Salvation
Robert Kallister

143 Cards total in set.


White:25


Common:11

Blast of Light
3, Instant, Common
Remove target artifact or enchantment from the game.
Sorcery can be undone. Much like anything else.
(2/143)

Determined Skyknight
2, Creature - Soldier 3/1, 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.)
Flying.
1W: Determined Skyknight gets protection from the color of you choice until end of turn. You may only play this ability if target opponent controls a black or red creature.
(3/143)

Effergy Conscripts
2, Creature - Soldier 4/1, Common

The bulk of the army consists of hardened soldiers with only a will to survive.
(5/143)

Exhausted Supplies
2, Instant, Common
You may only play Exhausted Supplies if a source you do not control puts a land into your graveyard from play.
Destroy target land.
Draw a card.
While trying to pillage the landscape, Omoroth's army did not realize how many resources were needed to do so.
(6/143)

Glare Troops
1, Creature - Soldier 2/2, Common
Glare Troops cannot be blocked except by artifact creatures.
Their magical trinkets can burn the retina from your eyes.
(7/143)

Hidden Crusader
1, Enchantment, Common
1W: Choose a color. Hidden Crusader becomes a 2/2 Soldier creature with protection from the chosen color until end of turn. It's still an enchantment.
Marlos set up several "ambush traps" for the deadites to walk into.
(9/143)

Holy Wall
1, Creature - Wall 0/5, 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.)
If you discarded a blue card to the Warp cost, Holy Wall gains "2, T: Return target creature blocked by Holy Wall to owner's hand."
(11/143)

Lifegiver
1, Creature - Cleric 0/2, Common
1WT: Gain 2 life.
Exactly as the name suggests; she gives life to those who deserve it most.
(15/143)

Riposte Training
2, Enchant Creature, Common
Whenever enchanted creature is dealt damage, you may pay 1W. If you do, enchanted creature deals an equal amount of damage to that source or that source's controller.
(22/143)

Sunburn
, Sorcery, Common
Sunburn deals 2 damage to target player.
The lifegiver, and the lifetaker, the sun is a benevolent tyrant.
(24/143)

Ultimate Price
1, Instant, Common
Sacrifice a creature: Destroy target attacking creature.
No one wants to pay with his life, but there are times when no other offer will be accepted.
(25/143)


Uncommon:7

Divine Link
1, Enchant Creature, Uncommon
Whenever enchanted creature would deal damage, prevent it, and gain that much life.
The Gods can guide your hand in whatever way they wish.
(4/143)

Hidden Settlement
2, Enchant Land, Uncommon
Enchanted land cannot be the target of spells or abilities.
T: Put a 1/1 white Soldier creature token into play.
As long as Omoroth did not discover them, they could live without fear.
(10/143)

Instruction
3, Enchantment, Uncommon
Whenever a creature you control is dealt damage, you may redirect any amount of it to another creature you control.
"I can give them the tools they need. They need only use them."
-Captain Larvaun

(12/143)

Marlos' Decree
3, Enchant Creature, Uncommon
If enchanted creature deals combat damage to another creature, remove that creature from the game.
"None shall take from us what we have worked so hard to protect."
-Marlos, Effergy Cardinal

(16/143)

Masterful Defense
2, Enchantment, Uncommon
Whenever a source would deal damage to a creature you control, it instead deals that much damage minus two.
"Our forces are trained to defend. Not attack."
-Marlos, Effergy Cardinal

(18/143)

Raging Griffin
4, Creature - Griffin 3/3, Uncommon
Flying.
Raging Griffin gains trample as long as defending player controls a red or black creature.
Even the beasts of Effergy's cavalry got hot tempered during the conflict.
(20/143)

Reviving Aura
, Instant, Uncommon
Return target enchantment from your graveyard to your hand.
Never let faith die.
(21/143)


Rare:7

Battle Supremacy
2, Enchantment, Rare
If you control more creatures than any other player, creatures you control get +1/+1.
"Our strength can only grow, now that we have this region under control."
-Marlos, Effergy Cardinal

(1/143)

Griffin Thrasher
4, Creature - Griffin 2/5, Rare
Flying.
1W: Switch Griffin Thrasher's power and toughness until the end of turn.
Normally, the griffins fly in perfect formation for the assault. But there are times when a few get out of line.
(8/143)

Jenetta, High Marksman
1, Creature - Soldier Legend 2/1, Rare
2WT: Destroy target attacking creature.
"Give me a target. Eyes, heart, or groin?"
-Jenetta

(13/143)

Judicial Champion
4, Creature - Soldier 4/4, 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.)
Prevent all damage that would be dealt to Judicial Champion.
If you discarded an artifact to the Warp cost, attacking does not cause Judicial Champion to tap.
(14/143)

Marlos' Guardian
3, Creature - Beast 4/4, Rare
First strike
Attacking does not cause Marlos' Guardian to tap.
"This is my only bodyguard, and he's the only one I need."
-Marlos, Effergy Cardinal

(17/143)

Prismatic Shelter
1, Enchantment, Rare
Discard a card from your hand: Target creature you control gets protection from the color of your choice until end of turn.
"We should be safe in here."
Jenetta, High Marksman

(19/143)

Royal Celebration
1, Enchantment, Rare
When Royal Celebration comes into play, put three Celebration counters on it.
At the beginning of your upkeep, remove a Celebration counter from Royal Celebration. If you can't, sacrifice Royal Celebration.
Creatures cannot attack.
(23/143)


Blue:25


Common:11

Avert
2, Instant, Common
Counter target spell that targets you.
Draw a card.
"Away with your dark sorcery! I shall not fail to reclaim the tome!"
-Captain Larvaun

(26/143)

Avoidance
1, Instant, Common
Return target creature to its owner's hand.
Return all enchantments you own on that creature to their owner's hand.
"I shall return soon. Don't think you've won."
-Langor

(27/143)

Botched Orders
2, Instant, Common
Counter target spell that targets a permanent.
Draw a card.
"I said lance! Not dance!"
-Effergy Soldier

(28/143)

Disappearance
3, Instant, Common
Return target permanent to its owner's hand. If that permanent has Unstable or Warp, you may pay 2 life. If you do, return Disappearance to your hand instead of putting it in your graveyard.
(30/143)

Drown
2, Sorcery, Common
Destroy target non-blue creature.
Drown cannot target creatures whose controller controls no islands.
The last of the pirate fleet was swallowed by the unrelenting sea.
(32/143)

Expert Smuggler
2, Creature - Pirate 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.)
U: Expert Smuggler cannot be the target of spells or abilities this turn.
Expert Smuggler is unblockable as long as defending player controls a green or red creature.
(33/143)

Omoroth's Trickery
, Enchant Creature, Common
If enchanted creature blocks or becomes blocked, return it and Omoroth's Trickery to their owners' hands.
"Search, my unwelcome guests, and try to find me."
-Omoroth, Effergy Sorcerer

(40/143)

Port Spellcaster
3, Creature - Pirate Wizard 2/2, Common
Whenever Port Spellcaster deals combat damage to a player, that player returns a creature he or she controls to its owner's hand.
(42/143)

Reassemble
2, Sorcery, Common
Return an artifact from your graveyard to your hand.
Draw a card.
"For the love of....put it back together!"
-Langor

(43/143)

Sonic Drake
1, Creature - Drake 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.
If you discarded a black card to the Warp cost, Sonic Drake gains "3T: Target player discards a card from his or her hand. Play this ability only during your turn."
(47/143)

Winged Phantom
1, Enchantment, Common
1U: Winged Phantom becomes a 2/2 Illusion creature with flying until the end of turn. It's still an enchantment.
They're hard to see, and even harder to catch.
(50/143)


Uncommon:7

Frost Beams
1, Enchantment, Uncommon
2U: Tap target creature.
Cold weather is causing quite a stir in the northern part of the battlefield.
(34/143)

Insomnia
1, Enchant Creature, Uncommon
When Insomnia comes into play, draw a card.
Enchanted creature loses all abilities.
"My fatigue is greater than any other I've ever experienced. Still, I cannot sleep."
-Omoroth, Effergy Sorcerer

(37/143)

Marlos' Touch
4, Sorcery, Uncommon
Draw cards equal to the number of artifacts you control, then discard two cards.
"We can learn much from these."
-Marlos, Effergy Cardinal

(39/143)

Pirate Elite
3, Creature - Pirate 4/3, Uncommon
Pirate Elite is unblockable.
After you've escaped sea serpents, other pirates, militia, and the like, evasion becomes a second nature.
(41/143)

Risky Venture
1, Enchantment, Uncommon
Sacrifice Risky Venture: Discard any number of cards from your hand, then draw that many cards.
"I hope this works."
-Captain Larvaun

(44/143)

Temporal Spark
3, Instant, Uncommon
Put target permanent on top of its owner's library.
Pockets of loose time often flicker between non-existence and reality.
(48/143)

Vhulgrad
1, Creature - Beast 2/2, 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.)
Flying.
T: Vhulgrad deals 1 damage to target creature or player.
Sacrifice Vhulgrad: Return target permanent to its owner's hand.
(49/143)


Rare:7

Cross Reference
2, Sorcery, Rare
Reveal a card from your hand. Search your library for a card that shares a color with that card, reveal it, and put it in your hand. Shuffle your library afterwards.
Perhaps if we put "Spirit" and "Monger" together...
(29/143)

Domineering Matrix
3, Enchantment, Rare
2U: Exchange control of a creature you control with target creature.
"Who's side are you on, anyway?"
-Langor

(31/143)

Frost Breather
3, Creature - Beast 4/4, Rare
3U: Target creature does not untap during its controller's next untap step.
What I wouldn't give to be able to inhale ice and live...
(35/143)

Frost Wurm
5, Creature - Wurm 5/5, Rare
Trample, protection from red.
Whenever a creature dealt damage by Frost Wurm is put into a graveyard, you may draw a card.
My God! It's.....it's......uh...run!
(36/143)

Magnetic Pulse
2, Enchantment, Rare
All spells have "As an additional cost to play this spell, return a land you control to its owner's hand."
It's a strange energy we've never seen before, and it has a profound effect on mana.
(38/143)

Skyknight Champion
4, Creature - Soldier 5/4, 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.)
Flying.
If you discarded an enchantment to the Warp cost, Skyknight Champion cannot be the target of spells or abilities.
(45/143)

Skyknight Elite
4, Creature - Soldier 3/3, Rare
Flying.
2U: Return target creature blocking Skyknight Elite to its owner's hand.
They fly at incredible speeds, without ever making a mistake.
(46/143)


Black:25


Common:11

Drudging Dead
1, Creature - Zombie 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.)
Drudging Dead must attack each turn if able.
(55/143)

False Security
1, Instant, Common
Play only after defense is declared.
Destroy target unblocked creature.
Though the sentries were no trouble, the traps inside proved to be much more of a threat.
(57/143)

Fury Wraith
1, Creature - Ghost 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.)
If you discarded a red card to the Warp cost, Fury Wraith gains first strike.
(59/143)

Hypnotic Shadow
1, Enchantment, Common
1B: Hypnotic Shadow becomes a 1/1 creature until end of turn that says "Whenever this creature deals combat damage to a player, that player discards a card from his or her hand." It's still an enchantment.
They prey on the weak-minded, forcing them into a constant state of confusion.
(60/143)

Killing Urge
2, Instant, Common
Destroy all creatures target creature deals combat damage to this turn.
"It's that little tingle in the bottom of your stomach that aches for blood."
-Langor

(61/143)

Mesmeric Ghouls
2, Creature - Zombie 3/1, 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.)
B: Regenerate Mesmeric Ghouls.
Whenever Mesmeric Ghouls deals combat damage to a player, if that player controls a white or green creature, that player discards a card.
(62/143)

Plague Viper
3, Creature - Snake 2/2, Common
First strike.
1B: Target creature blocking Plague Viper gets -0/-1 until end of turn.
They actually have a taste for blood, so avoid them at all costs.
(67/143)

Raising the Fallen
2, Sorcery, Common
Until the end of turn, if a creature would be put into your graveyard from play you may return that creature to its owner's hand instead.
"You are not done yet! Rise, my pets, and advance!"
-Omoroth, Effergy Sorcery

(69/143)

Skeletal Soldiers
1, Creature - Skeleton 1/1, Common
Pay 1 life: Regenerate Skeletal Soldiers.
They're practically the best soldiers in the world. They never eat, never sleep, never get tired, and never get sick.
(71/143)

Soul Grasp
, Instant, Common
Target player loses 2 life.
Squeeze until it crunches. Then you can let go.
(72/143)

Werebat
3, Creature - Bat Minion 3/2, Common
Flying.
Prevent all damage that would be dealt to Werebat from creatures with power 2 or less.
Surprisingly, their thick hides can reflect a number of attacks.
(75/143)


Uncommon:7

Dark Influence
1, Instant, Uncommon
Target permanent becomes black. (This effect does not end at end of turn)
Draw a card.
"Corruption is so easy. You need only know what to say."
-Langor

(53/143)

Foul Wight
2, Creature - Wight 3/2, Uncommon
Whenever Foul Wight deals combat damage to a creature, put a -1/-1 counter on that creature.
They absorb essence by merely touching a person's skin.
(58/143)

Omoroth's Condemnation
3, Instant, Uncommon
Until the end of turn, if a creature is dealt damage, destroy it.
"What I kill stays dead..."
-Omoroth, Effergy Sorcerer

(65/143)

Plague Priest
2, Creature - Wizard 2/1, Uncommon
When Plague Priest comes into play, destroy target land.
Foulness eminates from every pore of his body.
(66/143)

Shadowcaster
1, Creature - Wizard 2/1, Uncommon
Shadowcaster cannot be the target of spells or abilities that can only target creatures.
2BT, Sacrifice a creature: Creatures deal no damage in combat this turn.
(70/143)

Soul Reclamation
3, Instant, Uncommon
Remove target creature card in your graveyard from the game. Then, put a creature card from your hand into play.
"Recycling is also possible with life."
-Omoroth, Effergy Sorcerer

(73/143)

Swallow
2, Instant, Uncommon
Target player sacrifices a permanent.
"The last thing you'll see is the sky, which is where you'll next be."
-Omoroth, Effergy Sorcerer

(74/143)


Rare:7

Commanding Howl
2, Sorcery, Rare
Until the end of turn, you may play target card from an opponent's graveyard as though it were in your hand.
"Submit to me, Marlos. You cannot escape."
-Omoroth, Effergy Sorcerer

(51/143)

Corroded Terrain
1, Enchantment, Rare
Whenever a player plays a land, that player may pay 1 life. If he or she does not, that player sacrifices a land.
Omoroth's evil taint has churned the ground into a horrid sludge.
(52/143)

Decaying Dragon
3, Creature - Dragon 5/5, Rare
Flying.
At the end of your turn, if Decaying Dragon did not come into play under your control this turn, put a -1/-1 counter on it.
They're only loosely held together by threads of mana. They fall apart soon after their creation.
(54/143)

Epidemic
2, Enchantment, 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.)
B: Epidemic deals 1 damage to all creatures and players.
(56/143)

Omoroth's Calling
X, Sorcery, Rare
Put a creature card in a graveyard with converted mana cost equal to X or less into play under your control.
"Arise, my pets. Seek out, and destroy."
-Omoroth, Effergy Sorcerer

(63/143)

Omoroth's Caress
2, Enchant Creature, Rare
If enchanted creature is black, it gets +3/+1.
If enchanted creature is not black, it gets -2/-2.
(64/143)

Presence of the Damned
4, Enchantment, Rare
At the beginning of each player's upkeep, that player puts a -1/-1 counter on each non-black creature he or she controls.
"Our presence means death for all living things."
-Langor

(68/143)


Red:25


Common:11

Acid Skin
1, Enchant Creature, Common
Whenever enchanted creature is dealt damage from another creature, Acid Skin deals an equal amount of damage to that creature.
(76/143)

Acidic Aura
2, Sorcery, Common
Acidic Aura deals damage to a player equal to the number of enchantments that player controls.
"Our sorcery was turned against us, and we were powerless to stop it."
-Marlos, Effergy Cardinal

(77/143)

Aerial Duel
, Instant, Common
Target flying creature you control deals damage equal to its power to another target flying creature.
"Come back when you've learned to fight."
-Captain Larvaun

(78/143)

Barbarian Lancer
2, Creature - Barbarian 3/1, 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
Barbarian Lancer gains first strike as long as target opponent controls a white or blue creature.
(80/143)

Exotic Explosives
2, Sorcery, Common
Exotic Explosives deals damage equal to the number of nonbasic lands you control to target creature.
We mine the ingredients from many different lands, and the more exotic, the more powerful it becomes.
(85/143)

Flamefist Grunts
2, Creature - Barbarian 3/1, Common
Flamefist Grunts gains first strike as long as you control another creature with power 3 or greater.
"They're just normal soldiers. They follow, and obey orders."
-Langor

(86/143)

Flamefist Riders
1, Creature - Barbarian 3/1, 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.)
If you discarded a green card to the Warp cost, Flamefist Rider cannot be blocked except by walls and creatures with flying.
(87/143)

Flamefist Spy
1, Enchantment, Common
1R: Flamefist Spy becomes a 2/2 Barbarian creature with first strike until end of turn. It's still an enchantment.
He waits until the time is just right.
(89/143)

Hot Flash
2, Instant, Common
Choose one: Hot Flash deals 5 damage to target creature, or Hot Flash deals 4 damage to target player.
Extreme heat can liquify flesh in a matter of seconds.
(91/143)

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

(92/143)

Ultimate Fury
3, Enchant Creature, Common
Enchanted creature gets +3/+1 and trample.
Emotions can be strong. Hatred can be outright destructive.
(100/143)


Uncommon:7

Barbarian Demolitionist
4, Creature - Barbarian 3/2, Uncommon
Haste.
RT: Destroy target artifact.
He's been instructed to smash anything that doesn't have a Flamefist symbol on it.
(79/143)

Disruptive Assault
3, Instant, Uncommon
Destroy target white permanent.
Draw a card.
"I'll never understand those barbarians."
-Langor

(83/143)

Disruptive Detonation
3, Instant, Uncommon
Destroy target artifact. Disruptive Detonation deals X damage to that artifact's controller and all creatures, where X is equal to the converted mana cost of the target artifact.
(84/143)

Flamefist Smuggler
1, Creature - Barbarian 2/1, Uncommon
Haste.
When you're a smuggler, either you're quick or you're dead.
(88/143)

Frag
4, Instant, Uncommon
Destroy target artifact. Frag deals X damage, divided as you choose, to any number of creatures and/or players, where X is equal to the converted mana cost of that artifact.
(90/143)

Surprise Attack
4, Sorcery, Uncommon
Creatures cannot block this turn.
Draw a card.
The barbarians came from out of nowhere, and when it was over, hundreds of soldiers lay dead or wounded.
(98/143)

Tectonic Splitter
1, Creature - Wizard 2/1, Uncommon
1R, Sacrifice a land: Target player sacrifices a land.
The Effergy plains have never been so damaged as after the wrath of the splitters.
(99/143)


Rare:7

Barbaric Sadism
2, Enchantment, Rare
Whenever a land is put into a graveyard from play, Barbaric Sadism deals 1 damage to that land's controller and all non-flying creatures that player controls.
It's sickening how much pleasure their destruction brings them.
(81/143)

Blood on the Plow
2, Enchantment, Rare
When Blood on the Plow comes into play, put two Delay counters on it.
At the beginning of your upkeep, remove a Delay counter from Blood on the Plow. If you can't, sacrifice it.
Players cannot play lands.
(82/143)

Luck
3, Instant, Rare
Counter target instant or sorcery spell.
"Just be thankful it missed this time. Next time, you might not be so lucky."
(93/143)

Magma Champion
4, Creature - Barbarian 6/5, 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.)
Trample.
If you discarded a land to the Warp cost, Magma Champion cannot be blocked except by two or more creatures.
(94/143)

Magma Devourer
3, Creature - Beast 4/3, Rare
Haste, proteciton from red.
I wonder if it ever gets heart burn?
(95/143)

Power Flare
4, Enchantment, Rare
Whenever a player taps a land for mana, that player may add an additional mana to his or her mana pool of any color that land could produce.
(96/143)

Sinister Elementalist
3, Creature - Wizard 3/3, Rare
All damage dealt by Sinister Elementalist is doubled.
If you see several piles of smoldering ashes and the stench of burnt flesh, you'll know who did it.
(97/143)


Green:25


Common:11

Challenger's Call
3, Instant, Common
All creatures able to block target creature this turn do so.
Draw a card.
"Is there anyone who will dare face me?"
-Captain Larvaun

(103/143)

Coward's Flight
, Instant, Common
Return target blocked creature to its owner's hand.
"Come back when you've grown a spine."
-Captain Larvaun

(105/143)

Darkwood Avengers
1, Creature - Soldier 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.)
If you discarded a white card to the Warp cost, Darkwood Avengers gains "Whenever Darkwood Avengers deals combat damage, gain that much life."
(107/143)

Darkwood Bears
2, Creature - Bear 4/2, 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.)
Darkwood Bears gains trample as long as target opponent controls a black or blue creature.
(108/143)

Elk Charger
4, Creature - Beast 4/2, Common
Whenever Elk Charger attacks, it gets +2/+0 until end of turn.
I'll bet getting impaled by an elk is extremely painful.
(111/143)

Escape
1, Instant, Common
Return target creature you control to its owner's hand.
Draw a card.
"Whew! Made it!"
-Captain Larvaun

(112/143)

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

(113/143)

Prismatic Bloom
1, Instant, Common
Until end of turn, all lands you control gain "T: Add one mana of any color to you rmana pool."
Draw a card.
(116/143)

Righteous Druid
1, Enchantment, Common
1G: Righteous Druid becomes a 3/3 Druid creature until end of turn. It's still an enchantment.
Sacrificing self for honor is a druid's true calling.
(118/143)

Scorpion Dagger
2, Enchant Creature, Common
Enchanted creature gets +2/+0.
Whenever enchanted creature deals combat damage to another creature, destroy that creature.
The venom is not only lethal, but very painful.
(119/143)

Sheltered Druid
1, Creature - Druid 1/2, Common
T: Add G to your mana pool.
GT: Target creature gets +1/+1 until end of turn.
The most reserved are the wisest of all.
(120/143)


Uncommon:7

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

(102/143)

Constructive Urge
, Enchant Creature, Uncommon
Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card, reveal it, and put it in your hand. Shuffle your library afterwards.
(104/143)

Darkwood Wolf
1, Creature - Wolf 2/3, Uncommon
Darkwood Wolf cannot be countered.
Protection from black.
You can always bet if there's one, there's plenty more somewhere close by.
(109/143)

Larvaun's Charge
2, Instant, Uncommon
Target creature gets +5/+5 until end of turn.
"We must break their defenses. Otherwise, ours won't hold."
-Captain Larvaun

(114/143)

Nature's Embrace
1, Enchant Creature, Uncommon
Enchanted creature gets +2/+2 and cannot be blocked except by walls and creatures with flying.
When the land realizes it is threatened, it gives aid to those who can defend it.
(115/143)

Reclamation
1, Instant, Uncommon
Put any number of land cards from your graveyard on top of your library in any order.
"We'll drive the evil out, even if it's the last thing we do."
-Talsoris

(117/143)

Sleep Spores
2, Enchantment, Uncommon
When Sleep Spores comes into play, put three Spore counters on it.
Remove a Spore counter from Sleep Spores: Prevent all combat damage that would be dealt by target creature this turn.
(121/143)


Rare:7

Border Patrolman
1, Creature - Elf 1/1, Rare
Sacrifice Border Patrolman: Put a land card from your hand into play tapped.
New resources await those who are willing to look for it.
(101/143)

Darkwood Abomination
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 an X/X green Beast token into play. Put X +1/+1 counters on that creature.
"A combination of flesh and mold."
-Talsoris

(106/143)

Druid Champion
4, Creature - Druid 5/6, 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.)
G: Regenerate Druid Champion.
If you discarded a creature to the Warp cost, Druid Champion gets "2G: Untap Druid Champion."
(110/143)

Talsoris' Behemoth
3, Creature - Beast 5/4, Rare
Trample
Talsoris' Behemoth may only be the target of spells or abilities controlled by the player that controls the most lands.
"The beasts you have dealt with so far are miniscule compared to this one."
-Talsoris

(122/143)

Talsoris' Empathy
2, Enchantment, Rare
G, Return two lands you control to owners' hands: Draw a card.
His sorrow for the fallen gives hope to those who still struggle in the conflict.
(123/143)

Verdent Mapping
2, Sorcery, Rare
Shuffle your library, then reveal the top card. If that card is a land, put that card into play, then reveal the next card. If that card is a land, put it into play. Repeat this process until you reveal a non-land card, then put that non-land card in your hand.
(124/143)

War Druid
3, Creature - Druid 2/3, Rare
T: Target land you control becomes a 3/3 creature until end of turn. It's still a land.
Most of the forest folk are pacifists, preferring a life of non-aggression. But desperate times call for desperate measures.
(125/143)


Multi:8


Uncommon:3

Flank Attack
, Instant, Uncommon
Creatures you control get +1/+1 and first strike until end of turn.
While the enemy was focused on the city walls, scores of foot soldiers charged their ranks from the side.
(127/143)

Holy Bolt
, Instant, Uncommon
Holy Bolt deals 3 damage to target creature or player. You gain 3 life.
Effergy's clergy unleashed the full power of their devotion.
(128/143)

Taknorez
2, Creature - Beast 3/3, Uncommon
Flying, haste.
Another of the flying beasts seen over Effergy skies. This one seems faster than the others.
(131/143)


Rare:5

Cardinal's Prayer
1, Sorcery, Rare
Choose a number from one to ten. Reveal that many cards from the top of your library, then remove them from the game. You may play any of those cards as though they were in your hand until the end of turn.
"God, do not abandon me in my most desperate hour..."
-Marlos, Effergy Cardinal

(126/143)

Mind Slayer
3, Creature - Illusion 1/1, Rare
Mind Slayer cannot be blocked except by black and artifact creatures.
If Mind Slayer deals combat damage to a player, that player discards his or her hand.
(129/143)

Short Supply
1, Sorcery, Rare
Choose a basic land type. Target opponent reveals his or her hand, then discards all cards with the same name as the chosen card.
"Cutting off trade shipments will cripple their morale."
-Langor

(130/143)

Underdark Bargain
2, Sorcery, Rare
Reveal all cards in your library, then choose three cards. An opponent chooses three cards. Flip a coin; if you win the flip, put the three cards of your choice in your hand. Otherwise, put the three cards of that opponent's choice in your hand. Shuffle your library afterwards.
(132/143)

Universal Soldier
, Creature - Soldier 2/2, Rare
When Universal Soldier comes into play, choose one of the following:
G: Regenerate Universal Soldier, flying, first strike, or trample.
Universal Soldier gains that ability.
(133/143)


Artifact:8


Uncommon:5

Broken Mirror
2, Artifact, Uncommon
Whenever a player plays a white spell, you may sacrifice Broken Mirror. If you do, destroy target artifact or enchantment.
(134/143)

Death Stone
2, Artifact, Uncommon
Whenever a player plays a black spell, you may sacrifice Death Stone. If you do, target creature gets -2/-2 until end of turn.
(135/143)

Flint Box
2, Artifact, Uncommon
Whenever a player plays a red spell, you may sacrifice Flint Box. If you do, Flint Box deals 3 damage to target creature or player.
"Of COURSE me know what me doing!"
-Orc Captain, last words

(136/143)

Mammoth Jewel
2, Artifact, Uncommon
Whenever a player plays a green spell, you may sacrifice Mammoth Jewel. If you do, target creature gets +4/+4 until end of turn.
(139/143)

Swelling Pool
2, Artifact, Uncommon
Whenever a player plays a blue spell, you may sacrifice Swelling Pool. If you do, return target permanent to its owner's hand.
It eventually bursts into a geyser ten stories tall.
(140/143)


Rare:3

Golem Protector
4, Artifact Creature - Golem 3/2, Rare
At the beginning of your upkeep, gain 1 life.
Golems make the best sentinels: they never need food, rest, or money.
(137/143)

Langor's Cavalry
5, Artifact Creature 5/5, 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.)
(138/143)

Tome of Jewels
4, Artifact, Rare
Whenever a player plays a mulitcolored spell, you may sacrifice Tome of Jewels. If you do, gain 3 life, draw two cards, and Tome of Jewels deals 3 damage to target creature.
(141/143)


Land:2


Uncommon:1

Sacred Gardens
Land, Uncommon
Sacred Gardens cannot be the target of spells or abilities.
T: Add 1 to your mana pool.
(143/143)


Rare:1

Cultivated Field
Legendary Land, Rare
If at any time you control four or more lands, sacrifice Cultivated Field.
T: Add one mana of any color to your mana pool.
(142/143)


Generated with Magic set Editor on 05-03-2002 17:20:31
by Twan van Laarhoven
1
Hosted by www.Geocities.ws