The Mourning Tales
d12inthehouse aka the [DZA]
(c) Wizards of the Coast, Inc. All rights reserved.
199 Cards total in set.


Aether Healing
2, Enchantment, Uncommon
Whenever a creature comes into play, prevent all damage that would be dealt to creatures this turn.
(119/199)

Beautiful Heaven
2, Enchantment, Rare
Whenever a source would deal damage, it deals half that damage instead, rounded up.
(120/199)

Bless of God
, Sorcery, Common
Until end of turn, you may remove any number of creatures you controll from the game. Each player gains 4 life for each creature removed this way.
Sacrifice a permanent: Return Bless of God to it's owners hand. Use this ability only, if Bless of God is in your graveyard.
(121/199)

Citizen Militia
1, Instant, Common
As an additional casting cost to play Citizen Militia, sacrifice a plains.
Prevent up to 6 damage to one creature.
Draw a card.
(122/199)

Clear Sin
3, Instant, Common
Destroy target swamp and target black creature.
(123/199)

Enlighten Bell
2, Instant, Uncommon
Destroy target enchanment or artifact.
Search your library for an enchantment card and reveal it. Shuffle your library, then put that card on top of it.
(124/199)

Falling Snow
1, Instant, Common
Target creature may not attack this turn.
Draw a card.
(125/199)

Filter
, Instant, Common
Whenever a source of your choice would deal damage this turn, that source deals half that damage, rounded up.
Draw a card.
Now we have a filter, what's now?
(126/199)

From Dusk till Dawn
3, Sorcery, Rare
Search your library for a creature card and remove it from the game. Then shuffle your library.
At the beginning of your next upkeep, put that creature into play.
(127/199)

Glorious Blessing
2, Instant, Common
Target creature gets +2/+2 until end of turn. If that creature leaves play this turn, gain life equal to its power.
(128/199)

Healing Attendant
, Creature - Cleric, Illusion 0/1, Common
T: Gain 1 life.
(129/199)

Healing Drink
1, Instant, Common
Choose one: Prevent the next 2 damage that would be dealt to target creature, or gain 2 life.
Draw a card.
(130/199)

Helpful Spirit
4, Creature - Avatar 2/2, Rare
Flying
When Helpful Spirit comes into play, choose a creature type.
Whenever a creature of the chosen type deals damage, gain that much life.
(131/199)

Holy Wall
, Creature - Wall 0/10, Uncommon
(Walls can't attack)
When Holy Wall is put into a graveyard from play, you gain 6 life.
(132/199)

Honored Rebuilder
2, Creature - Monk, Knight 2/3, Uncommon
First Strike
If Honored Rebuilder is in your hand, you may pay WWW and reveal it. If you do, target player gains 2 life. Play this ability only once each turn.
(133/199)

Knighthood's Choice
, Sorcery, Common
Destroy target enchantment.
If you control a Knight, you may play Knighthood's Choice as an instant. If you do, instead destroy target artifact or enchantment.
(134/199)

Light of the Stars
1, Sorcery, Uncommon
Damage dealt by Light of the Stars can't be prevented.
Light of the Stars deals 4 damage to target black creature. That creature can't regenerate this turn
(135/199)

Oath of the Knight
2, Enchantment, Rare
All Knights gain +1/+1 and first strike. Attacking does not cause Knights to tap.
(136/199)

Paladin of Freedom
2, Creature - Knight 1/2, Uncommon
First Strike
2WW, Sacrifice Paladin of Freedom - Search your library for a Knight card and put it into play. Then shuffle your library.
(137/199)

Paladin of the Round Table
3, Creature - Knight 2/3, Common
First Strike
Protection from green and blue
(138/199)

Peace System
2, Instant, Rare
Remove all creatures from the game. At the end of turn, return those creatures to play.
If Peace System is in your library, you may pay WWW at any time to search your library for it, reveal it, and put it in your hand. Then shuffle your library.
Rest in peace.
(139/199)

Sacred Defender
2, Creature - Knight 3/4, Rare

They called him 'The Prayer'.
(140/199)

Shield Captain
, Creature - Knight 1/2, Common
W: Shield Captain gains +0/+1 until end of turn. Use this ability only, if Shield Captain is blocking.
(141/199)

Sign of Saint
3, Enchantment, Rare
When Sign of Saint comes into play, choose 2 colors.
WW, discard a card: Until end of turn, prevent all damage that would be dealt to creatures you control by a source of one of the chosen colors.
(142/199)

Simplification
2, Instant, Common
Destroy target enchantment and target artifact.
(143/199)

Venerable Knight
1, Creature - Knight 1/3, Uncommon
First Strike
Attacking does not cause Venerable Knight to tap.
W: +0/+3 until end of turn. Use this ability only, if Venerable Knight is blocking and only once each turn.
(144/199)

Warcry of the Knights
, Sorcery, Uncommon
Knights get +2/+2 until end of turn. Attacking does not cause Knights to tap this turn.
If Warcry of the Knights is in your library, you may pay 4WWW. If you do, search your library for it, reveal it, and put it in your hand. Then shuffle your library.
(145/199)

White Knight
, Creature - Knight 2/2, Uncommon
First Strike
Protecton from black
(146/199)

Youth Knight
, Creature - Knight 1/2, Common
First Strike
W, T: Tap target creature
(147/199)

Birds Eye View
, Instant, Uncommon
Creatures you control gain flying until end of turn.
(30/199)

Brainstomp
1, Sorcery, Common
As an additional casting cost to play Brainstomp, return a Illusion you controll to it's owners hand.
Draw 3 cards.
(31/199)

Counter Focus
, Instant, Common
Counter target knight or illusion creature spell.
Draw a card.
(32/199)

Counterbasics
, Instant, Rare
Counter target spell.
If Counterbasics is in your graveyard, you may pay UUU, remove it from the game, and remove your hand from the game. If you do, counter target spell.
(33/199)

Extensiv Illusion
7, Creature - Illusion 6/5, Rare
Flying
Extensive Illusion can't be the target of spells or abilities.
U: Return Extensiv Illusion to it's owners hand.
(34/199)

Fatamorgana
1, Creature - Illusion 1/2, Common
Fatamorgana can't be the target of spells or abilities.
(35/199)

Glamorous Illusion
2, Creature - Illusion 2/2, Uncommon
Flying
Glamourous Illusion can't be the target of spells or abilities.
If Glamorous Illusion is in your library, you may pay WUGRB. If you do, search your library for Glamorous Illusion into play, then shuffle your library
(36/199)

Icy Cognition
, Instant, Common
Tap target permanent.
Draw a card.
(37/199)

Illusion Keeper
2, Creature - Lord 2/2, Rare
Illusions gain +1/+1 and can't be the target of spells or abilities.
(38/199)

Illusion Miracle
, Enchantment, Common
U: Until end of turn, Illusion Miracle becomes a 2/2 Illusion creature with flying
(39/199)

Incisive Haze
, Creature - Illusion 1/1, Rare
Flying
Incisive Haze can't be the target of spells or abilities.
At the beginning of your upkeep, pay U or sacrifice Incisive Haze.
(40/199)

Iridescent Sea
3, Enchantment, Rare
At the beginning of your upkeep, you may return an island you control to its owner's hand, then draw a card. If you don't, sacrifice Iridescent Sea.
Oh, what a beautiful Sea!
(41/199)

Luminous Illusion
1, Creature - Illusion 2/1, Common

(42/199)

Memory Drake
4, Creature - Drake 2/3, Common
Flying
Whenever Memory Drake deals damage to a creature, draw a card.
2, sacrife Memory Drake: Draw a card.
(43/199)

Mighty Decision
2, Instant, Rare
Counter target spell.
If Mighty Decision is in your library, you may pay 4UUU. If you do, search your library for it, remove it from the game, then shuffle your library. If you do, counter target spell.
No, you don't!
(44/199)

Molten Illusion
, Creature - Illusion 1/2, Uncommon
RR, T: Draw a card.
(45/199)

Mystic Bell
2, Instant, Uncommon
Counter target spell. Then, search your library for an instant card and reveal it. Shuffle your library, then put that card on top of it.
(46/199)

Native Illusion
, Creature - Illusion 1/2, Uncommon
GG, T: Draw a card.
(47/199)

Oblique Illusion
1, Creature - Illusion 1/2, Common

(48/199)

Painful Geniality
, Instant, Common
Draw a card. You lose 2 live.
B, remove Painful Geniality from the game: Destroy target nonblack creature. Use this ability only, if Painful Geniality is in your graveyard.
(49/199)

Raynfort Poltergeist
, Creature - Illusion 1/1, Common

(50/199)

Rising Waterfall
2, Enchantment, Uncommon
UUU: Draw a card.
(51/199)

Sandswimmer
1, Creature - Merfolk 2/1, Common
U: Sandswimmer gains islandwalk until end of turn.
(52/199)

Shimmering Viper
2, Creature - Snake 2/1, Uncommon
Can't be the target of spells or abilities.
Blue Spells you play cost 1 less to play.
(53/199)

Shocking Reaction
2, Instant, Common
When you play Shocking Reaction you may pay 1R up to three times.
Look at the top 4 cards of your library. Choose one card, and put it into your hand. For each time you payed 1R, choose an an additional card and put into your hand. Remove the other cards from the game.
(54/199)

Studder
, Sorcery, Common
Return target creature you controll and target creature target opponent controlls to it's owners hand.
(55/199)

Temporal Edict
2, Enchantment, Common
Shuffle Temporal edict into it's owners library: Shuffle target creature into it's owners hand.
(56/199)

Tradewind Rider
3, Creature - Illusion 1/4, Rare
Flying
T, tap two untapped creatures you control: Return target permanent to it's owners hand.
(57/199)

Untouchable Illusion
2, Creature - Illusion 1/3, Uncommon
Untouchable Illusion can't be the target of spells or abilities.
Untouchable Illusion is unblockable.
(58/199)

Wall of Depression
1, Creature - Wall, Illusion 0/3, Common
(Walls cannot attack.)
Flying
Wall of Depression can't be the target of spells or abilities.
(59/199)

Black Knight
, Creature - Knight 2/2, Uncommon
First Strike
Protection from White
(1/199)

Bloody Reaver
, Creature - Zombie 3/2, Common
As an additional cost to play Bloody Reaver, pay 2 live.
First Strike
Oh my god, it's alive!
(2/199)

Cadaver Rats
, Creature - Rats 1/1, Common
Cadaver Rats can't be blocked except by black creatures and/or artifact creatures.
Whenever Cadaver Rats deals damage to a player, you lose 1 live.
(3/199)

Cruel Limit
1, Instant, Rare
Pay 3 live: Search your library for any card and put it into your hand.
(4/199)

Curtly Ritual
, Instant, Common
As an additional cost to play Curty Ritual, remove a creature in your graveyard from the game.
Add BBBB to your manapool.
(5/199)

Darnor Assassin
1, Creature - Minion 1/1, Common
2BB, sacrifice Darnor Assassin: Destroy target nonblack creature.
(6/199)

Darnor Vampire
4, Artifact Creature - Vampire 3/3, Rare
Flying
When Darnor Vampire comes into play, you may return target creature from your graveyard to play.
Whenever a creature dealt by Darnor Vampire is put into a graveyard from play, you may put a +1/+1 counter on Darnor Vampire
(7/199)

Deserted City
3, Sorcery, Rare
Destroy all creatures. Draw cards equal to the number of creatures you controlled destroyed this way.
(8/199)

Execution
4, Sorcery, Rare
As an additional cost to play Execution, sacrifice a creature.
Target player discards his/her hand.
(9/199)

Foul Idolatry
3, Enchant Creature, Common
Enchanted creature gets -3/-3.
Whenever Foul Idolatry is put into a graveyard from play, return it to its owner's hand.
(10/199)

Haunting Prosperity
, Instant, Common
As an additional cost to play Haunting Prosperity, pay 2 live.
Add BBBB to your manapool.
(11/199)

Hell Spy
1, Creature - Zombie 2/2, Uncommon
Flying
U: Look at target players hand.
(12/199)

Iniquitous Repulse
2, Sorcery, Common
Destroy target non-black creature.
If Iniquitous Repulse is in your library, you may pay 4BB and 2 life. If you do, search your library for it, remove it from the game, then shuffle your library. If you do, destroy target non-black creature.
(13/199)

Living Lich
, Creature - Zombie, Wizard 2/3, Rare
You don't lose the game for having 0 life or less.
When Living Lich comes into play, lose all your life. If you would gain life, draw that many cards instead. Whenever you would lose life, instead remove that many cards in your graveyard from the game. If you can't, you lose the game.
(14/199)

Memory Skeletton
2, Creature - Skeletton 1/1, Uncommon
1UU: Draw a card.
1B: Regenerate Memory Skeletton.
(15/199)

Methods of the Undead
2, Enchantment, Uncommon
Pay 5 life: Regenerate target creature.
(16/199)

Minion of Darnor
1, Creature - Zombie 2/2, Common
If Minion of Darnor is put into a graveyard from play, you lose 5 live.
B: Regenerate.
(17/199)

Nekroskeletton
3, Creature - Zombie 3/3, Rare
Skip your draw phase.
Pay 2 life: Draw a card.
1B: Regenerate Nekroskeletton
(18/199)

Omery Credence
2, Enchantment, Uncommon
2BB, Sacrifice Omery Credence: Target player loses 6 life. You gain 6 life.
(19/199)

Pit Zombie
, Creature - Zombie 2/2, Uncommon
If Pit Zombie is in your graveyard, you may pay BB and remove it from the game. If you do, put a 2/2 black Zombie creature token into play.
(20/199)

Soul Tear
4, Sorcery, Uncommon
As an additional cost to play Soul Tear, sacrifice a black creature.
Target player loses 7 life.
(21/199)

Terrorism
1, Instant, Common
If that creature was black or an artifact creature, you lose 3 life.
(22/199)

Undead Warden
2, Creature - Zombie 1/3, Common
Sacrifice Undead Warden: Add BBB to your manapool.
(23/199)

Underground Zombies
3, Creature - Zombie 2/3, Common
Target player loses 2 life, and you gain 2 life.
1B: Regenerate
(24/199)

Unexplored Wastes
3, Enchantment, Rare
At the beginning of each player's upkeep, put a Death counter on Unexplored Wastes.
2B, Sacrifice Unexplored Wastes: Target player loses X life, where X is equal to the number of Death counters on Unexplored Wastes.
(25/199)

Unhallowed Tomb
, Creature - Wall 0/1, Common
(Walls can't attack.)
Whenever Unhallowed Tomb blocks a creature, remove Unhallowed Tomb and that creature from the game.
(26/199)

Vampiric Bell
2, Sorcery, Uncommon
Search your library for a sorcery and reveal it. Shuffle your library, then put that card on top of it.
(27/199)

Zero Horror
2, Creature - Horror 2/1, Common
When Zero Horror is put into a graveyard from play, sacrifice a creature and destroy target nonblack creature.
(28/199)

Zombie Oath
2, Enchantment, Uncommon
Each creature you controll gains "1B: Regenerate this creature".
(29/199)

Ball Lightning
, Creature - Elemental 6/1, Rare
Trample, Haste
At the end of turn, sacrifice Ball Lightning.
(90/199)

Benchmont Viashino
1, Creature - Viashino 2/1, Uncommon
2R, sacrifice Benchmont Viashino: Benchmont Viashino deals 3 damage to target creature or player. A creature damaged by Benchmont Viashino this way cannot regenerate this turn.
(91/199)

Blazing Orb
, Enchantment, Uncommon
During each players upkeep, that player may pay 3. If he/she does, Blazing Orb deals 2 damage to target creature or player that player chooses.
(92/199)

Blood of Destruction
2, Enchant Creature, Uncommon
Whenever Enchant Creature deals damage to you, destoy target land.
(93/199)

Burning Paradise
5, Sorcery, Uncommon
Destroy three target lands.
(94/199)

Destroyed Way
2, Enchantment, Uncommon
When Destroyed Way comes into play, destroy target land.
W, sacrifice a land: You gain 2 live.
(95/199)

Fearless Viashino
3, Creature - Viashino 2/2, Common
WW: Remove Fearless Viashino and target attacking or blocking creature from the game.
(96/199)

Fire Bell
2, Instant, Uncommon
Fire Bell deals 3 damage to target creature or player.
Search your library for any artifakt card, reveal it, and put it on the top of your library.
(97/199)

Fire Stream
X, Sorcery, Common
Fire Stream deals X damage to target creature.
XXXRRR, remove Fire Stream from the game: Fire Stream deals X damage to target creature. Use this ability only, if Fire Stream is in your library, and shuffle it afterwards.
(98/199)

Firebomb
2, Instant, Common
Firebomb deals 3 damage to target creature or player.
4RRRR, remove Firebomb from the game: Firebomb deals 3 damage to target creature or player. Use this ability only, if Firebomb is in your library, and shuffle your library afterwards.
(99/199)

Fires of Nova
, Creature - Elemental 3/1, Uncommon
Trample, haste
At the end of turn, sacrifice Fires of Nova.
(100/199)

Firespitting
2, Enchant Creature, Common
1RR: Enchant Creature deals 1 damage to target creature.
(101/199)

Gliding Viashino
, Creature - Viashino 2/1, Common
U: Gliding Viashino gains flying until end of turn.
(102/199)

Heated Orc
1, Creature - Orc 4/3, Rare
Haste, first strike
Creatures you control can't block
(103/199)

Hot Rings
, Enchant Creature, Common
Enchant Creature gains +2/+1.
Sacrifice the Enchant Creature: Hot Rings deals X damage to target creature, where X is the power of the enchant creature.
(104/199)

Hot Timeportal
, Enchantment, Rare
During your upkeep, Hot Timeportal deals 2 damage to you.
RRRRR, remove Hot Timeportal from the game: You gain an additional Turn after this one. Hot Timeportal deals 3 damage to you.
RRRRR: Put Hot Timeportal into your hand. Hot Timeportal deals 3 damage to you. Use this ability only, if Hot is in your library, and shuffle your library afterwards.
(105/199)

Incinerate
1, Instant, Common
Incinerate deals 3 damage to target creature or player. A creature damaged this way cannot be regenerated this turn.
Yes, I think �toast� is an appropriate description.�
(106/199)

Lava Bladders
1, Enchantment, Common
Sacrifice Lava Bubble: Lava Bubble deals 3 damage to target creature or player. A creature damaged by Lava Bubble cannot regenerate this turn.
(107/199)

Lightning Stroke
2, Instant, Common
As an additional casting cost for Lightning Stroke, sacrifice a mountain.
Lightning Stroke deals 4 damage divided to any numbers of target creatures and players.
(108/199)

Mana Goblin
1, Creature - Goblin 1/2, Common
T: add R to your manapool.
(109/199)

Melting Stone
, Sorcery, Common
Destroy target land.
Melting Stone deals 2 damage to you.
(110/199)

Mystic Goblin
1, Creature - Goblin 2/1, Common
U: Mystic Goblin may not be the target of spells or abilities until end of turn.
(111/199)

Nookie
2, Enchantment, Rare
RRR: Nookie deals 2 damage to target creature. Use this only once each turn, and only if you could play sorceries.
8RRR: Put Nookie into play. Use this ability only if Nookie is in your library. Shuffle your library afterwards.
(112/199)

Paladin of Rage
2, Creature - Knight 3/3, Rare
RR, T: Paladin of Rage deals 2 damage to target creature and to you.
RRR, T: Paladin of Rage deals 3 damage to target creature and to you.
(113/199)

Purple Swall
, Sorcery, Uncommon
Purple Swall deals 3 damage to target white creature.
W, remove Purple Swall from the game: Purple Swall deals 3 damage to target red creature. Use this ability only, if Purple Swall is in your graveyard.
(114/199)

Rolling Firestorm
, Sorcery, Common
As an additional casting cost to play Rolling Firestorm, sacrifice each mountain you controll.
Rolling Firestorm deals 4 damage divided to any numbers of creatures and/or players.
(115/199)

Sonic Thunder
9, Sorcery, Rare
As an additional casting cost to play Sonic Thunder, sacrifice nine mountains.
Sonic Thunder deals 20 damage to target player.
(116/199)

Thunderbolt Wall
3, Creature - Wall 0/5, Uncommon
(Walls cannot attack.)
R, T: Thunderbolt Wall deals 2 damage to target creature.
(117/199)

Torrid Djinn
, Creature - Djinn, Illusion 3/3, Rare
Flying
RR, return Torrid Djinn to your hand: Torrid Djinn deals 2 damage to target creature.
(118/199)

Ancient Treefolk
4, Creature - Treefolk 4/5, Rare
Trample
You may tap three untapped creatures you control instead of paying Ancient Treefolk's casting cost.
The Treefolk lived there ever.
(60/199)

Bloom Elves
1, Creature - Elf 1/1, Common
T: add G to your manapool.
3GGG: Put Bloom Elves into play. Use this ability only, if Bloom Elves is in your library, and shuffle it afterwards.
(61/199)

City of Trees
3, Enchantment, Rare
3: Until end of turn, only the active player may play spells this turn.. Each player may use this ability.
(62/199)

Enormous Power
2, Enchant Creature, Common
You may play Enormous Power whenever you could play instants.
Enchant Creature gains +4/+4.
(63/199)

Garden of Eden
4, Enchantment, Rare
Each creature in play gains +1/+1
During each players upkeep, that player may search his/her library for a creature- card and put it on the top of his/her library.
(64/199)

Gravel Pit
2, Enchantment, Rare
GG, tap a creature you control: Reveal the top 10 cards of your library. Put each creature- card into your hand, and put the other into your graveyard.
At the beginning of your upkeep, reveal your hand to each player and shuffle all creature-cards from your hand into your library.
(65/199)

Green Jaguar
, Creature - Panther 1/1, Common
You may play Green Jaguar as an instant.
(66/199)

Growing Bounty
, Instant, Common
Search your library for a land card, reveal it, and put it into your hand.
(67/199)

Heart of the Grove
3, Sorcery, Common
As an additional casting cost for Heart of the Grove, sacrifice two forests.
Two target creatures gain +4/+4
(68/199)

Hervar Centaur
4, Creature - Centaur 6/3, Rare
Trample
Hervar Centaur can't be the target of spells or abilities.
Hervar Centaur doesn't cause to tap when attacking.
(69/199)

Hervar Wurm
, Creature - Wurm 6/6, Uncommon
Trample
When Hervar Wurm comes into play, sacrifice all forest.
(70/199)

Impervious Roots
1, Creature - Wall 0/6, Common
(Walls cannot attack.)
Put a -0/-1 counter on Impervious Roots: Add G to your manapool. Use this ability as an sorcery and only once each turn.
(71/199)

Invisible Raptor
3, Creature - Raptor 3/3, Uncommon
Invisible Raptor can't block and cannot be blocked.
Anything has bit me!
(72/199)

Life Signet
1, Enchant Creature, Common
The Enchant Creature gains protection from black and blue.
(73/199)

Mightful Power
, Instant, Common
Target creature gains +5/+5 until end of turn.
Draw a card.
(74/199)

Natural Fortitude
, Instant, Common
Target nonflying creature you controll and target untapped creature target opponent controlls gain +4/+4 until end of turn.
(75/199)

Power Flow
4, Instant, Uncommon
Search your library for a creature- card and put it into play.
I feel so strong tonight!
(76/199)

Rampage Poacher
1, Creature - Poacher 4/2, Uncommon

(77/199)

Rampant Ogre
3, Creature - Ogre 5/5, Rare
Trample
At the beginning of your next upkeep Rampant Ogre comes into play, tap each forest you control or sacrifice Rampant Ogre.
(78/199)

Raving Elephant
2, Creature - Eleophant 5/4, Uncommon
Trample
Sacrifice Raving Elephant, if you controll any other creature.
(79/199)

Reenforcement
2, Sorcery, Uncommon
Put a 2/2 squirrel- token into play.
3GGG, remove Reenforcement: Put a 2/2 squirrel token into play. Use this abilty only, if Reenforcement is in your library, and shuffle your library afterwards.
(80/199)

Rolling Armadillon
3, Creature - Beast 3/3, Rare
Trample
2GG: Search your library for a creature card, reveal it, and put it into your hand.
(81/199)

Seed Orchard
2, Enchantment, Common
Tap three creatures you controll: Search your library for a forest card, and put it into play.
(82/199)

Silence Growing
2, Sorcery, Common
Search your library for a basic land card, and put it into play.
G: Put Silence Growing into your hand. Use this ability only, if Silence Growing is in your library, and shuffle it afterwards.
(83/199)

Sprouting Insect
1, Creature - Insect 0/1, Common
Sprouting Insect can't be the target of spells or abilities.
During your upkeep, put a +1/+0 counter on Sprouting Insect.
(84/199)

Swarms of Killerbees
1, Creature - Insect 0/1, Uncommon
Flying
GG: +1/+1 until end of turn.
(85/199)

Unnoticed Elves
2, Creature - Elf 1/3, Uncommon
You may play Unnoticed Elves whenever you could play instants.
(86/199)

Wall of Blossoms
1, Creature - Wall 0/4, Uncommon
(Walls can't attack.)
When wall of Blossoms comes into play, draw a card.
(87/199)

Wild Chameleon
2, Creature - Chameleon 2/2, Common
Trample
Wild Chameleon cannot be countered.
(88/199)

Wordly Bell
2, Instant, Uncommon
Target creature gains +3/+3.
search your library for any creature card, reveal it, and put it on the top of your library.
(89/199)

Brain Pestilence
2, Enchantment, Uncommon
Whenever you draw a card, you lose 2 live.
U: Draw a card.
(148/199)

Burning Tar
, Instant, Common
Burning Tar deals 2 damage to target creature.
Target player loses 2 live.
(149/199)

Chilled Coals
, Instant, Common
Return target creature to it's owners hand.
Chilled Coals deals 2 damage to target creature.
(150/199)

Dreadmonger
, Creature - Beast 4/3, Uncommon
Trample, haste
Sacrifice a creature: Dreadmonger gains +3/+3 and doesn't untap during your next untap phase. Use this ability only once each turn.
(151/199)

Floated Jungle
, Instant, Common
Return target creature to it's owners hand.
Target creature gains +3/+3.
(152/199)

Great Waters
, Instant, Common
Return target creature to it's owners hand.
You gain 3 live.
(153/199)

Growing Lightning
, Instant, Common
Growing Lightning deals 2 damage to target creature.
Target creature gains +3/+3.
(154/199)

Heated Anaconda
2, Creature - Snake 3/2, Rare
When Heated Anaconda comes into play, add up to five mana of any numbers of colors to your manapool.
(155/199)

Lightning Illusion
3, Creature - Illusion 3/3, Rare
Flying, haste
Lightning Illusion can't be the target of spells or abilities.
R: +1/+0 until end of turn.
(156/199)

Live Pound
, Instant, Common
Target creature gains +3/+3.
You gain 3 live.
(157/199)

Melting Knowlege
X2, Sorcery, Uncommon
Melting Knowledge deals X damage to target creature or player.
Draw X cards.
X may not be greater then 5.
(158/199)

Noble Beast
8, Creature - Beast 10/10, Uncommon
Trample
Doesn't cause to tap when attacking.
(159/199)

Path of Wisdom
1, Instant, Uncommon
Search your library for an instant or enchantment- card, reveal it, and put it into your hand.
Draw a card.
(160/199)

Reehoc
, Creature - Legend 5/5, Rare
Flying
1: Reehoc gains +1/+1
(161/199)

Rushing Generation
3, Sorcery, Uncommon
Put a 3/3 elephant- token into play.
Draw 3 cards, then put one card from your hand on the top of your library.
(162/199)

Scopter, Illusion King
3, Creature - Legend, Illusion 2/4, Rare
Flying
0: Return target creature, other than Scopter itself, you control to it's owners hand.
(163/199)

Smoking Path
, Instant, Common
Smoking Path deals 2 damage to target creature.
You gain 3 live.
(164/199)

Stream of Stars
, Instant, Common
Target player loses 2 live.
You gain 3 live.
(165/199)

Undead Giant
3, Creature - Giant, Zombie 3/3, Uncommon
6RB: Put Undead Giant into play. Use this ability only, if Undead Giant is in your graveyard.
(166/199)

Unending Way
, Instant, Uncommon
Remove target creature from the game.
You lose 2 live.
(167/199)

Unholy Mutation
, Instant, Common
Target creature gains +3/+3
Target player loses 2 live.
(168/199)

Unholy Wisdom
, Instant, Common
Return target creature to it's owners hand.
Target player loses 2 live.
(169/199)

Wild Angel
2, Creature - Angel 4/3, Uncommon
Flying, trample
B: regenerate Wild Angel.
(170/199)

Wild Born
2, Enchantment, Rare
2GR: Put a creature- card from your hand into play.
(171/199)

Wild Soldier
, Creature - Knight 2/2, Uncommon
4WR: Put Fast Soldier into play. Use this ability only, if Fast Soldier is in your library. Shuffle your library afterwards.
(172/199)

Air Castle
4, Artifact, Uncommon
During your upkeep, pay 1 or sacrifice Castle in the Air.
Creatures you controll gains +1/+1
(173/199)

Armadillon Machine
6, Artifact Creature - Beast 2/2, Uncommon
Trample
When Armadillon Machine attacks, and is not blocked, you gain 6 live.
If Armadillon Machine attacks or blocks, it gets +3/+3.
(174/199)

Blurred Monkey
3, Artifact Creature - Monkey 2/2, Common
Blurred Monkey cannot be the target of spells or abilities.
(175/199)

Booyakaa
3, Artifact, Uncommon
T: target creature gains +1/+1 until end of turn.
6: Put Booyakaa into play. Use this ability only, if Booyakaa is in your library.
Shuffle your library afterwards.
(176/199)

Brass Guardian
4, Artifact Creature - Golem 3/5, Uncommon
Whenever Brass Guardian becomes tapped, it deals 1 damage to you.
(177/199)

Brass Hawk
2, Artifact Creature - Bird 0/1, Rare
Flying
Whenever Brass Hawk becomes tapped, it deals 1 damage to you.
T: Add one mana of any color to your manapool.
(178/199)

Castle Ghime
5, Legendary Artifact, Rare
5, T: Put a +1/+1 counter on each creature you controll.
(179/199)

Flyest Material
5, Artifact, Common
Each creature you controll gains flying.
2, T: Target flying creature gains +2/+0 until end of turn.
(180/199)

Hall of Bones
4, Artifact, Rare
T: add BB to your manapool.
1: add B to your manapool. Use this ability only, if Hall of Bones is untapped.
(181/199)

Machine Blood
2, Artifact, Uncommon
T: Target artifact creature gains +1/+2 until end of turn.
(182/199)

Metallic Illusion
1, Artifact Creature - Illusion 0/1, Uncommon
Flying
(183/199)

Moon's Egg
4, Artifact, Uncommon
2, T, put Moon's Egg on the top of your library: Gain 4 live.
(184/199)

Null Scepter
0, Artifact, Common
Comes into play tapped.
T, sacrifice Null Scepter: You gain 1 live. Draw a card.
(185/199)

Swords of the Archangels
5, Artifact, Rare
Comes into play tapped.
5, T: Remove target creature you control from the game. Put a 5/5 Angel- creature- token with flying and 'doesn't cause to tap when attacking' into play. This creature- token gains haste until end of turn. At the end of turn remove that token from the play, and return the removed creature with a -1/-1 counter into play.
With each stroke, the world becomes better.
(186/199)

Benchmont, High Mountain
Legendary Land, Rare
Comes into play tapped.
T: add R to your manapool.
Sacrifice a land: add R to your manapool. Benchmont, High Mountain deals 1 damage to you.
(187/199)

Castle of the Knighthood
Land, Uncommon
T: Search your library for a knight- card and remove it from the game.
2WW: Put a Knight removed by Castle of the Knighthood into play under your control. Use this ability only, if Castle of the Knighthood is untapped.
(188/199)

Crystal Vale
Land, Uncommon
Crystal Vale can't be the target of spells or abilities.
T: add one colorless mana to your mana pool.
(189/199)

Darnor, the forsaken Land
Legendary Land, Rare
Comes into play tapped.
T: add B to your manapool.
BB, T: Search your library for any one creature card and put it into your graveyard.
Remove a card from your graveyard: Untap Darnor, Evil Land.
(190/199)

Fertile Paradiese
Land, Rare
Whenever Fertile becomes tapped, target opponent may draw a card.
T: Add one mana of any color to your manapool.
(191/199)

Hervar, wild Jungle
Legendary Land, Rare
Comes into play tapped.
T: add G to your manapool.
T, tap a creature you control: add GGG to your manapool. Use this ability only, to cast creature spells.
(192/199)

Isle of Illusion
Land, Uncommon
T: add U to your manapool for each Illusion in play.
(193/199)

Longview, the great Plains
Legendary Land, Rare
Comes into play tapped.
T: add W to your manapool.
WWW, T, sacrifice Longview : Remove target attacking or black creature from the game.
(194/199)

New Area
Land, Uncommon
T: add one colorless mana to your manapool.
T: add 3 to your manapool. Use this ability only, if you have no cards in hand.
(195/199)

Old Mill
Land, Uncommon
T: add one colorless mana to your manapool.
1, T: Draw a card. Destroy Old Mill at the end of turn.
What for a beautiful Mill, isn't it?
*Kabumm*
Oh no, it's breaked down...

(196/199)

Raynfort, the Library of Knowledge
Legendary Land, Rare
Comes into play tapped.
T: add U to your manapool.
Skip drawing a card, T: Add 1UU to your manapool at your next mainphase.
(197/199)

Square Wasteland
Land, Uncommon
Square Wasteland comes into play tapped.
T: add one colorless mana to your manapool.
The turn, Square Wasteland comes into play, you may put an additional land into play.
(198/199)

Stone Castle
Land, Common
T: add one colorless mana to your manapool.
3: Put into play. Use this ability only, if Stone Castle is in your library, and shuffle it afterwards.
(199/199)


Generated with Magic set Editor on 12-27-2001 10:02:20
by
Dreadnought

 

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