Reclamation
Robert Kallister

143 Cards total in set.


White:25


Common:11

Ardent Forces
3, Creature - Soldier 3/1, Common
Attacking doesn't cause Ardent Forces to tap.
As long as you have exactly three cards in your hand, Ardent Forces gains first strike.
(1/143)

Castle Barrier
1, Creature - Elemental Wall 1/4, Common
Protection from black.
Evil shall not enter where the barriers are placed.
(2/143)

Cunning Trap
4, Instant, Common
Destroy target attacking creature. Cunning Trap deals damage equal to that creature's power to another attacking creature of your choice.
(4/143)

Distorting Blow
, Instant, Common
You may only play Distorting Blow if you have exactly five cards in your hand.
Destroy target artifact or enchantment.
(6/143)

Enlightened Caretaker
, Creature - Cleric 1/1, Common
W, Sacrifice Enlightened Caretaker: Return target enchantment from your graveyard to your hand.
Even magic needs attention once in a while.
(7/143)

Jaded Heretic
1, Creature - Cleric 2/1, Common
At the beginning of your upkeep, you may pay 2W. If you do, destroy target enchantment.
He conforms to nothing.
(13/143)

Jaded Infidel
1, Creature - Cleric 2/1, Common
At the beginning of your upkeep, you may pay 2W. If you do, destroy target artifact.
His rebellion is his destiny.
(14/143)

Lance of Courage
1, Enchant Creature, Common
Enchanted creature gets +1/+1 and first stike.
(15/143)

Master Trapper
3, Creature - Soldier 1/2, Common
2WT: Tap up to two target creatures.
"By the time they escape from my setup, you'll already be forty miles from here."
-Trapper

(16/143)

Spirit of Fortitude
3, Creature - Spirit 1/1, Common
Flying.
Prevent all damage that would be dealt to Spirit of Fortitude.
Attacking doesn't cause Spirit of Fortitude to tap.
(21/143)

Tennen's Binding
2, Enchant Creature, Common
You may play Tennen's Binding any time you could play an instant.
Prevent all damage that would be dealt by enchanted creature.
(22/143)


Uncommon:7

Civil Assistance
1, Instant, Uncommon
Destroy target enchantment. If that enchantment is destroyed in this way, put a 1/1 white Townsperson creature token into play under your control.
Belgarian civilians joined the struggle to suppress the Drakava and Trovesta armies.
(3/143)

Determined Angel
4, Creature - Angel 3/3, Uncommon
Flying.
If Determined Angel is blocked by a black or red creature, it gets trample until end of turn.
(5/143)

Exotic Merchant
1, Creature - Townsperson 1/1, Uncommon
At the beginning of your upkeep, gain life equal to the number of non-basic lands you control.
The bounty of his trade comes from all over the world.
(9/143)

Quick Strike
, Enchantment, Uncommon
Return Quick Strike to its owner's hand: Target creature gets first strike until end of turn.
(17/143)

Rebounding Shield
1, Instant, Uncommon
Change the target of target spell with a single target that would deal damage to a creature.
(18/143)

Restoring Balm
, Sorcery, Uncommon
You may only play Restoring Balm if you have exactly three cards in your hand.
Return target creature from your graveyard to play.
(19/143)

Wall of Prayers
, Creature - Wall 0/2, Uncommon
Protection from all colors.
Wall of Prayers may block an additional creature each combat.
(25/143)


Rare:7

Erasure
3, Sorcery, Rare
Remove all creatures from the game.
"When we die, will history remember us?"
-Groden

(8/143)

Field of Wishes
, Sorcery, Rare
Choose a nonbasic land you don't control, then choose a land you control. That land becomes a copy of that nonbasic land.
"We can still dream, can't we?"
-Groden

(10/143)

Groden's Wisdom
2, Sorcery, Rare
Gain 2 life for each land you control.
"I can get you out of the city, but I'm warning you now; it's NOT going to be easy."
-Groden

(11/143)

Holy Ground
, Enchantment, Rare
Counter all spells that would destroy one or more lands you control.
God protects that which he knows is important.
(12/143)

Sacred Stronghold
1, Enchantment, Rare
Whenever a source would deal damage to you, if you have exactly four cards in your hand, prevent the next 2 damage that would be dealt to you by that source.
(20/143)

Tennen, Instructor
3, Creature - Legend 1/3, Rare
When Tennen, Instructor comes into play, choose a color. Tennen, Instructor gets protection from the chosen color.
1WT, Discard two cards from your hand: Target opponent can't play spells this turn.
(23/143)

Violent Zebra
2, Creature - Zebra 2/3, Rare
2: Violent Zebra gets +3/+3 until end of turn. Use this ability only if Violent Zebra is blocking.
You probably don't want to get him mad.
(24/143)


Blue:25


Common:11

Cloak of Deception
1, Enchant Creature, Common
Enchanted creature gets +1/+1.
1U: Enchanted creature can't be the target of spells or abilities this turn.
(29/143)

Devoted Apprentice
, Creature - Wizard 1/1, Common
2U, Sacrifice Devoted Apprentice: Return target instant card from your graveyard to your hand.
His duties require a lot of him, but he has never refused to complete a task.
(31/143)

Diminish
1, Instant, Common
You may only play Diminish if you have exactly five cards in your hand.
Return target permanent to its owner's hand.
(32/143)

Diving Falcon
3, Creature - Bird 2/2, Common
Flying.
Whenever Diving Falcon blocks a nonflying creature, it gets first strike until end of turn.
(33/143)

Frigid Envelopment
2, Enchant Creature, Common
Frigid Envelopment can't target red creatures.
Enchanted creature doesn't untap during the untap step.
It's hard to fight when you're entire body is numb.
(36/143)

Hydro Barrier
1, Creature - Elemental Wall 1/4, Common
Protection from red.
Fire is no match for the brutal strength of pure water.
(37/143)

Phantom Runner
1, Creature - Illusion 2/2, Common
Speed 3 (This creature can't be blocked except by creatures with Speed 3 or higher)
At the end of each combat, if Phantom Runner attacked or blocked, return it to its owner's hand. (Return this creature only if it's still in play.)
(40/143)

Psionic Prophet
3, Creature - Wizard 3/2, Common
As long as you have exactly four cards in your hand, Psionic Prophet gains flying.
Levitating is just one of his powers. He is gifted in so many different abilities, it's hard to name them all.
(41/143)

Quell
, Instant, Common
You may only play Quell if you have exactly three cards in your hand.
Counter target spell.
"If you can't overwhelm your enemy, your best option is to suppress him."
-Hendelver

(42/143)

Subliminal Suggestion
1, Enchant Creature, Common
Whenever enchanted creature becomes the target of a spell or ability, return that creature and Subliminal Suggestion to their owners' hands.
(45/143)

Unstable Caster
2, Creature - Wizard 4/3, Common
Unstable Caster can't be the target of spells or abilities.
At the end of combat, put a -1/-1 counter on Unstable Caster if it attacked or blocked.
(48/143)


Uncommon:7

Bewilder
2, Instant, Uncommon
Gain control of target creature until end of turn.
Draw a card.
"If you can't trust your own self, who can you trust?"
-Shanesti

(28/143)

Cryptic Writer
1, Creature - Wizard 2/2, Uncommon
When Cryptic Writer comes into play, you may put any number of Page counters on it.
At the beginning of your upkeep, reveal the top card of your library. If that card's converted mana cost is equal to the number of Page counters on Cryptic Writer, put it in your hand.
(30/143)

Hydro Thief
3, Creature - Elemental 2/4, Uncommon
Islandwalk.
Whenever Hydro Thief deals combat damage to a player, you may return target permanent that player controls to its owner's hand.
(38/143)

Jaded Power
, Instant, Uncommon
Counter target instant or sorcery spell.
If you life total is 10 or less, you may draw a card.
"We'll have to find another source of energy. The gnolls have corrupted our supply."
-Shanesti

(39/143)

Sheltered Wisdom
, Instant, Uncommon
You may only play Sheletered Wisdom if you have exactly three cards in your hand.
Draw two cards.
Inspiration fuels the fires of competition.
(43/143)

Tennen's Banishing
1, Sorcery, Uncommon
Choose a creature type. Return all creatures of the chosen type to their owners' hands.
WIth a wave of his hand, the army of dark elementals vanished into thin air.
(46/143)

Uplifting Winds
1, Enchantment, Uncommon
Return Uplifting Winds to its owner's hand: Target creature gets flying until end of turn.
(49/143)


Rare:7

Belgarian Tormentor
2, Creature - Soldier 1/2, Rare
3T: Put a Grind counter on Belgarian Tormentor. Then, put the top X cards of target opponent's library into his or her graveyard, where X is the number of Grind counters on Belgarian Tormentor.
He will snap your threshold to maintain your sanity if given enough time.
(26/143)

Belgarian University
1, Enchantment, Rare
As long as you have exactly four cards in your hand, whenever a creature you control deals combat damage to a player, you may return target creature that player controls to its owner's hand.
(27/143)

Extracted Wisdom
1, Sorcery, Rare
Play Extracted Wisdom only before your combat step.
As an additional cost to play Extracted Wisdom, tap an untapped creature you control.
Draw three cards.
(34/143)

Fluid Barrier
1, Enchantment, Rare
UUU, Return Fluid Barrier to its owner's hand: Counter target spell.
"We have to break it down if we're to get to Vharamel."
-Tennen

(35/143)

Spy Network
2, Instant, Rare
Draw X cards, where X is equal to the number of opponents you have.
Gathering information in a foreign land is dangerous, suicidal, and a lot of fun.
(44/143)

Time Shift
2, Sorcery, Rare
You may only play Time Shift if it is the only card in your hand.
Take another turn after this one.
Shanesti and Tennen focused on their current situation, praying for a miracle. The gods granted them the power to slow the rate of time.
(47/143)

Wise Prophet
2, Creature - Wizard 1/2, Rare
1UT: Discard any number of cards from your hand. Then, you may draw up to X cards, where X is the number of cards discarded this way.
(50/143)


Black:25


Common:11

Blade of Anger
1, Enchant Creature, Common
Enchanted creature gets +1/+1.
Whenever enchanted creature deals combat damage to a creature, that creature gets -1/-1 until end of turn.
(51/143)

Consuming Fear
1, Instant, Common
Creatures you control gain fear until end of turn.
"Your soul will submit to us before your mind does."
-Hendelver

(52/143)

Dominating Glare
, Sorcery, Common
You may only play Dominating Glare if you have exactly four cards in your hand.
Look at target opponent's hand and choose a non-land card there. That player discards that card.
"I'll pluck those unpleasant thoughts from your skull, Tennen."
-Vharamel

(56/143)

Fragile Horror
2, Creature - Horror 4/3, Common
If Fragile Horror becomes the target of a spell or ability, sacrifice it.
Strong and menacing, but they fall apart REALLY easily.
(60/143)

Putrid Barrier
1, Creature - Elemental Wall 1/4, Common
Protection from green.
Where the barriers are placed, life cannot grow.
(64/143)

Restless Charger
, Creature - Gnoll 3/1, Common
Restless Charger can't block.
"There's no time for defense. Attack!"
-Hendelver

(65/143)

Shambling Monstrosity
4, Creature - Horror 4/4, Common
Shambling Monstrosity can't block if you have 4 or more cards in your hand.
(67/143)

Spirit Feast
3, Instant, Common
Destroy target nonblack creature. It can't be regenerated. If that creature is destroyed this way, gain 2 life.
(70/143)

Toxic Miasma
, Instant, Common
You may only play Toxic Miasma if you have exactly three cards in your hand.
Destroy target non-black creature.
Gnolls generally have bad breath. Gnoll sorcerers' breaths are downright fatal.
(72/143)

Twisted Shapeshifter
3, Creature - Shapeshifter Horror 5/1, Common
Whenever Twisted Shapeshifter deals combat damage, switch it's power and toughness. (This effect doesn't end at end of turn.)
"Why don't those things just get their heads out of their...."
-Hendelver

(74/143)

Unearthed Dead
2, Creature - Zombie 2/2, Common
B, Sacrifice Unearthed Dead: Return target creature card from your graveyard to your hand.
(75/143)


Uncommon:7

Dizzying Memories
, Sorcery, Uncommon
You may only play Dizzying Memories if you have exactly three cards in your hand.
Look at target opponent's hand and choose two cards there. Put those cards on top of that player's library in any order.
(55/143)

Dread Zombie
, Creature - Zombie 1/1, Uncommon
Fear
When you ask people what they fear most, many will tell you public speaking. Others will tell you zombies.
(58/143)

Foul Corruption
4, Sorcery, Uncommon
Foul Corruption deals X damage to target creature or player, where X is the number of creatures you control. If Foul Corruption deals damage in this way, gain that much life.
(59/143)

Hendelver's Edict
3, Sorcery, Uncommon
Target player sacrifices two creatures.
"When I say die, I mean DIE!"
-Hendelver

(61/143)

Horrid Advance
1, Enchantment, Uncommon
Return Horrid Advance to its owner's hand: Target creature gains fear until end of turn.
(63/143)

Sinister Theft
2, Sorcery, Uncommon
Put the top four cards of your library in your hand.
At the end of turn, if any of those cards are in your hand, remove them from the game.
(68/143)

Stalking Cutpurse
4, Creature - Gnoll 3/2, Uncommon
BBT: Stalking Cutpurse deals 1 damage to target creature. That creature's controller discards a card. Play this ability only any time you could play a sorcery.
(71/143)


Rare:7

Dark Merchant
2, Creature - Townsperson 1/1, Rare
If at any time you have no cards in your hand, remove Dark Merchant from the game. If you do, shuffle your library, remove the top card of it from the game, then draw five cards.
(53/143)

Despotic Pact
X, Sorcery, Rare
Discard your hand, then draw X+1 cards.
"This truce will ensure our victory over the people of Belgaria."
-Hendelver

(54/143)

Drakava Tutor
1, Sorcery, Rare
You may only play Drakava Tutor if you have exactly two cards in your hand.
Search your library for a card and put it in your hand, then shuffle your library.
(57/143)

Hendelver, Gnoll Sorcerer
3, Creature - Gnoll Legend 4/3, Rare
Protection from White.
BBT: Target opponent discards two cards from his or her hand. Play this ability only when you could play a sorcery.
(62/143)

River of Blood
1, Enchantment, Rare
Whenever a creature is put into a graveyard, put a Blood counter on River of Blood.
1B, Remove X Blood counters from River of Blood: Put target creature with converted mana cost equal to X or less in a graveyard into play under your control. That creature is now black and a Zombie in addition to its creature type.
(66/143)

Spectral Leech
2, Creature - Specter 2/2, Rare
Flying.
Whenever Spectral Leech deals combat damage to a player, you may 1 life. If you do, that player discards a card, and you draw a card.
(69/143)

Trovesta Fortress
1, Enchantment, Rare
As long as you have exactly four cards in your hand, creatures you control have fear.
(73/143)


Red:25


Common:11

Axe of Fury
1, Enchant Creature, Common
Enchanted creature gets +1/+1.
Whenever enchanted creature deals damage to a creature, that creature can't regenerate this turn.
(77/143)

Cinder Storm
, Instant, Common
You may only play Cinder Storm if you have exactly three cards in your hand.
Cinder Storm deals 3 damage to target creature or player.
Scores of fiery rocks spun from Vharamel's hand, swirling like a vortex of flaming death.
(80/143)

Cowardly Stirge
3, Creature - Bird 3/2, Common
Flying.
If Cowardly Stirge becomes the target of a spell or ability, put it on top of its owner's library.
(81/143)

Flames of Hatred
1, Instant, Common
Flames of Hatred deals 2 damage to target creature or player.
If your life total is 10 or less, Flames of Hatred deals 4 damage to that creature or player instead.
(87/143)

Gnoll Disruptor
, Creature - Gnoll 1/1, Common
2R, Sacrifice Gnoll Disruptor: Return target sorcery card from your graveyard to your hand.
When it comes to havoc, the Gnolls are experts.
(89/143)

Gnoll Trailblazer
2, Creature - Gnoll 2/2, Common
Gnoll Trailblazer gets "Speed: 3" as long as you have exactly three cards in your hand. (This creature can't be blocked except by creatures with Speed 3 or higher)
(90/143)

Hateful Discord
1, Instant, Common
Hateful Discord deals 3 damage to target creature or player.
If Hateful Discord is countered, you may draw a card.
(91/143)

Raging Berzerker
3, Creature - Mercenary 2/3, Common
Whenever Raging Berzerker attacks, you may have it deal 2 damage to itself. If you do, Raging Berzerker gets +3/+0 until end of turn.
A fury so intense it actually pains him.
(95/143)

Searing Barrier
1, Creature - Elemental Wall 1/4, Common
Protection from white.
Disorder and chaos erase the fabric of order and law.
(96/143)

Titan's Strength
2, Enchant Creature, Common
Enchanted creature gets +3/+3 and can't block.
"Only the strongest survive, Tennen. How strong do you believe yourself to be?"
-Vharamel

(99/143)

Trovesta Drummer
2, Creature - Soldier 2/2, Common
RT, Discard a card: Target creature can't be blocked this turn except by three or more creatures.
The drums resonate a sound worse than the screams of a dying man.
(100/143)


Uncommon:7

Ambush Tactics
, Enchantment, Uncommon
Return Ambush Tactics to its owner's hand: Target creature gets haste until end of turn.
(76/143)

Blazing Raid
1, Sorcery, Uncommon
As an additional cost to play Blazing Raid, discard X cards from your hand.
Blazing Raid deals X damage to target creature or player.
(78/143)

Deep Rift
4, Sorcery, Uncommon
Destroy target artifact, creature, or land. It can't be regenerated.
"I wonder how far it is to the bottom?"
(82/143)

Dragon Runt
4, Creature - Dragon 3/3, Uncommon
Flying.
R: Dragon Runt gets +1/+0 until end of turn.
What it lacks in size, it makes up for with raw power.
(83/143)

Electric Storm
2, Instant, Uncommon
You may only play Electric Storm if you have exactly three cards in your hand.
Electric Storms deals 3 damage, divided as you choose, among any number of target creatures and/or players.
(85/143)

Fierce Brawler
3, Creature - Minotaur 4/3, Uncommon
Whenever Fierce Brawler attacks, instants and abilities can't be played during combat.
"What question is there that can't be asked with your bare hands?"
-Brawler

(86/143)

Stinging Stirge
2, Creature - Bird 1/3, Uncommon
Flying.
Whenever Stinging Stirge deals combat damage to a player, you may pay X. If you do, that player discards X cards, then draws X cards.
(97/143)


Rare:7

Burning Thoughts
1, Instant, Rare
Burning Thoughts deals X damage to target player, where X is the converted mana cost of target instant or sorcery spell that player controls.
Power comes with a high price.
(79/143)

Drakava Rampart
1, Enchantment, Rare
As long as you have exactly four cards in your hand, whenever a creature deals combat damage, it deals that much damage plus one.
(84/143)

Flametongue Drake
3, Creature - Drake 2/2, Rare
Flying.
RT: Flametongue Drake deals X damage to target creature, where X is the number of nonbasic lands that creature's controller controls.
(88/143)

Hydra Sentinel
X1, Creature - Hydra 0/4, Rare
If Hydra Sentinel's power is 6 or more, sacrifice it.
Hydra Sentinel comes into play with X +1/+0 counters on it.
Hydra Sentinel can block one creature for each +1/+0 counter on it.
At any time during your upkeep, you may pay RR. If you do, put a +1/+0 counter on Hydra Sentinel.
(92/143)

Intensity
3, Enchantment, Rare
At the beginning of a player's upkeep, that player may sacrifice a permanent. If he or she doesn't, that player skips his or her draw phase that turn.
"You don't have time to think when you're fighting. It's all about reaction."
-Shanesti

(93/143)

Mammoth Elemental
4, Creature - Elephant Elemental 5/5, Rare
Trample.
Whenever Mammoth Elemental deals combat damage to a creature, remove that creature from the game.
Its flesh is hot enough to dissolve almost anything within a matter of seconds.
(94/143)

Tectonic Collapse
3, Sorcery, Rare
Each player sacrifices five lands.
We watched as the earth coughed and choked, spitting up magma from a long forgotton time.
(98/143)


Green:25


Common:11

Biodegrade
2, Sorcery, Common
Destroy target artifact or enchantment. Gain 3 life.
The soil recycles itself with whatever it can find.
(102/143)

Bow of Might
1, Enchant Creature, Common
Enchanted creature gets +1/+1 and may block as though it had flying.
(104/143)

Elven Brigade
3, Creature - Elf 3/2, Common
Trample.
As long as you have exactly four cards in your hand, Elven Brigade can't be blocked except by walls and creatures with flying.
(107/143)

Evasive Tactics
1, Instant, Common
Target attacking creature may deal its combat damage to defending player as though it weren't blocked.
Draw a card.
(110/143)

Ground Watch
, Creature - Elf 1/1, Common
G, Sacrifice Ground Watch: Return target land from your graveyard to your hand.
Samara property is watched with a careful eye.
(113/143)

Mother Grizzly
2, Creature - Bear 2/2, Common
When Mother Grizzly comes into play, put a 1/1 green Bear creature token into play.
If that token leaves play, Mother Grizzly gains trample. (This effect doesn't end at end of turn)
Never separate a momma bear from her cub.
(116/143)

Natural Vitality
, Enchant Creature, Common
Whenever enchanted creature becomes blocked, it gets +0/+2 until end of turn, and you gain 2 life.
(117/143)

Property Siezure
4, Sorcery, Common
Play only after the combat step.
Choose target creature you control that attacked this turn. Search your library for up to X basic lands and put them into play tapped, where X is the amount of combat damage that creature dealt to the defending player. Then shuffle your library.
(119/143)

Samara Watcher
1, Creature - Elf 2/2, Common
If Samara Watcher is countered, you may draw a card.
"Fight when necessary."
-Samara saying

(121/143)

Thicket Ambush
, Instant, Common
You may only play Thicket Ambush if you have exactly four cards in your hand.
Target creature gets +3/+3 until end of turn. That creature can't be the target of spells or abilities this turn.
Untap a land you control.
Pavell's troops waited patiently for their catch to arrive. When it did, they took full advantage of their forest cover.
(122/143)

Thicket Barrier
1, Creature - Elemental Wall 1/4, Common
Protection from blue.
Water only fuels their strength to survive.
(123/143)


Uncommon:7

Alpha Wolf
2, Creature - Wolf 2/2, Uncommon
If Alpha Wolf attacks alone, it gets +2/+0 and first strike until end of turn.
With his pack, he is a noble hunter. On his own, he is a malicious killer.
(101/143)

Blinding Mist
1, Instant, Uncommon
Prevent all combat damage that would be dealt this turn.
Creatures can't be the target of spells or abilities this turn.
"I'd kill him if I could see him."
-Shanesti, to Tennen

(103/143)

Driving Force
, Enchantment, Uncommon
Return Driving Force to its owner's hand: Target creature gets trample until end of turn.
(106/143)

Floral Contamination
3, Sorcery, Uncommon
Search your library for up to X nonbasic lands, where X is the number of nonbasic lands controlled by target opponent. Reveal those cards and put them in your hand. Shuffle your library afterwards.
(111/143)

Gaea's Vengeance
1, Enchant Creature, Uncommon
Put a land card from your graveyard on top of your library: Enchanted creature gets +3/+3 and trample until end of turn. Play this ability only once each turn.
(112/143)

Mantis Titan
3, Creature - Insect 5/1, Uncommon
Trample.
They are strong monsters, with a ferocious attitude. Unfortunately, their open circulatory system is very fragile.
(114/143)

Venom Barrier
2, Creature - Plant Wall 2/6, Uncommon
Speed: 5 (This creature can't be blocked except by creatures with Speed 5 or higher)
Venom Barrier can block as though it had flying.
Whenever Venom Barrier blocks a creature with Speed, destroy that creature at the end of combat.
The elementals run full sprint at the giant vines, hoping to break through. Doing so only gets them trapped inside its corrosive body.
(124/143)


Rare:7

Charging Mastadon
3, Creature - Elephant 4/4, Rare
Trample.
Whenever Charging Mastadon attacks it gets first strike until end of turn if defending player controls a nonbasic land.
(105/143)

Elven Infiltrator
1, Creature - Elf 2/2, Rare
When Elven Infiltrator comes into play, choose a color. Elven Infiltrator is the chosen color.
If Elven Infiltrator is black, it gets protection from black.
If Elven Infiltrator is blue, it gets protection from blue.
G: Elven Infiltrator becomes the color of your choice until end of turn.
(108/143)

Energy Devourer
3, Creature - Elf 2/2, Rare
Trample.
Whenever you play a spell, you may give Energy Devourer +X/+X until end of turn, where X is the converted mana cost of that spell. Play this ability only once each turn.
(109/143)

Meditative Springs
2, Enchantment, Rare
At the beginning of your upkeep, you may look at the top two cards of your library. Put any number of those cards on the bottom of your library, and the remaining on top in any order.
(115/143)

Pleasant Memories
2, Sorcery, Rare
You may remove up to two cards in your hand from the game. For each card you remove in this way, return target card in your graveyard to your hand.
(118/143)

Samara Battleground
1, Enchantment, Rare
As long as you have exactly four cards in your hand, creatures you control get +1/+1 and have trample.
(120/143)

Wild Expansion
5, Sorcery, Rare
Search your library for up to five basic lands and put them into play tapped. Shuffle your library afterwards.
The lands of the royal family's origin have long been under control of the Drakava. Now, they have a chance to reclaim them.
(125/143)


Multi:10


Uncommon:5

Elemental Vortex
, Instant, Uncommon
Destroy target elemental. It can't be regenerated.
"To quench the fires, you must freeze the water.
The crush the rock, you must stop the winds."
-Inscription on the Belgarian Colosseum
(129/143)

Gaea's Wish
2, Enchantment, Uncommon
G, Sacrifice a land: Gain 3 life.
W, Sacrifice an artifact or enchantment: Gain 3 life.
"The will of the land will guide us to the salvation we seek."
-Tennen

(130/143)

Hammer of Dread
, Sorcery, Uncommon
Hammer of Dread deals 3 damage to target creature. That creature's controller loses 3 life.
The deadly strike of the hammer syphons sorrow and pain from all it touches.
(131/143)

Marsh Abomination
3, Creature - Horror 4/4, Uncommon
Trample.
BG: Regenerate Marsh Abomination.
You don't even want to know about the creatures that come from the darkest pits of the swamps.
(133/143)

Typhoon Caster
2, Creature - Wizard 2/2, Uncommon
Flying.
All creatures lose trample.
The force of the winds he summons can keep even the strongest beasts at bay.
(135/143)


Rare:5

Bellowing Howl
X, Instant, Rare
Target creature gets first strike, trample, and +X/+0 until end of turn.
When light and dark combine, the results are devestatingly powerful.
(126/143)

Blazing Heretic
2, Creature - Gnoll 2/3, Rare
RW: Blazing Heretic deals 1 damage to target creature or player. You gain 1 life.
(127/143)

Drakava Smuggler
1, Creature - Gnoll 1/1, Rare
Speed: 3 (This creature can't be blocked except by creatures with Speed 3 or higher)
Whenever Drakava Smuggler deals combat damage to a player, choose one: You draw a card, or that player discards a card.
(128/143)

Longbow Sniper
1, Creature - Elf 2/2, Rare
You may play Longbow Sniper any time you could play an instant.
When Longbow Sniper comes into play, it deals 2 damage to target creature or player.
(132/143)

Phantom's Mimicry
3, Sorcery, Rare
Put a token creature into play. That token becomes a copy of target creature.
The phantoms are adept at taking many forms. Most times, they follow the strongest being they see.
(134/143)


Artifact:6


Uncommon:3

Draining Gem
1, Artifact, Uncommon
Draining Gem comes into play tapped.
Tap an untapped creature you control: Untap Draining Gem.
T: Add one mana of any color to your mana pool.
(137/143)

Library of Trovesta
3, Artifact, Uncommon
You have no maximum hand size.
Whenever a spell or effect controlled by an opponent causes you to discard a card, put that card on the bottom of your library, then draw a card.
(138/143)

Sectioned Golem
2, Artifact Creature - Golem 1/1, Uncommon
You may only play Sectioned Golem if you have exactly 2 cards in your hand.
Sectioned Golem comes into play with a +1/+1 counter on it.
Remove a +1/+1 counter from Sectioned Golem: Put a 1/1 colorless Golem creature token into play.
More parts means more versatility.
(139/143)


Rare:3

Cursed Monolith
2, Artifact, Rare
T: Add 3 to your mana pool. You lose 3 life.
Be careful what you wish...
(136/143)

Shimmering Triad
3, Artifact, Rare
You may only play Shimmering Triad if you have exactly three cards in your hand.
3T: Draw a card.
(140/143)

Terrain Sentinel
4, Artifact Creature - Golem 3/3, Rare
3T: Return target nonbasic land to its owner's hand.
He's overprotective, that's for sure.
(141/143)


Land:2


Uncommon:1

Diamond Refinery
Land, Uncommon
Diamond Refinery comes into play tapped.
When Diamond Refinery comes into play, it deals 2 damage to you.
When Diamond Refinery comes into play, choose two colors.
T: Add one mana of one of the chosen colors to your mana pool.
(142/143)


Rare:1

Library of Belgaria
Legendary Land, Rare
T: Add 1 to your mana pool.
2T: Draw a card. Use this ability only if you have no cards in your hand.
(143/143)


Generated with Magic set Editor on 05-26-2003 22:24:59
by Twan van Laarhoven
1
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