Unity
Robert Kallister

350 Cards total in set.


White:54


Common:18

Anger Management
, Instant, Common
Play Anger Management only during combat.
Untap all creatures and remove them from combat.
"I know I'm not the nicest person you've met, but I'm learning to control my temper."
-Zestula

(4/350)

Aura Disruption
2, Instant, Common
Destroy target enchantment. Aura Disruption deals damage equal to the converted mana cost of that enchantment to target attacking creature.
(6/350)

Empathic Focus
, Sorcery, Common
At the beginning of your upkeep, if Empathic Focus is in your graveyard, you may remove it from the game. If you do, destroy target enchantment.
Destroy target enchantment.
(15/350)

Empathic Soldier
2, Creature - Empath Soldier 2/1, Common
2: Empathic Soldier deals 1 damage to target creature blocking or blocked by it.
(17/350)

Enthralled Telepath
1, Creature - Empath 1/2, Common
Flying
3, T: Target creature gets +2/+2 until end of turn.
(20/350)

Invigorating Visions
2, Instant, Common
If a player plays a spell while Invigorating Visions is on the stack, that spell's controller may gain 3 life.
Gain 7 life.
(23/350)

Man-at-arms
2, Creature - Soldier 2/2, Common
Protection from multicolor.
Diversity is not always the spice of life.
(25/350)

Mind Spear
1, Enchant Creature, Common
Enchanted creature has first strike.
Whenever enchanted creature blocks or becomes blocked, destroy all enchantments on the blocking or blocked creature.
(30/350)

Psionic Clergy
3, Creature - Empath Cleric 1/3, Common
T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
T: Target creature gets protection from black or red until end of turn.
(33/350)

Psionic Shield
1, Instant, Common
The next time a source of your choice would deal damage to a creature you control, that damage is dealt to target creature instead.
"It's not just about defending against the attack. It's learning how to point it in a new direction."
-Zeptel

(34/350)

Psychic Destabilization
, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Destroy target enchantment.
(35/350)

Sacred Purifier
1, Creature - Cleric 2/2, Common
When Sacred Purifier comes into play, you may sacrifice it. If you do, remove target enchantment from the game.
(38/350)

Skyknight Archer
2, Creature - Knight 2/2, Common
Flying
T: Skyknight Archer deals 2 damage to target attacking creature.
(39/350)

Specialization
1, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Target Elite creature gets +3/+3 and first strike until end of turn.
(43/350)

Zofela Eagle
4, Creature - Bird Empath 3/3, Common
Flying
At the beginning of your turn, if Zofela Eagle is untapped, it gets +2/+2 until end of turn.
(49/350)

Zofela Guide
2, Creature - Cleric Empath 2/2, Common
Protection from spells.
"Faith and psychics go hand in hand."
-Zestula

(51/350)

Zofela Initiate
, Creature - Empath 1/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Attacking doesn't cause Zofela Initiate to tap.
(52/350)

Zofela Mindwash
1, Enchant Creature, Common
Enchanted creature can't attack.
Enchanted creature blocks each turn if able.
(54/350)


Uncommon:18

Angelic Caretaker
3, Creature - Angel 3/3, Uncommon
Flying
Gain 1 life whenever you untap Angelic Caretaker.
(2/350)

Armored Clergy
2, Creature - Soldier Cleric 2/4, Uncommon
T: Prevent all damage that would be dealt to target creature this turn.
"Only psychic power can disable these stout warriors."
-Zestula

(5/350)

Blinding Dawn
2, Instant, Uncommon
Tap any number of target creatures.
"When the first light of the day showed itself over the horizon, a ray of blinding purity blanketed all who looked upon it."
-Zeptal

(7/350)

Conscription Ledger
2, Instant, Uncommon
Draw a card.
Put up to three target creature cards from your graveyard on top of your library in any order.
(10/350)

Dedicated Evangelist
3, Creature - Cleric 1/4, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
3W, T: Destroy target enchantment.
(11/350)

Empathic Sharpshooter
3, Creature - Empath Soldier 1/2, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Empathic Sharpshooter deals damage equal to the number of cards in your hand to target attacking creature.
(16/350)

Enlightened Cleansing
4, Sorcery, Uncommon
Destroy all enchantments. Draw a card for each enchantment destroyed this way.
(19/350)

Gift of Wisdom
, Instant, Uncommon
Until the end of turn, whenever an opponent plays a spell, you gain life equal to the converted mana cost of that spell.
"Some are born wise. Others have to learn it."
-Zolnath

(21/350)

Headstrong Brigadier
4, Creature - Soldier 2/5, Uncommon
T: Blocking creatures get +2/+2 until end of turn.
Defenses are only as good as their leader.
(22/350)

Mind Shield
2, Instant, Uncommon
You can't be the target of spells or abilities this turn.
Draw a card.
In Zofar, you won't last long without head protection.
(28/350)

Mourning Heirophant
1, Creature - Cleric 1/1, Uncommon
Gain 1 life whenever a card is put into your graveyard.
"Passing from this world is hard. But not as hard as staying in it."
-Heirophant

(31/350)

Prismatic Assault Squad
3, Creature - Empath Soldier 2/5, Uncommon
Attacking does not cause Prismatic Assault Squad to tap.
T: Prismatic Assault Squad gains protection from the color of your choice until end of turn.
(32/350)

Psychic Healer
2, Creature - Empath Cleric 1/3, Uncommon
2W: Psychic Healer gets protection from the color of your choice until end of turn.
W, T: Prevent the next 3 damage that would be dealt to target creature or player this turn.
(36/350)

Refreshing Memories
4, Instant, Uncommon
Gain life equal to the number of cards in all players' hands.
Whenever Vhendrick felt uneasy, he relied on the warmth of his memories to keep him safe.
(37/350)

Solar Skyknight
3, Creature - Soldier 3/3, Uncommon
Flying
3W: Tap target creature.
"Light is my medium."
-Skyknight

(40/350)

Undaunted Hero
1, Creature - Soldier 2/2, Uncommon
First strike
X: Prevent the next X damage that would be dealt to Undaunted Hero this turn.
(44/350)

Wonderous Delight
6, Sorcery, Uncommon
Gain 1 life for each permanent in play.
For a moment, Zestula actually felt the pleasure of peace.
(47/350)

Zofela Marksman
3, Creature - Soldier 2/2, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Zofela Marksman deals 2 damage to target attacking or blocking creature.
(53/350)


Rare:18

Angel of Vengeance
4, Creature - Angel 4/4, Rare
Flying
Whenever a creature you control is put into a graveyard from play by a source controlled by an opponent, you may remove target creature from the game.
To anger the children of God is to forfeit your own life.
(1/350)

Angelic Prelate
4, Creature - Angel 4/5, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
Angelic Prelate can't be blocked by non-Elite creatures.
(3/350)

Calm
1, Enchantment, Rare
Calm comes into play with three fade counters on it.
At the beginning of your upkeep, remove a fade counter from Calm. If you can't, sacrifice it.
Prevent all damage.
(8/350)

Chaffing Winds
2, Sorcery, Rare
Destroy each nonland permanent if another permanent of the same name is in play.
"Mistakes always come in pairs in Zofar."
-Zeptal

(9/350)

Deflector Shield
2, Enchantment, Rare
Whenever a spell with a single target would target you, you may pay X, where X is that spell's converted mana cost. If you do, choose a new target for that spell.
(12/350)

Devoted Bishop
3, Creature - Cleric Empath 3/6, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
2W, Sacrifice Devoted Bishop: Counter target spell that would destroy one or more creatures.
(13/350)

Elite Training
2, Enchantment, Rare
Creatures you control get +1/+1 and have first strike.
Combat and mental prowess must both be top notch to survive in Zofela.
(14/350)

Empyrial Dragon
4, Creature - Dragon 1/1, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
Empyrial Dragon gets +1/+1 for each card in your hand.
(18/350)

Lethal Wavelength
3, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Destroy all creatures. They can't be regenerated.
As the empathic vibration was completed, hundreds of psychics fell to their knees, then were silent.
(24/350)

Might Slayer
2, Creature - Soldier 1/1, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Destroy target Elite creature.
Even hunters are hunted.
(26/350)

Mind Barrier
3, Enchantment, Rare
At the beginning of your upkeep, you may remove the top card of your library from the game.
X: Put a card removed by Mind Barrier with converted mana cost X or less in your graveyard. Prevent the next X damage that would be dealt to target creature or player this turn.
(27/350)

Mind Shrieker
3, Creature - Empath 2/2, Rare
Whenever you play a spell with converted mana cost three or less, you may untap Mind Shrieker.
T: Tap target creature.
Thousands lie at his feet, writhing in pain from his overwhelming psionic power.
(29/350)

Solar Storm
4, Enchantment, Rare
Whenever a creature attacks, Solar Storm deals X damage to that creature, where X is that creature's power.
In a matter of minutes, the sun's harsh rays pulverized what remained of the Zofar uprising.
(41/350)

Southern Cross
6, Instant, Rare
Target player gains 15 life.
"Look to the southern sky at night. The fates look well upon its visage."
-Teller

(42/350)

Wall of Sunlight
2, Creature - Wall 2/6, Rare
Flying
1: Remove Wall of Sunlight from the game.
1W: Return Wall of Sunlight to play. Play this ability only if Wall of Sunlight has been removed from the game.
(45/350)

Wisdom's Blessing
, Enchantment, Rare
Gain 1 life whenever you draw a card.
"Knowledge is a pleasure."
-Zeptal

(46/350)

Zofela Brigade
6, Creature - Soldier 3/7, Rare
T: Zofela Brigade deals damage equal to its power to all attacking creatures.
"Me and what army? THIS one."
-Zestula

(48/350)

Zofela Grandmaster
4, Creature - Empath Monk 2/2, Rare
Prevent all damage that would be dealt to Zofela Grandmaster.
Whenever damage that would be dealt by a creature to Zofela Grandmaster is prevented, Zofela Grandmaster deals X damage to that creature, where X is the amount of damage prevented.
(50/350)


Blue:54


Common:18

Communal Knowledge
3, Sorcery, Common
If a player plays a spell while Communal Knowledge is on the stack, that spell's controller may draw a card.
Target player draws two cards.
(56/350)

Empathic Denial
1, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities of non-Elite permanents)
Counter target spell.
(59/350)

Emperial Falcon
4, Creature - Bird 3/3, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
(60/350)

Impressive Manuever
X, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Counter target spell unless that spell's controller pays X.
(64/350)

Psionic Illusionist
2, Creature - Empath 2/2, Common
T: Target permanent becomes the color of your choice until end of turn.
(77/350)

Psionic Trap
2, Enchant Permanent, Common
Enchanted permanent doesn't untap during the untap step.
At the beginning of enchanted permanent's controller's upkeep, that player may pay X, where X is equal to the number of cards in your hand. If he or she does, untap enchanted permanent.
(80/350)

Psychic Bond
1, Enchant Creature, Common
When Psychic Bond comes into play, name a creature.
Enchanted creature has, "2U, T: Return target named creature to its owner's hand."
(81/350)

Rogue Brigade
2, Creature - Soldier 2/2, Common
Protection from Elite.
Most consider them a rabble of trouble-makers, but the Spelkran people know better.
(84/350)

Royal Dismissal
1, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Return up to two target Elite creatures to their owners' hands.
"Your services are not required at this time."
-Zestula

(85/350)

Royal Spy
3, Creature - Empath 2/3, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Royal Spy is unblockable if defending player controls an Elite permanent.
(86/350)

Screaming Eagle
1, Creature - Bird 1/1, Common
Flying
When Screaming Eagle comes into play, you may sacrifice it. If you do, return target creature to its owner's hand.
(87/350)

Second Guess
3, Instant, Common
At the beginning of your upkeep, if Second Guess is in your graveyard, you may remove it from the game. If you do, draw a card.
Draw two cards.
(88/350)

Spelkran Defenders
4, Creature - Empath 3/4, Common
Whenever Spelkran Defenders becomes the target of a spell or ability, you may untap it.
Psychic power must be protected, just like anything else.
(91/350)

Spelkran Owl
1, Creature - Bird 1/1, Common
Flying
At the beginning of your upkeep, you may return Spelkran Owl to its owner's hand. If you do, draw a card.
(94/350)

Spelkran Pendant
2, Enchant Creature, Common
Enchanted creature can't be the target of spells or abilities.
Whenever enchanted creature becomes tapped, you may tap target creature.
(95/350)

Spelkran Student
, Creature - Empath 1/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
U, T: Tap target Elite permanent.
(97/350)

Telepathic Dispersal
1, Instant, Common
Counter target spell with converted mana cost equal to or less than the number of Empaths in play.
(100/350)

Wind of Restraint
1, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Return target creature to its owner's hand.
"It seems the elements are against us. We'll have to turn back."
-Zestula

(108/350)


Uncommon:18

Forethought Domination
2, Instant, Uncommon
Play Forethought Domination only during an opponent's upkeep. Search that opponent's library for four cards and remove them from the game. That player then shuffles his or her library. Until end of turn, that player may play any of those cards as though they were in his or her hand.
(61/350)

Gate of Denial
2, Instant, Uncommon
Counter target spell.
Until the end of turn, counter all triggered abilities that spell puts on the stack.
(62/350)

Mind Surge
4, Sorcery, Uncommon
Reveal the top card of your library. If that card is a land, put it in your hand, then draw a card. Otherwise draw cards equal to the converted mana cost of the card revealed this way.
(67/350)

Power Magnet
3, Sorcery, Uncommon
Gain control of all lands target opponent controls until end of turn. If any of those lands leave play this turn, return them to play under their owner's control at the end of turn.
(68/350)

Precognant Medium
1, Creature - Empath 2/2, Uncommon
Flying
Whenever you would draw a card, you may shuffle your library before that card is drawn.
(69/350)

Price of Achievement
3, Instant, Uncommon
Draw three cards, then put the top five cards of your library into your graveyard.
(70/350)

Psionic Barrier
1, Instant, Uncommon
Counter target noncreature spell unless that spell's controller pays 1 for each card in your hand.
Draw a card.
(72/350)

Psionic Embrace
3, Enchant Creature, Uncommon
Enchanted creature gets +1/+1 and flying.
Enchanted creature can't be the target of spells or abilities.
Enchanted creature has, "T: Draw a card."
(76/350)

Psionic Justification
2, Instant, Uncommon
Choose one: Counter target spell, or draw two cards.
(78/350)

Psywave
3, Sorcery, Uncommon
Draw a card for each creature target opponent controls, then discard X cards, where X is five minus the number of creatures you control.
(83/350)

Serpent King
3, Creature - Serpent 6/4, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Serpent King can't attack unless defending player controls an island.
(89/350)

Spelkran Mystic
5, Creature - Empath 4/4, Uncommon
Flying
U: Spelkran Mystic can't be the target of spells or abilities this turn.
"Power supercedes itself, until mastery is achieved."
-Zestula

(93/350)

Spelkran Pirates
5, Creature - Pirate 4/3, Uncommon
Islandwalk
Whenever Spelkran Pirates deals combat damage to a player, gain control of target island that player controls. (This effect doesn't end at end of turn)
(96/350)

Spelkran Warship
3, Creature - Ship 5/4, Uncommon
Flying
Spelkran Warship can only block creatures with flying.
Airships are commonly seen in the skies above Spelkran. Some are stronger than others.
(98/350)

Thought Tormentor
1, Creature - Empath 1/2, Uncommon
Whenever Thought Tormentor deals combat damage to a player, put that many cards from the top of that player's library into his or her graveyard.
(104/350)

Tides of Illusion
4, Instant, Uncommon
Prevent all combat damage creatures you don't control would deal this turn.
"We're fighting shadows! Where are the REAL foes!?"
-Vharamel

(105/350)

Waterspout Caster
2, Creature - Empath 1/1, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
U, T, Discard a card: Return target creature to its owner's hand.
Those who don't respect the water are consumed by it.
(106/350)

Whisper Elemental
, Creature - Elemental 0/1, Uncommon
Flying
Whenever you play a spell, Whisper Elemental gets +1/+1 until end of turn.
(107/350)


Rare:18

Cloning Mist
4, Sorcery, Rare
Gain control of target creature until end of turn. It gains haste until end of turn. At the end of turn, if that creature is still in play, return it to its owner's hand, then put a token creature into play that is a copy of that creature.
(55/350)

Drake Shrieker
4, Creature - Drake 3/3, Rare
Flying
3U: Return all creatures blocking Drake Shrieker to their owners' hands.
Most creatures would rather run from the drakes than listen to their whining.
(57/350)

Eastern Cross
6, Instant, Rare
Draw five cards.
Wisdom awaits those who watch the eastern sky at night.
(58/350)

Gravity Loss
3, Sorcery, Rare
Return up to three target creatures to their owners' hands.
"The only thing that didn't move was the ground itself."
-Vhendrick

(63/350)

Lord of Thoughts
4, Creature - Empath 3/4, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
T: Target opponent reveals a card at random from his or her hand. If that card is an instant or sorcery, you may put a copy of that spell on the stack.
(65/350)

Mana Cloner
2, Creature - Empath 2/2, Rare
Whenever you play an instant or sorcery spell that only targets Mana Cloner, you may pay 2U. If you do, you may copy that spell for each other creature you control, and choose each other creature you control as a target for them.
(66/350)

Psionic Avatar
4, Creature - Avatar 6/5, Rare
When Psionic Avatar comes into play, sacrifice it unless you sacrifice an Empath.
Flying, trample
Discard a card: Return Psionic Avatar to its owner's hand.
(71/350)

Psionic Devourer
2, Creature - Elemental 4/4, Rare
Whenever Psionic Devourer deals combat damage, put that many cards from the top of your library into your graveyard.
"The more power you seek, the more your mind will twist."
-Vhendrick

(73/350)

Psionic Domination
, Enchantment, Rare
Whenever you play a spell, you may tap target permanent.
The Zonfeld psychics apply abuse and terror to control their masses.
(74/350)

Psionic Drake
3, Creature - Drake 3/3, Rare
Flying
Whenever Psionic Drake deals combat damage, you may untap that many permanents.
"I'm not sure what's worse than a drake with psychic powers...."
-Zeptal

(75/350)

Psionic Seer
4, Creature - Empath 2/2, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Draw a card.
UU, T: Return target permanent to its owner's hand.
(79/350)

Psychic Flood
1, Sorcery, Rare
Return all creatures with power 2 or less to their owners' hands.
Anyone whose mind was not strong enough collapsed into a ball, screaming in agony.
(82/350)

Share Alike
1, Sorcery, Rare
If you have at least five cards in your library, and target opponent has more cards in his or her library than you, that player puts cards from the top of his or her library into his or her graveyard until you and that player have an equal number of cards in your libraries.
(90/350)

Spelkran Manipulator
1, Creature - Empath 1/1, Rare
Draw a card whenever Spelkran Manipulator becomes untapped.
3U, T: Untap target creature.
(92/350)

Supreme Judgment
1, Instant, Rare
You may remove an elite card in your hand from the game and return a land you control to its owner's hand instead of paying Supreme Judgment's mana cost.
Counter target spell.
(99/350)

Telepathic Shapeshifter
1, Creature - Empath Shapeshifter 1/1, Rare
2U: Telepathic Shapeshifter becomes a copy of target creature until end of turn.
"Knowing your foe is different from becoming him...."
-Zestula

(101/350)

Temporal Gate
2, Enchantment, Rare
1U: Put target permanent you control on top of its owner's library.
Vhendrick was the only mortal who knew of the gate's presence and live to tell about it.
(102/350)

Thought Stealer
2, Creature - Empath 1/1, Rare
Whenever Thought Stealer deals combat damage to a player, you may sacrifice it. If you do, that player reveals his or her hand. You may remove an instant or sorcery card in that player's hand from the game. Until end of turn, you may play that spell as though it were in your hand without paying its mana cost.
(103/350)


Black:54


Common:18

Bone Scratcher
2, Creature - Skeleton 2/1, Common
Remove the top three cards of your library from the game: Regenerate Bone Scratcher.
(110/350)

Consuming Thoughts
3, Sorcery, Common
Consuming thoughts deals 3 damage to target player. That player discards a card from his or her hand.
(113/350)

Demotion
3, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Destroy target Elite creature. It can't be regenerated.
Draw a card.
(120/350)

Drafted Empath
, Creature - Empath 1/1, Common
T: Drafted Empath and target creature each get -1/-1 until end of turn.
"Why is it you can never find good help through force?"
-Zeptal

(122/350)

Driving Hatred
1, Enchant Creature, Common
Enchanted creature gets +3/+0.
Enchanted creature attacks each turn if able.
(124/350)

Mental Anguish
1, Sorcery, Common
Each player discards a card. Then, target opponent discards a card.
"Psychic power can put a heavy strain on your thoughts."
-Zolnath

(134/350)

Psychic Defiler
3, Creature - Empath 3/3, Common
When Psychic Defiler comes into play, you may sacrifice it. If you do, destroy target nonblack creature. It can't be regenerated.
(138/350)

Quick Unearthing
1, Instant, Common
Return target creature put into your graveyard this turn to your hand.
"These corpses will fester if we don't act quickly. If they rot too much, they're beyond our help."
-Zeptal

(140/350)

Spectral Knight
2, Creature - Spirit Knight 2/3, Common
Flying, protection from white.
(146/350)

Stinging Probe
1, Sorcery, Common
Look at target opponent's hand and choose a card. That player may pay 4 life. If he or she doesn't, that player discards that card.
(148/350)

Tears of Pain
3, Sorcery, Common
At the beginning of your upkeep, if Tears of Pain is in your graveyard, you may remove it from the game. If you do, target opponent discards a card from his or her hand.
Target opponent discards two cards from his or her hand.
(149/350)

Thought Drainer
3, Creature - Empath 2/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Target opponent discards a card from his or her hand. Play this ability only any time you could play a sorcery.
(151/350)

Tormenting Visions
3, Sorcery, Common
If a player plays a spell while Tormenting Visions is on the stack, that spell's controller discards a card from his or her hand.
Target player discards two cards from his or her hand.
(152/350)

Touch of Lethargy
1, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Target creature gets -2/-0 until end of turn.
Draw a card.
"Zonfeld psychics focus on weakening an opponent as opposed to killing him. It's more fun that way."
-Zolnath

(153/350)

Wall of Bats
1, Creature - Wall 1/2, Common
Flying
Pay 1 life: Wall of Bats gets +1/+1 until end of turn.
(156/350)

Zofar Necromancer
3, Creature - Empath 2/2, Common
When Zofar Necromancer is put into a graveyard from play, you may return another target creature from your graveyard to your hand.
(159/350)

Zonfeld Apprentice
, Creature - Empath 1/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Target creature gets -1/-0 until end of turn.
(161/350)

Zonfeld Sadist
, Creature - Empath 1/1, Common
Whenever an opponent discards a card, put a +1/+1 counter on Zonfeld Sadist.
HIs victim's mental suffering is his ultimate pleasure.
(162/350)


Uncommon:18

Cacophony of Nightmares
5, Sorcery, Uncommon
Target player discards four cards from his or her hand. That player loses 1 life for each card discarded this way.
(111/350)

Carrion Crawler
3, Creature - Beast Zombie 2/2, Uncommon
Carrion Crawler can't block.
B, Remove target creature card in a graveyard from the game: Regenerate Carrion Crawler. Put a +1/+1 counter on Carrion Crawler.
(112/350)

Corrupt Djinn
2, Creature - Djinn 4/4, Uncommon
Flying
At the beginning of your upkeep, discard two cards.
Power and priviledge have their checks and balances.
(115/350)

Death Watcher
2, Creature - Zombie 2/2, Uncommon
Gain 1 life whenever a creature you control is put into a graveyard from play.
"The dead still have their uses."
-Zolnath

(117/350)

Disturbed Invoker
3, Creature - Empath 3/1, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
Disturbed Invoker can't block.
(121/350)

Empathic Animation
2, Enchantment, Uncommon
Whenever a creature you control is put into a graveyard from play, an opponent may have you draw a card. If an opponent doesn't, you may put that creature on top of its owner's library.
(125/350)

Empathic Tormentor
1, Creature - Empath 1/1, Uncommon
T: Target creature gets -1/-1 until end of turn.
Sacrifice Empathic Tormentor: Target creature gets -1/-1 until end of turn.
(126/350)

Festering Underflow
3, Enchantment, Uncommon
At the beginning of each player's upkeep, that player chooses a nonland card in his or her graveyard. That player loses life equal to that card's converted mana cost.
(128/350)

Psionic Curse
1, Enchant Creature, Uncommon
When Psionic Curse comes into play, draw a card.
Whenever an activated ability of enchanted creature is played, its controller sacrifices it.
Belgis stared Zeptal down. As he focused his mind, a sigil on his hand began to glow brightly. Moments later, Belgis lay motionless on the ground.
(136/350)

Psychic Hunger
3, Sorcery, Uncommon
Psychic Hunger deals 2 damage to target creature. If that creature is put into a graveyard this turn, you may draw a card.
(139/350)

Rotting Empath
2, Creature - Empath Zombie 0/0, Uncommon
Rotting Empath comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, remove a +1/+1 counter from Rotting Empath.
T: Choose a target creature. Rotting Empath deals X damage to that creature, where X is three minus the number of +1/+1 counters on it. Then, put a +1/+1 counter on Rotting Empath equal to the amount of damage dealt this way.
(141/350)

Soul Leech
3, Sorcery, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Soul Leech deals damage to target creature or player equal to the number of Elite permanents in play. You gain life equal to the amount of damage dealt this way.
(143/350)

Soul Speech
2, Instant, Uncommon
Return target creature in a graveyard to play under your control. At the end of turn, remove that creature from the game. (Remove it only if it's in play)
"Spirits can be brought into your mind, but only for a short time."
-Zestula

(144/350)

Tendrils of Pain
X1, Sorcery, Uncommon
Target creature gets -X/-X until end of turn.
"Be at ease. Soon, you won't have to worry about anything."
-Zeptal

(150/350)

Trash Feeder
4, Creature - Horror 1/1, Uncommon
T, Remove three cards in your graveyard from the game: Put two +1/+1 counters on Trash Feeder.
Anything that isn't nailed to the floor is fair game for the Feeders.
(154/350)

Vagary
3, Enchantment, Uncommon
Whenever an opponent discards a card, that player loses life equal to the converted mana cost of that card.
"Soon, you will learn your overconfidence is your greatest weakness."
-Vhendrick

(155/350)

Winged Horror
5, Creature - Horror 5/5, Uncommon
Flying
Winged Horror costs 1 less to play for each creature that was put into a graveyard from play this turn.
The suffering of mortals are its bread and butter.
(158/350)

Zonfeld Abomination
4, Creature - Zombie Beast 6/5, Uncommon
Trample
When Zonfeld Abomination comes into play, a player may discard three cards from his or her hand. If a player does, sacrifice Zonfeld Abomination.
"The empaths created it to wipe out the Spelkran resistance forces. I think it'll do its job well."
-Zeptal

(160/350)


Rare:18

Ambitious Empath
3, Creature - Empath 2/1, Rare
Sacrifice Ambitious Empath: Draw three cards, and lose 3 life.
There are some that are TOO eager to die.
(109/350)

Consuming Wavelength
1, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Destroy all Elite creatures. They can't be regenerated.
(114/350)

Dark Sadist
2, Creature - Empath 2/3, Rare
Whenever an opponent is dealt damage, you may pay up to X, where X is the amount of damage dealt. If you do, gain that much life.
(116/350)

Death's Seneschal
6, Creature - Demon Spirit 5/4, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
T: Destroy target non-Elite creature. It can't be regenerated.
(118/350)

Death's Vengeance
2, Enchantment, Rare
Whenever a nontoken creature is put into a graveyard from play, remove it from the game. That creature's owner loses 1 life.
(119/350)

Dragon Wraith
5, Creature - Dragon Spirit 5/4, Rare
Flying
Whenever Dragon Wraith deals combat damage to a player, you may put a -1/-1 counter on each creature that player controls.
(123/350)

Empathic Virus
2, Sorcery, Rare
Creatures get -1/-1 until end of turn for each card in your hand.
Psychic powers have weaknesses like anything else.
(127/350)

Floating Skull
3, Creature - Skeleton 0/1, Rare
Flying
At the beginning of your upkeep, you may remove a creature card in your graveyard from the game. If you do, Floating Skull gets +X/+Y until end of turn, where X is that creature's power, and Y is that creature's toughness.
(129/350)

Fragile Wraith
1, Creature - Spirit 4/2, Rare
Fear
If Fragile Wraith becomes blocked, sacrifice it.
Entities of the undead have limited power with which to confound the living.
(130/350)

Grave Sword
4, Enchant Creature, Rare
Enchanted creature gets +1/+1 for each card in your graveyard.
At the end of turn, sacrifice enchanted creature.
(131/350)

Imperial Stalker
3, Creature - Horror 4/4, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Fear
(132/350)

Master Necromancer
4, Creature - Empath Wizard 3/3, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
1B, T: Return target creature from your graveyard to your hand.
3BB, T, Discard a card from your hand: Put target Elite creature from your graveyard into play.
(133/350)

Mind Slayer
2, Creature - Empath Horror 1/1, Rare
Whenever Mind Slayer deals combat damage to a player, you may remove it from the game. If you do, that player discards his or her hand.
"Vhendrick won't be a threat for much longer. I know how to destroy his power."
-Zeptal

(135/350)

Psionic Horror
4, Creature - Horror 0/4, Rare
Flying
At the beginning of your upkeep, you may put up to six cards from the top of your library into your graveyard. If you do, Psionic Horror gets +1/+0 for each card you put in your graveyard this way until end of turn.
(137/350)

Skeletal Necromancer
3, Creature - Skeleton 2/3, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
3B, T: Remove target creature card in a graveyard from the game. If you do, put a 1/1 black Skeleton creature token into play with "[B]: Regenerate this creature."
1B: Regenerate Skeletal Necromancer
(142/350)

Soul Vortex
2, Sorcery, Rare
Remove all creature cards in all graveyards from the game. Each player loses life equal to the number of creatures removed from his or her graveyard this way.
(145/350)

Starved Empath
4, Creature - Empath Zombie 3/4, Rare
Put the top five cards of your library into your graveyard: Regenerate Starved Empath.
Knowledge is always power.
(147/350)

Western Cross
6, Instant, Rare
Target player loses 7 life.
People who watch the western sky at night succumb to the blights of human suffering.
(157/350)


Red:54


Common:18

Double Shock
3, Sorcery, Common
At the beginning of your upkeep, if Double Shock is in your graveyard, you may remove it from the game. If you do, it deals 2 damage to target creature or player.
Double Shock deals 3 damage to target creature or player.
(170/350)

Empathic Raiders
2, Creature - Soldier Raider 3/1, Common
Haste, first strike
Psychic powers in the wrong hands is a very difficult thing to overcome.
(171/350)

Fanatical Empath
4, Creature - Empath 4/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
First strike
Fanatical Empath attacks each turn if able.
(173/350)

Granite Wall
2, Creature - Wall 0/10, Common

There are times when defenses are the only thing between you and death.
(176/350)

Pinpoint Implosion
1, Sorcery, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Destroy target land.
(189/350)

Psybeam
, Instant, Common
As an additional cost to play Psybeam, tap an untapped Empath you control.
Psybeam deals 3 damage to target creature or player.
(193/350)

Pyrokinetic Flash
3, Sorcery, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Pyrokinetic Flash deals 4 damage divided as you choose among any number of target creatures and/or players.
(194/350)

Pyropath
2, Creature - Empath 2/2, Common
At the beginning of your turn, if Pyropath is untapped, it deals 1 damage to target player.
(195/350)

Radioactive Wave
2, Instant, Common
If a player plays a spell while Radioactive Wave is on the stack, Radioactive Wave deals 3 damage to that source's controller.
Radioactive Wave deals 3 damage to target creature or player.
(196/350)

Royal Blast
2, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Royal Blast deals 5 damage to target Elite creature.
Many of the Zonfeld politicians order special tactics to be used on those too strong to be defeated by normal means.
(198/350)

Scorching Thoughts
2, Instant, Common
Scorching Thoughts deals X damage to target creature, where X is equal to the number of cards in its controller's hand.
(199/350)

Swoop Squadron
2, Creature - Soldier 1/1, Common
Flying, haste
Zofar troopers that become problem cases are usually "drafted" into the airborn divisions.
(204/350)

Zofar Bombers
3, Creature - Soldier 2/2, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Zofar Bombers deals 2 damage to target Elite creature.
(209/350)

Zofar Grenadier
1, Creature - Soldier 2/3, Common
When Zofar Grenadier comes into play, you may sacrifice it. If you do, it deals 3 damage to target creature or player.
(210/350)

Zofar Grunt
, Creature - Soldier 1/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Target Elite creature gains first strike until end of turn.
The lowest man in Zofar's army is given more respect than the highest officer in the standard army.
(211/350)

Zofar Platoon
3, Creature - Soldier 3/3, Common
First strike
Zofar Platoon can't block.
Those without psychic talents have to work extra hard to compete against those who do.
(214/350)

Zofar Torch
1, Enchant Creature, Common
Enchanted creature has first strike.
Whenever enchanted creature becomes tapped, you may have it deal 1 damage to target creature.
(215/350)

Zofar Voyeur
4, Creature - Empath 2/2, Common
2R, T, Sacrifice a land: Zofar Voyeur deals 3 damage to target creature or player.
"Best not to anger this one. He's got a fiery temper...."
-Zeptal

(216/350)


Uncommon:18

Acidic Empath
3, Creature - Empath 3/1, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
3R, T: Destroy target artifact.
(163/350)

Birthing Pasture
1, Sorcery, Uncommon
Return a random card from your graveyard to your hand.
Gaea works in mysterious ways.
(164/350)

Column of Fire
1, Enchantment, Uncommon
At the beginning of a player's upkeep, that player may discard a card. If that player doesn't, Column of Fire deals 2 damage to that player.
(168/350)

Enspirited Totem
, Enchantment, Uncommon
6R: Attacking creatures get +3/+3 until end of turn.
The Zofar still cling to the old religions for very good reasons.
(172/350)

Flowstone Ankylosaurus
3, Creature - Beast 2/5, Uncommon
Trample
1: Flowstone Ankylosaurus gets +1/-1 until end of turn.
Most people in Zofar know dinosaurs aren't quite extinct yet.
(174/350)

Land Mine
, Enchant Land, Uncommon
Whenever enchanted land becomes tapped, destroy it.
"Careful where you step. The Zofar were here recently."
-Vhendrick

(178/350)

Magnabelcher
3, Creature - Beast 3/2, Uncommon
Whenever a land comes into play, that land's controller may have Magnabelcher deal 2 damage to him or her. If he or she doesn't, that player sacrifices that land.
Few things can live in the wake of the Magna's powerful breath.
(182/350)

Mind Blaze
X, Instant, Uncommon
Target creature deals X damage to all creatures blocking it this turn.
Not even an army could stop Vhendrick's desires.
(184/350)

Muddled Assault
1, Sorcery, Uncommon
Target opponent sacrifices a random permanent.
The Zonfeld bombard their enemies with dilusional psychic energies to cause panic on the battlefield.
(185/350)

Psionic Slayer
4, Creature - Empath 2/4, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Whenever Psionic Slayer attacks, it gets +1/+0 until end of turn for each Elite permanent defending player controls.
(192/350)

Seismic Raider
3, Creature - Soldier 5/3, Uncommon
Haste
Whenever Siesmic Raider deals combat damage to a player, that player sacrifices a land.
At the end of turn, return Seismic Raider to its owner's hand.
(200/350)

Solar Entity
3, Creature - Elemental 5/5, Uncommon
Haste
Whenever Solar Entity is dealt damage, sacrifice it.
The sun has more than one way to scorch the earth.
(201/350)

Superior Judgment
, Instant, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Counter target Elite spell is you have more life than that spell's controller.
(203/350)

Terminal Manipulation
3, Sorcery, Uncommon
Gain control of target creature an opponent controls. That creature gains haste.
At the end of turn, sacrifice that creature.
(205/350)

Vhendrick's Blast
5, Instant, Uncommon
Vhendrick's Blast deals 5 damage to target creature or player.
The most powerful mind in Zestula won't go down very easily.
(206/350)

Vibrating Pulse
2, Sorcery, Uncommon
Destroy target land and target artifact.
Emanations from psychic attacks can channel frequencies into fragile objects.
(207/350)

Volcanic Invoker
4, Creature - Empath 3/2, Uncommon
Mountainwalk
T: Volcanic Invoker deals 1 damage to target nonflying creature.
(208/350)

Zofar Guardsman
3, Creature - Soldier 4/2, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
First strike
(212/350)


Rare:18

Caste Fury
2, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Caste Fury deals to each creature and player damage equal to the number of Elite creatures in play.
(165/350)

Chaotic Study
1, Sorcery, Rare
Reveal three random cards from your library. An opponent chooses one of them. Remove the chosen card from the game, and put the other two in your hand.
(166/350)

Collapsing Hope
, Enchantment, Rare
Whenever a creature comes into play, tap all other creatures that creature's controller controls.
"Their will has been weakened. We have to strike quickly, or they'll mount defenses."
-Zeptal

(167/350)

Crippling Tremors
3, Sorcery, Rare
Destroy all basic lands.
The Zofela lands have been plagued by earthquakes for centuries.
(169/350)

Fury Dragon
5, Creature - Dragon 6/5, Rare
Flying
Creatures you own have haste.
At the beginning of an opponent's upkeep, that player chooses a creature you control other than Fury Dragon. That player gains control of that creature until end of turn.
(175/350)

Imperial Dragon
6, Creature - Dragon 6/6, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying, trample
R: Imperial Dragon gets +1/+0 until end of turn.
(177/350)

Lightning Entity
1, Creature - Elemental 7/1, Rare
Haste, trample
At the beginning of your upkeep, you may pay 1RRR. If you don't, sacrifice Lighting Entity.
(179/350)

Mad Gunner
2, Creature - Mercenary 2/1, Rare
T: Choose a target creature or player, then flip three coins. For each flip you win this way, Mad Gunner deals 1 damage that creature or player. If you lose all three flips this way, sacrifice Mad Gunner, and it deals 3 damage to you.
Sometimes the gunner gets his prey. Sometimes the gunner gets himself.
(180/350)

Magma Stallion
2, Creature - Horse Elemental 7/1, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Trample, haste
At the end of turn, sacrifice Magma Stallion.
(181/350)

Magnetic Psion
1, Creature - Empath 1/1, Rare
Whenever a player plays a sorcery spell, you may put a +1/+1 counter on Magnetic Psion.
(183/350)

Mutiny
6, Sorcery, Rare
Tap all creatures. Each creature tapped this way deals damage equal to its power to its controller.
"The worst fear of the Zofar is to have its minions come out of their mind control."
-Zestula

(186/350)

Northern Cross
7, Instant, Rare
Northern Cross deals 8 damage to target creature or player.
The War God's power lies in the northern skies at night.
(187/350)

Obsessed Geomancer
1, Creature - Empath 1/1, Rare
Discard a land card: Obsessed Geomancer gets +2/+0, trample, and haste until end of turn.
(188/350)

Psion of the Flame
, Creature - Empath 1/1, Rare
T: Discard your hand. If you discarded at least three cards this way, Psion of the Flame deals 3 damage to target creature or player.
(190/350)

Psionic Geomaster
3, Creature - Empath 2/4, Rare
X, Sacrifice Psionic Geomaster: Psionic Geomaster deals X damage to all creatures.
"An empath that controls the earth. I suddenly feel afraid."
-Zestula

(191/350)

Ritual of Royalty
, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Add 1 to your mana pool for each Elite permanent you control.
(197/350)

Stone Ritual
, Sorcery, Rare
Sacrifice any number of lands. Add R to your mana pool for each land you sacrifice this way.
Vhendrick never thought he would succumb to learning the rites of savages like the Zofar.
(202/350)

Zofar Overmaster
3, Creature - Empath 3/3, Rare
Trample
After your combat step, if Zofar Overmaster dealt combat damage to a player this turn, add 3 to your mana pool.
(213/350)


Green:54


Common:18

Consuming Probe
, Instant, Common
Destroy target artifact unless that artifact's controller puts X +1/+1 counters on a creature of your choice, where X is the converted mana cost of that artifact.
"Empaths often have to decide whether to destroy an item, or assimilate it."
-Zolnath

(221/350)

Druid Invoker
1, Creature - Druid 2/3, Common
When Druid Invoker comes into play, you may sacrifice it. If you do, target creature gets +4/+4 and trample until end of turn.
(223/350)

Exceptional Strength
2, Instant, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Target Elite creature gets +5/+5 and trample until end of turn.
"Those on the top of their field didn't get there by being weak."
-Zolnath

(231/350)

Fertile Seeding
1, Sorcery, Common
Shuffle Fertile Seeding and up to two target cards in your graveyard into your library.
"You can't just plant seeds. You have to wrap them up in a blanket, then throw them all over the place!"
-Zofela gardener

(232/350)

Fruit of Temptation
1, Enchant Creature, Common
At the end of turn, sacrifice Fruit of Temptation.
Creatures block enchanted creature if able.
(233/350)

Hunting Spider
2, Creature - Spider 2/2, Common
Hunting Spider can block as though it had flying.
Whenever Hunting Spider deals combat damage to a creature, destroy that creature.
(237/350)

Nature's Vengeance
2, Instant, Common
If a player plays a spell while Nature's Vengeance is on the stack, that spell's controller sacrifices an enchantment.
Destroy target artifact or enchantment.
(244/350)

Psionic Strength
2, Instant, Common
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
"Before you can be strong in the body, you must have brawn in your mind."
-Zolnath

(248/350)

Psychic Elves
1, Creature - Elf 1/1, Common
Psychic Elves can't be the target of spells or abilities.
T: Add G to your mana pool.
(250/350)

Pulse of Strength
3, Sorcery, Common
At the beginning of your upkeep, if Pulse of Strength is in your graveyard, you may remove it from the game. If you do, target creature gets +3/+3 until end of turn.
Target creature gets +3/+3 and trample until end of turn.
(251/350)

Response Warrior
, Creature - Elf 2/2, Common
1G: Untap Response Warrior.
The response teams train themselves to go weeks without sleep.
(252/350)

Soil Digger
4, Creature - Beast 3/3, Common
Sacrifice Soil Digger: Search your library for a basic land and put it into play. Then shuffle your library.
(255/350)

Spider's Ambush
2, Instant, Common
Target creature gets +4/+4 until end of turn. That creature can block as though it had flying this turn.
(257/350)

Tujal Amulet
1, Enchant Creature, Common
Enchanted creature gets +1/+1.
Whenever enchanted creature becomes tapped, you may have target creature get +1/+1 until end of turn.
(260/350)

Tujal Defenders
2, Creature - Elf 3/2, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
1G: Target Elite creature gets +1/+1 until end of turn.
(261/350)

Tujal Footsoldier
, Creature - Elf 1/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Trample
(263/350)

Warrior Druid
2, Creature - Druid 3/3, Common
Sacrifice Warrior Druid: Put target card in your graveyard on top of your library.
(268/350)

Warrior Dryad
4, Creature - Dryad 3/5, Common
Warrior Dryad can't be the target of spells or abilities.
When a threat enters the Tujal region, the dryads awake to ambush their attackers.
(269/350)


Uncommon:18

Bog Gater
3, Creature - Crocodile 3/3, Uncommon
Bog Gater gets +1/+1 for each tapped swamp an opponent controls.
In Tujal, the bogs are avoided for very good reasons.
(218/350)

Delta Feeder
4, Creature - Beast 3/3, Uncommon
3G, T: Destroy target island.
Fishing in the delta region of Zofar is not recommended.
(222/350)

Empathic Dryad
1, Creature - Dryad 1/1, Uncommon
Forestwalk
Whenever Empathic Dryad deals combat damage to a player, target forest becomes a basic land of your choice. (This effect doesn't end at end of turn).
(226/350)

Emperial Rebirth
2, Sorcery, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Return target Elite card from your graveyard to your hand.
(228/350)

Enlightened Clairvoyant
3, Creature - Druid 1/4, Uncommon
Whenever a creature with flying attacks you, you may draw a card.
Defense is 9/10's preparation.
(229/350)

Gaea's Summons
3, Sorcery, Uncommon
Reveal cards from the top of your library until you reveal a creature card. If you revealed a number of lands equal to or greater than that card's converted mana cost, put that creature into play. Otherwise, put it in your hand. Then shuffle your library.
(234/350)

Gorilla Duellist
3, Creature - Ape 3/1, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
G: Regenerate Gorilla Duellist.
There may not be honor among thieves, but there is among apes.
(236/350)

Lashvine
2, Creature - Wall 2/6, Uncommon
Lashvine can block as though it had flying.
4G, T: Lashvine deals 5 damage to target flying creature.
(239/350)

Life Pool
4, Sorcery, Uncommon
As an additional cost to play Life Pool, sacrifice a creature.
Search your library for up to X basic lands and put them into play, where X is the converted mana cost of the creature sacrificed to play Life Pool. Then shuffle your library.
(240/350)

Lifebreather
2, Creature - Beast 2/3, Uncommon
G, T: Regenerate target creature.
In the Tujal region, some who expect to be delivered to Gaea's realm are brought back by the Breathers.
(241/350)

Psionic Summoning
3, Instant, Uncommon
Search your library for a creature card and remove it from the game. You may play that creature any time you could play an instant this turn.
At the end of turn, if that creature is removed from the game, put it in your hand.
(249/350)

Rodent Ambush
X, Instant, Uncommon
Put X 1/1 green Squirrel creature tokens into play. Sacrifice them at the end of turn.
"I've heard of raining cats and dogs, but this is just absurd!"
-Zestula

(253/350)

Skyline Treefolk
3, Creature - Treefolk 1/3, Uncommon
Skyline Treefolk can block as though it had flying.
G: Regenerate Skyline Treefolk.
(254/350)

Sonic Algae
2, Creature - Wall 0/4, Uncommon
Protection from blue
Whenever an opponent plays a blue spell or an ability of a blue permanent, you may draw a card.
(256/350)

Territorial Discovery
, Sorcery, Uncommon
Each player reveals cards from the top of his or her library until he or she reveals a basic land. Put those lands into play under their owner's control. Then, each player shuffles all other cards revealed this way into his or her library.
(258/350)

Thought Mold
1, Sorcery, Uncommon
Any opponent may have you draw two cards. If an opponent doesn't, destroy target artifact, enchantment, or land.
(259/350)

Tujal Marksman
3, Creature - Empath Soldier 3/2, Uncommon
T: Tujal Marksman deals X damage to target attacking or blocking creature with flying, where X is the number of cards in your hand.
(264/350)

Tujal Naga
2, Creature - Snake 2/3, Uncommon
Protection from blue.
Draw a card whenever a blue creature you don't control is put into a graveyard from play.
(265/350)


Rare:18

Avatar's Prowess
7, Instant, Rare
Target creature gets +X/+X until end of turn, where X is equal to your life total.
(217/350)

Brain Wyrm
4, Creature - Wyrm 3/3, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Trample
Whenever Brain Wyrm deals combat damage to a player, you may return an Elite card from your graveyard to your hand.
(219/350)

Call of Honor
2, Instant, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Elite creatures get +2/+2 until end of turn.
(220/350)

Earth Wyrm
2, Creature - Beast 0/0, Rare
When Earth Wyrm comes into play, if you played it from your hand put a +1/+1 counter on it for each land you control.
When danger approaches, Gaea awakens her largest children.
(224/350)

Earth's Cross
6, Instant, Rare
Creatures you control get +4/+4 until end of turn.
Mother Gaea pulls energies from her home to thwart her enemies.
(225/350)

Empathic Enchantress
3, Creature - Druid Empath 2/2, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Draw a card whenever you play an Elite spell.
(227/350)

Enlightened Mystic
3, Creature - Dryad 3/3, Rare
Whenever Enlightened Mystic deals combat damage, you may untap that many permanents.
"The time for words is over. The time for action starts now."
-Zestula

(230/350)

Garden of Thoughts
, Enchantment, Rare
Whenever you play an instant or sorcery spell, you may shuffle that card into your library instead of putting it into your graveyard.
(235/350)

King Spider
4, Creature - Spider 5/5, Rare
King Spider may block as though it had flying.
Whenever King Spider deals combat damage to a player, you may draw a card.
(238/350)

Natural Surplus
1, Enchantment, Rare
Whenever you draw a card, you may untap a basic land you control.
"I predict a good harvest this season."
-Vhendrick

(242/350)

Nature's Blessing
2, Enchantment, Rare
At the beginning of your upkeep, you may choose to skip your draw step this turn. If you do, reveal the top five cards of your library. Put a land card revealed this way in your hand, and put the other cards revealed this way on the bottom of your library.
(243/350)

Overgrowth
1, Enchantment, Rare
Artifacts, creatures, and enchantments are lands in addition to their types. (You can only play one land each turn)
(245/350)

Power Culmination
1, Enchant Creature, Rare
Enchanted creature has trample.
Whenever enchanted creature attacks, it gets +1/+1 until end of turn for each other creature in play.
(246/350)

Psionic Beastmaster
2, Creature - Empath 1/1, Rare
Whenever a creature an opponent controls comes into play, you may put a 1/1 green Saproling creature token into play.
(247/350)

Tujal Enchantress
1, Creature - Enchantress 2/2, Rare
Whenever an enchantment comes into play, put a +1/+1 counter on Tujal Enchantress.
"Most who venture in the deep parts of Tujal are never heard from again. The only thing heard is the song of the enchantress."
-Vhendrick

(262/350)

Tujal Wisdom
3, Sorcery, Rare
Draw a card for each enchantment in play.
The druids show that the wisest of all don't have to be psychic.
(266/350)

Vernal Shift
1, Enchantment, Rare
As Vernal Shift comes into play, choose a basic land type.
All lands are of the chosen type in addition to their type.
(267/350)

World Elemental
5, Creature - Elemental 7/5, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Trample, protection from black, protection from blue.
(270/350)


Multi:30


Common:20

Brightleaf Paladin
2, Creature - Knight 2/3, Common
First strike, protection from red.
Attacking doesn't cause Brightleaf Paladin to tap.
(271/350)

Choking Vortex
3, Instant, Common
Destroy target nonblack creature. It can't be regenerated.
Return target artifact, land, or enchantment to its owner's hand.
(273/350)

Determined Empath
, Creature - Empath 3/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Haste
At the end of combat, if Determined Empath attacked or blocked this turn, return it to its owner's hand. (Return it only if it's still in play)
(276/350)

Elite Taskmaster
, Creature - Soldier 2/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
You may play Elite Taskmaster any time you could play an instant.
(277/350)

Empathic Witch
, Creature - Empath 2/2, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
2: Regenerate Empathic Witch.
(278/350)

Liquid Flare
2, Instant, Common
Counter target spell with converted mana cost four or less. Liquid Flare deals 3 damage to target player.
(281/350)

Magma Ritual
, Instant, Common
Add BBRR to your mana pool.
A circle of psychics can produce more power than even Gaea herself.
(282/350)

Poison Cloak
1, Enchant Creature, Common
Enchanted creature has fear.
At the end of combat, destroy all creatures enchanted creature dealt combat damage to this turn.
(284/350)

Psychic Pathway
, Instant, Common
Look at the top four cards of your library. Choose a land card there and put it into play. Put the other cards on the bottom of your library.
(286/350)

Risen Psychic
, Creature - Empath Zombie 2/2, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Protection from green.
(288/350)

Solar Child
1, Creature - Soldier 2/3, Common
Haste.
When Solar Child comes into play, it gets protection from all colors until end of turn.
(290/350)

Spelkran Telekinetic
, Creature - Empath 2/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Flying
(291/350)

Spitting Ivy
, Creature - Wall 0/3, Common
T: Spitting Ivy deals 1 damage to target player.
T: Spitting Ivy deals 2 damage to target flying creature.
(292/350)

Tujal Archer
, Creature - Elf 2/2, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Tujal Archer can block as though it had flying.
(293/350)

Tujal Boa
, Creature - Snake 2/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Islandwalk, forestwalk.
(294/350)

Tujal Briars
1, Enchantment, Common
Creatures you control get +0/+1 and trample.
"Not only are they a good place to hide from enemies, they're great to prepare for ambushes."
-Zeptal

(295/350)

Undead Cleric
, Creature - Cleric Zombie 2/2, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Whenever Undead Cleric deals combat damage, you gain that much life.
Whenever Undead Cleric is dealt damage, you lose that much life.
(297/350)

Wretched Psychic
1, Creature - Empath 2/2, Common
Whenever Wretched Psychic is dealt damage, you gain that much life.
2B: Wretched Psychic deals 1 damage to target creature and 1 damage to itself.
(298/350)

Zofela Gladiator
, Creature - Barbarian Soldier 2/2, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
First strike
(299/350)

Zonfeld Butcher
, Creature - Horror 2/1, Common
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
When Zonfeld Butcher comes into play, destroy target Elite creature other than Zonfeld Butcher.
(300/350)


Uncommon:5

Dark Kindling
, Enchantment, Uncommon
Instant spells you play that target creatures cost 1 less to play.
Sorcery spells you play that target players cost 1 less to play.
(274/350)

Despirit
4, Instant, Uncommon
Destroy target nonblack creature. It can't be regenerated.
Creatures that creature's controller controls can't block this turn.
"Nothing is worse than watching a friend fall."
-Vharamel

(275/350)

Grave Inspiration
4, Sorcery, Uncommon
Return target creature card from your graveyard to your hand.
Draw three cards.
(279/350)

Honorable Advance
4, Sorcery, Uncommon
Creatures you control get +1/+1 for each card in your hand and trample until end of turn.
After being bombarded by constant attacks from the Zofar, the Zofela people turned to an offensive position.
(280/350)

Mind Horror
2, Creature - Horror 4/4, Uncommon
When Mind Horror comes into play, choose an opponent.
When Mind Horror comes into play, the chosen player discards a card from his or her hand.
At the beginning of your upkeep, if the chosen player has any cards in his or her hand, return Mind Horror to its owner's hand.
(283/350)


Rare:5

Charitable Donation
, Sorcery, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Give control of a permanent you control to target opponent. That permanent has "At the beginning of your upkeep, lose 1 life."
"Trust no one."
-Zolnath

(272/350)

Psionic Mist
1, Enchantment, Rare
Creatures get +1/+0 and can't be the target of spells or abilities.
"Hard to hit your enemies when you can't see them."
-Vhendrick

(285/350)

Pyrokinetic Shockwave
X, Instant, Rare
Pyrokinetic Shockwave deals X damage to all attacking or all blocking creatures.
Vhendrick's best weapon was his knowledge of his enemies' weaknesses.
(287/350)

Seismic Turmoil
3, Sorcery, Rare
Remove all lands in all graveyards from the game. Destroy all lands. Then, return all lands removed from the game this way to play.
(289/350)

Tujal Fletchery
2, Enchantment, Rare
Creatures you control get first strike and can block as though they had flying.
Psionic attacks are the beast weapons in the Zofela lands. But bows work almost as well.
(296/350)


Artifact:20


Uncommon:10

Amber Talisman
2, Artifact, Uncommon
As Amber Talisman comes into play, choose a color.
T: Add 1 to your mana pool.
T: Add one mana of the chosen color to your mana pool. Amber Talisman deals 1 damage to you.
(301/350)

Automated Defenses
4, Artifact Creature - Wall 0/5, Uncommon
Whenever Automated Defenses blocks a creature, it deals 2 damage to it.
Automated Defenses can block two creatures each combat.
(302/350)

Gravel Titan
5, Artifact Creature - Golem 3/3, Uncommon
T: Gravel Titan deals 1 damage to target attacking or blocking creature.
"Hey, when good resources are in short supply, you use what you can get your hands on."
-Vhendrick

(304/350)

Ouija Tablet
2, Artifact, Uncommon
Sacrifice Ouija Tablet: Target creature you control can't be the target of spells or abilities this turn.
Draw a card.
"I forsee darkness in your near future. Please exercise caution."
-Zestula

(306/350)

Power Battery
3, Artifact, Uncommon
As Power Battery comes into play, choose a color.
T: Put a charge counter on Power Battery.
T: Remove any number of charge counters from Power Battery. Add X+1 mana of the chosen color to your mana pool, where X is the number of charge counters removed this way.
(307/350)

Power Rod
3, Artifact, Uncommon
Whenever a player plays an instant or sorcery spell, put a charge counter on Power Rod.
3, T, Remove a charge counter from Power Rod: Draw a card.
(309/350)

Steel Bookkeeper
3, Artifact Creature - Empath 1/3, Uncommon
Whenever a card is put into your graveyard from play, you may pay 3. If you do, shuffle it into your library.
No record will ever vanish in his library.
(315/350)

Syphon Tome
3, Artifact, Uncommon
At the beginning of your upkeep, you may discard three cards. If you do, draw two cards.
The more you use it, the more addicted to its power you become.
(316/350)

Winged Galleon
6, Artifact Creature - Ship 3/4, Uncommon
Flying, islandwalk.
Most missions it runs are for air assault. But that doesn't exclude its ability to raid by the sea.
(319/350)

Zofar Sentinel
6, Artifact Creature - Golem 4/4, Uncommon
Elite (This spell or permanent can't be the target of non-Elite spells or abilities of non-Elite permanents)
Protection from red, protection from blue.
"Psychic attacks do nothing to a being with no mind."
-Zestula

(320/350)


Rare:10

Granite Juggernaut
4, Artifact Creature - Golem 5/5, Rare
You can't play spells if Granite Juggernaut is tapped.
Granite Juggernaut attacks each turn if able.
(303/350)

Lotus Stem
0, Artifact, Rare
3: Put a charge counter on Lotus Stem.
T, Sacrifice Lotus Stem: Add three mana of any one color to your mana pool. Play this ability only if Lotus Stem has a charge counter on it.
For a flower to blossom, its root must be strong.
(305/350)

Power Magnet
8, Artifact, Rare
Sacrifice Power Magnet: Add X mana of any one color to your mana pool, where X is equal to the total of all converted mana costs of all nonland permanents in play.
(308/350)

Prismatic Construct
2, Artifact Creature 1/1, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities of non-Elite permanents)
As Prismatic Construct comes into play, choose a color.
T: Add one mana of the chosen color to your mana pool.
(310/350)

Psychic Gemstone
5, Artifact, Rare
3, T: Name a nonland card. Shuffle your library, then reveal the top five cards of it. If you reveal the named card this way, you may play that spell as though it were in your hand without paying its mana cost until end of turn. Then shuffle all other cards revealed this way into your library.
(311/350)

Psychic Golem
8, Artifact Creature - Golem 5/5, Rare
First strike
U: Psychic Golem can't be the target of spells or abilities this turn.
1R, T: Psychic Golem deals damage to target creature equal to its power. That creature deals damage equal to its power to Psychic Golem.
(312/350)

Pulsating Crystal
5, Artifact, Rare
You may remove three cards in your hand from the game instead of paying Pulsating Crystal's mana cost.
T: Add two mana of any one color to your mana pool.
(313/350)

Salvacore
6, Artifact Creature - Beast 5/5, Rare
Trample
At the beginning of your upkeep, discard a card or sacrifice Salvacore.
3: Regenerate Salvacore.
Whenever Salvacore is put into a graveyard from play, remove it from the game. Then, return another card from your graveyard to your hand.
(314/350)

Talisman of Grief
2, Artifact, Rare
At the beginning of your upkeep, lose 3 life.
3, T: Target opponent draws a card and gains control of Talisman of Greed.
(317/350)

Violent Clay
7, Artifact Creature - Golem 2/2, Rare
When Violent Clay comes into play, you may put one, two, or three +1/+1 counters on it. If you put one on it, it gains flying and first strike. If you put two on it, it has trample. If you put three on it, it can block as though it had flying. (These effects don't end at end of turn).
(318/350)


Land:10


Uncommon:5

Spelkran Tower
Land, Uncommon
T: Add 1 to your mana pool.
1U, T: Target Empath gains flying until end of turn.
(340/350)

Tujal Fortress
Land, Uncommon
T: Add 1 to your mana pool.
2G, T: Target Empath can't be the target of spells or abilities this turn.
(345/350)

Zofar Rampart
Land, Uncommon
T: Add 1 to your mana pool.
2R, T: Target Empath gets +2/+0 and haste until end of turn.
(347/350)

Zofela Cathedral
Land, Uncommon
T: Add 1 to your mana pool.
2W, T: Target Empath gets protection from the color of your choice until end of turn.
(348/350)

Zonfeld Sepulcher
Land, Uncommon
T: Add 1 to your mana pool.
1B, T: Target Empath gains fear until end of turn.
(350/350)


Rare:5

Emperial Cropfield
Land, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities of non-Elite permanents)
Emperial Cropfield doesn't untap during your untap step.
T: Add one mana of any color to your mana pool.
2: Untap Emperial Cropfield. Play this ability only once each turn.
(321/350)

Imperial Tower
Land, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool. Play this ability only if you control a nonland Elite permanent.
(326/350)

Royal Barrens
Land, Rare
Elite (This spell or permanent can't be the target of non-Elite spells or abilities of non-Elite permanents)
Whenever you discard a card, you may put a charge counter on Royal Barrens.
T: Add 1 to your mana pool.
Remove three charge counters from Royal Barrens: Add 1 to your mana pool.
(339/350)

Tujal Mines
Land, Rare
At the beginning of your turn, if Tujal Mines is untapped, you may return it to its owner's hand. If you do, add two mana of any one color to your mana pool at the beginning of your precombat main phase.
T: Add 1 to your mana pool.
(346/350)

Zonfeld Dregs
Land, Rare
T, Remove the top five cards of your library from the game: Add one mana of any color to your mana pool.
"It's amazing what they turn up in these desolate wastes."
-Zeptal

(349/350)


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