Twilight
Robert Kallister

143 Cards total in set.


White:22


Common:9

Ambush Squad
, Creature - Soldier 1/1, Common
You may play Ambush Squad any time you could play an instant.
What you don't know CAN hurt you.....
(2/143)

Combat Gear
2, Enchant Creature, Common
Enchanted creature gets +0/+4.
2W: Enchanted creature gets +4/+0 until end of turn. Play this ability only once each turn.
(5/143)

Enlightened Mechanic
1, Creature - Soldier 1/2, Common
WT: Regenerate target artifact.
"Just give me an hour or so, and she'll be purrin' like a kittin."
-Mechanic

(8/143)

Enveloping Beam
1, Instant, Common
Target permanent becomes white until end of turn.
Draw a card.
(9/143)

Metal Shell
, Instant, Common
Target artifact gets protection from the color of your choice until end of turn.
"Our direct attacks against its hide have proven futile. We'll have to find another way."
-Churram, Battle Warlord

(11/143)

Pill Box
2, Creature - Wall 2/3, Common
T: Pill Box deals 1 damage to target attacking creature.
An innovation in defensive shelters, this small contraption allows archers to fire on assaulting troops with little risk to their own lives.
(12/143)

Refreshing Balm
2, Sorcery, Common
Gain 7 life.
Good tonic makes for a good cure.
(14/143)

Second-Line Regiment
1, Creature - Soldier 2/3, Common
If you have twenty or fewer cards in your library, Second-Line Regiment gets +2/+2.
The first line is always the first to fall. Thus a second wave must be sent to recoup their losses.
(15/143)

Spirit's Kiss
, Instant, Common
Target attacking creature gets +2/+0 until end of turn. If that creature deals combat damage to a player this turn, gain 2 life.
(18/143)


Uncommon:6

Ambush Leader
3, Creature - Soldier 3/3, Uncommon
You may play Ambush Leader any time you could play an instant.
Whenever an assault is to be made from a surprise position, there needs to be a headstrong leader to guide their attack.
(1/143)

Backstrike
2, Instant, Uncommon
If target source would deal damage to you this turn, that source instead deals that damage to target creature.
(3/143)

Constricting Chains
2, Enchant Creature, Uncommon
Enchanted creature can't attack or block.
At the beginning of its enchanted creature's controller's upkeep, if you have twenty or fewer cards in your library, enchanted creature deals damage equal to its mana cost to its controller.
(6/143)

Prismatic Cube
3, Instant, Uncommon
Prevent all damage that sources of the color of your choice would deal this turn.
Draw a card.
(13/143)

Sendaris Avenger
1, Creature - Soldier 2/1, Uncommon
WT: Destroy target attacking creature unless that creature's controller pays 2.
"For my homelands, and for my comerades, I will slaughter all of you!"
-Avenger

(16/143)

Trapper Kit
, Enchant Creature, Uncommon
Enchanted creature has "T: Tap target creature."
"Let's see......rope, springs, nets, oil, hooks.....I think it's all here."
-Trapper

(19/143)


Rare:7

Cavalry General
2, Creature - Knight 3/1, Rare
If Cavalry General becomes blocked, it gains protection from the color of your choice until end of turn.
(4/143)

Day of Reckoning
4, Sorcery, Rare
While Day of Reckoning is on the stack, players can't play spells or activated abilities of permanents he or she controls.
Destroy all creatures. They can't be regenerated.
(7/143)

Enveloping Circle
3, Enchantment, Rare
Whenever a source deals damage to you, gain 1 life.
Life can surround even itself.
(10/143)

Sky Protector
2, Creature - Wall 0/5, Rare
Flying.
Sky Protector can block any number of creatures.
Whenever Sky Protector blocks a creature, it gets +0/+2 until end of turn.
(17/143)

Unsafe Battlegrounds
4, Enchantment, Rare
Creatures without flying can't attack.
If the ground feels warm when you walk on it, go no further.
(20/143)

Valiant Hawk
1, Creature - Bird 2/2, Rare
Flying.
If you have twenty or fewer cards in your library, Valiant Hawk gets -1/-1.
Nature knows when trouble threatens its inhabitants.
(21/143)

Winter Dawn
2, Enchantment, Rare
When Winter Dawn comes into play, put three Dawn counters on it.
At the beginning of your upkeep, remove a Dawn counter from Winter Dawn. If you can't, sacrifice Winter Dawn.
Player's can't play spells.
(22/143)


Blue:22


Common:9

Coastal Spray
1, Instant, Common
Return target creature to its owner's hand. If that creature is red or green, you may draw a card.
To anger the oceans is a mistake you won't live to regret.
(23/143)

Defensive Breach
2, Sorcery, Common
Artifact creatures are unblockable this turn.
Once a flaw was found in the Nak' Thal defenses, the Mrotak automatons siezed their opportunity.
(26/143)

Distracting Illusionist
1, Creature - Wizard 2/1, Common
When Distracting Illusionist comes into play, creatures you don't control lose all abilities until end of turn.
His creations could even fool gods.
(27/143)

Funnel Caster
, Creature - Merfolk 1/1, Common
Sacrifice Funnel Caster: Put target permanent you control on top of its owner's library.
Their sorcery sends spouts of water hundreds of feet into the air, returning all sorts of things to the surface world.
(28/143)

Gravity Surge
1, Instant, Common
Until end of turn, permanents can't be returned to players' hands.
"Looks like we're not getting that rescue after all."
-Yori, Royal Captain

(30/143)

Iron Shield
3, Instant, Common
Iron Shield costs 1 less to play for each artifact you control.
Counter target spell.
(31/143)

Learning Pool
2, Enchantment, Common
Whenever a creature you control is put into a graveyard from play, you may pay 2. If you do, draw a card.
"We're studying what strengths and flaws our forces have. Hopefully, we can find a way to win."
-Naphroden, Prelgath Sorcerer

(32/143)

Subtle Hypnosis
2, Enchant Creautre, Common
U: Tap enchanted creature.
Once you're under this form of hypnosis, it's hard to come out.
(39/143)

Wall of Frost
2, Creature - Wall 0/4, Common
U: Prevent all combat damage that would be dealt to and dealt by Wall of Frost this turn.
How is one to fight the elements of nature in their most pure form?
(41/143)


Uncommon:6

Coral Shaman
1, Creature - Merfolk Wizard 2/1, Uncommon
UT: Target spell that targets a creature you control targets a creature of your choice unless that spell's controller pays 2.
(25/143)

Naphroden's Recall
4, Instant, Uncommon
Return all artifacts to their owner's hands.
Draw a card.
"Turns out most of these are defective. We'll have to update them."
-Naphroden, Prelgath Sorcerer

(34/143)

Prophet's Circle
2, Enchantment, Uncommon
1U: Shuffle your library, then choose a number. Reveal the top card of your library. You lose life equal to the difference of that card's mana cost and the chosen number. Then put that card in your hand. Play this ability only once each turn.
(36/143)

Psionic Embrace
2, Enchant Creature, Uncommon
Enchanted creature gets "T: This creature deals 2 damage to target creature or player and 1 damage to itself."
(37/143)

Trembling Wake
2, Instant, Uncommon
Counter target spell. Then, you may return target artifact that spell's controller controls to its owner's hand.
(40/143)

Wisdom's Cycle
3, Sorcery, Uncommon
If you have twenty or fewer cards in your library, you may shuffle your graveyard into your library.
Draw three cards.
(44/143)


Rare:7

Composite Beast
3, Creature - Beast */*, Rare
Composite Beast has power and toughness equal to the number of artifacts in play.
These monsters feed from the energy given off by machines. Some can only absorb so much, while others absorb countless amounts.
(24/143)

Funnel Spirit
4, Creature - Spirit 4/5, Rare
Flying.
2U: Funnel Spirit is unblockable this turn.
The wind carries many things around the globe. Sometimes, those things are Nak' Thal soldiers.
(29/143)

Merfolk General
3, Creature - Merfolk 3/4, Rare
Islandwalk.
Whenever Merfolk General deals combat damage to a player, you may search target player's library for up to two cards and remove them from the game. Then shuffle that player's library.
U: Merfolk General can't be the target of spells or abilities this turn.
(33/143)

Naphroden, Sorcerer
3, Creature - Wizard Legend 2/2, Rare
Naphroden, Sorcerer can't be the target of spells or abilities.
XT: Search your library for an artifact with converted mana cost equal to X or less, reveal it, and put it in your hand. Then shuffle your library.
(35/143)

Soul Shrine
2, Enchant Creature, Rare
At the beginning of your upkeep, you may pay enchanted creature's mana cost. If you do, put a token creature into play that is an exact copy of enchanted creature. (Cost includes color).
Whenever Soul Shrine leaves play, destroy all tokens it created. They can't be regenerated.
(38/143)

Warning Buoy
1, Enchantment, Rare
When Warning Buoy comes into play, choose a number. Put that many Warning counters on Warning Buoy.
Sacrifice Warning Buoy: Counter target spell with mana cost equal to X, where X is equal to the number of Warning counters on Warning Buoy.
(42/143)

Water Delvers
1, Creature - Merfolk 2/2, Rare
Islandwalk.
Whenever Water Delvers deals combat damage to a player, look at that player's hand and choose a card. That player shuffles that card into its owner's library, then draws a card.
(43/143)


Black:22


Common:9

Foul Oil
2, Enchant Creature, Common
Enchanted creature gets +2/+2 and can't be blocked except by black and artifact creatures.
(48/143)

Ghoul Rats
, Creature - Rat 2/1, Common
Whenever Ghoul Rats deals combat damage to another creature, destroy that creature. It can't be regenerated.
(49/143)

Mechanical Despair
3, Sorcery, Common
Target player discards a card from his or her hand for each artifact you control.
A wave of automatons can make even the strongest warrior tremble in fear.
(51/143)

Nak' Thal Defender
4, Creature - Beast 3/3, Common
B: Regenerate Nak' Thal Defender.
The trademark for the demon army is simplicity. They are aware that complications are more harmful than beneficial.
(54/143)

Nak' Thal Strength
2, Enchant Creature, Common
Enchanted creature gets +3/+0.
If a creature dealt combat damage by enchanted creature is put into a graveyard from play, you may draw a card.
(55/143)

Obsoletion
, Sorcery, Common
Target player sacrifices the creature he or she controls with the lowest power. (If two or more creatures are tied for the lowest power, the creature's controller chooses only one).
(56/143)

Plague Wall
2, Creature - Wall 1/4, Common
Whenever Plague Wall blocks, it deals 1 damage to all creatures it blocks.
Foulness doesn't have to come from an animated source.
(58/143)

Shambling Zombie
, Creature - Zombie 2/1, Common
At the end of combat, if Shambling Zombie blocked or was blocked this turn, sacrifice it.
(59/143)

Soul Swap
2, Instant, Common
Destroy target nonblack creature. It can't be regenerated. If you have twenty or fewer cards in your library, you may return target creature from your graveyard to your hand.
From one life form to another.....
(62/143)


Uncommon:6

Famished Rats
2, Creature - Rat 2/1, Uncommon
Famished Rats can't be blocked by walls.
If you have twenty or fewer cards in your library, you may pay 1 life and sacrifice Famished Rats. If you do, remove target opponent's graveyard from the game.
(47/143)

Mental Twister
X, Sorcery, Uncommon
As an additional cost to play Mental Twister, discard a card from your hand.
Target player discards X cards at random.
(52/143)

Mind Stab
, Sorcery, Uncommon
Target player removes a card in his or her hand from the game.
Nak' Thal sorcery can turn a genius into a fool.
(53/143)

Slow Decay
2, Enchant Creature, Uncommon
Enchanted creature gets -2/-2.
At the beginning of your upkeep, if you have twenty or fewer cards in your library, put a -1/-1 counter on enchanted creature.
(60/143)

Soul Defiler
1, Creature - Wizard 2/1, Uncommon
BT: Target player loses 1 life, and you gain 1 life, unless that player pays 2.
He doesn't keep the souls very well. Some times he consumes them, other times he lets them get away.
(61/143)

Swamp Shifter
3, Creature - Beast 3/3, Uncommon
Swampwalk.
2: Swamp Shifter becomes a colorless artifact creature until end of turn.
Metal bones, stagnant flesh.
(63/143)


Rare:7

Corruptive Influence
3, Sorcery, Rare
You may not play Corruptive Influence unless all lands target opponent controls are untapped. That player discards his or her hand.
(45/143)

Demon's Nest
, Enchantment, Rare
At the beginning of your upkeep, lose 1 life, then put a Collection counter on Demon's Nest.
Sacrifice Demon's Nest: Draw a card for each Collection counter on Demon's Nest.
(46/143)

Joleph, Necromancer
4, Creature - Wizard Legend 3/3, Rare
Protection from black.
3BT: Return target creature card from your graveyard to your hand.
"Darkness exists everywhere. Only those smart enough to conquer it can control it."
-Joleph, Necromancer

(50/143)

Pillar of Darkness
4, Enchantment, Rare
As Pillar of Darkness comes into play, choose two creature types. For the first chosen, creatures of that type get +1/+1 and gain "1B: Regenerate this creature." Creatures of the second chosen type get -1/-1.
(57/143)

Thought Seeker
2, Creature - Serpent 0/2, Rare
Thought Seeker can't be blocked except by black and artifact creatures.
If Thought Seeker attacks and isn't blocked, the defending player may choose to lose 3 life. If he or she doesn't, that player discards a card at random from his or her hand.
(64/143)

Treacherous Suggestion
2, Enchantment, Rare
At the beginning of your upkeep, sacrifice Treacherous Suggestion unless you sacrifice two other non-enchantment permanents you control.
All damage that would be dealt to you is instead dealt to target opponent.
(65/143)

Treacherous Tutor
1, Sorcery, Rare
Search your library for a card and reveal it to all players. You may pay life equal to that card's mana cost. If you do, put it in your hand. Otherwise put it in your graveyard. Then shuffle your library.
(66/143)


Red:22


Common:9

Charging Berzerker
, Creature - Soldier 2/1, Common
Haste.
At the end of turn, if Charging Berzerker attacked, it deals 2 damage to you.
(68/143)

Corrosive Spray
1, Instant, Common
Put a -1/-1 counter on all artifact creatures target player controls.
(70/143)

Fire Wave
2, Instant, Common
Choose one: Fire Wave deals 3 damage to target creature, or Fire Wave deals 1 damage to each of up to three target creatures.
(72/143)

Flare Casters
2, Creature - Wizard 2/2, Common
As Flare Casters comes into play, you may pay X. If you do, Flare Casters deals X damage to target creature or player, and 2 damage to itself.
(73/143)

Flash Burn
2, Instant, Common
You may only play Flash Burn when an artifact becomes tapped.
Flash Burn deals 5 damage to the controller of that artifact, or 5 damage to target creature that artifact's controller controls.
(74/143)

Razor Cuffs
2, Enchant Creature, Common
Enchanted creature can't regenerate.
Whenever enchanted creature becomes tapped, Razor Cuffs deals 4 damage to enchanted creature.
(82/143)

Sonic Shockwave
3, Instant, Common
Destroy up to two target artifacts.
Vibrations of this magnitude could tear buildings apart. However, they are mostly used to combat the automatons.
(84/143)

Storming Charge
1, Sorcery, Common
Target creature gets +4/+0 and haste until end of turn.
The faster you go, the more effective the attack.
(87/143)

Wall of Gravel
3, Creature - Wall 1/6, Common
Creatures blocked by Wall of Gravel lose trample until end of turn.
It's hard to charge when you're stumbling over loose ground.
(88/143)


Uncommon:6

Heat Treatment
2, Enchant Creature, Uncommon
Enchanted creature gets +3/-3.
If you can survive the flames, you'll be much stronger in the long run.
(76/143)

Maniacal Fury
1, Enchant Creature, Uncommon
Enchanted creature gets +2/+0.
If you have twenty or fewer cards in your library. enchanted creature gets an additional +1/+1, trample, and can't block.
(79/143)

Mrotak Trebuchet
, Creature - Ballista 0/3, Uncommon
T: Mrotak Trebuchet deals 1 damage to target creature. If you have twenty or fewer cards in your library, Mrotak Trebuchet deals 2 damage to that creature instead.
(80/143)

Phoenix Warriors
3, Creature - Soldier 3/2, Uncommon
Whenever Phoenix Warriors is put into a graveyard from play, you may discard a card at random. If you do, put Phoenix Warriors in your hand.
Their undying devotion to protecting their homelands makes them almost unkillable.
(81/143)

Sonic Tremor
3, Instant, Uncommon
Destroy target artifact. It can't be regenerated.
At the beginning of your next upkeep, you may destroy target land.
It has no shame in creating a very loud introduction for itself.
(85/143)

Static Mage
1, Creature - Wizard 2/1, Uncommon
RT: Static Mage deals 2 damage to target creature or player unless that creature's controller or player pays 2.
Some of the time, these mages can shoot powerful bolts of lightning. Other times, they can only sting you with a tiny shock.
(86/143)


Rare:7

Assault of Boulders
2, Sorcery, Rare
Assault of Boulders deals damage equal to the number of mountains you control to all creatures without flying.
When the Mrotak catapults unleashed their fury, the Nak' Thal forces were crushed mercilessly under them.
(67/143)

Churram, Mrotak Cavalier
4, Creature - Legend 4/4, Rare
Haste, trample.
Whenever Churram, Mrotak Cavalier attacks, attacking creatures you control get +1/+1 until end of turn.
"My strength comes from the heart. There is nothing anyone can do to stop it."
-Churram, Battle Warlord

(69/143)

Delving into Chaos
, Enchantment, Rare
At the beginning of your draw step, you may flip two coins. If you win both flips, draw a card. If you lose both flips, discard a card at random, and Delving into Chaos deals 2 damage to you.
(71/143)

Hearth Dragon
4, Creature - Dragon 6/3, Rare
Trample.
R: Hearth Dragon gets +1/+0 until end of turn.
The strongest of all creatures still has its weaknesses.
(75/143)

Magma Circle
2, Enchantment, Rare
2R: Magma Circle deals 2 damage to target attacking or blocking creature.
Control the elements, control the fight....
(77/143)

Magma Seer
2, Creature - Wizard 1/1, Rare
Discard your hand: Put X +1/+1 counters on Magma Seer, where X is equal to the number of cards discarded this way. You may only play this ability once while Magma Seer is in play.
(78/143)

River of Acid
2, Enchantment, Rare
At the beginning of each player's upkeep, that player sacrifices an artifact he or she controls.
Corrosion of this kind isn't reversable.
(83/143)


Green:22


Common:9

Balguldan Groundskeeper
, Creature - Elf 1/1, Common
T: Untap target forest you control.
"Their duties prove harder with each passing day of conflict. I pray they can recover from this devestating attack."
-Emperor Ulthwen

(89/143)

Energy Barrier
2, Enchant Creature, Common
When Energy Barrier comes into play, you may choose to destroy any other enchantment on enchanted creature.
Enchanted creature gets +2/+2 and trample.
(94/143)

Iron Nerve
2, Instant, Common
Target creature gets +X/+X until end of turn, where X is equal to the number of artifacts in play.
There is a fine line between bravery and omnipotence.
(97/143)

Orgal Duellist
3, Creature - Orgal 4/3, Common
Orgal Duellist can't be blocked by more than one creature.
G: Regenerate Orgal Duellist.
Animals are aware of the "proper" way to fight in combat, and even demonstrate human qualities when it comes to a one-on-one match.
(101/143)

Soothing Stream
2, Sorcery, Common
Gain 1 life for each basic land you control.
One sip from its waters, and your sorrows will all vanish.
(105/143)

Srength Catalyst
1, Instant, Common
Target creature gets +3/+3 until end of turn. That creature gets an additional +2/+2 until end of turn if it's enchanted.
(106/143)

Venomous Briars
2, Creature - Wall 2/4, Common
Whenever Venomous Briars deals combat damage to a creature, destroy that creature at the end of combat.
Nature will do anything to protect herself from predators.
(107/143)

Vine Stalks
1, Enchant Creature, Common
Enchanted creature can block as though it had flying.
If enchanted creature blocks a flying creature, it gets +2/+2 and first strike until end of turn.
(108/143)

Wind Funnel
2, Instant, Common
Prevent all combat damage target creature would deal this turn. If that creature has flying, Wind Funnel deals 2 damage to that creature, and it loses flying until end of turn.
(109/143)


Uncommon:6

Balguldan Harvesters
1, Creature - Elf 2/1, Uncommon
Return Balguldan Harvesters to it's owner's hand: Add one mana of any color to your mana pool.
(90/143)

Bountiful Harvest
3, Sorcery, Uncommon
Search your library for a basic land and put it into play. Then shuffle your library.
At the beginning of your next upkeep, you may search your library for another basic land and put it into play tapped. Then shuffle your library.
(91/143)

Charging Orgal
4, Creature - Orgal 5/5, Uncommon
Trample.
Charging Orgal can't be the target of spells or abilities.
If you anger the forest, it will retaliate.
(92/143)

Fanatical Drummer
1, Creature - Soldier 2/1, Uncommon
GT: Target creature gets +3/+3 until end of turn unless any opponent pays 2.
He dances to the beat of a drum no one else hears.
(95/143)

Nature's Essence
1, Enchant Creature, Uncommon
Enchanted creature gets +2/+2.
If you have twenty or fewer cards in your library, enchanted creature gets an additional +1/+1 and gains
G: Regenerate enchanted creature.
(100/143)

Oxen Herd
3, Creature - Ox 3/3, Uncommon
If you have twenty or fewer cards in your library, Oxen Herd gains trample and can't be blocked by more than one creature.
If you get them all running at the same time, they're almost unstoppable.
(102/143)


Rare:7

Collective Might
3, Enchantment, Rare
1G, Sacrifice a creature: Target creature gets +X/+X until end of turn, where X is equal to the power of the creature sacrificed this way.
Nature knows that it must combine its efforts if it wishes to survive.
(93/143)

Field of Plenty
1, Enchantment, Rare
At the beginning of your upkeep, you may shuffle a card in your graveyard into your library. If you do, return a land you control to its owner's hand.
Reap and sow. Reap and sow.
(96/143)

Ironwood Maro
3, Creature - Maro, Rare
Ironwood Maro has power equal to the number of cards in your hand.
Ironwood Maro has toughness equal to the number of lands you control.
(98/143)

Might of Wisdom
4, Sorcery, Rare
Choose a creature you control. Draw X cards, where X is equal to that creature's power. Then discard two cards from your hand.
(99/143)

Power Cache
3, Enchantment, Rare
Tap an untapped creature you control: Add one mana of any color to your mana pool.
"The energy is here. Now we have to extract it."
-Emperor Ulthwen

(103/143)

Seeds of Virtue
3, Sorcery, Rare
Return target card from your graveyard to your hand.
At the beginning of your upkeep, if Seeds of Virtue is in your graveyard, you may pay 1G. If you do, return it to your hand.
(104/143)

Yori, Royal Captain
3, Creature - Legend 5/3, Rare
Trample.
Artifact creatures you control get +1/+1.
2G: Regenerate target artifact.
"I have worked with Prelgath machines for quite some time. I know what makes them tick, what makes them work, and what makes them fall."
-Yori, Royal Captain

(110/143)


Multi:4


Uncommon:4

Aura Shaper
1, Creature - Wizard 2/3, Uncommon
Sacrifice an enchantment: Add two colorless mana to your mana pool.
"I fold energy from one form into another."
-Shaper

(111/143)

Ground Shaper
1, Creature - Wizard 2/3, Uncommon
Sacrifice an untapped land: Add two colorless mana to your mana pool.
"I draw raw power from the earth."
-Shaper

(112/143)

Metal Shaper
1, Creature - Wizard 2/3, Uncommon
Sacrifice an artifact: Add two colorless mana to your mana pool.
"I mold matter into energy."
-Shaper

(113/143)

Soul Shaper
1, Creature - Wizard 2/3, Uncommon
Sacrifice a creature: Add two colorless mana to your mana pool.
"I convert the spirits of the living into the energy of life itself."
-Shaper

(114/143)


Artifact:29


Common:10

Brass Scribe
3, Artifact Creature - Golem 2/2, Common
When Brass Scribe comes into play, shuffle any player's library. You may then look at the top card of that player's library.
Machines never get writer's cramp.
(116/143)

Charm Bracelet
2, Artifact, Common
T: Prevent the next 1 damage that would be dealt to you this turn.
(120/143)

Glyphstone
2, Artifact, Common
T: Put up to five cards from the top of your library on the bottom of your library.
(122/143)

Grapeshot Cannon
5, Artifact, Common
4T, Sacrifice a land: Grapeshot Cannon deals 3 damage, divided as you choose, among any number of target creatures.
(123/143)

Metal Reinforcements
1, Artifact Creature 1/1, Common
When Metal Reinforcements comes into play, you may return another artifact creature you control to its owner's hand.
Even the automatons need to be relieved from duty once in a while.
(126/143)

Quartz Chime
0, Artifact, Common
2T, Sacrifice Quartz Chime: Return target enchantment from your graveyard to your hand.
(132/143)

Siege Ram
4, Artifact Creature 6/1, Common

Construction only requires you chop down a tree, then get forty fools to load it on wheels and push it.
(133/143)

Steel Sparrow
2, Artifact Creature - Bird 1/2, Common
Flying.
(135/143)

Tome of Dimensions
2, Artifact, Common
T: Remove any number of cards in your hand face down from the game.
2T: Return any number of cards removed from the game by Tome of Dimensions to your hand.
(140/143)

Wood Automaton
0, Artifact Creature 2/1, Common
Wood Automaton can't attack or block unless you control at least two other creatures.
(143/143)


Uncommon:10

Castle Gate
5, Artifact Creature - Wall 0/8, Uncommon
Castle Gate can block creatures with landwalk abilities as though they didn't have those abilities.
Castle Gate can block unblockable creatures as though those creatures weren't unblockable.
(117/143)

Chain Fiend
4, Artifact Creature 4/2, Uncommon
1T: Tap target creature.
"Gravity is a measure of how fast you can or can't move."
-Naphroden, Prelgath Sorcerer

(118/143)

Chains of Agony
2, Artifact, Uncommon
2T, Sacrifice Chains of Agony: Target player puts the top five cards of his or her library into his or her graveyard. Draw a card.
The sound of the chains rattling can drive a man to the brink of madness.
(119/143)

Elven Mask
1, Artifact, Uncommon
T, Tap an untapped creature you control: Add G to your mana pool.
(121/143)

Magic Box
3, Artifact, Uncommon
T: Put a Possession counter on target permanent you don't control, then exchange control of Magic Box for that permanent. You can't target a permanent with a Possession counter with this ability.
(125/143)

Orgal Tusk
1, Artifact, Uncommon
T: Target creature gets +1/+0 or +0/+1 until end of turn.
(129/143)

Peddler's Stone
2, Artifact, Uncommon
T: Draw a card, then put Peddler's Stone on top of its owner's library.
What goes around, comes around. Especially in the marketplace.
(130/143)

Pike Wall
4, Artifact Creature - Wall 3/3, Uncommon
First strike.
3: Pike Wall can attack this turn as though it weren't a wall.
(131/143)

Supply Escort
4, Artifact Creature - Golem 3/2, Uncommon
If you have twenty or fewer cards in your library, Supply Escort gains "3: Put Supply Escort on top of its owner's library."
Without the escorts, many of the supply trains from Prelgath would be hijacked and stolen.
(136/143)

Terraformer
3, Artifact Creature 2/2, Uncommon
Whenever Terreformer is put into a graveyard from play, you may search your library for a basic land, reveal it, and put it in your hand. Then shuffle your library.
(138/143)


Rare:9

Automated Reserves
1, Artifact Creature 1/1, Rare
If you have twenty or fewer cards in your library, Automated Reserves gets +1/+1.
We've fallen back to the barest of troops we have. Now we have to let the machines take over.
(115/143)

Luminous Chandelier
4, Artifact, Rare
Activated abilities of nonland permanents cost 3 more to play.
The light that douses even the sun....
(124/143)

Nak' Thal Cruiser
6, Artifact Creature 4/4, Rare
Flying.
3T: Nak' Thal Cruiser deals 3 damage to target creature without flying.
As soon as the Nak' Thal discovered flight capabilities, bombing runs became commonplace.
(127/143)

Nether Vortex
5, Artifact, Rare
1T, Remove Nether Vortex from the game: Each player shuffles all creatures and artifacts he or she controls into their owners' libraries.
(128/143)

Smithstone
3, Artifact, Rare
4T: Put the top four cards of target player's library into his or her graveyard.
The strongest of workstones are normally used to make weapons and armor. They can also be used to drive a person insane.
(134/143)

Supply Freighter
3, Artifact Creature 0/3, Rare
When Supply Freighter comes into play, name a card other than a basic land.
T: Search your library for a copy of the named card and remove it from the game. Then shuffle your library. Until end of turn, you may play that card as though it were in your hand.
(137/143)

Titanium Golem
6, Artifact Creature - Golem 6/6, Rare
When Titanium Golem comes into play, you may sacrifice a creature. If you don't, put two -1/-1 counters on Titanium Golem.
The Prelgath resource bin was almost completely exhausted to make only a handful of these monstrosities.
(139/143)

Trag' Nakkat, Master of Chains
5, Artifact Creature - Legend 4/4, Rare
Trample.
3: Target permanent doesn't untap during its controller's next untap step.
The entire world feels weighted down by his dominating presence.
(141/143)

Vacuuous Gate
5, Artifact, Rare
T, Sacrifice Vacuuous Gate: Choose a permanent type other than lands. Return all permanents of that type to their owners' hands.
(142/143)


Generated with Magic set Editor on 09-14-2002 13:44:11
by Twan van Laarhoven
1
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