless mana to your mana pool.
4T: Return target creature you control to its owner's hand.
Try not to look directly at it.
(318/350)

Effergy Mine
Land, Rare
When Effergy Mine comes into play, you may discard two cards from your hand. If you don't, sacrifice it.
T: Add one mana of any color to your mana pool.
You never know what you'll find next.
(319/350)

Floral Lake
Land, Rare
Floral Lake comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add UG to your mana pool. Floral Lake deals 2 damage to you.
(320/350)

Geothermic Fissure
Land, Rare
Geothermic Fissure comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add UR to your mana pool. Geothermic Fissure deals 2 damage to you.
(325/350)

Scrap Fields
Land, Rare
T: Add one colorless mana to your mana pool.
2T: Remove target card in a graveyard from the game.
Nothing we get here's of any use anymore. Just dig a hole and bury it.
(340/350)

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!
(341/350)

Valley of the Lotus
Land, Rare
When Valley of the Lotus comes into play, sacrifice a land, sacrifice a creature, and put the top two cards of your library into your graveyard or sacrifice Valley of the Lotus.
T: Add two mana of any two colors to your mana pool.
(347/350)

Volcanic Forge
Land, Rare
Volcanic Forge comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add WR to your mana pool. Volcanic Forge deals 2 damage to you.
(348/350)

Wooded Bog
Land, Rare
Wooded Bog comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add BG to your mana pool. Wooded Bog deals 2 damage to you.
(350/350)


Generated with Magic set Editor on 05-08-2003 22:53:37
by Twan van Laarhoven
1
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