Stormbringer
Robert Kallister
350 Cards total in set.
White:52
Common:22
Aura Breakdown
2
, Enchantment, Common
Sacrifice a creature: Destroy target enchantment.
"Their defenses are holding up well, but not for very much longer."
-Tennen
(2/350)
Battle Prayer
1
, Instant, Common
Prevent all damage that would be dealt to target creature this turn.
Draw a card.
The Gods are probably the most important spectators of all.
(4/350)
Belgarian Cure
1
, Instant, Common
Gain X+3 life, where X is equal to the number of Elementals you control.
When you hold a tournament for Elementalists every year you start to find ways to restore their health.
(6/350)
Belgarian Distractor
2
, Creature - Soldier 1/2, Common
2W: Tap target creature.
"Hey everyone! I'm a strange, whacked-out guy who's going to draw you from looking that way for about three seconds!"
(7/350)
Belgarian Therapist
1
, Creature - Cleric 1/2, Common
Protection from black.
1UT: Target player reveals the top card of his or her library. If that card is a non-land card, you may choose to put that card into that player's graveyard.
(8/350)
Charging Strike
1
, Instant, Common
Target creature gets +2/+2 and first strike until end of turn.
If you paid at least G: as part of Charging Strike's mana cost, that creature gets an additional +1/+1 and trample until end of turn.
(10/350)
Chromatic Protector
2
, Creature - Cleric 2/2, Common
W, Sacirifce Chromatic Protector: Target creature gets protection from the color of your choice until end of turn.
They specialize in counteracting the magicks of the elementals.
(11/350)
City Guard
3
, Creature - Soldier 2/4, Common
Whenever a player attacks you, you may untap City Guard.
The guards have the worst job. They never get any sleep at all.
(12/350)
Defensive Advance
3
, Instant, Common
Prevent the next 2 damage that would be dealt to creatures you control this turn.
Draw a card.
The best offense is a good defense. Or is that the other way around?
(14/350)
Deflecting Force
2
, Creature - Wall 0/6, Common
Whenever you would be dealt damage, you may redirect that damage to Deflecting Force.
If a spell or ability causes you to lose life, prevent that loss of life, and put that many -1/-1 counters on Deflecting Force.
(15/350)
Divine Favor
1
, Enchant Creature, Common
You may play Divine Favor any time you could play an instant.
W: Choose a color. Enchanted creature gains protection from the chosen color until end of turn. This effect does not remove Divine Favor.
(17/350)
Elemental Blessing
2
, Enchant Creature, Common
Enchanted creature gets +2/+2.
Whenever enchanted creature deals combat damage, gain that much life.
(19/350)
Elemental Shield
2
, Instant, Common
Prevent the next 7 damage that would be dealt this turn, divided as you choose, among any number of creatures and/or players.
(20/350)
Elemental of Prayer
, Creature - Elemental 1/1, Common
Sacrifice Elemental of Prayer: Prevent the next 2 damage that would be dealt to target creature or player.
(21/350)
High Endurance
2
, Enchant Creature, Common
Enchanted creature gets +1/+1.
Prevent all damage that would be dealt to enchanted creature.
It's just what you need for those fights that take forever.
(23/350)
Light Elemental
2
, Creature - Elemental 2/1, Common
Speed 3 ( (This creature may only be blocked by creatures with Speed 3 or higher)
(29/350)
Prismatic Shroud
2
, Instant, Common
Target permanent gains protection from the color of your choice until end of turn.
Draw a card.
(34/350)
Sidestep
2
, Instant, Common
The next time target attacking creature would deal combat damage to you or a creature you control, instead that creature deals that damage to another attacking creature of your choice.
"Missed me!"
-Shanesti
(43/350)
Spell Shield
2
, Enchant Creature, Common
Enchanted creature gets +1/+1.
Whenever enchanted creature becomes the target of a spell, you may give the creature protection from the colors of that spell until end of turn. This effect does not remove Spell Shield.
(44/350)
Spotted Flaws
1
, Instant, Common
If an attacking creature has an ability that would make it unblockable, that creature loses that ability until end of turn. (This includes landwalking, flying, etc.)
"I've seen how they fight, and I know where their weaknesses are."
-Vharamel
(45/350)
Tennen's Blessing
1
, Instant, Common
Until the end of turn, white spells you play cost 1 less to play.
"I have faith in you, Shanesti. Go to the arena, and win this tournament."
-Tennen
(46/350)
Tennen's Cure
4
, Instant, Common
Choose one: Prevent the next 3 damage that would be dealt to target creature or player, or target player gains 3 life.
Draw two cards.
(47/350)
Uncommon:15
Belgarian Cavalry
4
, Creature - Knight 3/3, Uncommon
First strike.
Belgarian Cavalry gains trample when attacking.
The elite of the horsemen, the Cavalry is always on duty to smite evil.
(5/350)
Combat Equality
2
, Sorcery, Uncommon
Each player chooses a number of creatures equal to the number of creatures controlled by the player with the fewest, then sacrifices the rest.
A good fight is a fair fight.
(13/350)
Diamond Protector
2
, Creature - Elemental 2/1, Uncommon
2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
(16/350)
Jade Protector
2
, Creature - Elemental 2/1, Uncommon
2: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
(26/350)
Last Will
3
, Enchant Creature, Uncommon
If Last Will is put into a graveyard from play, gain 8 life and draw a card.
"To the undersigned, hereafter referred to as Party B, I bequeath my earthly wealth and/or possessions to these individuals, providing...."
(27/350)
Lawkeeper
2
, Creature - Cleric Soldier 2/2, Uncommon
W: Prevent the next 1 damage that would be dealt to target creature or player by a red source of your choice.
Lawkeepers make sure all Belgarian visitors don't use unauthorized sorcery.
(28/350)
Magic Defenses
2
, Enchantment, Uncommon
When Magic Defenses comes into play, choose a color.
W: Prevent all damage that would be dealt to you by a source of the chosen color.
2W: Change the chosen color to a color of your choice.
Adaptability is invaluable during a fight.
(31/350)
Martyr's Fall
2
, Instant, Uncommon
Until the end of turn, all damage that would be dealt to you is dealt to target creature you control instead.
Draw a card.
When they know their demise is inevitable, the elementals will fall to spare their masters.
(32/350)
Onyx Protector
2
, Creature - Elemental 2/1, Uncommon
2: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
(33/350)
Ruby Protector
2
, Creature - Elemental 2/1, Uncommon
2: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
(38/350)
Sapphire Protector
2
, Creature - Elemental 2/1, Uncommon
2: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
(40/350)
Serf's Claim
1
, Enchantment, Uncommon
At the beginning of your upkeep, if a player controls more lands that you, you may sacrifice Serf's Claim. If you do, search your library for up to three basic lands, reveal them, and put them in your hand. Then shuffle your library.
(41/350)
Topaz Protector
2
, Creature - Elemental 2/1, Uncommon
2: Prevent all damage that would be dealt to you by a white source choice.
(49/350)
Unflinching Focus
2
, Enchantment, Uncommon
1W: Target creature you control blocks target attacking creature an opponent controls. (This ability can make creatures block illegal targets).
Rule #2: Never turn your eyes from the fight.
(50/350)
Wall of Mana
3
, Creature - Wall 0/7, Uncommon
Speed: 4 (This creature may only be blocked by creatures with Speed 4 or higher)
(51/350)
Rare:15
Angel of Purity
4
, Creature - Angel 4/4, Rare
Flying.
Prevent all damage that would be dealt to Angel of Purity.
(1/350)
Banish
2
, Sorcery, Rare
Remove target creature from the game.
"I'm sorry, but you'll just have to leave now."
-Shanesti
(3/350)
Belgarian Vandals
1
, Creature - Cleric Soldier 2/2, Rare
At the beginning of each player's upkeep, that player sacrifices an artifact.
The Vandals are hired to make sure objects of power are not abused during the games.
(9/350)
Drowning Glare
3
, Instant, Rare
Target player can't play spells this turn.
Untap up to four lands.
My eyes! My eyes! I can't see!
(18/350)
Final Game
2

, Sorcery, Rare
Remove all creatures from the game.
The last day of the tournament is always the most depressing, as it will be a whole year before they will be back in Belgaria.
(22/350)
Holistic Djinn
4
, Creature - Elemental Genie 4/5, Rare
Flying
2W: Choose a color. Holistic Djinn gets protection from that color until end of turn.
(24/350)
Holy Elemental
4
, Creature - Elemental 5/3, Rare
Speed 4 (This creature may only be blocked by creatures with Speed 4 or higher)
1WW: Remove Holy Elemental from the game. At the end of turn, return Holy Elemental to play under its owner's control.
(25/350)
Locust Storm
1
, Sorcery, Rare
Choose one: Destroy all basic lands, or destroy all non-basic lands.
"Bugs are bad. Very bad. Very VERY bad."
-Belgarian Farmer
(30/350)
Quick Recovery
, Instant, Rare
If a source would reduce your life to 0 or less this turn, that source instead reduces your life total to 1.
The battle looked over. Shanesti stood above Hendelver, her hand upon her hip, a smile on her lips. Then the gnoll jumped to his feet.
(35/350)
Riot
3
, Sorcery, Rare
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, that creature's controller may put that creature on top of its owner's library.
When the fighting breaks out, everyone goes home early. But most return within a few days.
(36/350)
Riteous Defender
3
, Creature - Soldier 1/1, Rare
Whenever Riteous Defender blocks, you may discard a card. If you do, Riteous Defender gets +7/+7 until end of turn.
The bravest are those willing to stand up for what means most to them.
(37/350)
Sacred Sentinels
4
, Creature - Cleric Soldier 2/7, Rare
Sacred Sentinels can block any number of creatures.
For generations, the Sentinels have devoted their lives to protecting the colosseum.
(39/350)
Shared Reality
, Enchantment, Rare
Whenever a permanent is destroyed, each player other than that permanent's controller sacrifices a permanent of the same type as the one that was destroyed.
"Our destinies intertwine simply because we share the same space on this planet."
-Hendelver
(42/350)
The Chosen
4

, Creature - Angel 8/8, Rare
Flying.
The Chosen can't be countered.
When The Chosen comes into play, remove all other creatures you control from the game.
If The Chosen would leave play, return it to its owner's hand instead.
(48/350)
Wave of Retribution
5
, Instant, Rare
The next time a creature would deal combat damage this turn, it deals that damage to itself instead.
The fight was going bad, and Shanesti was in a pinch. Then, her sorcery turned the opposition against itself.
(52/350)
Blue:52
Common:22
Aqua Blast
2
, Instant, Common
Counter target red spell.
Draw a card.
"It's the universal solvent, so it works twice as well against red elementals."
-Tennen
(54/350)
Belgarian Footpad
2
, Creature - Soldier 2/2, Common
When Belgarian Footpad comes into play, return target non-creature permanent to owner's hand.
"Hey! Give that back!"
(58/350)
Belgarian Glider
2
, Creature - Soldier 2/3, Common
Belgarian Glider gains flying as long as you control at least two different types of lands.
Belgaria prides itself on diversity. The Gliders are proof of this.
(59/350)
Belgarian Messenger
1
, Creature - Wizard 1/2, Common
Speed 1 (This creature may only be blocked by creatures with Speed 1 or higher)
1BT: Reveal the top card of target player's library. If that card is a non-land card, target creature gets -1/-1 until end of turn.
(60/350)
Cast Away
4
, Instant, Common
Return target creature to its owner's hand.
Draw two cards.
Some elementals are strong enough to blow their opponents clear out of the arena.
(62/350)
Cold Chill
, Instant, Common
Tap target creature.
Draw a card.
"Did it just get REALLY cold in here?"
-Vharamel
(66/350)
Composite Wall
3
, Creature - Wall 1/4, Common
Flying.
Tap an untapped Elemental you control: Composite Wall gets +2/+2 until end of turn.
Comprised of all the elements, these barriers are effective tools in the arena.
(67/350)
Distracting Illusion
2
, Creature - Wall 0/2, Common
Prevent all damage that would be dealt to and dealt by Distracting Illusion by creatures.
"All you have to do is make an image of an enemy, and they fall for it every time."
-Hendelver
(70/350)
Drake Yearling
1
, Creature - Drake 2/1, Common
Flying.
Drake Yearling can only block creatures with flying.
It's funny; the adult drakes stay as far away from Belgaria as possible. But their young always come to see the fights.
(71/350)
Elemental Wisdom
2
, Enchant Creature, Common
Enchanted creature gets +2/+2.
Whenever enchanted creature deals combat damage to a player, you may draw a card.
(73/350)
Fireproofing
, Enchant Creature, Common
Enchanted creature gets protection from red.
A combatant that doesn't burn is a tough one to deal with.
(74/350)
Fluid Elemental
1
, Creature - Elemental 2/1, Common
Speed 2 (This creature may only be blocked by creatures with Speed 2 or higher)
(75/350)
Gust Elemental
, Creature - Elemental 1/1, Common
Sacriifce Gust Elemental: Target creature gains flying until end of turn.
It can shoot you in the sky like a catapult, then sets you down softer than landing on a cloud.
(78/350)
Hydro Elemental
5
, Creature - Elemental 4/4, Common
2U: Tap target creature.
Water is the strongest force on the planet. Respect it.
(79/350)
North Winds
1
, Instant, Common
Target creature gains flying until end of turn.
Draw a card.
An elementalist is wise to pay careful attention to how the wind blows.
(85/350)
Paralytic Shockwave
1
, Instant, Common
Target creature doesn't untap during its controller's next untap step.
Draw a card.
(86/350)
Psychic Strain
3
, Enchant Creature, Common
At the beginning of enchanted creature's controller's upkeep, that player may pay 3. If that player does not, that player sacrifices enchanted creature.
Often times the mind is unable to handle the stress of combat.
(92/350)
Ritual of Banishment
2
, Instant, Common
Return target permanent to its owner's hand.
Draw a card.
Unwelcome guests to the tournament are dealt with in an according manner.
(96/350)
Spy's Vision
1
, Instant, Common
Look at the top two cards of target player's library. You may remove any of those cards from the game. Put the remaining on top in any order.
Draw a card.
"I know I shouldn't spy on him. But I won't be satisfied until I do."
-Shanesti
(98/350)
Vharamel's Aversion
1
, Instant, Common
Counter target spell. Untap up to two lands.
"In the arena, one need only use a simple elemental. After that, it's up to the elementalist to counteract everything his opponent does."
-Vharamel
(102/350)
Visionary's Hope
3
, Instant, Common
Draw two cards.
If you paid at least W: as part of Visionary's Hope's mana cost, gain 5 life.
"Your insight will give me strength."
-Shanesti
(103/350)
�ther Tonic
3
, Enchant Creature, Common
Enchanted creature is unblockable.
Sacrifice �ther Tonic: Return target creature to owner's hand.
The intoxicating brew works differently on every indvidual that uses it.
(104/350)
Uncommon:15
Aqua Dancer
3
, Creature - Elemental 2/3, Uncommon
1UT: Draw a card.
1R: Aqua Dancer deals 1 damage to itself. Any player may play this ability. If Aqua Dancer deals damage to itself in this manner, that damage is red instead of blue.
When the water dries up, so does her power.
(55/350)
Arena Wager
2
, Sorcery, Uncommon
Play Arena Wager only before combat.
If target attacking creature you control deals combat damage to a player, you may draw up to two cards.
Draw a card.
(56/350)
Belgarian Elementalist
3
, Creature - Wizard 2/2, Uncommon
2UT: Put a 1/1 blue Elemental creature token with flying and haste into play.
At the end of turn, sacrifice that token.
(57/350)
Belgarian Transmuter
2
, Creature - Wizard 2/2, Uncommon
1U: Switch target creature's power and toughness until end of turn. Effects that affect power now effect toughness, and vice versa.
Your offense can be your worst defense.
(61/350)
Chill Elemental
1
, Creature - Elemental 2/3, Uncommon
Speed 3 (This creature may only be blocked by creatures with Speed 3 or higher)
Its loss of friction allows it to glide about gracefully.
(63/350)
Cloud Bomber
4
, Creature - Soldier 2/2, Uncommon
Flying.
T: Cloud Bomber deals 2 damage to target non-flying creature.
From high in the skies, the bombers are able to hit targets with pinpoint accuracy.
(65/350)
Elemental Abjurer
1
, Creature - Wizard 0/1, Uncommon
UUT, Put Elemental Abjurer on top of its owner's libary: Counter target spell.
(72/350)
Ice Barrier
3
, Creature - Elemental Wall 1/8, Uncommon
Whenever a source would deal damage to Ice Barrier, it instead deals that much minus two.
If Ice Barrier becomes the target of a red spell, sacrifice it.
"One word describes it: Solid."
-Hendelver
(80/350)
Meiosis
2
, Instant, Uncommon
Meiosis can't target creatures whose power and/or toughness is less than 2.
Destroy target creature. It can't be regenerated. Put two blue X/Y Phantom creature tokens into play under that creature's controller's control, where X is equal to half the destroyed creature's power, round down, and Y is equal to half the destroyed creature's toughness, round down.
(82/350)
Miraculous Discovery
4
, Sorcery, Uncommon
Reveal the top card of target opponent's library. If that card is a permanent, put it into play under your control.
One man's trash is another man's treasure.
(84/350)
Psychic Probe
2
, Enchantment, Uncommon
Whenever a creature you control becomes blocked, you may pay U. If you do, that blocking creature loses all abilities until end of turn.
Rule #1: Know thy foe.
(91/350)
Quicksilver Runner
3
, Creature - Soldier 3/2, Uncommon
Speed 5 (This creature may only be blocked by creatures with Speed 5 or higher)
"That guy's fast."
-Tennen
(93/350)
Royal Priority
1
, Instant, Uncommon
Reveal an Elemental from your hand. Counter target spell if its mana cost is equal to or less than that Elemental's mana cost.
(97/350)
Trovesta Diver
2
, Creature - Soldier 2/2, Uncommon
Flying.
Trovesta Diver can only block creatures with flying.
0: Trovesta Diver loses flying until end of turn. Trovesta Glider can bock creatures without flying until end of turn.
"What is that?"
"I dunno, but it's getting closer to us by the second."
(100/350)
Trovesta Informant
2
, Creature - Soldier 2/2, Uncommon
Whenever Trovesta Informant deals combat damage to a creature, you may return that creature to owner's hand.
"Damn tattle-tail. He'll ruin everything!"
(101/350)
Rare:15
Agile Marid
4
, Creature - Elemental Genie 5/5, Rare
Speed 3 (This creature may only be blocked by creatures with Speed 3 or higher)
(53/350)
Chronos Researchers
1
, Creature - Wizard 2/2, Rare
At the beginning of each player's upkeep, that player draws a card.
They study the flow of time. Unfortunately, they can only speed it up.
(64/350)
Desperate Hour
1
, Sorcery, Rare
Each player names a card. That player then reveals cards from the top of his or her library until he or she reveals the named card. That player puts that card in his or her hand, and puts all cards revealed this way into his or her graveyard.
(68/350)
Dimensional Rift
2
, Enchantment, Rare
1U: Return target permanent an opponent controls to owner's hand. The controller of that permanent chooses a permanent you control other than Dimensional Rift. Return that permanent to owner's hand.
In the rift, there is no telling where things start and things end.
(69/350)
Frost Weaver
2
, Creature - Wizard 1/1, Rare
T: Change the target of target red spell that targets a single target.
Ice reflects the blazes of flames like a mirror reflects a person's image.
(76/350)
Grandmaster
2
, Enchantment, Rare
At the beginning of your upkeep, Grandmaster deals 4 damage to you.
1: Untap and gain control of target permanent until end of turn. If that permanent is a creature, that creature gains haste until end of turn.
(77/350)
Magus of Time
1
, Creature - Wizard Legend 0/1, Rare
If a spell or ability controlled by an opponent puts Magus of Time in your graveyard from play, you may take another turn after your next turn.
Signs of danger always lead the Magus to a different realm.
(81/350)
Mental Dominance
1
, Instant, Rare
Counter target creature spell. Put that creature into play under your control.
Elementals have thoughts, like any other being. And as such, they can be manipulated.
(83/350)
Proxy
, Sorcery, Rare
Search your library for any spell and remove it from the game. Then shuffle your library.
Until the end of turn, you may play that spell as though it were in your hand.
(87/350)
Psychic Dominatrix
1
, Enchant Creature, Rare
Whenever enchanted creature deals combat damage to a player, reveal X cards from the top of that player's library, where X is equal to the amount of damage dealt. If you reveal a creature card in this way, sacrifice Psychic Dominatrix and put that creature into play under your control. Put all other revealed cards on the bottom of that player's library.
(88/350)
Psychic Geyser
X
, Sorcery, Rare
Each player draws X cards.
After the water washed from her face, Shanesti felt the knowledge of thousands of ancients dancing about in her mind.
(89/350)
Psychic Mirror
1
, Instant, Rare
Change the target of target spell that targets a creature you control.
Telekinesis is far more versatile than bending spoons.
(90/350)
Redirect
3
, Instant, Rare
Change the target of target spell with a single target.
If that spell is red, Redirect costs 2 less to play.
(94/350)
Remarkable Patience
3
, Enchantment, Rare
At the end of any turn, if you control no creatures, sacrifice Unnatural Patience.
At the end of your turn, if you did not attack with any creatures you control, you may draw a card.
"I can wait all day."
-Tennen
(95/350)
Swapping Engine
3
, Enchantment, Rare
Return Swapping Engine to its owner's hand: Put a permanent from your hand into play.
It will trade with you, regardless if you want to or not.
(99/350)
Black:52
Common:22
Blood Familiar
2
, Creature - Familiar 2/1, Common
T, Put Blood Familiar on top of its owner's library: Add BB to your mana pool.
Sanguine: The gift that keeps on giving.
(106/350)
Collapsing Fear
3
, Instant, Common
Destroy target non-black creature. It can't be regenerated.
If you paid at least U: as part of Collapsing Fear's mana cost, you may return another target creature to owner's hand.
(109/350)
Corrosive Vents
2
, Sorcery, Common
Destroy target land. If that land is non-basic, Corrosive Vents deals 1 damage to each creature that player controls.
"The Drakava found a way to dig tunnels of acidic gas to our lands. I wonder how many died in the process?"
-Belgarian Soldier
(111/350)
Corrupted Peddler
2
, Creature - Soldier 2/2, Common
Whenever Corrupted Peddler deals combat damage to a creature, that creature's controller discards a card.
"A word of advice; don't buy ANYTHING from that man."
(113/350)
Corrupted Sorcery
3
, Sorcery, Common
Each player loses 1 life for each Elemental he or she controls.
"My power! It's been tainted!"
-Shanesti
(114/350)
Despairing Loss
1
, Instant, Common
You may only play Despairing Loss if more creatures target opponent controls were put into the graveyard during combat this turn than creatures you control.
Target player discards two cards.
Nothing hurts the ego more than a swift kick in the rear.
(118/350)
Drakava Cutthroat
3
, Creature - Gnoll 3/3, Common
Drakava Cutthroat can't block.
Whenever Drakava Cutthroat deals combat damage to a creature, that creature's controller may pay 3. If that player doesn't, destroy that creature. It can't be regenerated.
(120/350)
Drakava Smuggler
1
, Creature - Gnoll 2/2, Common
Fear.
They travel by night, avoiding as much contact as possible.
(123/350)
Dream Storm
4
, Sorcery, Common
Target opponent discards a card.
Draw two cards.
"I can't sleep, Tennen. My nightmares about the Stormbringer are keeping me awake."
-Shanesti
(124/350)
Early Burial
2
, Sorcery, Common
Search your library for a creature card an put it in your graveyard. Then shuffle your library.
Draw a card.
Once in a while, the Trovesta people will bury a person despite the fact they know that person is still alive.
(125/350)
Elemental Defilement
2
, Enchant Creature, Common
Enchanted creature gets +2/+2.
Whenever enchanted creature deals combat damage to another creature, put a -1/-1 counter on that creature.
(126/350)
Elemental of Decay
1
, Creature - Elemental 2/1, Common
Speed 1 (This creature may only be blocked by creatures with Speed 1 or higher)
(127/350)
Ghoul Stalker
2
, Creature - Zombie 5/2, Common
Whenever Ghoul Stalker becomes the target of a spell or ability, put it on top of its owner's library.
The undead make lousy assassins, simply based on the fact their stench is a "dead" giveaway.
(129/350)
Maddening Strike
2
, Sorcery, Common
Destroy target non-black creature. It can't be regenerated. That creature's controller discards a card from his or her hand.
A touch that can twist your mind beyond repair.
(134/350)
Muddle
3
, Sorcery, Common
Target player discards a card for each creature he or she controls.
Being confused in the arena is worse than being trapped on a battlefield.
(136/350)
Overwhelming Struggle
2
, Sorcery, Common
Creatures you don't control get -1/-1 until end of turn.
"I'm not going to lose, Tennen. You might as well surrender now."
-Hendelver
(138/350)
Rats of Deterioration
2
, Creature - Rat 2/1, Common
Sacrifice Rats of Deterioration: Destroy target wall.
The rats leave a trail of destruction unlike anything a rodent other than a beaver could ever do.
(142/350)
Thought Warp
4
, Sorcery, Common
Target player discards two cards from his or her hand.
Draw a card.
(149/350)
Trovesta Witch
1
, Creature - Wizard 1/2, Common
Whenever Trovesta Witch deals combat damage to a creature, that creature gets -0/-1 until end of turn.
1RT: Reveal the top card of target player's library. If that card is a land card, target creature gets -1/-1 until end of turn.
(152/350)
Unliving Elemental
1
, Creature - Elemental 3/1, Common
If Unliving Elemental goes to a graveyard from play, remove it from the game instead.
Though there are only four basic elements, sorcery can create elementals out of just about anything.
(153/350)
Wall of Filth
2
, Creature - Wall 0/5, Common
Protection from white.
My GOD! It's disgusting!
(155/350)
Zombie Bats
, Creature - Zombie Bat 2/1, Common
Flying.
Creatures blocking or blocked by Zombie Bats get first strike until end of turn.
You can always tell whether it's a normal bat or a zombie bat by watching the trees. If you see a few smack into them, they're zombies.
(156/350)
Uncommon:15
Choking Stench
4
, Sorcery, Uncommon
Creatures get -3/-3 until end of turn.
Dark sorcery manipulates the competitors much more than just demoralizing them.
(108/350)
Corrosive Wall
1
, Creature - Wall 1/4, Uncommon
At the end of combat, put a -1/-1 counter on any creature that was blocked by Corrosive Wall.
(112/350)
Crematory Rights
, Instant, Uncommon
Until the end of turn, if a creature is put into a graveyard from play, remove it from the game instead.
Draw a card.
(115/350)
Cursed Elemental
3
, Creature - Elemental 4/4, Uncommon
Whenever Cursed Elemental attacks, discard a card from your hand.
Often times, this elemental is more harmful than helpful.
(116/350)
Disturbed Stalker
, Creature - Nightmare 2/3, Uncommon
If you play Disturbed Stalker from your hand, counter it.
If Disturbed Stalker comes into play from a zone other than your hand, remove target non-black creature from the game.
(119/350)
Drakava Shackles
2
, Enchant Creature, Uncommon
Whenever enchanted creature attacks, blocks, or activates an ability that requires T, put two -1/-1 counters on it.
"Hard to move, isn't it?"
-Hendelver, to Tennen
(122/350)
Hendelver's Chains
2
, Enchant Permanent, Uncommon
Enchanted Permanent does not untap during the untap step.
At the beginning of enchanted permanent's controller's upkeep, that player may pay 3. If he or she does, untap enchanted permanent.
(130/350)
Ill Streak
2
, Sorcery, Uncommon
Ill Streak deals 1 damage to all creatures and players.
At the beginning of your upkeep, if Ill Streak is in your graveyard, you may remove a card in your hand from the game. If you do, return Ill Streak to your hand.
(132/350)
Mental Breakdown
1
, Enchantment, Uncommon
The next time a player plays a spell, sacrifice Mental Breakdown. If you do, that spell's controller discards three cards from his or her hand.
(135/350)
Pestilent Assault
1
, Enchantment, Uncommon
Whenever a creature you control becomes blocked, Pestilent Assault deals 1 damage to that blocking creature.
Rule #4. Hit your opponent in the weakest spot.
(139/350)
Pressure
1
, Enchantment, Uncommon
Whenever a creature attacks, that creature's controller discards a card.
"It's a whole different game when people are watching you fight."
(141/350)
Reanimation
1
, Sorcery, Uncommon
Return target creature from a graveyard to play under your control. Lose 3 life.
An elemental is never finished the first time it falls.
(143/350)
Stripped to the Bone
1
, Sorcery, Uncommon
Destroy all creature enchantments.
"The only way to determine who is stronger is to strip the fighters down to their bare hands."
-Hendelver
(147/350)
Trovesta Tutor
1
, Sorcery, Uncommon
Search your library for two different cards then reveal them to all players. An opponent chooses one of them at random. Put that card in your hand, and the other in your graveyard.
(151/350)
Unveiled Secret
3
, Sorcery, Uncommon
Reveal the top card of target opponent's library. That player discards cards equal to the mana cost of the revealed card.
"I know what you're hiding, Hendelver."
-Tennen
(154/350)
Rare:15
Animated Jann
4
, Creature - Elemental Genie 4/5, Rare
T: Target creature gets -2/-2 until end of turn.
Surprisingly, dark magic can even bring the genies back to life.
(105/350)
Captivation
1
, Enchantment, Rare
At the beginning of each player's upkeep, that player discards a card at random.
"Use the crowd to your advantage. They won't be able to resist you if you turn their attention away."
-Vharamel
(107/350)
Colorblindness
2
, Enchantment, Rare
When Colorblindness comes into play, draw a card.
Creatures with abilities that give them protection from a color lose those abilities.
(110/350)
Death Elemental
4
, Creature - Elemental 4/4, Rare
Protection from white.
If Death Elemental deals combat damage to a non-black creature, destroy that creature. It can't be regenerated.
(117/350)
Drakava Overlord
4
, Creature - Gnoll 4/4, Rare
Trample.
2BB: Return target Gnoll from your graveyard to play. Play this ability only any time you could play a sorcery. That creature now has "If this creature leaves play, remove it from the game instead."
When Tennen learned of the necromatic powers the gnolls had learned, he feared for the worst.
(121/350)
Etheral Specter
3
, Creature - Specter 2/3, Rare
Flying, fear.
Whenever Etheral Specter deals combat damage to a player, that player discards a card at random.
It's barely visible, so exercise caution when trying to fight one.
(128/350)
Horrid Familiar
1
, Creature - Nightmare 4/4, Rare
If you play Horrid Familiar from your hand, counter it.
If Horrid Familiar comes into play from a zone other than your hand, target opponent discards a card.
The elementalists fear the familiars even more than the elementals.
(131/350)
Illicit Backer
2
, Enchantment, Rare
Pay 1 life: Target creature gets +1/+1 until end of turn. You may not pay more than three life in this way each turn.
"I don't care where he gets his money. I only care how much he gives to me."
-Hendelver
(133/350)
Overwhelming Power
3
, Enchantment, Rare
At the beginning of each player's upkeep, that player loses X life, where X is equal to the number of non-land permanents he or she controls minus the number of lands he or she controls. (Players can't gain life with this card)
The journey to the top can tear you asunder.
(137/350)
Possessive Curse
3
, Enchant Creature, Rare
At the beginning of its controller's upkeep, put two -1/-1 counters on enchanted creature.
Whenever enchanted creature is put into a graveyard, you may remove Possessive Curse from the game. If you do, put that creature into play under your control. That creature is now black and a Zombie in addition to its creature type.
(140/350)
Sinister Vault
, Enchantment, Rare
When Sinister Vault comes into play, you may put up to three Vault counters on it. For each Vault counter you put on Sinister Vault, lose 1 life.
Sacrifice Sinister Vault: Add B to your mana pool for each Vault counter on it.
(144/350)
Sorcery Void
1
, Sorcery, Rare
Destroy all Elementals. They can't be regenerated.
The gnolls figured out a way to stop the flow of magic from the Elemental Plane to this world.
(145/350)
Stormbringer's Curse
3
, Enchantment, Rare
1B: Destroy target permanent an opponent controls. That opponent then chooses a permanent you control other than Stormbringer's Curse. Sacrifice that permanent.
"This is what it's all about, Vharamel. We make everything collapse from the inside."
-Hendelver
(146/350)
Suspicious Scalper
3
, Creature - Townsfolk 1/2, Rare
2BBT: Give control of a permanent you control to target opponent. That permanent now has "At the beginning of your upkeep, lose 1 life."
"I've got the best seats in the house right here!"
(148/350)
Trovesta Carriers
2
, Creature - Zombie 2/2, Rare
At the beginning of each player's upkeep, that player sacrifices a creature.
Their diseases claim hundreds of lives every day.
(150/350)
Red:52
Common:22
Chaotic Confusion
2
, Enchant Creature, Common
At the beginning of enchanted creature's controller's upkeep, that player may discard a card at random. If he or she does not, that player sacrifices enchanted creature.
(162/350)
Chaotic Elementalist
2
, Creature - Wizard 2/2, Common
RT: Flip a coin. If you win the flip, put a 1/1 red Elemental creature token with first strike into play. Otherwise, Chaotic Elementalist deals 1 damage to itself.
(163/350)
Chaotic Strength
1
, Enchant Creature, Common
Enchanted creature gains trample.
At the beginning of your upkeep, flip a coin. If you win the flip, put a +1/+1 counter on the creature Chaotic Strength enchants.
(164/350)
Cinder Mage
2
, Creature - Wizard 2/2, Common
Sacrifice Cinder Mage: Cinder Mage deals 2 damage to target attacking or blocking creature.
Fire mastery is the secret of victory in the arena.
(165/350)
Drakava Fanatic
4
, Creature - Gnoll 3/4, Common
Haste.
Not many of the Drakava people show enthusiasm of any kind. The fanatics are the exception.
(167/350)
Drakava Halberdier
2
, Creature - Gnoll 3/2, Common
First strike.
The Drakava are powerful enough. But give one a sharp weapon, and your problems just got worse.
(168/350)
Elemental Fury
2
, Enchant Creature, Common
Enchanted creature gets +2/+2 and haste.
Often times, participants in the tournament take the abuse they receive as an insult.
(170/350)
Fiery Advance
2
, Sorcery, Common
Fiery Advance deals X damage to to target player, where X is the number of creatures you control.
(173/350)
Flame Blast
2
, Instant, Common
Flame Blast deals 4 damage to target creature.
"I like mine extra crispy."
-Vharamel
(175/350)
Flame Elemental
2
, Creature - Elemental 2/2, Common
Speed 2 (This creature may only be blocked by creatures with Speed 2 or higher)
(176/350)
Fury Elemental
, Creature - Elemental 2/1, Common
Fury Elemental must attack each turn if able.
If Fury Elemental is put into a graveyard from play, it deals 2 damage to you.
(179/350)
Heat Blast
2
, Instant, Common
Counter target blue spell.
Draw a card.
Often times, evaporation is the only option.
(181/350)
Hypnotic Flames
2
, Instant, Common
Hypnotic Flames deals 3 damage to target creature or player.
If you paid at least B: as part of Charring Flames' mana cost, you may have target opponent discard a card.
(182/350)
Mine Carrier
1
, Enchant Creature, Common
If Mine Carrier is put into a graveyard from play, destroy target land.
As the Trovesta forces moved to the Belgarian homelands, so did their traps to desecrate the land.
(187/350)
Oppressive Action
1
, Instant, Common
You may only play Oppressive Action if a creature you control dealt combat damage to an opponent this turn.
Destroy target creature that opponent controls.
Insult to injury? I think that's putting it very mildly....
(188/350)
Ring of Fire
2
, Creature - Elemental Wall 3/6, Common
Whenever a blue source would deal damage to Ring of Fire, it deals twice that much damage instead.
(192/350)
Sabatoge
2
, Sorcery, Common
Destroy target artifact or land. Sabatoge deals 2 damage to that permanent's controller.
"Who did this!? Who?!"
-Tennen
(194/350)
Scalding Fluid
X
, Instant, Common
Scalding Fluid deals X+3 damage to target creature.
Fire elementals spew hot gasses that can melt flesh in seconds.
(198/350)
Split-Second Decision
3
, Instant, Common
Target player may only block with one creature he or she controls this turn.
Draw a card.
"Which one?! Which one should I use?!"
-Tennen
(199/350)
Technological Collapse
1
, Instant, Common
Counter target artifact spell.
Draw a card.
"I think we broke it."
-Drakava soldier
(200/350)
Trovesta Gypsy
1
, Creature - Wizard 1/2, Common
Mountainwalk
1GT: Reveal the top card of target player's library. If that card is a land card, Trovesta Gypsy deals 1 damage to that player.
(204/350)
Vharamel's Flame
4
, Instant, Common
Vharamel's Flame deals 2 damage to target creature or player.
Draw two cards.
It's not very painful at first, but after a while the burn will fester, eventually causing death.
(208/350)
Uncommon:15
Beer Concession
, Enchantment, Uncommon
R: Draw a card, then discard a card at random.
"Just try not to drink too much."
-Vharamel
(158/350)
Blaze Barrier
1
, Creature - Wall 0/4, Uncommon
R: Blaze Barrier deals 1 damage to target creature it is blocking.
The flames lick your face well before you are in range to actually fight it.
(159/350)
Burning Elemental
2
, Creature - Elemental 3/3, Uncommon
Haste.
Whenever Burning Elemental attacks, it deals 2 damage to you.
Some of them just can't wait to fight. They'll plow through their creators just to get into the action.
(161/350)
Combat Taunt
, Instant, Uncommon
Play Combat Taunt during an opponent's turn, before that player's combat phase.
Target creature must attack this turn if able. If that creature does not attack, that creature's controller returns that creature to its owner's hand at the end of combat.
If you fight, you're a fool. If you run, you're a coward.
(166/350)
Drakava Sniper
3
, Creature - Gnoll 2/2, Uncommon
1RT, Pay 1 life: Drakava Sniper deals 3 damage to target creature. That creature can't regenerate this turn.
The gnoll snipers use a special poison that counteracts the body's ability to heal itself.
(169/350)
Embracing the Madness
3
, Enchant Creature, Uncommon
Double all damage that would be dealt by enchanted creature.
At the beginning of your upkeep, Embracing the Madness deals 2 damage to you.
When you accept the fury, you can abuse its power.
(171/350)
Fire Kiss
2
, Instant, Uncommon
Fire Kiss deals 2 damage to all blocking creatures.
Draw a card.
It just wants to show you how much it loves you. And love hurts.
(174/350)
Granite Elemental
5
, Creature - Elemental 5/4, Uncommon
Trample.
We've always taken it for granite.
(180/350)
Overwhelming Charge
X
, Sorcery, Uncommon
Attacking creatures you control get +X/+0 until end of turn. X can't be greater than four.
"Use your numbers to your advantage. That always gains the upper hand."
-Vharamel
(189/350)
Razortooth Drake
2
, Creature - Drake 3/2, Uncommon
Flying
R: Razortooth Drake gets first strike until end of turn.
(190/350)
Reckless Challenger
1
, Creature - Soldier 3/3, Uncommon
Haste.
Whenever Reckless Challenger deals combat damage, it deals that much damage to itself.
Running into a fight blindly is like swimming with boulders tied to your ankles.
(191/350)
Sand Elemental
3
, Creature - Elemental 3/4, Uncommon
Whenever Sand Elemental deals damage to a creature, put a Sand counter on that creature.
Creatures with Sand counters on them do not untap during the untap step.
(197/350)
Torch Beast
1
, Creature - Elemental Beast 2/2, Uncommon
R: Torch Beast gets +1/+1 until end of turn. Any player may pay U: to counter this ability.
All I know is they don't swim very well.
(202/350)
Unstable Terrain
3
, Sorcery, Uncommon
Unstable Terrain can't be countered.
Destroy target land.
At the beginning of your upkeep, if Unstable Terrain is in your graveyard, you may pay 5RR. If you do, you may play Unstable Terrain as though it were in your hand without paying its mana cost. Remove Unstable Terrain from the game.
(206/350)
Untiring Persistence
3
, Enchantment, Uncommon
R: Prevent all combat damage that would be dealt to target attacking creature you control this turn.
Rule #3: Never give up.
(207/350)
Rare:15
Aggravated Phoenix
4
, Creature - Elemental Phoenix 5/3, Rare
Flying, trample, haste.
If Aggravated Phoenix is put into a graveyard from play, you may pay RR. If you do, return Aggravated Phoenix to owner's hand.
(157/350)
Blood Shortage
2
, Enchantment, Rare
Blood Shortage can't be the target of white spells or abilities.
Damage can't be prevented.
The difference between life and death is the willingness of people to aid those in need.
(160/350)
Explosive Gas
3
, Enchantment, Rare
The next time a player plays a red spell with a single target that deals damage, sacrifice Explosive Gas. If you do, that spell deals that amount of damage to all creatures and players instead.
"It's a trap! Run!"
-Tennen
(172/350)
Flame Storm
4
, Sorcery, Rare
Flame Storm deals X damage to all creatures, where X is the number of lands you control.
Every ounce of strength produces the fires that will demolish the opposition.
(177/350)
Flare Shot
X1
, Sorcery, Rare
Flare Shot deals X damage to target creature or player.
Untap up to two lands.
"You're quite the pyromaniac, Vharamel."
-Hendelver
(178/350)
Losing Face
1
, Enchantment, Rare
Whenever a creature blocks, it gets -1/-1 until end of turn.
Once you show any amount of fear in your eyes, you've lost.
(183/350)
Magma Cat




, Creature - Elemental Cat 5/5, Rare
Trample, protection from red.
The crowd always goes silent as the cats make their appearance.
(184/350)
Magma Dragon
5
, Creature - Dragon */*, Rare
Flying.
Magma Dragon has power and toughness equal to the number of mountains you control.
Sacrifice a mountain: Magma Dragon gets +2/+0 until end of turn.
A steady diet of molten rock can keep these dragons healthy for centuries.
(185/350)
Might Makes Right
3
, Instant, Rare
You may only play Might Makes Right if you control a creature with power greater than all other creatures in play.
Might Makes Right can't be countered.
Counter target spell.
(186/350)
Risk
, Instant, Rare
Draw two cards, then discard a card at random.
"You do realize if this doesn't work we're both dead, right?"
-Shanesti
(193/350)
Sadistic Efreet
4
, Creature - Elemental Genie 5/4, Rare
Whenever Sadistic Efreet deals combat damage to a creature, it deals X damage to that creature, where X is equal to Sadistic Efreet's power.
(195/350)
Sadistic Pyrotechnic
2
, Creature - Wizard 2/2, Rare
1RR, Return Sadistic Pyrotechnic to owner's hand: Sadistic Pyrotechnic deals 3 damage to target creature or player.
Though his work is a spectacle to watch, he makes sure he is never around to succumb to his own device.
(196/350)
Tectonic Geomancers
2
, Creature - Wizard 2/2, Rare
At the beginning of each player's upkeep, that player sacrifices a land.
Once you learn how to control the earth, you can split it wide open.
(201/350)
Trial and Error
1
, Instant, Rare
Play Trial and Error only after a spell you play is countered. You may play that spell as though it were in your hand without paying its mana cost.
"Wait a minute....let's try that again."
-Hendelver
(203/350)
Trovesta Metalworker
3
, Creature - Soldier 2/2, Rare
T, Sacrifice a creature: Put an artifact creature from your hand into play.
I've developed a new technology by mixing machines and animals. I call them "androids."
(205/350)
Green:52
Common:22
Alluring Musk
1
, Enchant Creature, Common
Enchanted creature gets +1/+1 and "G: Target creature blocks this creature this turn if able."
Even though elementals are mostly made from magical energy, they are still sentient beings. As such, they are susceptable to temptation.
(209/350)
Belgarian Ranger
1
, Creature - Soldier 1/2, Common
Belgarian Ranger can only be blocked by walls and creatures with flying.
1WT: Reveal the top card of target player's library. If that card is a non-land card, gain 1 life.
(213/350)
Bramble Patch
1
, Creature - Wall 3/3, Common
Elementalists use many methods to repel attacks from the enemy. Spikey plants happen to be one of those methods.
(214/350)
Choking Ivy
2
, Instant, Common
Destroy target artifact. Gain life equal to that artifact's mana cost.
The vines wrap themselves around the trinkets and sqeeze until the crumble into dust.
(215/350)
Druidic Elementalist
2
, Creature - Wizard 1/1, Common
2GT: Put a 1/1 green Elemental creature token into play.
"Most of the ones he creates look like saprolings. The difference is that these follow orders."
(218/350)
Elemental Embrace
2
, Enchant Creature, Common
Enchanted creature gets +2/+2 and gets
G: Regenerate.
Twisting nature to assist one in the arena is not only legal, it's suggested.
(220/350)
Ground Watch
3
, Enchant Creature, Common
Enchanted creature gets +1/+1 and first strike.
Sacrifice Ground Watch: Search your library for a basic land and put it into play tapped. Then shuffle your library.
(225/350)
Moss Elemental
5
, Creature - Elemental 4/5, Common
G: Regenerate Moss Elemental
Magic animates the dead, rocks, and even mold.
(228/350)
Mud Elemental
3
, Creature - Elemental 2/3, Common
Speed 1 (This creature may only be blocked by creatures with Speed 1 or higher)
Swampwalk
(229/350)
Nature's Vengence
2
, Sorcery, Common
Destroy target enchantment. Search your library for a basic land and put it into play. Then shuffle your library.
What nature didn't build, nature doesn't like.
(232/350)
Pygmy Basilisk
1
, Creature - Basilisk 1/2, Common
Destroy all non-wall creatures Pygmy Basilisk deals combat damage to.
"Oh, yeah, they're cute. And they'll turn you to a statue in a heartbeat."
(237/350)
Recultivate

, Sorcery, Common
Destroy target non-basic land.
Belgarian farmers are very fickel about how their land is used. Too many squashes or cucumbers and they'll revamp the whole thing.
(239/350)
Roar of the Crowd
1
, Instant, Common
Target attacking creature gets +4/+4 and trample until end of turn.
The swelling of thousands of voices can turn a man into a god.
(241/350)
Root Elemental
2
, Creature - Elemental 2/2, Common
Sacrifice Root Elemental: Add GG to your mana pool.
The nutrients are all stored in the roots. If you make an elemental out of roots, you'll get nothing but nutrients.
(242/350)
Samara Elite
5
, Creature - Soldier 4/4, Common
Trample.
If a spell or ability controlled by an opponent causes you to discard Samara Elite, you may put it into play with a +1/+1 counter on it instead.
(245/350)
Samara Rootwalla
2
, Creature - Lizard 2/2, Common
2G: Samara Rootwalla gets +2/+2 until end of turn.
Don't get cornered by one. It's favorite pasttime is to torture its victims while they can't escape.
(247/350)
Samara Sentinel
1
, Creature - Elf 2/1, Common
Sacrifice Samara Sentinel: Add one mana of any color to your mana pool.
Samara's protectors are all skilled users of magic.
(248/350)
Stabilizing Shroud
1
, Instant, Common
Target creature can't be the target of spells or abilities this turn.
Draw a card.
(251/350)
Steadfast Ranger
, Creature - Elf 1/1, Common
When Steadfast Ranger comes into play you may untap a forest you control.
Samara always calls out to the Rangers at the first signs of danger.
(252/350)
Stifling Might
4
, Instant, Common
Target creature gets +3/+3 until end of turn.
Draw two cards.
Adrenaline is a valued asset to have during a tournament.
(253/350)
Thorn Vines
2
, Creature - Elemental Wall 1/4, Common
T: Thorn Vines deals 1 damage to target non-flying attacking creature.
(255/350)
War Borders
3
, Sorcery, Common
Search your library for a basic land and put it into play. Then shuffle your library.
If you paid at least R: as part of War Border's mana cost, you may destroy target non-basic land.
(260/350)
Uncommon:15
Aura Absorption
1
, Instant, Uncommon
Destroy target enchantment. Target creature gets +X/+X until end of turn, where X is the converted mana cost of that enchantment.
(210/350)
Disarmament
, Sorcery, Uncommon
Each player puts an artifact he or she controls on top of owner's library.
"These are not allowed in the tournament. I"ll hold onto them until you are finished."
-Tennen
(217/350)
Elemental Rebirth
1
, Sorcery, Uncommon
Shuffle your graveyard into your library.
Draw a card.
When the energies for summoning have all been spent, a rebirth must take place to bring the power back to our realm.
(221/350)
Fanatical Endurance
3
, Instant, Uncommon
Creatures you control get "0: Regenerate," until end of turn.
Draw a card.
Elementals will see a battle through to the end, even if it takes more than they can endure.
(222/350)
Glade Guards
1
, Creature - Elf 3/2, Uncommon
Glade Guards gets first strike when attacking.
Those who would enter Samara without permission must deal with the locals first.
(224/350)
Hydrobane Centaur
4
, Creature - Centaur 1/1, Uncommon
Protection from blue.
When Hydrobane Centaur comes into play, put X +1/+1 counters on it, where X is the number of islands target opponent controls.
Using Samara's energies, the centaurs were finally able to drive the waterline back to its normal place.
(226/350)
Mist Shaper
2
, Creature - Druid 1/2, Uncommon
3GT, Discard a card: Prevent all combat damage that would be dealt this turn. If you discarded a land card, you may put that land into play tapped instead of your graveyard.
When the fog settled, we could see a new frontier before us.
(227/350)
Natural Defenses
2
, Instant, Uncommon
Counter target blue spell or ability from a blue permanent that targets a creature you control. That creature gets +2/+2 until end of turn.
A beast of the wild must use all of its available resources to survive the harsh world.
(231/350)
Overcharged Advance
1
, Enchantment, Uncommon
Creatures you control gain trample.
Rule #5: If you can't go around, go through.
(233/350)
Power Bloom

, Sorcery, Uncommon
Add one mana of the appropriate color to your mana pool for each mana currently in your mana pool.
(234/350)
Samara Drummer
1
, Creature - Soldier 1/2, Uncommon
XGT: Destroy target enchantment with converted mana cost equal to X or less.
Though the thundering sounds make the games that much more exciting, they have a tendency to tear auras apart.
(244/350)
Thrasher Elemental
2
, Creature - Elemental 3/3, Uncommon
Whenever Thrasher Elemental becomes blocked, defending player sacrifices a land.
(256/350)
Thresher's Embrace
1
, Enchant Creature, Uncommon
Enchanted creature gets +2/+2.
Whenever enchanted creature becomes blocked, defending player sacrifices a land.
Some elementals are strong enough to tear the ground apart.
(257/350)
Uncharted Power
2
, Instant, Uncommon
Choose a target creature. Until end of turn, you may sacrifice any number of lands. For each land you sacrifice in this manner, that creature gets +2/+2 until end of turn.
In all the years the tournament has been held, there has never been a combatant as powerful as this one.
(258/350)
Vibrating Spire
X2
, Enchantment, Uncommon
When Vibrating Spire comes into play, put X Aura counters on it.
G: Destroy target enchantment with converted mana cost equal to X or less, where X is the number of Aura counters on Vibrating Spire.
3: Put an Aura counter on Vibrating Spire.
(259/350)
Rare:15
Aura Syphon
2
, Sorcery, Rare
Destroy all creature enchantments you don't control. For each enchantment destroyed this way, you may choose to return that enchantment to play enchanting a target creature.
Hendelver's power was overwhelming Shanesti. Then, she stole his energy right from underneath him.
(211/350)
Belgarian Dao
4
, Creature - Elemental Genie 6/5, Rare
Trample.
Sacrifice a land: Regenerate Belgarian Dao.
(212/350)
Deathbane Titan
4
, Creature - Giant 3/3, Rare
Protection from black.
GGT: Counter target black spell.
1G: Regenerate Deathbane Titan.
It's so stubborn, it even refuses to die.
(216/350)
Druidic Heirophant
2
, Creature - Druid 1/3, Rare
Druidic Heirophant can't be countered.
Protection from blue.
T: The next creature spell you play this turn can't be countered.
(219/350)
Gargantuan Mastadon
5
, Creature - Elephant 7/7, Rare
Trample
Whenever Gargantuan Mastadon becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.
"That's a big elephant."
-Shanesti
(223/350)
Natural Assistance
3
, Enchantment, Rare
Whenever a creature you control attacks or blocks, it gets +1/+1 until end of turn.
"Gaea, give us strength."
-Shanesti
(230/350)
Property of the Throne
3
, Enchantment, Rare
Whenever a land comes into play, that land's controller chooses a basic land type. That land is the chosen type. (This effect does not end at the end of turn)
If the king doesn't want squatters on his lands, he makes sure there aren't any.
(235/350)
Pure Mana
3
, Enchantment, Rare
When Pure Mana comes into play, draw a card.
Spells can't be countered.
Energy drawn directly from the source cannot be tampered with.
(236/350)
Rapid Response Team
4
, Creature - Soldier 3/4, Rare
You may play Rapid Response Team any time you could play an instant.
Whenever you are dealt combat damage, Rapid Response Team costs 2 less to play.
(238/350)
Resupply
2
, Sorcery, Rare
Choose up to three cards in your graveyard. An opponent chooses one of those and removes it from the game. Put the other cards in your hand, and remove Resupply from the game.
(240/350)
Royal Plot
2
, Sorcery, Rare
Each player returns three lands he or she controls to the top of their owners' libraries.
"The king and queen want this land. If you have any objections, please direct them to that tree over there."
-Council Member
(243/350)
Samara Purifiers
1
, Creature - Elf Soldier 2/2, Rare
At the beginning of each player's upkeep, that player sacrifices an enchantment.
"I'm almost certain Hendelver is the reason they're causing such ruckus."
-Tennen
(246/350)
Spontaneous Genesis
2
, Instant, Rare
Destroy target enchantment. You may add X mana of any one color to your mana pool during your next main phase, where X is the mana cost of that artifact. You may only use this mana to play artifact or enchantment spells.
When life falls, other life takes its place.
(249/350)
Spreading Ringworm
1
, Enchant Creature, Rare
At the beginning of enchanted creature's controller's upkeep, put a Moss counter on Spreading Ringworm.
Whenever Spreading Ringworm has three or more Moss counters, that creature's controller sacrifices enchanted creature, and you put X 1/1 green Saproling tokens into play, where X is equal to enchanted creature's mana cost.
(250/350)
Territorial Expansion
2
, Sorcery, Rare
Each player reveals cards from the top of his or her library until that player reveals a land card. Put that card into play, and all other revealed cards in that player's graveyard.
(254/350)
Multi:30
Uncommon:15
Arena Favorite

, Sorcery, Uncommon
Put three +1/+1 counters on target creature.
The crowd always goes wild when Tennen makes his appearance.
(261/350)
Combat High

, Enchant Creature, Uncommon
Whenever enchanted creature attacks, it gets +3/+3 and first strike until end of turn.
Adrenaline is the most powerful drug you can get.
(265/350)
Crowd Pleaser
3
, Enchantment, Uncommon
Whenever a creature you control deals combat damage to a player, you gain 2 life and you may draw a card.
The favorites are always asked to return every year.
(266/350)
Devouring Fungus
2
, Sorcery, Uncommon
Destroy target land. Put two 1/1 green Saproling creature tokens into play.
When nature fights back, seek help quickly.
(267/350)
Elemental Dominance
1

, Instant, Uncommon
Counter any number of target spells on the stack.
"What I say goes."
-Hendelver
(269/350)
Elemental Invigoration
2
, Instant, Uncommon
Prevent all damage that would be dealt to target creature this turn. That creature gets +X/+0 and trample until end of turn, where X is equal to that creature's power.
(270/350)
Elemental Summons
3
, Sorcery, Uncommon
Search your library for a creature card and put it into play. Then shuffle your library
"Now it's your turn. Fight!"
-Shanesti
(271/350)
Elemental Visionary
1
, Creature - Wizard 2/3, Uncommon
1UT: Choose a color. Reveal the top card of your library. If that card shares a color with the named color, put that card in your hand. Otherwise, put it in your graveyard.
(272/350)
Elemental Wings
1
, Enchant Creature, Uncommon
Enchanted creature gets +2/+2, flying, and attacking does not cause enchanted creature to tap.
(273/350)
Incarnation

, Sorcery, Uncommon
Sacrifice a creature: Return another creature from your graveyard to play.
"Darkness festers within itself."
-Vharamel
(274/350)
Soul Drain
3
, Sorcery, Uncommon
Target player loses 5 life. You gain 5 life.
Elementals prefer to battle their differences out, but their controllers often have a different approach to defeating an enemy.
(280/350)
Suggestion
1

, Instant, Uncommon
Counter target spell. That spell's controller discards a card at random from his or her hand.
"I've planted a hyponotic command into Tennen's brain. Soon, everything will fall into place."
-Vharamel
(281/350)
Tormented Healer
1
, Creature - Cleric 1/2, Uncommon
If your life total is 11 or higher, Tormented Healer gains "BT: Target player loses 1 life."
If you life total is 10 or less, Tormented Healer gains "2: Prevent the next 1 damage that would be dealt to target creature or player."
(283/350)
Trovesta Elementalist
1
, Creature - Wizard 2/3, Uncommon
Protection from instants and sorceries.
URT: Search your library for an Elemental creature card, reveal it, then put it in your hand. Then shuffle your library.
(284/350)
Vile Toxin
1
, Enchant Creature, Uncommon
B: Enchanted creature gets -1/-1 until end of turn.
"The agony will only get worse as the poison works its way through your body."
-Vharamel
(290/350)
Rare:15
Ash Elemental

, Creature - Elemental 2/2, Rare
Trample.
1, Sacrifice a forest: Put a +1/+1 counter on Ash Elemental.
(262/350)
Aura Burn
3
, Enchantment, Rare
1R, Sacrifice an enchantment: Aura Burn deals 2 damage to target creature or player.
2W, Sacrifice a land: Return target enchantment from your graveyard to your hand.
(263/350)
Belgarian Harasser
4
, Creature - Beast 4/4, Rare
Whenever Belgarian Harrasser attacks, you may pay 3. If you do, defending player sacrifices a land.
Their frantic attacks disrupt our festivities every year.
(264/350)
Elemental Barrier
1
, Enchantment, Rare
Elemental Barrier can't be the target of spells or abilities.
Sacrifice Elemental Barrier: Put a copy of target instant or sorcery on the stack. You may choose new targets for the copy.
Whatever you throw at the barrier, it can throw back tenfold.
(268/350)
Phoenix Spirit
3
, Creature - Elemental 4/4, Rare
Flying
If Phoenix Spirit is put into a graveyard from play, remove it from the game instead.
Sacrifice Phoenix Spirit: Return target creature from your graveyard to play under your control.
(275/350)
Restraint Field

, Enchantment, Rare
1: Prevent all damage that would be dealt to you by a source you control.
Often times, the elementalists need to protect themselves from their own creations.
(276/350)
Sanctuary of Tralam
1
, Enchantment, Rare
Santuary of Tralam can't be countered.
Artifacts and enchantments you control can't be the target of spells or abilities.
Sacrifice Sanctuary of Tralam: Remove all artifacts and enchantments from the game. At the end of turn, return all artifacts and enchantments removed this way to play under their owner's control.
(277/350)
Set Match
2
, Sorcery, Rare
Choose a card at random from target opponent's hand. That player reveals that card. If that card's converted mana cost is higher than that player's life total, you win the game.
"It ends now."
-Hendelver
(278/350)
Shanesti, Elementalist
2
, Creature - Wizard Legend 2/3, Rare
Elementals you control get +1/+1.
1RUT: Counter target instant or sorcery spell.
"I will discover who the Stormbringer is, and I will take him down."
-Shanesti
(279/350)
Temporal Geyser
1
, Enchantment, Rare
Sacrifice Temporal Geyser: Put target permanent on top of its owner's library.
Time also flows like a fountain; up and away.
(282/350)
Trovesta Medusa
2
, Creature - Medusa 3/3, Rare
BGT: Put a Stone counter on target creature.
If a creature has a Stone counter, that creature can't attack, block, use activated abilities, and is colorless.
4: Remove a Stone counter from target creature. Any player may play this ability.
(285/350)
Trovesta Ritual

, Instant, Rare
Add BBGG to your mana pool.
"Our powers unite, and soon the city of Belgaria will fall before us."
-Hendelver
(286/350)
Turning the Tide
2
, Instant, Rare
Play Turning the Tide after combat ends. For each creature you controlled that was put into a graveyard from play during combat, you may choose to either have target player sacrifice a creature, or you may return target creature from your graveyard to play.
(287/350)
Undisputed Champion
4
, Sorcery, Rare
Choose a creature in play.
All players sacrifice all creatures they control. At the end of turn, return the chosen creature to play under its owner's control.
"Still the best!"
-Shanesti
(288/350)
Vhorogal
2
, Creature - Beast 3/3, Rare
Flying
If Vhorogal attacks and is not blocked, untap it.
Smaller cousins of the Terronak, the Vhorogals can be just as vicious as their bretheren.
(289/350)
Artifact:25
Uncommon:15
Belgarian Spire
3, Artifact, Uncommon
When Belgarian Spire comes into play, choose a color.
Spells of the chosen color you play cost 1: less to play.
The tribute to over one thousand years of Belgaria's statehood is the pinnacle of the event.
(293/350)
Bronze Mask
3, Artifact, Uncommon
1T: Prevent all damage that would be dealt by target creature this turn.
It clamps down on your face like a vice, then squeezes until your ears bleed.
(294/350)
Collective Automaton
2, Artifact Creature 1/1, Uncommon
2T: Put a +1/+1 counter on Collective Automaton.
You turn away from it for a moment, and when you turn back it's already grown a little.
(295/350)
Dulling Prism
4, Artifact, Uncommon
2: The next spell you play this turn costs X to play, where X is the mana cost of that spell.
"It doesn't amplify light. It dulls it."
-Hendelver
(297/350)
Elemental Gnomes
4, Artifact Creature - Gnome 2/2, Uncommon
Discard an Elemental creature card from your hand: Put a +1/+1 counter on Elemental Gnomes.
"How they made gnomes to react to the elementals is something I still haven't figured out."
-Hendelver
(299/350)
Elemental Lance
3, Artifact, Uncommon
XT: Target creature gets +X/+0 until end of turn. Spend only colored mana on X.
Giving an elemental a weapon is almost absurd, but it works very well.
(300/350)
Frost Wand
3, Artifact, Uncommon
T: Tap target creature.
Icy blasts from the wand can immobilize an elemental in less than a second.
(301/350)
Hound Sentries
4, Artifact Creature 2/4, Uncommon
1: Switch Hound Sentries' power and toughness until end of turn. Effects that affect power now affect toughness, and vice versa. Play this ability only once each turn.
Nice puppies....nice puppies......OOOWWW!!!
(302/350)
Jade Idol
3, Artifact, Uncommon
Acitvated abilities of creatures you don't control cost 3: more to play.
"It's just a little statue. What's so bad about it?"
-Vharamel
(303/350)
Mana Bulb
2, Artifact, Uncommon
If Mana Bulb is in your hand, you may pay 3. If you do, put Mana Bulb into play.
T: Add 1 to your mana pool.
(305/350)
Skeletal Rig
3, Artifact Creature 2/1, Uncommon
If defending player controls a plains, Skeletal Rig gains flying.
If defending player controls an island, Skeletal Rig can't be the target of spells or abilities.
Even through the thick morning fog, I sometimes see a strange ship made of bones, floating as though it were searching for something.
(307/350)
Steel Avian
4, Artifact Creature 2/3, Uncommon
Flying
Basic designs create basic machines.
(309/350)
Steel Elemental
5, Artifact Creature - Elemental 3/4, Uncommon
Steel Elemental can't be the target of black spells or abilities.
"It's hard to scare, since it doesn't really have a soul."
-Tennen
(310/350)
Trovesta Hulk
4, Artifact Creature 4/3, Uncommon
Whenever Trovesta Hulk attacks, it deals 1 damage to itself.
They're very powerful, but poorly constructed. Most fall apart after their first use.
(314/350)
Wall of Trash
3, Artifact Creature - Wall 0/4, Uncommon
Whenever a permanent goes to a graveyard from play, put a +0/+1 counter on Wall of Trash.
"We need to find a better waste managment system."
-Belgarian Officer
(315/350)
Rare:10
Belgarian Colosseum
4, Legendary Artifact, Rare
Prevent all damage that would be dealt to players by spells.
No one interferes once the games begin.
(291/350)
Belgarian Shrine
4, Artifact, Rare
T, Tap an untapped creature you control: Draw a card.
Before every battle, Tennen goes to the shrine and prays for victory.
(292/350)
Colosseum Keeper
6, Artifact Creature - Golem 4/4, Rare
Colosseum Keeper can block an additional creature each combat.
Unauthorized entry is punishable by death. Excrutiatingly painful death.
(296/350)
Elemental Cannon
5, Artifact, Rare
3T, Discard a card from your hand: Elemental Cannon deals 2 damage to target creature or player.
(298/350)
Jewel of Conditioning
3, Artifact, Rare
2T: Put a Possession counter on target creature.
T, Sacrifice Jewel of Conditioning: Gain control of a creature with at least 3 Possession counters on it.
(304/350)
Rules of Engagement
5, Artifact, Rare
At the beginning of your upkeep, if you control Psychic Probe, Unflinching Focus, Untiring Persistence, Pestilent Assault, and Overcharged Advance, you win the game.
"Winning is merely a challenge in following orders."
-Shanesti
(306/350)
Soul Mirror
3, Artifact, Rare
3T, Sacrifice Soul Mirror: Remove a creature card in a graveyard from the game. Put a token creature into play. That token's color, power, toughness, and type are that of the remove creature's.
(308/350)
Tennen's Tomes
3, Artifact, Rare
2T, Return Tennen's Tomes to its owner's hand: Draw a card.
"My journals describe everything I have done with my studies. I hope they may be of use to you."
-Tennen
(311/350)
Trovesta Cauldron
6, Artifact, Rare
XT: Remove a spell card in your hand from the game and put X Mana counters on Trovesta Cauldron. You may play that spell as though it were in your hand so long as it is removed from the game.
T: Remove any number of Mana counters from Trovesta Cauldron. Add X mana of any one color to your mana pool, where X is equal to the number of counters removed. This mana may only be used to play a spell removed from the game by Trovesta Cauldron.
(312/350)
Trovesta Clock
6, Artifact, Rare
At the beginning of your upkeep, put a Time counter on Trovesta Clock.
At the beginning of each player's upkeep, that player returns a number of permanents equal to the number of Time counters on Trovesta Clock they control to their owner's hand.
(313/350)
Land:15
Uncommon:10
Belgarian Marshes
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Belgarian Marshes.
T: Add [B] or U to your mana pool. You may only play this ability if Belgarian Marshes has a Power counter on it.
(316/350)
Belgarian Orchard
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Belgarian Orchard.
T: Add [G] or W to your mana pool. You may only play this ability if Belgarian Orchard has a Power counter on it.
(317/350)
Coal Plant
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Coal Plant.
T: Add [R] or B to your mana pool. You may only play this ability if Coal Plant has a Power counter on it.
(318/350)
Dune River
Land, Uncommon
T: Add one colorless mana to your mana pool.
2: Put a Power counter on Dune River.
T: Add [R] or U to your mana pool. You may only use this ability if Dune River has a Power counter on it.
(320/350)
Irrigated Farmland
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Irrigated Farmland.
T: Add [W] or U to your mana pool. You may only play this ability if Irrigated Farmland has a Power counter on it.
(326/350)
Scorched Lands
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Scorched Lands.
T: Add [R] or W to your mana pool. You may only play this ability if Scorched Lands has a Power counter on it.
(340/350)
Spectator Grounds
Land, Uncommon
At the beginning of your upkeep, return a land you control to owner's hand.
T: Add one mana of any color to your mana pool.
You have to reserve space to sleep on quickly, else it'll be sold before you get a chance.
(341/350)
Trovesta Bog
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Trovesta Bog.
T: Add [G] or B to your mana pool. You may only play this ability if Trovesta Bog has a Power counter on it.
(348/350)
Woodburning Mills
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Woodburning Mills.
T: Add [R] or G to your mana pool. You may only play this ability if Woodburning Mills has a Power counter on it.
(349/350)
Wooded Stream
Land, Uncommon
T: Add 1 to your mana pool.
2: Put a Power counter on Wooded Stream.
T: Add [G] or U to your mana pool. You may only play this ability if Wooded Stream has a Power counter on it.
(350/350)
Rare:5
Crystal Fields
Land, Rare
Crystal Fields comes into play tapped.
At the beginning of your upkeep, you may choose a color.
T: Add one mana of the chosen color to your mana pool.
(319/350)
Exotic Bazaar
Land, Rare
T: Add 1 to your mana pool.
1T: Add one mana of any color lands you control can't produce to your mana pool.
They only trade in foreign goods. Local merchandise just doesn't excite them.
(321/350)
Royal Territory
Land, Rare
Lands you control can't be the target of spells or abilities.
"Protected by royal decree. No trespassing, vandalsm, or destruction."
-Signpost
(339/350)
Summoner's Pit
Land, Rare
T: Add 1 to your mana pool.
T, Discard any number of cards from your hand: Put a creature card with converted mana cost equal to or less than X from your hand into play, where X is the number of cards discarded this way.
(342/350)
Time Fields
Land, Rare
Time Fields comes into play tapped.
T: Add 1 to your mana pool.
2T, Return Time FIelds to owner's hand: Return target land to owner's hand.
(347/350)
Generated with Magic set Editor on 05-22-2003 22:08:09
by Twan van Laarhoven