Ambition
Robert Kallister
143 Cards total in set.
White:25
Common:11
Agile Reflexes
2
, Instant, Common
Prevent all damage that would be dealt to target creature this turn.
Link (The next spell you play this turn with Link costs up to 2: less to play)
Even elementals can miss sometimes.
(1/143)
Dissolving Blast

, Instant, Common
Remove target enchantment from the game.
Draw a card.
(9/143)
Draining Blast
3
, Instant, Common
Destroy target artifact or enchantment. Then, return target artifact or enchantment from your graveyard to your hand.
(11/143)
Elemental Defender
2
, Creature - Cleric 1/2, Common
XT: Prevent the next X damage that would be dealt to target creature.
(12/143)
Elixir of Rejuvenation
2
, Instant, Common
Gain 6 life.
Draw a card.
"Well, it's not Guiness, but it's not bad."
-Belgarian drunk
(13/143)
Honored Soldier
2
, Creature - Soldier 2/2, Common
If Honored Soldier is put into a graveyard from play, gain 3 life.
(17/143)
Mechana Ward
, Enchant Creature, Common
Enchanted creature gets +0/+2 and protection from artifacts.
The gnoll machines were a problem initially, but soon the holy men of Belgarian developed a defense against them.
(18/143)
Plate of Honor
, Enchant Creature, Common
Whenever another creature comes into play, you may tap enchanted creature if it is untapped. If you do, gain 3 life.
(19/143)
Protected Property
1
, Instant, Common
Until the end of turn, whenever a source controlled by an opponent destroys a land you control, you may search your library for a basic land and put that card into play. Shuffle your library after each time you search through it.
Draw a card.
(20/143)
Shallow Mercy
2
, Sorcery, Common
Choose target creature an opponent controls. That creature's controller may choose to sacrifice that creature. If he or she doesn't, gain 8 life.
(22/143)
Untiring Regiment
2
, Creature - Soldier 2/4, Common
Link (The next spell you play this turn with Link costs up to 2: less to play)
Attacking doesn't cause Untiring Regiment to tap.
(24/143)
Uncommon:7
Animate Power
2
, Enchant Enchantment, Uncommon
When Animate Power comes into play, draw a card.
Enchanted enchantment becomes a creature with power and toughness equal to its mana cost. It's still an enchantment.
(2/143)
Armor of Absorption
2
, Enchant Creature, Uncommon
If enchanted creature is untapped, you may tap the creature Armor of Absorption enchants. If you do, target creature you control gets protection from the color of your choice until end of turn.
(3/143)
Belgarian Shifter
1
, Creature - Wizard 2/2, Uncommon
If a creature you control becomes the target of a red spell, you may have Belgarian Shifter deal 2 damage to target creature or player.
(7/143)
Crossbow Sniper
1
, Creature - Soldier 3/2, Uncommon
Crossbow Sniper can block as though it had flying.
If Crossbow Sniper blocks or is blocked by a flying creature, it gets first strike until end of turn.
(8/143)
Honored Knight
2
, Creature - Knight 3/2, Uncommon
First strike.
When Honored Knight is put into a graveyard from play, gain 4 life.
(16/143)
Stone Dancer
3
, Creature - Wizard 2/3, Uncommon
T: Target wall may attack this turn as though it weren't a wall.
I've seen plenty of golems in my lifetime, but I've never seen anything like a castle wall walking away.
(23/143)
Wind Barrier
3
, Creature - Elemental Wall 0/5, Uncommon
Flying.
Speed: 7 (This creature can't be blocked except by creatures with Speed 7 or higher)
(25/143)
Rare:7
Astounding Combination
2
, Sorcery, Rare
Until end of turn, all spells with Link cost W: to play instead of their normal mana cost.
"I'll give them the old 'Shanesti Spinning Firewave Combination Strike.'"
-Shanesti
(4/143)
Belgarian Heretic
3
, Creature - Cleric 2/3, Rare
When Belgarian Heretic comes into play, destroy all enchantments.
To make a political statement, the heretics often dispel all magicks they come into contact with.
(5/143)
Belgarian Retaliation
2
, Enchantment, Rare
1W: Each player who controls a swamp loses 1 life.
Soon after the Drakava invasion, the Belgarian sorcerers began to fight them with spells designed to kill gnolls.
(6/143)
Distorting Pulse
2
, Sorcery, Rare
Each player puts all artifacts and enchantments he or she controls on top of their owners' libraries.
The arena combatants heard a loud clap, like thunder. Then they watched their powers faded from their hands.
(10/143)
Groden, Belgarian Captain
1
, Creature - Soldier Legend 3/2, Rare
Attacking doesn't cause Groden, Belgarian Captain to tap.
Whenever a creature blocks Groden, Belgarian Captain, that creature's controller may pay 3. If he or she doesn't, that creature deals no damage in combat this turn.
(14/143)
Honored Angel
3
, Creature - Angel 3/3, Rare
Flying.
Attacking doesn't cause Honored Angel to tap.
When Honored Angel is put into a graveyard from play, gain 5 life.
(15/143)
Return to Law
1
, Enchantment, Rare
Whenever a coin is flipped, that flip loses.
Whenever a player would discard a card at random, that player may choose and discard a card instead.
"Chaos will not interfere with my city."
-Groden
(21/143)
Blue:25
Common:11
Agile Drake
2
, Creature - Drake 2/1, Common
Flying.
1UT: Return target creature with Speed to its owner's hand.
It hates to lose any race, so it torments its competitors into submission.
(26/143)
Belgarian Visionary
3
, Creature - Wizard 2/3, Common
Link (The next spell you play this turn with Link costs up to 2: less to play)
Belgarian Visionary gains flying if it is enchanted.
Reading the future is different from knowing it.
(27/143)
Hasty Footwork
1
, Instant, Common
Target creature gets Speed: 3 until end of turn (That creature can't be blocked except by creatures with Speed 3 or higher).
Draw a card.
(34/143)
Psychic Sending
1
, Sorcery, Common
Return up to two target creatures to their owners' hands.
Rather than being forced to deal with a threat, it's best so keep it away from you.
(38/143)
Seer's Apprentice
2
, Creature - Townsperson 2/2, Common
When Seer's Apprentice comes into play, look at the top three cards of your library and put them back in any order.
(40/143)
Seer's Focus
, Enchant Creature, Common
Whenever a creature comes into play, you may tap enchanted creature if it is untapped. If you do, look at the top four cards of your library and put them back in any order.
(41/143)
Send Off
1
, Instant, Common
Return target creature to owner's hand.
Link (The next spell you play this turn with Link costs up to 2: less to play)
We like to say "good riddance," instead of "goodbye."
(42/143)
Take Back
, Instant, Common
Counter target spell you control. If that spell is countered in this way, return it to its owner's hand instead of putting it into owner's graveyard.
"Oops. Didn't mean to do THAT just yet..."
-Tennen
(44/143)
Temporal Strength
, Enchant Creature, Common
Enchanted creature gets +2/+2.
If enchanted creature attacks or blocks, at the end of combat put it on top of owner's library and return Temporal Strength to owner's hand.
(46/143)
Unstable Abomination
1
, Creature - Horror 4/3, Common
At the beginning of your upkeep, put a -1/-1 counter on Unstable Abomination.
(48/143)
Vharamel's Deception
X
, Instant, Common
Counter target spell unless that spell's controller pays X.
Untap up to two lands.
"He fakes me out constantly. I never know what he's going to do next."
-Shanesti
(50/143)
Uncommon:7
Blurred Drake
3
, Creature - Drake 2/3, Uncommon
Flying.
Speed: 4 (This creature can't be blocked except by creatures with Speed 4 or higher)
(28/143)
Dousing Tide
2
, Enchantment, Uncommon
2UU: Tap all creatures without flying.
When the waters passed, we rose from what was left of our homes to see our lands had turned into a sea.
(29/143)
Elemental Shifter
1
, Creature - Wizard 2/1, Uncommon
If a creature you control becomes the target of a green spell, you may give target creature +2/+2 until end of turn.
(33/143)
Hypnotic Awareness
2
, Enchant Creature, Uncommon
Enchanted creature doesn't untap as normal during the untap step.
Whenever enchanted creature is dealt damage, untap it.
A consciousness much like a zombie; it doesn't function until it needs to.
(35/143)
Intense Study
4
, Instant, Uncommon
Link (The next spell you play this turn with Link costs up to 2: less to play)
Draw two cards.
(36/143)
Seer Initiate
2
, Creature - Townsperson 2/3, Uncommon
Flying.
When Seer Initiate comes into play, look at the top four cards of your library and put them back in any order.
(39/143)
Shanesti's Cunning
2
, Instant, Uncommon
Counter target spell.
Link (The next spell you play this turn with Link costs up to 2: less to play)
(43/143)
Rare:7
Elder Seer
3
, Creature - Townsperson 3/3, Rare
Elder Seer is unblockable.
Elder Seer can't be the target of spells or abilities.
When Elder Seer comes into play, look at the top five cards of your library and put them back in any order.
(30/143)
Elemental Dominator
3
, Creature - Wizard 2/3, Rare
T, Sacrifice Elemental Dominator: Gain control of target creature. (This effect doesn't end at end of turn).
A good elementalist can read thoughts. A great elementalist can control them.
(31/143)
Elemental Runner
1
, Creature - Elemental 2/2, Rare
X: Elemental Runner gets Speed: X until end of turn (This creature can't be blocked except by creatures with Speed: X or higher).
Whenever Elemental Runner deals combat damage to a player, draw a card.
(32/143)
Metamorphic Sorcery
, Instant, Rare
Change the text of target permanent or spell by replacing all instances of a creature type with a creature type of your choice. (This effect doesn't end at end of turn)
"I don't think we can call them elementals anymore."
-Shanesti
(37/143)
Temporal Pulsator
2
, Enchantment, Rare
2: Creatures you control get Speed: 1 until end of turn. (Those creatures can't be blocked except by creatures with Speed 1 or higher)
(45/143)
Temporal Vortex
3
, Sorcery, Rare
Each player chooses up to two cards in his or her hand and two lands he or she controls. Then, each player shuffles all cards not chosen from his or her graveyard, hand, and cards he or she controls in play into their owner's library. Then, each player may draw up to five cards. Remove Temporal Vortex from the game.
(47/143)
Verdant Combination
, Enchantment, Rare
Whenever you play three or more cards with Link in a single turn, you may sacrifice Verdant Combination. If you do, draw three cards.
(49/143)
Black:25
Common:11
Crippling Strike
2
, Enchant Creature, Common
Enchanted creature gets -0/-2.
1B, Discard a card from your hand: Enchanted creature gets -0/-2 until end of turn.
(51/143)
Crypt Raid
1
, Sorcery, Common
Return target creature from your graveyard to your hand.
Link (The next spell you play this turn with Link costs up to 2: less to play)
(52/143)
Drakava Mindtwister
2
, Creature - Gnoll 2/1, Common
When Drakava Mindtwister comes into play, target opponent discards a card at random.
It's not your thoughts that betray you; it's your mind itself.
(55/143)
Drakava Poisoner
1
, Creature - Gnoll 1/1, Common
1BT, Pay 1 life: Put a -1/-1 counter on target creature. Play this ability only at a time you could play a sorcery.
Always be careful when accepting gifts from the gnolls.
(58/143)
Gnoll Bleeder
3
, Creature - Gnoll 2/2, Common
Creatures get -0/-1 for each Venom counter on them.
Gnoll Bleeder gets +0/+1 for each Blood counter on it.
2T: Put a Venom counter on target creature, and a Blood counter on Gnoll Bleeder.
It's the first medic I've seen that actually drinks what it drains from its patients.
(60/143)
Horrid Imp
2
, Creature - Imp 2/3, Common
Link (The next spell you play this turn with Link costs up to 2: less to play)
Fear
Though it has wings, it prefers to stay low to the ground. That's where it has the most fun.
(61/143)
Inhibiting Injury
, Instant, Common
Target creature gets -1/-1 until end of turn.
Link (The next spell you play this turn with Link costs up to 2: less to play)
"Tough to fight when your arm goes limp, eh?"
-Vharamel
(64/143)
Sadistic Imp
2
, Creature - Imp 2/1, Common
Speed: 1 (This creature can't be blocked except by creatures with Speed 1 or higher)
Whenever Sadistic Imp attacks, you may choose to have it lose Speed: 1 until end of turn. If you do, destroy all non-black creatures it deals combat damage to this turn.
(67/143)
Shade's Strength
, Instant, Common
Until end of turn, creatures you control get "B: This creature gets +1/+1 until end of turn."
(68/143)
Soul Implosion
3
, Instant, Common
Destroy target non-black creature. It can't be regenerated.
If that creature has regeneration, remove it from the game instead.
(69/143)
Trovesta Brute
, Creature - Beast 2/2, Common
When Trovesta Brute attacks, discard a card at random.
Smaller demons unleashed in Belgaria. Sometimes their vicious tempers can be destructive both for enemies as well as allies.
(71/143)
Uncommon:7
Decaying Winds
1
, Sorcery, Uncommon
Put a -1/-1 counter on all creatures in play.
Gnoll sorcery has the power to wither strength away to nothingness.
(53/143)
Drakava Mutilator
3
, Creature - Gnoll 4/4, Uncommon
When Drakava Mutilator comes into play, remove all cards in your graveyard from the game. If you don't remove three or more cards from the game in this way, sacrifice Drakava Mutilator.
He desecrates everything he doesn't like.
(56/143)
Drakava Plague
3
, Enchantment, Uncommon
Any player may sacrifice two creatures. If a player does, sacrifice Drakava Plague.
B: Drakava Plague deals 1 damage to all creatures and players.
"And I thought having the flu was bad enough."
-Tennen
(57/143)
Drakava Shifter
1
, Creature - Gnoll Wizard 2/1, Uncommon
If a creature you control becomes the target of a white spell or ability, you may destroy target enchantment.
(59/143)
Hysteria
, Enchant Creature, Uncommon
Whenever enchanted creature attacks or blocks, that creature's controller discards a card at random.
(62/143)
Illicit Collection
, Sorcery, Uncommon
Until the end of turn, you may pay up to 4 life. For each life you pay in this way, add B to your mana pool.
Payments in blood are always welcome in Trovesta.
(63/143)
Trovesta Gargantua
1
, Creature - Beast 4/4, Uncommon
Whenever you play a land or a spell, discard a card at random.
Very powerful, and easy to summon. Controlling them, on the other hand, proves to be quite a challenge.
(72/143)
Rare:7
Despotic Forgery
, Sorcery, Rare
Choose a permanent controlled by an opponent. Search your library for a permanent of that type, reveal it, and put it in your hand. Then shuffle your library.
(54/143)
Malignant Intent
3
, Enchantment, Rare
When Malignant Intent comes into play, put three Pain counters on it.
At the beginning of your upkeep, remove a Pain counter from Malignant Intent. If you can't, sacrifice Malignant Intent.
Creatures get -X/-X, where X is equal to three minus the number of Pain counters on Malignant Intent.
(65/143)
Necromatic Slaughter
3
, Sorcery, Rare
Remove all creatures in play from the game. Then, each player returns all creatures from his or her graveyard to his or her hand.
(66/143)
Soul Theft
1
, Sorcery, Rare
Put a creature from an opponent's graveyard into play under your control.
(70/143)
Trovesta Titan
5
, Creature - Beast 7/7, Rare
Trample.
Whenever a creature you control attacks, discard a card at random.
Its sheer size makes it one of the most difficult monsters to contain.
(73/143)
Unholy Circle
1
, Enchantment, Rare
Whenever you play a creature spell, you may pay B and 1 life. If you do, put a +1/+1 counter on that creature.
"We join before you, dark lord, and ask for your strength."
-Vharamel
(74/143)
Vharamel, Drakava Sorcerer
3
, Creature - Gnoll Wizard Legend 4/4, Rare
Trample.
At the beginning of your upkeep, you may pay 2 life. If you do, put a card from your graveyard in your hand and skip your draw phase this turn.
(75/143)
Red:25
Common:11
Abusive Behavior
2
, Enchant Creature, Common
If enchanted creature is blocked by a creature with power 2 or less, it gets +2/+0 and first strike until end of turn.
If enchanted creature is blocked by a creature with power 3 or greater, it gets +4/+0 and trample until end of turn.
If enchanted creature attacks and isn't blocked, Abusive Behavior deals 2 damage to defending player.
(76/143)
Chain Reaction
2
, Instant, Common
Chain Reaction deals 3 damage to target creature or player.
Link (The next spell you play this turn with Link costs up to 2: less to play)
(79/143)
Cinder Wave
2
, Instant, Common
Cinder Wave deals 3 damage to target creature or player.
Draw a card.
Flames aren't the only assault weapons an elemental can use.
(80/143)
Combat Rifle
1
, Enchant Creature, Common
Whenever a creature comes into play, you may have enchanted creature deal 1 damage to that creature or that creature's controller.
They are strange gizmos that explode into a big puff of smoke. The sound they make is like a large whip being slapped against a rock.
(81/143)
Drakava Scout
3
, Creature - Gnoll 3/2, Common
Link (The next spell you play this turn with Link costs up to 2: less to play)
(85/143)
Drakava Slinger
2
, Creature - Gnoll 2/1, Common
When Drakava Slinger comes into play, it deals 1 damage to target creature or player.
(86/143)
Earth Shifter
4
, Creature - Gnoll Wizard 3/3, Common
2R, Sacrifice Earth Shifter: Destroy target land. Play this ability only any time you could play a sorcery.
(87/143)
Flail Sergeant
3
, Creature - Mercenary 2/2, Common
T: Flip a coin. If you win the flip, Flail Sergeant deals 2 damage to target creature or player. If you lose that flip, Flail Sergeant deals 2 damage to itself.
"It's all in the timing."
-Vharamel
(89/143)
Magma Shot
X
, Instant, Common
Sacrfice any number of mountains: Magma Shot deals X damage to target creature, and an additional 2 damage for each mountain you sacrificed in this way.
(91/143)
Wall of Acid
2
, Creature - Wall 2/5, Common
Whenever Wall of Acid deals combat damage to an artifact creature, destroy that creature. It can't be regenerated.
(99/143)
Warning Shot
1
, Instant, Common
Warning Shot deals 0 damage to target creature or player.
If there is at least one Warning Shot in your graveyard at the time you play Warning Shot, Warning Shot deals 4 damage to that creature or player instead.
"I'm only giving you one warning."
-Shanesti
(100/143)
Uncommon:7
Arms Outpost
2
, Enchantment, Uncommon
When Arms Outpost comes into play, put three Arms counters on it.
1, Remove an Arms counter from Arms Outpost: Arms Outpost deals 2 damage to target creature. Play this ability only when you could play a sorcery, and only if you control a creature.
(78/143)
Drakava Javelineer
2
, Creature - Gnoll 3/1, Uncommon
First strike.
When Drakava Javelineer comes into play it deals 2 damage to target creature or player.
(82/143)
Ember Claws
2
, Enchant Creature, Uncommon
You may play Ember Claws any time you could play an instant.
Enchanted creature gets +2/+0 and first strike.
(88/143)
Gnoll Expansion
3
, Sorcery, Uncommon
Choose target land, then flip a coin. If you win the flip, gain control of that land. If you lose the flip, that land's controller sacrifices it.
The gnolls are fickle about what lands they use. Some they discard simply for the fact they don't like how they look.
(90/143)
Surging Lancer
2
, Creature - Mercenary 0/3, Uncommon
At the beginning of your upkeep, put a +1/+0 counter on Surging Lancer.
The longer he concentrates, the more powerful he becomes.
(96/143)
Trovesta Shifter
1
, Creature - Wizard 2/1, Uncommon
If a creature you control becomes the target of a blue spell, you may return target creature to owner's hand.
(97/143)
Uncontested Rage
2
, Sorcery, Uncommon
If target creature attacks and is not blocked this turn, it gets +4/+0 until end of turn.
If that creature attacks and is blocked this turn, it gets first strike and +2/+0 until end of turn for each creature blocking it.
(98/143)
Rare:7
Ambush Camp
2
, Enchantment, Rare
2RR, Return Ambush Camp to its owner's hand: Untap up to two creatures you control. You get an addition combat phase followed by an additional main phase this turn. Play this ability only when you could play a sorcery.
(77/143)
Drakava Pulverizer
3
, Creature - Gnoll 3/2, Rare
When Drakava Pulverizer comes into play, destroy all artifacts.
As vicious as the next gnoll, though he seems to direct his rage at objects of beauty.
(83/143)
Drakava Rifleman
3
, Creature - Gnoll 3/2, Rare
When Drakava Rifleman comes into play, it deals 3 damage to target creature or player.
Drakava Rifleman can't be blocked except by two or more creatures.
R: Drakava Rifleman gets +1/+0 until end of turn.
(84/143)
Mimic's Voice
2
, Instant, Rare
Choose target instant or sorcery spell. Until end of turn, you may discard a card and pay 3 life to put a copy of that chosen spell on the stack. You may choose new targets for that spell.
(92/143)
Overflow
2
, Enchantment, Rare
1R: Overflow deals 1 damage to each creature without flying and each player. Play this ability only any time you could play a sorcery.
(93/143)
Raging Tremor
X

, Sorcery, Rare
Raging Tremor can't be countered.
Destroy target artifact or creature with converted mana cost equal to X. If that artifact or creature is destroyed in this way, that artifact or creature's controller sacrifices X lands.
(94/143)
Strained Effort
1
, Sorcery, Rare
You can't lose the game as a result of having 0 life or less until the end of your next turn.
Lose all your life.
"We have two choices: victory, or death."
-Vharamel
(95/143)
Green:25
Common:11
Combat Prowess
1
, Enchant Creature, Common
Whenever a creature comes into play, enchanted creature gets +2/+2 until end of turn.
Bring it!
(102/143)
Druid Abjurer
2
, Creature - Druid 2/2, Common
Whenever a spell is countered, put a +1/+1 counter on Druid Abjurer.
Resistance makes them stronger.
(104/143)
Elf Courier
1
, Creature - Elf 2/1, Common
Link (The next spell you play this turn with Link costs up to 2: less to play)
Packages in Samara are rarely delivered late.
(106/143)
Elven Lookout
2
, Creature - Elf 2/2, Common
When Elven Lookout comes into play, if an opponent controls a black permanent, you may draw a card.
Samara's lookouts were the first to spot the Drakava forces moving into Belgarian territory.
(107/143)
Fickle Ivy
1
, Sorcery, Common
Choose one: Destroy target artifact, or put target artifact on top of owner's library.
Sometimes, it breaks it. Other times, it plays with it.
(109/143)
Natural Might
X
, Sorcery, Common
Target creature gets +X/+X until end of turn, and you gain X life.
(110/143)
Pulsating Strength
1
, Instant, Common
Link (The next spell you play this turn with Link costs up to 2: less to play)
Target creature gets +3/+3 until end of turn.
(113/143)
Samara Strongarm
2
, Creature - Elf 2/2, Common
When Samara Strongarm comes into play, target creature you control gets +2/+0 until end of turn.
(119/143)
Seasonal Rift
, Instant, Common
Sacrifice a land, then put a land from your hand into play.
Draw a card.
"Weren't we in a forest just a second ago?"
-Shanesti
(120/143)
Strengthening Mist
1
, Instant, Common
Regenerate any number of creatures.
The more breaths we took of the fog, the better we felt.
(121/143)
Wild Uprising
4
, Instant, Common
Put X 1/1 green Saproling creature tokens into play, where X is equal to the number of cards in your hand.
(125/143)
Uncommon:7
Bramble Shield
1
, Enchantment, Uncommon
If a creature attacking you becomes blocked, Bramble Shield deals 1 damage to that creature.
The gnoll forces turned their attention towards the Samara woods, intent on decimating the lot of it. Then the forest awoke to defend herself.
(101/143)
Experimental Tactics
2
, Enchant Creature, Uncommon
When Experimental Tactics comes into play, choose one of the following for enchanted creature to gain until your next upkeep:
Trample, G: Regenerate enchanted creature, +1/+1.
At the beginning of your upkeep, choose one of the following for enchanted creature to gain until your next upkeep:
Trample, G: Regenerate enchanted creature, +1/+1.
(108/143)
Samara Ceremony
, Sorcery, Uncommon
Until the end of turn, you may discard any number of cards from your hand. For each card you discard, add one mana of any color to your mana pool.
Praise is given to those who deserve it most.
(114/143)
Samara Instructor
2
, Creature - Elf 3/3, Uncommon
Trample.
When Samara Instructor comes into play, target creature you control gets +3/+0 until end of turn.
(116/143)
Samara Shifter
1
, Creature - Wizard 2/2, Uncommon
If a creature you control becomes the target of black spell, you may give target creature -1/-1 until end of turn.
(117/143)
Samara Spider
4
, Creature - Spider 4/5, Uncommon
Samara Spider can block as though it had flying.
Whenever a creature dealt combat damage by Samara Spider is put into a graveyard from play, put a 0/1 green Cocoon token into play under your control.
Sacrifice a Cocoon token: Samara Spider gets +1/+1 until end of turn.
(118/143)
Unexpected Ambush
, Instant, Uncommon
Until end of turn, you may play one creature spell from your hand any time you could play an instant.
Draw a card.
"It's all in the timing."
-Tennen
(123/143)
Rare:7
Darting Elf
1
, Creature - Elf 2/1, Rare
T: Target creature can't be the target of spells or abilities this turn.
Shanesti stood frozen in horror, watching helplessly as a bolt of flame spiraled towards her face. A moment later, she was hundreds of feet away in the arms of an elf.
(103/143)
Earth Sentinel
2
, Creature - Elemental 1/1, Rare
When Earth Sentinel comes into play, sacrifice half of the lands you control, rounded up, then put a +1/+1 counter on Earth Sentinel for each land sacrificed in this way.
If Earth Sentinel leaves play, you may put up to three basic lands from your graveyard into play tapped.
(105/143)
Pavell, Elven Knight
3
, Creature - Elf Legend 3/3, Rare
Trample.
Pavell, Elven Knight can't be the target of spells or abilities.
When Pavell, Elven Knight attacks, you may pay 2. If you do, Pavell, Elven Knight gets +2/+0 and first strike until end of turn.
(111/143)
Power of Subconscious
2
, Sorcery, Rare
You may only play Power of Subconscious if you control a creature with power 4 or greater.
Draw two cards.
(112/143)
Samara Elder
3
, Creature - Elf 3/3, Rare
Samara Elder can't be the target of spells or abilities.
G: Regenerate Samara Elder.
When Samara Elder comes into play, target creature you control gets +4/+0 until end of turn.
(115/143)
Tangibility
3
, Enchantment, Rare
All global enchantments become colorless artifacts. If any of those artifacts have colored mana symbols on them, those symbols change to 1:.
Drakava sorcerers have found ways to turn the essence of magic into solid matter.
(122/143)
Violent Squall
2
, Enchantment, Rare
1G: Violent Squall deals 1 damage to each creature with flying and each player. Play this ability only any time you could play a sorcery.
(124/143)
Multi:10
Uncommon:5
Collective Blessing

, Instant, Uncommon
Gain 1 life for each creature you control.
Draw a card.
"We can beat them if we stay together."
-Shanesti
(126/143)
Corrosive Conformity
1
, Enchantment, Uncommon
2, Sacrifice a land: Target player loses 2 life. You gain 2 life.
"We'll change your minds, one way or the other."
-Hendelver
(127/143)
Faded Image
1
, Creature - Illusion 0/1, Uncommon
Flying.
T: Prevent the next 1 damage that would be dealt to target player.
3: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
(129/143)
Psychotic Episode

, Instant, Uncommon
Tap target creature. That creature deals damage equal to its power to target creature of your choice.
Dark magic can drive a man insane. Fortunately, the effect is temporary.
(131/143)
Unnatural Devastation
2
, Instant, Uncommon
Destroy target artifact or enchantment. Unnatural Devestation deals damage equal to that permanent's mana cost to that permanent's controller.
(135/143)
Rare:5
Disturbed Mimic
4
, Creature - Shapeshifter */*, Rare
Disturbed Mimic has power equal to the creature with the highest power in play.
Disturbed Mimic has toughness equal to the creature with the highest toughness in play.
(128/143)
Floral Specter
2
, Creature - Specter 2/3, Rare
Flying.
Whenever Floral Specter deals combat damage to a player, that player discards a card. If that card is a land card, put a 1/1 green Saproling creature token into play under your control.
(130/143)
Sadistic Masochist
2
, Creature - Gnoll 3/3, Rare
Whenever Sadistic Masochist is dealt damage, it deals an equal amount of damage to target creature.
"Pain and pleasure....what's the difference?"
-Gnoll masochist
(132/143)
Scorching Ice
1

, Instant, Rare
Choose one: Scorching Ice deals 4 damage to target creature, or counter target non-creature spell.
Draw a card.
"The magic I wield is hot enough to freeze you to death."
-Tkumaster, High Elementalist
(133/143)
Selective Wisdom
1
, Sorcery, Rare
Reveal the top card of your library. If that card is a creature card, you may choose to put that card on the bottom of your library, then draw three cards. Otherwise draw two cards.
(134/143)
Artifact:6
Uncommon:3
Mechanized Infantry
3, Artifact Creature 3/3, Uncommon
At the beginning of your upkeep, pay 2 or sacrifice Mechanized Infantry.
2: Mechanized Infantry deals 1 damage to target creature.
(139/143)
Sacred Chain
1, Artifact, Uncommon
Link (The next spell you play this turn with Link costs up to 2: less to play)
You may play Sacred Chain any time you could play an instant.
2T: Return Sacred Chain to owner's hand.
(140/143)
Sacred Domino
3, Artifact, Uncommon
Spells with Link you play cost 1 less to play.
Spells your opponents play with Link cost 1 more to play.
(141/143)
Rare:3
Cursed Tome
3, Artifact, Rare
2T: Reveal the top card of your library and put it in your hand. Then, an opponent chooses a card at random from your hand. Reveal that card. If that card is the card you revealed from the top of your library, discard it.
(136/143)
Deafening Orb
3, Artifact, Rare
If a player controls more creatures than any other, that player may only untap one creature during his or her untap step.
If a player doesn't control more creatures than any other, that player may only untap up to two creatures he or she controls during his or her untap step.
(137/143)
Gravelstone Titan
8, Artifact Creature - Golem 6/6, Rare
Trample, protection from red, protection from black.
Yeah, they're big....No, bigger than that....EVEN bigger still!
(138/143)
Land:2
Uncommon:1
Arena Stockade
Land, Uncommon
When Arena Stockade comes into play, return a creature you control to its owner's hand or sacrifice Arena Stockade.
T: Add one mana of any color to your mana pool.
(142/143)
Rare:1
Holy Ground
Land, Rare
Holy Ground comes into play tapped.
Protection from lands.
Whenever Holy Ground becomes tapped, you lose 1 life.
T: Add one mana of any color to your mana pool.
(143/143)
Generated with Magic set Editor on 05-26-2003 22:28:21
by Twan van Laarhoven