Vortex
Robert Kallister

350 Cards total in set.


White:48


Common:18

Arrogant Hawk
, Creature - Bird 2/1, Common
Flying.
At the beginning of your upkeep, tap a creature you control.
He thinks he's ruler of the skies, so he does whatever's necessary to keep it that way.
(3/350)

Blessed Lancer
1, Creature - Knight 2/2, Common
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
First strike.
When Blessed Lancer comes into play, gain 4 life.
(6/350)

Blind Fighter
1, Creature - Soldier 3/3, Common
At the beginning of each combat step, you may pay 3. If you don't, Blind Fighter can't attack or block this turn.
Without sight, the blind rely on every other sense to guide them. But the senses are never foolproof.
(8/350)

Crossbow Deployment
1, Enchant Creature, Common
Enchanted creature gets "T: This creature deals 2 damage to target attacking or blocking creature."
A crossbow for everyone means less casualties. Let's get about a million.
(11/350)

Disrupting Ray
3, Instant, Common
Choose one: Destroy target artifact, destroy target enchantment, put target artifact on top of its owner's library, or put target enchantment on top of its owner's library.
(13/350)

Essence Drain
1, Instant, Common
Destroy target enchantment. Target creature you control gets protection from all colors of that enchantment until end of turn.
(15/350)

Falcon Hunter
1, Creature - Bird 1/1, Common
Flying.
Whenever Falcon Hunter attacks, you may pay 1W. If you do, tap target non-flying creature.
When the falcons fly overhead, everyone ducks for cover.
(17/350)

Griffin Skimmer
2, Creature - Griffin 3/1, Common
Flying.
Griffin Skimmer can't block creatures with flying.
Their cat instincts make them fly low to pounce on an enemy from a close distance.
(22/350)

Ideal Mechanist
1, Creature - Soldier 1/1, Common
When Ideal Mechanist comes into play, destroy target artifact.
(26/350)

Mechanic's Bargain
, Instant, Common
Destroy target artifact an opponent controls unless that artifact's controller has you gain 7 life.
"This is worth nothing to you, and a lot to me. Let's make a deal."
(27/350)

Prismatic Shield
2, Enchant Creature, Common
Enchanted creature gets protection from the colors of mana an opponents' lands could produce. This effect does not remove Prismatic Shield.
"Stand your ground, men. We need a human wall to keep the demons at bay."
-Churram, Battle Warlord

(34/350)

Pulverizing Shot
2, Instant, Common
Destroy target artifact creature.
Draw a card.
"Give them everything we've got!"
-Yori, Royal Captain

(35/350)

Sendaris Archers
, Creature - Soldier 2/1, Common
First strike.
Attacking does not cause Sendaris Archers to tap.
1W: Sendaris Archers can block as though it had flying this turn.
(36/350)

Sendaris Lancers
1, Creature - Soldier 3/1, Common
First strike.
Whenever Sendaris Lancers deals combat damage to a creature, that creature's controller gains 1 life.
The elite are not without sympathy.
(38/350)

Spear Volley
1, Instant, Common
Spear Volley deals 3 damage to target attacking or blocking creature.
"Once the man wall is set up, launch the ballistae! Don't let a single one of them through!"
-Churram, Battle Warlord

(41/350)

Spike Barrier
1, Instant, Common
The next time target attacking creature would deal damage to you this turn, that creature deals that damage to itself.
(42/350)

Surprise Attack
, Instant, Common
As an additional cost to play Surprise Attack, sacrifice a tapped creature you control.
Remove target attacking creature from the game.
Soldiers never expect the trees to attack back.
(44/350)

Withstand
2, Instant, Common
Choose one: Prevent all damage that would be dealt to target creature this turn, or regenerate target creature.
Draw a card.
(48/350)


Uncommon:15

Angelic Resurrection
1, Sorcery, Uncommon
Return target Angel from your graveyard to play under your control.
"In all honesty, angels never die. They fade away, only to return stronger than before."
-Joleph, Necromancer

(2/350)

Arrogant Vandal
1, Creature - Mercenary 2/1, Uncommon
WT, Discard a card: Destroy target artifact.
Some have no respect for possessions.
(4/350)

Combat Angel
1, Creature - Angel 2/2, Uncommon
Flying.
Whenever Combat Angel becomes blocked, you may pay 1W. If you do, Combat Angel gets +3/+3 until end of turn.
(9/350)

Conversion Platform
2, Enchantment, Uncommon
When Conversion Platform comes into play, choose a color.
W: Prevent all damage a source of the chosen color an opponent controls would deal to you this turn. If that damage is prevented this way, gain 1 life.
(10/350)

Dome of Protection
3, Enchantment, Uncommon
When Dome of Protection comes into play, choose a color.
W: Creatures you control get protection from the chosen color until end of turn.
(14/350)

Faithrider
3, Creature - Soldier 2/1, Uncommon
Whenever Faithrider attacks or blocks, choose a color. Faithrider gets protection from that color until end of turn.
W: Faithrider gains first strike until end of turn.
Hope has weight if you want it to.
(16/350)

Glinting Mirror
2, Instant, Uncommon
You can't be the target of spells or abilities this turn.
Draw a card.
(21/350)

Mechanical Sphere
3, Enchantment, Uncommon
Whenever an artifact source would deal damage to you, prevent the next 2 damage that source would deal.
"I guess it's a good thing these have been installed. My sorcery can't animate machines."
-Joleph, Necromancer

(28/350)

Mechanical Strength
3, Enchant Creature, Uncommon
Enchanted creature gets +1/+1 for each artifact you control.
"Machines! We need more machines!"
-Yori, Royal Captain

(29/350)

Mirrorstone Wall
3, Creature - Wall 0/8, Uncommon
Whenever a creature deals combat damage to Mirrorstone Wall, that creature deals an equal amount of damage to its controller.
You will only see that which you take with you.
(30/350)

Overstep
2, Instant, Uncommon
The next time target creature deals damage to you this turn, it deals an equal amount of damage to itself.
"War has boundaries, like anything else. But overstepping those boundaries proves fatal."
-Churram, Battle Warlord

(31/350)

Path of Pacifism
2, Enchant Creature, Uncommon
You may play Path of Pacifism any time you could play an instant.
Play Path of Pacifism only during combat, and only on an attacking creature.
When Path of Pacifism comes into play, it deals 2 damage to enchanted creature.
Enchanted creature can't attack.
(32/350)

Prelgath Armory
3, Enchantment, Uncommon
1W: Target creature gets +0/+1 and first strike until end of turn.
"Armor and shields.....they're not spells, but they'll have to do."
-Naphroden, Prelgath Sorcerer

(33/350)

Sendaris Elite
2, Creature - Soldier 3/3, Uncommon
Protection from artifacts.
The men strong enough to survive battles with the machines are promoted to the highest rank.
(37/350)

Sendaris Purifiers
2, Creature - Soldier 3/3, Uncommon
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Sendaris Purifiers comes into play, you may choose to destroy target artifact or enchantment. If you do, gain 2 life.
(39/350)


Rare:15

Angel of Vengeance
3, Creature - Angel 3/4, Rare
Flying.
Whenever a creature you control is put into a graveyard from play, Angel of Vengeance gets +2/+2 until end of turn.
The bittersweet taste of revenge is both her duty and her curse.
(1/350)

Battle Mechanist
3, Creature - Soldier 1/4, Rare
Protection from artifacts.
1WT: Destroy target artifact. It can't be regenerated.
When necessary, the mechanics take up their arms and storm onto the battlefields.
(5/350)

Blight Mage
3, Creature - Wizard 2/1, Rare
Supply: 1 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Blight Mage comes into play, destroy all lands.
(7/350)

Devoted Fanatic
3, Creature - Cleric 4/4, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Devoted Fanatic comes into play, destroy all enchantments and artifacts you don't control.
(12/350)

First Rite
2, Enchantment, Rare
Creatures you control get +1/+1 and protection from red.
The first duty is honor.
(18/350)

Gaea's Decree
3, Sorcery, Rare
Choose a number no less than five. Destroy all creatures with toughness equal to or less than the chosen number. They can't be regenerated.
"We will heed the wishes of Mother Earth."
-Naphroden, Prelgath Sorcerer

(19/350)

Gaea's Edict
4, Sorcery, Rare
Gaea's Edict deals damage equal to the number of lands you control to each creature. Those creatures can't regenerate this turn.
The ground shook with fury as Gaea commanded it to swallow the Nak' Thal invaders.
(20/350)

Griffin Squadron
5, Creature - Griffin 6/6, Rare
Flying, first strike.
A mob of angry griffins is probably the last thing you want to come into contact with.
(23/350)

High Salary
5, Sorcery, Rare
Each player sacrifices the creature he or she controls with the highest mana cost. (If two or more creatures are tied for the highest mana cost, that player chooses only one of them) Then, each player sacrifices X lands, where X is equal to the mana cost of the creature he or she sacrificed this way.
With power comes great price.
(24/350)

Hope's Valor
6, Sorcery, Rare
You may sacrifice five lands instead of paying Hope's Valor's mana cost.
Target player gains 20 life.
(25/350)

Soothing Calm
1, Enchantment, Rare
Whenever a source would deal damage, that source deals that much damage minus one.
Anger and hatred can't last forever.
(40/350)

Steel Defenses
3, Instant, Rare
Blocking creatures get +5/+5 until end of turn.
Hard defenses turn into solid offenses.
(43/350)

Vengeful Fanatics
, Creature - Soldier 1/1, Rare
Whenever Vengeful Fanatics is put into a graveyard from play, put a 1/1 white Soldier creature token into play that has "Whenever this permanent is put into a graveyard from play, put a 1/1 white Soldier creature token into play."
Those guy's 've got balls.
(45/350)

Vengeful Healer
1, Creature - Cleric 0/1, Rare
3WT, Put a card from your hand on top of your library: Destroy target attacking creature. You gain 1 life.
(46/350)

Wall of Destiny
1, Creature - Wall 2/5, Rare
Whenever Wall of Destiny deals combat damage to a creature, remove that creature from the game.
1W: Wall of Destiny can attack this turn as though it weren't a wall.
(47/350)


Blue:48


Common:18

Aqua Dancer
1, Creature - Merfolk 2/1, Common
Aqua Dancer gains flying as long as an opponent controls a nonbasic land.
The dancers prance to a tune only Gaea can hear.
(49/350)

Breeze of Erasure
1, Instant, Common
Counter target spell.
At the beginning of your next main phase, add 2 to your mana pool.
It carries energy from one section of the world to another in hopes to distribute power evenly.
(52/350)

Combat Frigate
1, Creature - Pirate 2/3, Common
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Combat Frigate comes into play, return target creature to its owner's hand.
(54/350)

Illusionary Soldier
, Creature - Illusion 1/1, Common
Illusionary Soldier is unblockable.
At the end of combat, if Illusionary Soldier attacked or blocked, return it to its owner's hand.
(60/350)

Iron Mage
, Creature - Wizard 1/1, Common
T: Target artifact can't be the target of spells or abilities this turn.
If you play with metal long enough, you learn how to manipulate it.
(61/350)

Iron Wings
2, Sorcery, Common
Artifact creatures you control gain flying until end of turn.
Draw a card.
"I'd say they'll last about an hour. If they're still in the air after that, they won't be for much longer."
-Yori, Royal Captain

(62/350)

Lost In Time
2, Instant, Common
Counter target spell. If that spell is countered this way, put it on the bottom of its owner's library.
(64/350)

Mechana Regiment
2, Creature - Soldier 2/3, Common
Sacrifice Mechana Regiment: Return target artifact creature to its owner's hand.
They are taught to fight with their blades as well as their tools.
(65/350)

Mechanical Wings
, Enchant Creature, Common
Enchanted creature gets +1/+1 and flying.
Whenever enchanted creature becomes the target of a spell or ability, sacrifice Mechanical Wings.
They work for a little while, but they have yet to build a set that won't fall apart.
(66/350)

Memory Spike
2, Instant, Common
Counter target spell unless that spell's controller pays 2. If that spell is countered this way, you may draw a card.
"So then there was this........uh, what was I talking about?"
(67/350)

Overtime
, Instant, Common
Target player skips his or her next draw step.
At the beginning of the draw step after that player's next, that player draws two cards.
"I sure hope all this work is worth it...."
-Churram, Battle Warlord

(70/350)

Proud Drake
2, Creature - Drake 3/3, Common
Flying.
When Proud Drake comes into play, put two cards from your hand on top of your library. If you don't, sacrifice Proud Drake.
He won't fight those he feels unworthy of his time.
(75/350)

Psychic Owl
1, Creature - Owl 2/1, Common
Flying.
Whenever Psychic Owl deals combat damage to a player, all players may draw a card.
"Even the birds can read our minds!"
-Yori, Royal Captain

(79/350)

Swooping Drake
4, Creature - Drake 3/3, Common
Flying.
1UT: Tap target creature.
The drakes divebomb unsuspecting peasants below, hoping to pick up a fast meal.
(83/350)

Uplift
1, Instant, Common
Choose one: Return target creature to its owner's hand, or target creature gains flying until end of turn.
(91/350)

Water Fowl
2, Creature - Bird 3/3, Common
Water Fowl can't attack unless defending player controls an island.
U: Water Fowl gains flying until end of turn.
Flocks of these birds congregate in huge masses. If angered, they attack like no other herd of beasts in the world.
(93/350)

Wavechaser
, Creature - Merfolk 2/1, Common
Islandwalk.
At the beginning of your upkeep, an opponent of your choice may choose a land he or she controls and a basic land type. That land becomes that basic land type until your next upkeep.
He never knows where the next one will take him.
(94/350)

Weighted Chains
1, Enchant Creature, Common
As long as enchanted creature's toughness is 4 or less, enchanted creature doesn't untap during the untap step.
Mrotak torture techniques usually involve a spectacle everyone can enjoy.
(96/350)


Uncommon:15

Arcane Study
4, Instant, Uncommon
Draw five cards, then discard two cards.
"I'm sure we can figure out how it works if we research these writings."
-Nahroden, Prelgath Sorcerer

(50/350)

Blurred Regiment
2, Creature - Illusion Soldier 2/3, Uncommon
Blurred Regiment can't be the target of spells or abilities.
Whenever Blurred Regiment attacks, defending play may pay 3. If he or she doesn't, Blurred Regiment is unblockable this turn.
(51/350)

Curse of Twins
1, Enchant Creature, Uncommon
Curse of Twins may only enchant a creature you control.
When Curse of Twins comes into play, put a Link counter on target creature.
Whenever enchanted creature taps or untaps, the creature with the Link counter does the same.
Whenever enchanted creature is dealt damage, Curse of Twins deals an equal amount of damage to the creature with the Link counter.
(56/350)

Evocation of Denial
2, Instant, Uncommon
Counter target spell. Put the top three cards of that spell's controller's library into his or her graveyard.
"That ringing in your ears is gonna' last for a few days, so just get used to it."
-Nahroden, Prelgath sorcerer

(58/350)

Livid Pool
, Instant, Uncommon
All mana-producing lands you control gain "T: Add U to your mana pool," until end of turn.
Draw a card.
(63/350)

Metalcaster
1, Creature - Wizard 2/1, Uncommon
UT: Tap or untap target artifact creature.
1UT: Target artifact creature gets +2/+2 until end of turn.
Wizards must always adapt to every situation. Even so far as to change the premise of their sorcery.
(68/350)

Mists of Prelgath
1, Instant, Uncommon
Tap all nonenchantment permanents target player controls.
The steam from the turbine engines can blanket entire towns in a single night.
(69/350)

Prelgath Mages
3, Creature - Wizard 2/1, Uncommon
1UT: Prelgath Mages deals 2 damage to target creature or player.
(72/350)

Prelgath Mechanic
1, Creature - Townsperson 1/1, Uncommon
UT, Discard a card: Return target artifact from your graveyard to your hand.
"I can fix just about anything but my marriage."
-Mechanic

(73/350)

Proud Serpent
1, Creature - Serpent 6/5, Uncommon
When Proud Serpent comes into play, you may put three cards from your hand on top of your library. If you don't, sacrifice Proud Serpent.
Proud Serpent can't attack unless defending player controls an island.
(77/350)

Research Discovery
2, Instant, Uncommon
Return target artifact you control to its owner's hand. If you do, draw three cards.
"I think I'm on to something here...."
-Naphroden, Prelgath Sorcerer

(80/350)

Sea Hydra
4, Creature - Hydra 0/4, Uncommon
Sea Hydra comes into play with five +1/+0 counters on it.
Sea Hydra can't attack unless defending player controls an island.
Remove a +1/+0 counter from Sea Hydra: Target land becomes an island until end of turn.
(81/350)

Telekinetic Influence
, Enchantment, Uncommon
Put a card from your hand on top of your library: Tap or untap target permanent.
The Nak'Thal soldier stood poised in front of Naphroden, ready to strike. The Prelgath wizard simply created a thought, and the beast was pinned to the ground.
(85/350)

Unbalance
2, Instant, Uncommon
Counter target spell unless its controller pays X, where X is the number of lands you control.
"Tipping the odds in our favor isn't very honorable, but we have a better chance at winning this way."
-Churram, Battle Warlord

(89/350)

Waverider
3, Creature - Merfolk 2/1, Uncommon
Islandwalk.
2: Target land becomes an island until end of turn.
To the merfolk, surfing is second nature.
(95/350)


Rare:15

Cold Winds
1, Enchantment, Rare
Creatures don't untap during the untap step.
At the beginning of each player's upkeep, that player may pay 2 for any creature he or she controls. If that player does, untap that creature.
(53/350)

Convincing Argument
, Enchant Creature, Rare
Gain control of enchanted creature.
At the beginning of its owner's upkeep, that player may pay enchanted creature's mana cost. If that player does, sacrifice Convincing Argument.
(55/350)

Deflecting Ray
1, Instant, Rare
As an additional cost to play Deflecting Ray, remove a card in your hand from the game.
Change the target of target spell with a single target.
(57/350)

Fountain Springs
2, Enchantment, Rare
At any time you have no cards in your hand, sacrifice Fountain Springs. If you do, all players shuffle their hands and graveyards into their owners' libraries, then each player draws seven cards.
(59/350)

Peregodwen
5, Creature - Beast 6/4, Rare
Flying.
2U: Peregodwen can't be the target of spells or abilities this turn.
Monstrous, yet agile. Some call him the emperor of the skies.
(71/350)

Prelgath Warlock
3, Creature - Wizard 3/3, Rare
Supply: 3 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Prelgath Warlock comes into play, draw four cards.
Prelgath Warlock can't be the target of spells or abilities.
(74/350)

Proud Duellist
, Creature - Soldier 2/2, Rare
When Proud Duellist comes into play, you may put two cards from your hand on top of your library. If you don't, sacrifice Proud Duellist.
Put a card from your hand on top of your library: Proud Duellist gets +2/+2 until end of turn. Play this ability only once each turn.
(76/350)

Psionic Apprentice
2, Creature - Wizard 2/2, Rare
Put a card from your hand on top of your library: Tap or untap target creature.
(78/350)

Simple Combat
3, Enchantment, Rare
Creatures lose all abilities.
"Fancy moves and little strategies are for the weak. My strength is the best weapon I have."
-Churram, Battle Warlord

(82/350)

Syphon Power
2, Instant, Rare
Tap all lands target player controls. At the beginning of your next main phase, add X to your mana pool, where X is the number of lands tapped by Syphon Power.
(84/350)

Third Rite
2, Enchantment, Rare
Creatures you control get +1/+1 and protection from green.
The third duty is acceptance.
(86/350)

Time Channel
5, Sorcery, Rare
Take another turn after this one.
Draw a card.
Naphroden was able to peer into the multiverse of temporal systems, revealing the wonders of worlds beyond his.
(87/350)

Time Thief
4, Creature - Pirate 3/3, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Time Thief comes into play, take another turn after this one.
(88/350)

Unfamiliar Territory
1, Enchantment, Rare
When Unfamiliar Territory comes into play, draw a card.
Lands in players' libraries are considered non-basic.
Yori and Churram marched their regiments to the southern end of the battleground, only to become horribly lost.
(90/350)

War Drake
3, Creature - Drake 4/3, Rare
Flying.
War Drake gets first strike when attacking.
(92/350)


Black:48


Common:18

Bestial Decay
2, Enchant Creature, Common
At the beginning of its controller's upkeep, enchanted creature's controller puts a Decay counter on Bestial Decay.
Enchanted creature gets -1/-1 for each Decay counter on Bestial Decay.
(99/350)

Clouded Judgment
1, Instant, Common
Whenever target player plays a spell this turn, that player discards a card.
"I have too many options. I'm not sure which to use."
-Naphroden, Prelgath Sorcerer

(102/350)

Demonic Horns
2, Enchant Creature, Common
Enchanted creature gets +3/+1.
Whenever enchanted creature deals combat damage to a creature, destroy that creature. It can't be regenerated.
(105/350)

Demonic Strength
2, Enchant Creature, Common
Enchanted creature gets +4/+4 and can't block.
The fury of a demon is hard to compete with.
(108/350)

Despairing Tragedy
5, Sorcery, Common
Target player sacrifices a creature. Then, that player discards a number of cards equal to that creature's mana cost.
"We still mourn the loss of our brothers during this perilous event. May they rest in peace."
-Mrotak Soldier

(109/350)

Drudging Ghouls
2, Creature - Zombie 2/1, Common
B, Remove a creature card in your graveyard from the game: Regenerate Drudging Ghouls. Then, put a +1/+1 counter on Drudging Ghouls if it regenerated this way.
(110/350)

Mechanical Rebirth
1, Instant, Common
Put target creature from target player's graveyard on top of that player's library.
A few soldiers who die on the battlefield are resurrected as horrid machines.
(117/350)

Mrotak Serpent
, Creature - Snake 1/2, Common
Destroy all creatures Mrotak Serpent deals combat damage to.
"Heights, spiders, death...people fear many things. Soon, they will fear snakes."
-Joleph, Necromancer

(122/350)

Mrotak Slayer
2, Creature - Soldier 2/1, Common
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Mrotak Slayer comes into play, destroy target nonblack, nonartifact creature.
(123/350)

Mrotak Tinkerer
1, Creature - Wizard 1/1, Common
T: Target colorless creature gets -1/-1 until end of turn.
(124/350)

Nak' Thal Demon
2, Creature - Beast 3/3, Common
Nak' Thal Demon gets +1/+1 as long as an opponent controls a green or white permanent.
Their feasts often consist of healthy portions of fear and hatred.
(126/350)

Nak' Thal Sorcery
1, Sorcery, Common
Nak' Thal Sorcery deals 2 damage to target creature. If that creature is put into a graveyard this turn, that creature's controller discards a card.
It twists your body as it mangles your mind.
(130/350)

Nak' Thal Thug
2, Creature - Beast 3/4, Common
If Nak' Thal Thug becomes the target of a spell or ability you don't control, put it on top of its owner's library.
(132/350)

Severed Link
1, Instant, Common
Destroy target nonblack, nonartifact creature . It can't be regenerated. That creature's controller discards a card.
The summoned monsters have a special frequency they use to communicate with their master. When that waveband is broken, the summoner is the one who suffers most.
(137/350)

Sinister Witch
, Creature - Witch 0/2, Common
Discard two cards from your hand: Add BB to your mana pool.
"Knowlege is power, but only at a price."
-Mrotak Witch

(138/350)

Tainted Influence
3, Instant, Common
Return target creature put into your graveyard from play this turn to play.
"We have no time to rest, my servants. I apologize for this, but we will lose without your assistance."
-Joleph, Necromancer

(140/350)

Victim's Claim
2, Enchant Creature, Common
Whenever enchanted creature is put into a graveyard from play, destroy target nonblack creature, then draw two cards.
Vengeance is a common occurance in Mrotak. Then after you've avenged your fallen comerade, you collect his will.
(143/350)

Zombie Brawler
2, Creature - Zombie 3/2, Common
Whenever Zombie Brawler deals damage to a creature, that creature gets -1/-1 until end of turn.
"They may not have a brain, but they've got a killer left hook."
-Joleph, Necromancer

(144/350)


Uncommon:15

Android
1, Artifact Creature - Zombie 2/1, Uncommon
BT, Discard a card: Return target artifact creature from your graveyard to your hand.
Where metal and man meet.
(97/350)

Bone Dregs
2, Enchantment, Uncommon
1B, Discard a card: Regenerate target creature.
(100/350)

Cloud of Decay
2, Sorcery, Uncommon
Destroy target nonblack creature. It can't be regenerated. That creature's controller sacrifices a nonenchantment permanent.
(101/350)

Combat Wasp
3, Creature - Insect 3/1, Uncommon
Flying.
2: The next time Combat Wasp deals combat damage to a non-artifact creature this turn, destroy that creature.
"Ever been stung by a ten-foot bee?"
-Yori, Royal Captain

(103/350)

Demon Pit
1, Enchantment, Uncommon
Put three cards from your hand on top of your library: Put a 3/3 black Beast creature token into play.
The Nak'Thal have perfected the rituals of breeding to the point of exaction. No other species of beings has such capable genetics.
(104/350)

Foul Miasma
2, Enchantment, Uncommon
B: Foul Miasma deals 1 damage to all players.
A stench worse than a million dead skunks.
(114/350)

Hazerider
3, Creature - Zombie 2/1, Uncommon
Whenever Hazerider attacks, it deals 1 damage to defending player and all creatures he or she controls.
When riding filth, it's best to take a hankey.
(116/350)

Mesmeric Stare
, Sorcery, Uncommon
Name a card. Target opponent discards a card from his or her hand. If that player discards the named card, that player loses 3 life.
(118/350)

Monstrous Imp
1, Creature - Imp 3/3, Uncommon
Flying.
At the beginning of your upkeep, you lose 1 life.
Imps are generally small, like wicker-basket small. These have been known to carry oxen off in the night.
(120/350)

Mrotak Witch
1, Creature - Wizard 1/2, Uncommon
When Mrotak Witch comes into play, add BB to your mana pool.
(125/350)

Nak' Thal Reaper
1, Creature - Beast 2/2, Uncommon
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
Flying.
When Nak' Thal Reaper comes into play, destroy target non-black creature. It can't be regenerated.
(129/350)

Nak' Thal Stormer
4, Creature - Beast 4/3, Uncommon
Trample, protection from white.
Simple in structure, but complicated enough to make it hard to kill.
(131/350)

Pathogen
, Enchant Creature, Uncommon
At the beginning of each player's upkeep, that player puts a -1/-1 counter on each creature he or she controls with a Contagion counter on it.
Whenever enchanted creature deals combat damage to another creature, put a Contagion counter on that creature.
If Pathogen leaves play, remove all Contagion counters from all creatures.
(135/350)

Tainted Skeleton
2, Creature - Skeleton 3/1, Uncommon
B: Regenerate Tainted Skeleton.
Evil can strengthen anything, even the dead.
(141/350)

Twisted Reality
3, Sorcery, Uncommon
Look at target player's hand and choose up to two cards there. For each card chosen, you may choose to have that player discard that card, or to put that card on top of its owner's library.
(142/350)


Rare:15

Angel of Sorrow
4, Creature - Angel 3/3, Rare
Flying.
Whenever Angel of Sorrow is put into a graveyard from play, you may return another target creature from your graveyard to your hand.
(98/350)

Demonic Pact
1, Sorcery, Rare
Sacrifice a creature. Then, discard your hand, and draw a number of cards equal to that creature's power.
An exchange of knowledge for blood.
(106/350)

Demonic Stalker
4, Creature - Beast 4/4, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Demonic Stalker comes into play, destroy target land and target creature.
(107/350)

Dying Breath
, Sorcery, Rare
As an additional cost to play Dying Breath, sacrifice all permanents you control, and remove all cards in your library from the game.
Target player loses 7 life.
(111/350)

Endless Crater
2, Enchantment, Rare
Whenever a creature would be put into a graveyard from play, remove it from the game. Then that creature's controller loses 1 life.
(112/350)

Fifth Rite
2, Enchantment, Rare
Creatures you control get +1/+1 and protection from white.
The fifth duty is victory.
(113/350)

Growing Pains
1, Sorcery, Rare
If a creature has a counter and/or local enchantment that increases its power and/or toughness, destroy it. It can't be regenerated.
"It's the price you pay for trying to get ahead of me."
-Joleph, Necromancer

(115/350)

Mindsquelcher
4, Creature - Beast 2/2, Rare
Flying.
When Mindsquelcher comes into play, target player loses life equal to the number of cards in his or her hand.
(119/350)

Monstrous Tutor
2, Sorcery, Rare
You may pay 2 for any card in your hand. If you do, remove that card from the game, then search your library for a card and put it in your hand. Then shuffle your library.
(121/350)

Nak' Thal Emperor
5, Creature - Beast 6/6, Rare
Trample.
Nonblack, nonartifact creatures blocking Nak' Thal Emperor get -1/-1 until end of turn.
(127/350)

Nak' Thal Endbringer
4, Creature - Beast 5/5, Rare
Nak' Thal Endbringer can't be blocked except by black and artifact creatures.
3BT: Target creature gets -3/-3 until end of turn. Nak' Thal Endbringer doesn't untap during your next untap step.
(128/350)

Nak'Thal Plaguecarrier
4, Creature - Beast 3/3, Rare
Supply: 3 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Nak'Thal Plaguecarrier comes into play, all other creatures get -5/-5 until end of turn.
(133/350)

Necromantic Mishap
2, Sorcery, Rare
Return all creatures from all players graveyards to play. Then, each player chooses an opponent and exchanges all creatures he or she controls returned to play this way with that player.
(134/350)

Planar Curse
2, Sorcery, Rare
Each player removes all creatures he or she controls from the game. At the end of turn, each player returns those creatures to play under their owners' control. Then, each player loses 1 life for each creature he or she controls returned to play this way.
(136/350)

Skeletal Seer
2, Creature - Skeleton 1/1, Rare
1B: Regenerate Skeletal Seer.
XBBT, Remove X target cards in your graveyard from the game: Draw X cards, then lose X life.
(139/350)


Red:48


Common:18

Acid Sprayer
2, Creature - Soldier 2/2, Common
R,T: Acid Sprayer deals 2 damage to target colorless creature.
Give them a vial of corrosive fluid, and they'll change the tide of a battle.
(145/350)

Churned Earth
3, Sorcery, Common
Destroy target land. Churned Earth deals 2 damage to target creature.
(149/350)

Cobra Strike
2, Instant, Common
Target creature gets +3/+0 and first strike until end of turn.
Draw a card.
(151/350)

Flame Blaster
1, Enchant Creature, Common
Enchanted creature has "T: This creature deals 2 damage to target creature and 1 damage to itself."
"Hard to use, but effective. You just have to make sure you don't burn your clothes off."
-Yori, Royal Captain

(160/350)

Goblin Vandals
3, Creature - Goblin 2/2, Common
When Goblin Vandals comes into play, destroy target artifact creature. It can't be regenerated.
"Man, can't they do ANYTHING without breaking something?"
-Churram, Battle Warlord

(161/350)

Intimidate
1, Sorcery, Common
If target creature blocks this turn, its controller sacrifices it at the end of turn.
Draw a card.
"You got something to say to ME?"
-Yori, Royal Captain

(162/350)

Malavak Forces
4, Creature - Soldier 3/3, Common
Malavak Forces can't be blocked except by two or more creatures.
R: Malavak Forces gets +1/+0 until end of turn.
(167/350)

Malavak Torch
, Enchant Creature, Common
Sacrifice Malavak Torch: Malavak Torch deals 3 damage to target creature blocking or blocked by enchanted creature.
(169/350)

Noxious Goblin
2, Creature - Goblin 1/1, Common
Noxious Goblin can't be blocked except by three or more creatures.
"Those hideous things must wallow around in their own filth for hours."
-Emperor Ulthwen

(171/350)

Shattering Bolt
1, Instant, Common
Shattering Bolt deals 3 damage to target artifact creature.
Draw a card.
(176/350)

Shocking Lance
1, Enchant Creature, Common
Enchanted creature gets +1/+0 and first strike.
Whenever enchanted creature becomes blocked, Shocking Lance deals 1 damage to target creature blocking enchanted creature.
The sparks hit before the lance does.
(177/350)

Soul Scorcher
2, Creature - Wizard 2/1, Common
T: Soul Scorcher deals 1 damage to target creature. That creature can't regenerate this turn.
"To cleanse the soul, you must evaporate it."
-Scorcher

(179/350)

Sparkshooter
1, Creature - Wizard 2/1, Common
Supply: 1 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Sparkshooter comes into play, it deals 2 damage to target creature or player.
(180/350)

Sprain
, Instant, Common
Sprain deals 1 damage to target creature. That creature can't block this turn.
"The warriors fight through broken arms, profuse bleeding, and head trauma. But one ankle injury, and they cry like girls."
-Yori, Royal Captain

(182/350)

Steam Treatment
2, Sorcery, Common
Steam Treatment deals 1 damage to all creatures.
Draw a card.
Heat cures a lot of things, including being alive.
(183/350)

Throbbing Wounds
2, Instant, Common
Throbbing Wounds deals X damage to target player, where X is the number of creatures that player controls that were dealt damage this turn.
It burns!
(187/350)

Torch Runner
2, Creature - Mercenary 2/1, Common
White and artifact creatures can't block Torch Runner.
"Hot stuff, coming through!"
-Runner

(188/350)

Wolf Cavalry
4, Creature - Wolf Knight 3/3, Common
Haste.
Wolf Cavalry can't be blocked except by two or more creatures.
The wolves howl from miles away to convey their domination of all beings, human and animal alike.
(192/350)


Uncommon:15

Boiling Temper
3, Sorcery, Uncommon
Boiling Temper deals 3 damage to all creatures.
"Anger will be my weapon."
-Churram, Battle Warlord

(148/350)

Fast Hands
1, Enchant Creature, Uncommon
Whenever enchanted creature deals combat damage to a player, you may flip a coin. If you win that flip, sacrifice Fast Hands, then gain control of target permanent that player controls. Otherwise Fast Hands deals 2 damage to enchanted creature.
Damn! Almost had it that time...
(157/350)

Fate's Choice
, Instant, Uncommon
Shuffle target player's library.
Draw a card.
The prophets can't even predict what the Winds of Change wish.
(158/350)

Fault Divide
1, Sorcery, Uncommon
As an additional cost to play Fault Divide, put a card at random from your hand on top of your library.
Destroy target land.
(159/350)

Lavarider
3, Creature - Mercenary 2/1, Uncommon
Haste.
Whenever Lavarider becomes blocked, it gets +3/+0 and trample until end of turn.
I respect anyone that can tame magma.
(164/350)

Magma Funnel
1, Sorcery, Uncommon
Magma Funnel deals 5 damage to target creature.
Vortexes come in many styles. Some are energy, some water, and others lava.
(165/350)

Magnetic Cloud
2, Enchantment, Uncommon
Each player can't untap more than one artifact during his or her untap step.
The Nak'Thal spellcasters discovered a weakness in the Prelgathian army, then exploited it.
(166/350)

Malavak Swordsmith
2, Creature - Soldier 1/2, Uncommon
T, Sacrifice an artifact and a land: Put a +1/+1 counter on each of up to three target creatures.
Give him the resources and he'll give you an arsenal.
(168/350)

Rust Beast
1, Creature - Beast 2/1, Uncommon
RT, Discard a card: Destroy target artifact creature.
"If you're fully equipped with metal wares, I implore you to avoid all of these monsters at all costs."
(173/350)

Rusting Winds
1, Enchantment, Uncommon
At the beginning of your upkeep, you may pay 2R. If you do, destroy target artfiact.
"Our troops won't last long in this salty storm. We have to find shelter soon."
-Joleph, Necromancer

(174/350)

Slash and Burn
2, Enchantment, Uncommon
Sacrifice a forest: Slash and Burn deals 2 damage to target creature.
Remove a Forest in your graveyard from the game: Draw a card.
(178/350)

Striking Troops
2, Creature - Mercenary 2/1, Uncommon
First strike.
1R: Destroy target artifact creature blocking Striking Troops.
(184/350)

Sweltering Heat
3, Instant, Uncommon
Double all damage that would be dealt this turn.
Draw a card.
The battle lasted only a day, but the exhaustion would take years to recover from.
(186/350)

Volcanic Influence
3, Enchantment, Uncommon
Blue spells can't target spells you control.
"Magma has always been an overwhelming force of nature. Now its powers are being used to resist the manipulation of wizards around the globe."
-Naphroden, Prelgath Sorcerer

(189/350)

Whirling Firebreaker
3, Creature - Soldier 2/3, Uncommon
2R: Whirling Firebreaker deals 2 damage to target creature. If you play this ability more than once in a turn, it costs 1 more to play each additional time you play it.
(191/350)


Rare:15

Angered Pyrolisk
2, Creature - Bird 3/2, Rare
Flying.
Whenever a creature blocks or is blocked by Angered Pyrolisk, you may pay 2R and sacrifice Angered Pyrolisk. If you do, remove target creature blocking or blocked by Angered Pyrolisk from the game.
(146/350)

Bluff
1, Sorcery, Rare
Bluff can't be countered.
Target opponent reveals his or her hand. If that player has any blue instants there, that player chooses one of them and discards it.
Draw a card.
Gotcha!
(147/350)

Churram, Battle Warlord
2, Creature - Soldier Legend 3/2, Rare
Trample.
Attacking does not cause Churram, Battle Warlord to tap.
If Churram, Battle Warlord becomes blocked, it gets +2/+0 until end of turn for each creature blocking it.
(150/350)

Demonic Dragon
5, Creature - Dragon 4/5, Rare
Flying, trample.
1R: Demonic Dragon gets +2/+0 until end of turn. If Demonic Dragon deals combat damage to a creature this turn, that creature can't regenerate this turn.
(152/350)

Devastating Tremor
5, Sorcery, Rare
Destroy all lands. Devastating Tremor deals X damage to each player, where X is the number of lands that player controls destroyed this way.
We heard the ground choke, then felt the horrific trembling under our feet. Minutes later, thousands lay dead, and even more wounded.
(153/350)

Dry Season
1, Enchantment, Rare
Dry Season comes into play with four Heat counters on it.
At the beginning of your upkeep, remove a Heat counter from Dry Season. If you can't, sacrifice it.
Whenever a player plays a land, that player loses 3 life.
(154/350)

Endless Gorge
1, Enchant World, Rare
When Endless Gorge comes into play, each player puts a Left or Right counter on each creature he or she controls.
Whenever a creature comes into play, that creature's controller puts a Left or Right counter on that creature.
Nonflying creatures with a Left counter can only block creatures with a Left counter, and nonflying creatures with a Right counter can only block creatures with a Right counter.
(155/350)

Factory Raid
4, Sorcery, Rare
Gain control of all artifacts.
Naphroden and Churram took matters into their own hands when the Prelgath government denied them resources for the war.
(156/350)

Lava Crew
4, Creature - Mercenary 4/3, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Lava Crew comes into play, it deals 5 damage to target creature or player.
(163/350)

Mrotak Persuader
2, Creature - Soldier 1/1, Rare
2RT, Discard a card: Gain control of target artifact creature.
Words can be more powerful than swords.
(170/350)

Plasma Worm
5, Creature - Worm 5/3, Rare
Trample.
2RRT: Plasma Worm deals 4 damage to target creature. Plasma Worm doesn't untap during your next untap phase.
(172/350)

Second Rite
2, Enchantment, Rare
Creatures you control get +1/+1 and protection from blue.
The second duty is trust.
(175/350)

Spirit of Rage
1, Creature - Elemental 4/1, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
Haste, trample.
(181/350)

Sunfire Angel
3, Creature - Angel 2/5, Rare
Flying, protection from white.
Discard a card from your hand: Switch Sunfire Angel's power and toughness until end of turn.
(185/350)

Vortex Flare
3, Sorcery, Rare
Sacrifice any number of permanents: Vortex Flare deals X damage to target creature or player, where X is the number of permanents you sacrificed this way.
What it swallows, it spits back in a fiery storm.
(190/350)


Green:48


Common:18

Balguldan Bears
2, Creature - Bears 2/3, Common
Balguldan Bears gains trample if it is enchanted.
"Vicious animals often spawn from unpleasant treatment."
-Emperor Ulthwen

(195/350)

Balguldan Fletchery
1, Enchant Creature, Common
Enchanted creature gets +1/+1.
Enchanted creature gets "T: This creature deals 4 damage to target creature with flying."
The victims of the bows die before the arrow leaves the string.
(196/350)

Balguldan Platoon
1, Creature - Soldier 2/1, Common
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
Haste.
When Balguldan Platoon comes into play, target creature gets +2/+2 until end of turn.
(197/350)

Boulder Sling
2, Enchant Creature, Common
Boulder Sling can only enchant creatures with power 4 or higher.
T: Enchanted creature deals 3 damage to target creature.
"You've gotta be REAL strong to hurl stones that size."
-Churram, Battle Warlord

(199/350)

Channelling Surge
1, Instant, Common
Target artifact creature gets +5/+5 until end of turn.
When you know how the configuration works, it becomes much easier to manipulate the golems.
(201/350)

Elf Digger
, Creature - Elf 2/2, Common
Sacrifice Elf Digger: Put target card from your graveyard on top of your library.
The least favored job for an elf, but probably the most important.
(206/350)

Elven Purifier
3, Creature - Elf 1/1, Common
T: Destroy target enchantment.
"Too much filth in this world. Maybe we should change things up a bit?"
-Emperor Ulthwen

(208/350)

Elven Retaliators
1, Creature - Elf 1/2, Common
Protection from black.
T: Add G to your mana pool.
The Nak' Thal forces came full speed into the Balguldan woods to slaughter its inhabitants. The elves knew they had to fight back.
(209/350)

Inhibiting Ivy
2, Instant, Common
Tap target artifact.
Draw a card.
(216/350)

Magnetic Aura
2, Sorcery, Common
Destroy target artifact. It can't be regenerated. Put X +1/+1 counters on target creature, where X is equal to that artifact's mana cost.
(220/350)

Mechatog
1, Creature - Atog 1/2, Common
Put an artifact you control on top of its owner's library: Mechatog gets +1/+1 until end of turn.
They don't actually eat the machines. They just play with them until they fall apart, then wait for someone to put them back together.
(222/350)

Numbing Strike
2, Instant, Common
Prevent all combat damage target creature would deal this turn.
Draw a card.
Joleph swung his staff about, striking a demon in the leg. The monster laughed as it lurched forward, only to trip over as it lost all feeling in its foot.
(225/350)

Seasonal Shift
, Instant, Common
Search your library for a basic land and put it into play tapped. Shuffle your library, then put a land you control on top of its owner's library.
(226/350)

Soil Watch
3, Sorcery, Common
Search your library for a basic land and put it into play tapped. Then, you may tap an untapped creature you control. If you do, search your library for another basic land and put it into play tapped. Then shuffle your library.
(227/350)

Stinging Ivy
, Enchant Artifact, Common
Whenever enchanted artifact becomes tapped, or its activated abilities are played, Stinging Ivy deals 2 damage to that artifact's controller.
(229/350)

Uprgrade
1, Enchant Creature, Common
If enchanted creature is colorless, it gets +2/+2.
"I think these could use some better weaponry. Let's get to work."
-Prelgath Mechanic

(234/350)

Vitilizing Embrace
2, Enchant Creature, Common
Enchanted creature gets +2/+2 and has "G: Regenerate enchanted creature."
(237/350)

Wishful Memories
1, Sorcery, Common
Put the top four cards of your library into your graveyard. Then, put the bottom four cards of your graveyard on top of your library in any order.
(240/350)


Uncommon:15

Aggressive Buck
1, Creature - Deer 3/2, Uncommon
G: Regenerate Aggressive Buck.
"Damn things won't die."
-Joleph, Necromancer

(193/350)

Angered Cobra
1, Creature - Snake 3/1, Uncommon
First strike.
At the beginning of your upkeep, if you control any nonland permanents other than Angered Cobra, Angered Cobra deals 3 damage to you.
They're temper is hard to compare with anything else in nature. They're just too damn mean.
(194/350)

Balguldan Scavengers
1, Creature - Elf 2/2, Uncommon
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Balguldan Scavengers comes into play, you may put target card from your graveyard on top of your library.
(198/350)

Carpet of Briars
, Enchantment, Uncommon
Whenever a swamp an opponent controls is tapped for mana, you may put a Briar counter on Carpet of Briars. If you do, sacrifice it at end of turn.
When Carpet of Briars is put into a graveyard from play, it deals X damage to target player, where X is the number of Briar counters on it.
(200/350)

Divine Might
5, Instant, Uncommon
Target creature gets +5/+5 until end of turn.
Draw a card.
"Gaea is with us. Our struggle has become hers."
-Emperor Ulthwen

(203/350)

Downdraft
2, Instant, Uncommon
Downdraft deals 2 damage to all creatures with flying. Those creatures lose flying until end of turn.
"Whoa! That's quite a storm!"
-Emperor Ulthwen

(204/350)

Elf Sergeant
1, Creature - Elf 2/1, Uncommon
1G: Target Elf gets -1/-0 until end of turn.
1G: Target Elf gets +1/+0 until end of turn.
A man-at-arms is only as good as his mind.
(207/350)

Elven Tamer
1, Creature - Elf 1/1, Uncommon
2GT, put Elven Tamer on top of its owner's library: Put a creature card from your hand into play.
Their job is more dangerous than tightrope walking across a volcano.
(210/350)

Entrapment
2, Instant, Uncommon
Prevent all combat damage that would be dealt this turn. Entrapment deals 1 damage to all attacking creatures.
(212/350)

Ironstripper
1, Creature - Beast 2/2, Uncommon
Ironstripper can't be the target of spells or abilities.
If Ironstripper becomes blocked by an artifact creature, it gets +2/+2 and trample until end of turn.
(218/350)

Leafrider
3, Creature - Elf 2/1, Uncommon
Whenever Leafrider deals combat damage, you may put any number of lands from your hand into play. For each land you put into play this way, Leafrider deals 1 damage to you.
Hitchhiking in the woods is easier than it seems.
(219/350)

Nature's Peace
1, Sorcery, Uncommon
You may only play Nature's Peace if you control at least one enchantment.
Destroy all enchantments.
(224/350)

Splinter Mage
2, Creature - Wizard 2/2, Uncommon
2GT, Discard a card: Remove target artifact from the game.
Metal doesn't last long with him around.
(228/350)

Surround
2, Instant, Uncommon
Play only after you have declared attackers.
If you control more creatures than defending player, creatures you control get +2/+2 and trample until end of turn.
(230/350)

Wild Expanse
3, Instant, Uncommon
Search your library for up to three lands and reveal them. An opponent chooses one of those lands. Put the chosen land in your graveyard, and the others in your hand. Then shuffle your library.
(238/350)


Rare:15

Devoted Focus
1, Enchantment, Rare
1: Counter target spell or ability that would cause you to discard a card.
"My mind is all I have. I need to keep it together if I'm to win this war."
--Nahroden, Prelgath sorcerer.

(202/350)

Druid Calmer
3, Creature - Druid 3/3, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
When Druid Calmer comes into play, destroy all enchantments.
(205/350)

Enraged Champion
1, Creature - Elf 3/1, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
Haste, trample.
When Enraged Champion comes into play, target creature gets +2/+0 and trample until end of turn.
(211/350)

Fallowed Druid
3, Creature - Druid 1/2, Rare
2GT, Discard a card from your hand: Put target land on top of its owner's library.
Most druids fight to protect their homelands. Others, when realizing the inevitable, make it worthless to others that may want it.
(213/350)

Fourth Rite
2, Enchantment, Rare
Creatures you control get +1/+1 and protection from black.
The fourth duty is tolerance.
(214/350)

Gargantuan Oxen
4, Creature - Ox 5/5, Rare
Trample.
If a creature dealt combat damage by Gargantuan Oxen is put into a graveyard, you may return target card from your graveyard to your hand.
(215/350)

Ironbane Cavalry
3, Creature - Elf 4/4, Rare
Trample, protection from artifacts.
The Nak' Thal pushed into the Balguldan woods, even as the elves fought to push them back. Then the cavalry stepped in.
(217/350)

Mana Vines
, Creature - Plant 0/1, Rare
T: Add one mana of any color to your mana pool.
T, Sacrifice Mana Vines: Target attacking creature deals no combat damage this turn.
(221/350)

Mold Elemental
2, Creature - Elemental 1/1, Rare
Trample.
Mold Elemental can't be the target of spells or abilities.
At the beginning of your upkeep, you may put a +1/+1 counter on Mold Elemental.
(223/350)

Tree of Life
1, Creature - Tree 0/2, Rare
When Tree of Life comes into play, choose a color.
Discard a card from your hand: Add one mana of the chosen color to your mana pool.
(231/350)

Ulthwen's Call
3, Sorcery, Rare
Put a creature from your hand into play.
"My brothers and sisters! Heed my call!"
-Empreror Ulthwen

(232/350)

Ulthwen's Wisdom
1, Enchantment, Rare
1: Shuffle Ulthwen's Wisdom into its owner's library. Then, reveal the top four cards of your library. Put all creature cards revealed this way into your hand, and put all other cards revealed this way at the bottom of your library.
(233/350)

Vine Storm
4, Sorcery, Rare
Destroy all artifacts. They can't be regenerated. Gain 2 life for each artifact destroyed this way.
Ulthwen summoned a powerful gale that animated the foliage of his forest. The vines attacked the machines like madmen.
(235/350)

Violent Cyclone
4, Sorcery, Rare
Violent Cyclone deals 6 damage to each player and each creature with flying.
The portal created weather anomolies strong enough to tear worlds apart.
(236/350)

Wisdom of the Ancients
1, Enchantment, Rare
At the beginning of your upkeep, you may choose a card type. If you do, shuffle your library, then reveal the top two cards of it. If any of those cards are of the chosen type, put those cards in your hand. Put the others revealed this way on the bottom of your library.
(239/350)


Artifact:70


Common:20

Brass Golem
1, Artifact Creature - Golem 3/1, Common
If Brass Golem becomes tapped, sacrifice it at the end of turn.
I've seen hundred-year old bridges more sturdy than those mechanical skeletons.
(247/350)

Brass Soldier
3, Artifact Creature 1/1, Common
Whenever Brass Soldier becomes tapped, you may gain 1 life.
The bulk of the mechanical army consists of flimsy troops thrown together in a very short time.
(249/350)

Chain Spinner
2, Artifact Creature 0/2, Common
2: Chain Spinner gets +1/+0 until end of turn.
Small, but sizes can be deceiving in Prelgath.
(253/350)

Fragile Spear
2, Artifact, Common
T, Sacrifice Fragile Spear: Target creature gets +1/+0 and first strike until end of turn.
Draw a card.
(262/350)

Glowing Sphere
3, Artifact, Common
T: Untap target land.
"We have no idea where the spheres came from, or what their true powers are. All we know is they help our cause."
-Emperor Ulthwen

(264/350)

Mana Beam
1, Artifact, Common
Sacrifice Mana Beam: Add R to your mana pool.
Draw a card.
The land thirsts for the sun, and Gaea parts the clouds.
(270/350)

Mana Petal
1, Artifact, Common
Sacrifice Mana Petal: Add W to your mana pool.
Draw a card.
The land wakes, and Gaea speaks.
(271/350)

Mana Roots
1, Artifact, Common
Sacrifice Mana Roots: Add B to your mana pool.
Draw a card.
The land digs, and Gaea produces the nutrients.
(272/350)

Mana Seed
1, Artifact, Common
Sacrifice Mana Seed: Add G to your mana pool.
Draw a card.
The land plants its young, and Gaea makes them grow.
(273/350)

Mana Tear
1, Artifact, Common
Sacrifice Mana Tear: Add U to your mana pool.
Draw a card.
The land cries, and Gaea answers.
(274/350)

Seeding Pot
2, Artifact, Common
G, T: Put a land from your hand into play tapped.
Harvests in Sendaris are always fruitful, thanks to the magic seeds they are able to gather every year.
(283/350)

Shatterstone
2, Artifact, Common
R, T, Sacrifice Shatterstone: Destroy target artifact.
All things must end. The stones are sure to go out with a bang.
(285/350)

Sol Spire
2, Artifact, Common
T: Add one colorless mana to your mana pool.
3: Return Sol Spire to its owner's hand.
(289/350)

Soothing Tonic
2, Artifact, Common
W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
(290/350)

Spear Golem
3, Artifact Creature - Golem 2/2, Common
Spear Golem gets first strike when attacking.
Most troops would rather not get in front of these golems when they charge.
(292/350)

Spineless Golem
5, Creature - Golem 6/4, Common
Spineless Golem can't block.
With the technology the Prelgathians are working with, wouldn't you think installing a spine would be mandatory?
(293/350)

Steam Trooper
1, Artifact Creature 1/1, Common
1: Steam Trooper gets +2/+0 until end of turn. Target opponent may draw a card. Play this ability only once each turn.
(298/350)

Stone Amulet
3, Artifact, Common
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Small, yet effective. They repel a number of types of enemy attacks.
(301/350)

Swirling Generator
4, Artifact, Common
T: Add one mana of any color to your mana pool.
The best part of having generators is being able to reap whatever kind of energy you want from it.
(305/350)

Trap Door
3, Artifact, Common
T, Sacrifice Trap Door: Put target attacking creature on top of its owner's library.
"They'll fall for this one. Happens all the time."
-Churram, Battle Warlord

(308/350)


Uncommon:25

Absorbing Stone
3, Artifact, Uncommon
T: Add one mana to your mana pool of any color a land you or an opponent controls could produce.
Light can be consumed like anything else in this world.
(241/350)

Blessed Cylix
3, Artifact, Uncommon
1T: Add one mana of any color to your mana pool. Gain 1 life.
"Dreams are born in the minds of wizards. The cylix brings them to life."
-Churram, Battle Warlord

(246/350)

Brass Grinder
3, Artifact Creature - Golem 2/2, Uncommon
T, Put a -1/-1 counter on Brass Grinder: Draw a card.
If Brass Grinder has three or more -1/-1 counters on it, sacrifice it.
(248/350)

Bronze Angel
4, Artifact Creature - Angel 2/2, Uncommon
Flying.
Whenever a source would deal damage to Bronze Angel, that source deals that much damage minus one.
(250/350)

Bronze Automaton
3, Artifact Creature 1/4, Uncommon
2: Switch Bronze Automaton's power and toughness until end of turn.
(251/350)

Chained Monstrosity
5, Artifact Creature 5/5, Uncommon
Whenever Chained Monstrosity becomes tapped, it deals 3 damage to target creature you control.
When released, it flails about recklessly, damaging itself and others around it.
(254/350)

Dive Bomber
4, Artifact Creature 2/2, Uncommon
Flying.
3: Dive Bomber gets +2/+0 and loses flying until end of turn. Play this ability only once each turn, and only when you could play a sorcery.
"Zero in. We're going to nail 'em right on the head."
-Churram, Battle Warlord

(258/350)

Eternal Fountain
3, Artifact, Uncommon
At the beginning of your upkeep, if Eternal Fountain is in your graveyard, you may pay 2. If you do, return Eternal Fountain to play.
2T, Sacrifice Eternal Fountain: Gain 4 life.
(260/350)

Glass Idol
3, Artifact, Uncommon
T, Sacrifice Glass Idol: Put all cards from your hand on the bottom of your library, then draw that many cards.
With its destruction comes the power of the Gods.
(263/350)

Hardshell Golem
6, Artifact Creature - Golem 4/5, Uncommon
2: Regenerate Hardshell Golem.
The thick armor of these golems is almost impossible to penetrate.
(267/350)

Iron Infiltrator
4, Artifact Creature 3/2, Uncommon
Whenever Iron Infiltrator deals combat damage to a player, you may sacrifice it. If you do, draw two cards.
Machines make lousy spies. Well, most of the time they do......
(268/350)

Powerstone Cannon
6, Artifact, Uncommon
4T: Powerstone Cannon deals 3 damage to target creature. That creature can't regenerate this turn.
(276/350)

Prelgath Turbine
1, Artifact, Uncommon
T: Add 2 to your mana pool. Play this ability only during your end of turn step.
(277/350)

Pressure Thopter
5, Artifact Creature 2/3, Uncommon
Flying.
2: Pressure Thopter gets +1/+0 until end of turn.
"Steam fuels all our machines. This one uses it not only as propulsion, but also as a weapon."
-Prelgath Mechanic

(278/350)

Razor Lancer
4, Artifact Creature 2/2, Uncommon
First strike.
2: Razor Lancer deals 1 damage to target creature blocking it.
The spears are for long range. The razors are for short. The whole contraption is for winning wars.
(280/350)

Restricting Chains
3, Artifact, Uncommon
You may choose not to untap Restricting Chains during the untap step.
2T: Tap target creature. That creature doesn't untap during the untap step as long as Restricting Chains remains tapped.
(281/350)

Sendaris Turbine
1, Artifact, Uncommon
Sendaris Turbine comes into play tapped.
Sendaris Turbine comes into play with a Fuel counter on it.
As long as Sendaris Turbine has a Fuel counter on it, it doesn't untap during the untap step.
3: Remove a Fuel counter from Sendaris Turbine.
T: Add two colorless mana to your mana pool.
(284/350)

Steam Processor
3, Artifact, Uncommon
U, T: Steam Processor deals 1 damage to target creature or player.
New inventions make life more convenient and painful at the same time.
(295/350)

Steam Spider
5, Artifact Creature 3/4, Uncommon
Steam Spider can block as though it had flying.
Whenever Steam Spider deals combat damage to a creature, you may pay 2. If you do, Steam Spider deals 2 damage to that creature.
(296/350)

Steam Spitter
4, Artifact Creature 2/3, Uncommon
3T: Steam Spitter deals 2 damage to target creature.
The machines generate a lot of heat, which they can use as a weapon.
(297/350)

Steel Roller
5, Artifact Creature 2/2, Uncommon
Whenever Steel Roller attacks, it gets +4/+0 and trample until end of turn.
"Just push it down the hill. You'll find out what it does."
-Yori, Royal Captain

(300/350)

Stone Charger
4, Artifact Creature - Golem 4/3, Uncommon
Trample.
Whenever Stone Charger attacks, discard a card from your hand.
(302/350)

Timber Golem
4, Artifact Creature - Golem 4/3, Uncommon
If Timber Golem becomes the target of a red spell, sacrifice it.
(307/350)

Twisted Scepter
3, Artifact, Uncommon
1B, T: Target player discards a card at random. Play this ability only when you could play a sorcery.
(309/350)

Vial of Nectar
2, Artifact, Uncommon
3T: Gain life equal to the number of cards in your hand.
The sweetest thing is often the most expensive.
(310/350)


Rare:25

Assault Transport
6, Artifact Creature 4/3, Rare
Flying.
Whenever Assault Transport deals combat damage to a player, you may pay 3. If you do, put a creature from your hand into play.
(242/350)

Aura Infiltrator
3, Artifact Creature 3/1, Rare
Aura Infiltrator is unblockable if defending player controls an enchantment.
To rid the world of horrid sorcery, the Malavak engineers developed an assassin undetectable to magical scrying.
(243/350)

Barrelling Juggernaut
4, Artifact Creature 5/4, Rare
Supply: 3 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
Haste.
Barrelling Juggernaut can't be blocked by walls.
Barrelling Juggernaut must attack each turn if able.
(244/350)

Bladed Automaton
3, Artifact Creature 0/1, Rare
Bladed Automaton comes into play with two +1/+1 counters.
1, Remove a +1/+1 counter from Bladed Automaton: Target creature gets +2/+0 until end of turn.
(245/350)

Chain Horror
6, Artifact Creature - Horror 7/7, Rare
First strike, trample.
At the beginning of your upkeep, you may discard a card and sacrifice a permanent. If you don't, Chain Horror deals 6 damage to you and becomes tapped.
(252/350)

Chainlord
4, Legendary Artifact Creature 3/3, Rare
Attacking does not cause Chainlord to tap.
Creatures don't untap during the untap step. At the beginning of each player's upkeep, that player may untap up to two creatures he or she controls.
(255/350)

Crypt Driller
3, Artifact, Rare
1T: Shuffle your graveyard, then set aside up to four cards from it face down. Put the top X cards of your library into your graveyard, where X is equal to the number of cards you set aside this way. Then, put the cards set aside on top of your library.
(256/350)

Cursed Chains
1, Artifact, Rare
T: Tap target non-enchantment permanent. Cursed Chains deals 1 damage to you.
"When you pick one up, it weighs around eight pounds. When you activate it, it feels more like a few thousand.
(257/350)

Doom Scythe
4, Artifact, Rare
2T, Pay 4 life: Destroy target attacking creature.
"When the blade falls, it's time to pay the piper."
-Joleph, Necromancer

(259/350)

Forgotton Tome
2, Artifact, Rare
Supply: 5 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
T: Draw a card.
(261/350)

Goring Juggernaut
6, Artifact Creature 5/3, Rare
First strike.
Goring Juggernaut attacks each turn if able.
"Here it comes! Run!"
-Prelgath squad

(265/350)

Gravity Orb
2, Artifact, Rare
2T: Each player taps three untapped non-enchantment permanents he or she controls.
"My legs are like lead. How are we to move in this filthy woodland?"
-Joleph, Necromancer

(266/350)

Malavak Factory
3, Artifact, Rare
T: Shuffle target card from your graveyard into your library.
Remove Malavak Factory from the game: Shuffle all cards from your graveyard into your library.
(269/350)

Nak' Thal Disk
6, Artifact, Rare
Nak' Thal Disk comes into play tapped.
2T, Remove Nak' Thal Disk from the game: Destroy all nonartifact permanents. They can't be regenerated.
It opens a portal to the most horrid of all realms in the universe. Nothing survives there.
(275/350)

Pulsating Vortex
6, Legendary Artifact, Rare
3T: Put a permanent from your hand into play.
The giant portal opened unexpectedly in the night sky. Ever since then, unimaginable beings have been pouring into our world.
(279/350)

Salvage Hulk
4, Artifact, Rare
2T, Remove a card in your hand from the game: Return target card from your graveyard to your hand. Play this ability only at the end of your turn.
(282/350)

Siege Tank
5, Artifact Creature 2/4, Rare
Trample.
Whenever Siege Tank attacks, it gets +1/+1 for each other attacking creature until end of turn.
"It may have a mind of its own, but I think that only enhances its war capability."
-Yori, Royal Captain

(286/350)

Sinister Bell
4, Artifact, Rare
Sinister Bell doesn't untap during the untap step.
3T: Sinister Bell deals 2 damage to all players.
3: Untap Sinister Bell. Sinister Bell deals 2 damage to all players. Play this ability only if Sinister Bell is tapped.
(287/350)

Sluggish Automaton
2, Artifact Creature 3/3, Rare
Supply: 2 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
Remove Sluggish Automaton from the game: Shuffle your graveyard into your library.
(288/350)

Spark Tower
4, Artifact, Rare
At the end of an opponent's turn, Spark Tower deals 1 damage to that player for each card in his or her hand.
3: Discard a card. Any player may play this ability.
"Knowledge has its price. Pain is a result of it."
-Naphroden, Prelgath Sorcerer

(291/350)

Steam Engine
1, Artifact, Rare
Supply: 3 (At then end of the turn in which this permanent came into play, you may pay the Supply cost. If you don't, sacrifice this permanent)
T: Add two colorless mana to your mana pool.
(294/350)

Steel Cat
5, Artifact Creature - Cat 4/3, Rare
Whenever Steel Cat attacks, you may pay 2. If you do, Steel Cat gets trample and first strike until end of turn.
At least we don't have to feed him. That would be a HUGE pain in the ass!
(299/350)

Storm Breaker
4, Artifact Creature - Golem 3/2, Rare
2T: All creatures lose flying until end of turn.
It channels the weather through special stones attached to its heart.
(303/350)

Storm Brigade
5, Artifact Creature 3/3, Rare
Storm Brigade can block as though it had flying.
2: Storm Brigade deals 1 damage to target flying creature it is blocking.
(304/350)

Thrashing Driller
4, Artifact Creature 3/3, Rare
2T: Target player sacrifices a land.
1: Thrashing Driller gets +0/+1 until end of turn.
1: Thrashing Driller gets -0/-1 until end of turn. Any player may play this ability.
(306/350)


Land:20


Uncommon:10

Dream Pond
Land, Uncommon
Dream Pond comes into play tapped.
T: Add U to your mana pool.
T: Add UU to your mana pool. Put Dream Pond on top of its owner's library.
(313/350)

Lifeless Gorge
Land, Uncommon
Lifeless Gorge comes into play tapped.
T: Add B to your mana pool.
T: Add BB to your mana pool. Put Lifeless Gorge on top of its owner's library.
(323/350)

Nak' Thal Pits
Land, Uncommon
Nak' Thal PIts comes into play tapped.
T: Add B to your mana pool.
3BT: Target creature gets -2/-2 until end of turn. Play this ability only if you control an artifact.
(329/350)

Peasant Workshop
Land, Uncommon
Peasant Workshop comes into play tapped.
T: Add W to your mana pool.
3WT: Gain 3 life. Play this ability only if you control an artifact.
(331/350)

Prelgath Industry
Land, Uncommon
Prelgath Industry comes into play tapped.
T: Add U to your mana pool.
3UT: Draw a card. Play this ability only if you control an artifact.
(336/350)

Sand Drifts
Land, Uncommon
Sand Drifts comes into play tapped.
T: Add R to your mana pool.
T: Add RR to your mana pool. Put Sand Drifts on top of its owner's library.
(338/350)

Secluded Circle
Land, Uncommon
Secluded Circle comes into play tapped.
T: Add G to your mana pool.
3GT: Target creature gets +4/+4 until end of turn. Play this ability only if you control an artifact.
(340/350)

Secluded Thicket
Land, Uncommon
Secluded Thicket comes into play tapped.
T: Add G to your mana pool.
T: Add GG to your mana pool. Put Secluded Thicket on top of its owner's library.
(341/350)

Secret Gardens
Land, Uncommon
Secret Gardens comes into play tapped.
T: Add W to your mana pool.
T: Add WW to your mana pool. Put Secret Gardens on top of its owner's library.
(342/350)

Steam Factory
Land, Uncommon
Steam Factory comes into play tapped.
T: Add R to your mana pool.
3RT: Steam Factory deals 2 damage to target creature or player. Play this ability only if you control an artifact.
(343/350)


Rare:10

Assembly Factory
Land, Rare
Assembly Factory comes into play tapped.
T: Add W to your mana pool.
T: Add two colorless mana to your mana pool. This mana may only be used to play artifact spells.
(311/350)

Dragged Rivers
Land, Rare
Dragged Rivers comes into play tapped.
T: Add U to your mana pool.
T: Add two colorless mana to your mana pool. This mana may only be used to play artifact spells.
(312/350)

Elven Workshop
Land, Rare
Elven Workshop comes into play tapped.
T: Add G to your mana pool.
T: Add two colorless mana to your mana pool. This mana may only be used to play artifact spells.
(314/350)

Machine Shop
Land, Rare
T: Add one colorless mana to your mana pool.
T: Add two colorless mana to your mana pool. Play this ability only if you control an artifact.
(324/350)

Naphroden's Workshop
Land, Rare
Naphroden's Workshop comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add three colorless mana to your mana pool. This mana may only be used to play artifact spells. Put Naphroden's Workshop on top of its owner's library.
(330/350)

Rugged Outlands
Land, Rare
T: Add one colorless mana to your mana pool.
4T: Search your library for a basic land and reveal it to all players. Shuffle your library, then put that card on top of it.
(337/350)

Scrapyard
Land, Rare
Scrapyard comes into play tapped.
T: Add one colorless mana to your mana pool.
3T: Put target artifact from your graveyard on top of your library.
(339/350)

Sulfur Caves
Land, Rare
Sulfur Caves comes into play tapped.
T: Add R to your mana pool.
T: Add two colorless mana to your mana pool. This mana may only be used to play artifact spells.
(344/350)

Tar Pits
Land, Rare
Tar Pits comes into play tapped.
T: Add B to your mana pool.
T: Add two colorless mana to your mana pool. This mana may only be used to play artifact spells.
(349/350)

Thrift Quarry
Land, Rare
T: Add one colorless mana to your mana pool.
T: Until end of turn, artifact spells you play cost 1 less to play.
(350/350)


Generated with Magic set Editor on 09-14-2002 14:10:45
by Twan van Laarhoven
1
Hosted by www.Geocities.ws